Game device
By setting up operation and display areas in the image display device and combining the sliding movement of channel images and character images, the problems of not being able to recognize touch elements and lacking dynamism in the prior art are solved, and the function of multi-player cooperative gaming is realized.
Patent Information
- Application Number
- CN202520169877.7
- Authority / Receiving Office
- CN · China
- Patent Type
- Utility models(China)
- Current Assignee / Owner
- Priority Date
- 2024-01-25
- Filing Date
- 2025-01-24
- Publication Date
- 2026-05-19
- Estimated Expiration
- 2035-01-24
AI Technical Summary
Existing graphics display devices cannot provide different functions based on the type of touch element, and gaming devices lack dynamism and cannot enable multiplayer cooperative gaming.
By setting first and second display areas in the image display device, the first display area displays the prescribed images related to the game, and the second display area serves as the operation input area. By combining the sliding movement of channel images and character images, a sense of dynamism is provided, and multi-player collaboration is achieved by recognizing and changing touch elements through the control unit.
It enables different functions based on the type of touch element, enhances the dynamism of the game, allows third parties other than the player to participate in the game, and provides motion control methods and game programs for the image display device.
Smart Images

Figure CN224252077U_ABST
Abstract
Description
Technical Field
[0001] This application relates to image display devices, their motion control methods and programs, and more specifically to game devices, their motion control methods and game programs. Background Technology
[0002] In recent years, a large number of image display devices have adopted touch panels. These devices can detect user touch operations. However, they lack the ability to distinguish which touch element was used. Therefore, they cannot provide different functions based on the type of touch element. Thus, there is a need for image display devices that address this issue.
[0003] On the other hand, as examples of image display devices, game devices that perform competitive or cooperative games are known (e.g., Patent Document 1). In such game devices, the player operates a small screen. Therefore, there is a lack of dynamism during gameplay. Furthermore, this game device is designed for single-player use. Therefore, friends or family cannot join in playing on this device and cannot share the enjoyment of the game. Therefore, there is a need for game devices that address these issues.
[0004] Existing technical documents
[0005] Patent documents
[0006] Patent Document 1: Japanese Patent Publication No. 2020-18745 Utility Model Content
[0007] The problem to be solved in the application
[0008] The purpose of this application is to provide an image display device capable of identifying what kind of touch element is touching the screen.
[0009] Another objective of this application is to provide a dynamic image display device capable of providing operation on a single screen. In particular, it aims to provide a game device that allows a third party, other than the player, to participate in the game.
[0010] Furthermore, another objective of this application is to provide a motion control method for an image display device and a program for the method, particularly a motion control method and game program for a game device.
[0011] Problem-solving methods
[0012] Such an objective is achieved by the present application as described in (1) to (13) below.
[0013] (1) A gaming device, comprising:
[0014] The first operating unit includes an operating area for configuring game-related recording media;
[0015] A display unit that displays prescribed images related to the game; and
[0016] The control unit controls the display of the specified image.
[0017] The display unit has:
[0018] A first display area displays the specified image; and
[0019] The second display area displays an image representing the operation area.
[0020] The second display area functions as a second control unit that receives input from the player.
[0021] (2) The gaming device according to (1) above, wherein,
[0022] The first operation unit has a channel for configuring the recording medium.
[0023] The operation area image has a channel image corresponding to the channel.
[0024] (3) The gaming device according to (2) above, wherein,
[0025] The channel image is formed in a strip shape in the direction from the second display area toward the first display area.
[0026] (4) The gaming device according to (2) above, wherein,
[0027] The control unit performs control to display the character image corresponding to the character information stored in the recording medium on the channel image.
[0028] (5) The gaming device according to (4) above, wherein,
[0029] The control unit performs control to change the size of the channel according to the size of the character image.
[0030] (6) The gaming device according to (4) above, wherein,
[0031] The control unit controls the movement of the character image on the channel image.
[0032] (7) The gaming device according to (4) above, wherein,
[0033] The control unit performs control to provide the player with reference information related to the character image that is useful for playing the game when the player selects the character image.
[0034] (8) The gaming device according to (7) above, wherein,
[0035] The reference information includes textual, image, and audio information of the character information, specifically for opponent character information that differs from the character information itself.
[0036] (9) The gaming device according to (3) above, wherein,
[0037] The channel image is set to be in a straight line with the channel of the first operating unit along the direction.
[0038] (10) The gaming device according to (1) above, wherein,
[0039] The display unit has:
[0040] A first display unit having the second display area; and
[0041] The second display unit has the first display area.
[0042] The first display unit is at a predetermined angle relative to the second display unit.
[0043] (11) A motion control method for a game device, the game device comprising: a first operation unit including an operation area for configuring a recording medium related to a game; and a display unit displaying a predetermined image related to the game, the motion control method comprising the following steps:
[0044] Displaying an image of the operation area representing the operation area on the display unit; and
[0045] When the recording medium is configured on the first operation unit, the character image corresponding to the character information stored in the recording medium is displayed on the operation area image.
[0046] (12) According to the motion control method of the game device described in (11) above, wherein,
[0047] The operating area image includes channel images.
[0048] The motion control method further includes the following steps: changing the size of the channel image in accordance with the size of the character image.
[0049] (13) A game program for performing actions of a game device, the game device having: a first operating unit including an operating area for configuring a recording medium associated with the game; and a display unit for displaying a prescribed image associated with the game, the game program enabling the computer to function as follows:
[0050] Displaying an image of the operation area representing the operation area on the display unit; and
[0051] When the recording medium is configured on the first operation unit, the character image corresponding to the character information stored in the recording medium is displayed on the operation area image.
[0052] The effect of the application
[0053] According to this application, it is possible to determine what kind of touch element is in contact with the screen. Furthermore, according to this application, it is possible to provide a dynamic sense of operation on a single screen. In particular, it is possible to provide a game device that allows a third party other than the player to participate in the game. Moreover, according to this application, it is possible to provide a motion control method for an image display device and a program for that method, particularly a motion control method and game program for a game device. Brief description of the attached figures
[0054] Figure 1 This is a perspective view schematically illustrating a game device according to the first embodiment of this application.
[0055] Figure 2 This is a block diagram illustrating the structure of a game device according to the first embodiment of this application.
[0056] Figure 3 This is a block diagram illustrating the structure of the processing unit of the game device according to the first embodiment of this application.
[0057] Figure 4 This is a partial enlarged view showing the operation section and display section of the game device according to the first embodiment of this application.
[0058] Figure 5 This is an enlarged view showing the operation area of the display section of the game device according to the first embodiment of this application.
[0059] Figure 6 The character list is stored in the storage unit of the game device according to the first embodiment of this application.
[0060] Figure 7 This is a reference information table stored in the storage unit of the game device according to the first embodiment of this application.
[0061] Figure 8This is a touch element table stored in the storage unit of the game device according to the first embodiment of this application.
[0062] Figure 9 This is a display area table stored in the storage unit of the game device according to the first embodiment of this application.
[0063] Figure 10 This is an enlarged view showing the operation area of the display section of the game device according to the first embodiment of this application.
[0064] Figure 11 This is an enlarged view showing the structure of the display section of the game device according to the first embodiment of this application.
[0065] Figure 12 This is an enlarged view showing the structure of the display section of the game device according to the first embodiment of this application.
[0066] Figure 13 This is an enlarged view showing the structure of the display section of the game device according to the first embodiment of this application.
[0067] Figure 14 This is an enlarged view showing the structure of the pixels of the game device according to the first embodiment of this application.
[0068] Figure 15 This is an enlarged view showing the center of gravity of the touch elements of the game device according to the first embodiment of this application.
[0069] Figure 16 This is an enlarged view showing the pixel area of the touch element of the game device according to the first embodiment of this application.
[0070] Figure 17 This is a schematic diagram illustrating the grouping of game devices according to the first embodiment of this application.
[0071] Figure 18 This is a schematic diagram illustrating the grouping of game devices according to the first embodiment of this application.
[0072] Figure 19 This is a schematic diagram illustrating the grouping of game devices according to the first embodiment of this application.
[0073] Figure 20 This is a schematic diagram of a first mini-game using a game device for illustrating the first embodiment of this application.
[0074] Figure 21 This is a schematic diagram of a second mini-game for illustrating the game device of the first embodiment of this application.
[0075] Figure 22This is a flowchart illustrating the game processing flow of the game device according to the first embodiment of this application.
[0076] Figure 23 This is a flowchart illustrating the battle process of the game device according to the first embodiment of this application.
[0077] Figure 24 This is a flowchart illustrating the mini-game processing flow of the game device according to the first embodiment of this application.
[0078] Figure 25 This is a flowchart illustrating the grouping process of touch elements in the game device according to the first embodiment of this application.
[0079] Figure 26 This is a partial enlarged view schematically showing the display section and operation section of the game device according to the second embodiment of this application.
[0080] Figure 27 This is an enlarged plan view schematically showing the game device according to the third embodiment of this application.
[0081] Figure 28 This is a schematic front view of the image display device according to the fourth embodiment of this application. Detailed Implementation
[0082] The image display device, its motion control method, and the procedure of this application are described in detail below.
[0083] <<First Implementation Method>>
[0084] A. Image display device
[0085] The image display device described in this application is not particularly limited as long as it can display images. Such image display devices include, for example, desktop computers, laptop computers, mobile phones, smartphones, televisions, gaming devices, and liquid crystal displays.
[0086] Hereinafter, for ease of understanding, a detailed description will be given of the case where the image display device is a game device, based on the suitable embodiments shown in the accompanying drawings. For ease of explanation, the terms "upper" and "lower" will be used in the drawings, with "left" on the top, "right" on the bottom, "front" on the left, and "back" on the right, the side of the paper closest to the front, and the side of the paper inside the back.
[0087] Figure 1 This is a perspective view schematically illustrating a game device according to the first embodiment of this application. Figure 2 This is a block diagram illustrating the structure of a game device according to a first embodiment of this application. Figure 3 This is a block diagram illustrating the structure of the processing unit of the game device according to the first embodiment of this application.
[0088] 1. Game Overview
[0089] First, the game executed by the game device 1 of this embodiment will be described. The game device 1 can use the recording medium 11 to execute, for example, a battle game or a role-playing game. Specifically, the game is executed with the recording medium 11 disposed on the operation unit 3. An image corresponding to the character information (hereinafter referred to as "character information") recorded on the recording medium 11 is displayed on the display unit 6. Thus, the game device 1 can execute a battle game in which the character battles against an opponent. Furthermore, the game executed by this game device 1 is not limited to the game described above.
[0090] 2. Recording media
[0091] The recording medium 11 used in the game device 1 of this embodiment is not particularly limited as long as it can store character information. For example, such a recording medium 11 could be... Figure 4 As shown, it is formed in the shape of a card. This recording medium 11 has a QR code that records character information, item information, etc. Examples of this QR code include QR codes (registered trademarks) and Zcodes (registered trademarks). In the case of Zcodes, the aforementioned information is recorded in a way that allows it to be recognized under invisible light (infrared). Alternatively, the recording medium 11 can also be a game IC card storing player information and character information.
[0092] 3. Gaming devices
[0093] Next, the game device 1 will be described. For example... Figure 1 As shown, the game device 1 of this embodiment includes two game devices (a first sub-game device 1A and a second sub-game device 1B) arranged adjacent to each other. The game device 1 has a display unit 6 and is controlled by a control unit 8. Therefore, the overall size of the game device 1 can be reduced. This reduces the overall cost of the game device 1. The game device 1 of this embodiment is not limited to a structure where two game devices are arranged adjacent to each other (a two-in-one structure), and can also be a structure where three or more game devices are arranged adjacent to each other.
[0094] At first glance, the game device 1 in this embodiment appears to be two game devices arranged adjacent to each other. However, game device 1 is actually formed by connecting these two game devices to create one game device. Therefore, each player can play the game on their own sub-game device, or they can play the game collaboratively. Figure 1 , Figure 2 As shown, such a game device 1 has a housing 2, an operation unit 3, a reading unit 4, a speaker 5, a display unit 6, a storage unit 7, a control unit 8, and a communication unit 9. The structure of each unit will be described below.
[0095] Furthermore, the operation unit 3, reading unit 4, and speaker 5 of the game device 1 include a sub-operation unit 3A, a sub-reading unit 4A, and a speaker 5A for a first sub-game device 1A, and a sub-operation unit 3B, a sub-reading unit 4B, and a speaker 5B for a second sub-game device 1B. They have the same structure, so they will be described below as the operation unit 3, the reading unit 4, and the speaker 5 of the game device 1.
[0096] <Shell>
[0097] The housing 2 serves to house or store the various components of the gaming device 1. For example... Figure 1 As shown, the shell 2 is formed in a prism shape, but is not limited to this. The shell 2 can be composed of a single shell (double shell), or it can be formed by connecting sub-shells for each sub-game device. In the case of a double shell, the shell 2 is formed to be symmetrical from left to right.
[0098] <Operations Department>
[0099] Figure 4 This is a partially enlarged view showing the operation unit and display unit of the game device according to the first embodiment of this application. The operation unit 3 has the function of accepting operation inputs from the player to perform the game. The operation unit 3 consists of two buttons 31 and an operation area 32. The buttons 31 are symmetrically arranged on the upper surface of the housing 2 with the operation area 32 as the center. The operation area 32 is located approximately in the center of the upper surface of the housing 2. The shape of the operation area 32 is not particularly limited and can be rectangular, square, circular, elliptical, etc. Such an operation area 32 can also be configured so that the player can set and move the recording medium 11. The operation area 32 is configured so that the reading unit 4, described later, can read the recording medium 11.
[0100] The operating area 32 includes a plurality of channels 321 for setting the recording medium 11. In this embodiment, as... Figure 1 , Figure 4 As shown, three channels 321 are arranged on the display section 6 side of the operation area 32. Each channel 321 is formed into an elongated shape facing the display section 6. Moreover, each channel 321 is arranged orthogonally to the display section 6 and parallel to each other. Furthermore, the number of channels 321 is not limited to three; it can be one or more. In addition, each channel 321 can have a size corresponding to the size of the recording medium 11, or it can have a length that allows the arranged recording medium 11 to move along the length direction, or it can be set to a length greater than the length of the recording medium 11. In addition, the width of each channel 321 is a size corresponding to the width of the recording medium 11.
[0101] <Reading Department>
[0102] The reading unit 4 has the function of reading information from the recording medium 11 disposed on the operating area 32. The reading unit 4 is disposed inside the housing 2 at the lower part of the operating area 32. Such a reading unit 4 is, for example, composed of an imaging device (camera) and an infrared light source. The infrared light source of the reading unit 4 illuminates the QR code 111 of the recording medium 11 from the lower side of the operating area 32. In this state, the imaging device captures the QR code 111 of the recording medium 11, thereby enabling the reading of the information recorded in the QR code 111 of the recording medium 11. Furthermore, as long as the imaging device can capture the operating area 32, the reading unit 4 can be disposed at any position within the housing 2. Alternatively, the reading unit 4 may be composed solely of an imaging device.
[0103] <Speaker>
[0104] The speaker 5 has the function of outputting various sounds. The speaker 5 is disposed on the upper part of the front surface of the housing 2. The number of speakers 5 is not particularly limited; there may be one or more than two speakers. In this embodiment, one speaker 5 is disposed on the upper part of the front surface of the housing 2 corresponding to each sub-game device 1A, 1B. The sounds output by the speaker 5 include music, sound effects, etc., stored in the storage unit 7.
[0105] Display Department
[0106] Figure 5 This is an enlarged view showing the operation area of the display unit of the game device according to the first embodiment of this application. The display unit 6 has the function of displaying game images (prescribed images) and receiving operation input from the player. Therefore, the display unit 6 functions as an operation display unit. The display unit 6 may be composed of a touch panel, or may partially include a touch panel. Figure 1 As shown, such a display unit 6 is composed of a sub-(first) display unit 61 that is inclinedly disposed on the upper surface of the housing 2 and a main (second) display unit 62 that is erected from the upper end of the sub-display unit 61.
[0107] (Sub-display section)
[0108] The secondary display unit 61 is tilted upwards from the operation unit 3 toward the gaming device 1. Preferably, the secondary display unit 61 is positioned at a first angle θ1 relative to the operation unit 3 in the range of 90° to 180°, preferably 130° to 180°. Thus, even if the player is sitting in front of the gaming device 1, the image displayed on the secondary display unit 61 can be reliably seen.
[0109] The sub-display unit 61 can display images for the first sub-game device 1A and images for the second sub-game device 1B. Furthermore, the sub-display unit 61 can also display images throughout its entire area when the player is playing cooperatively with other players. Figure 4 , Figure 5As shown, the sub-display unit 61 displays an image (operation area image 63) of the operation area 32 adjacent to the operation unit 3. The operation area image 63 includes three channel images 631, a connection image 632, and a character image 633. The operation area image 63 can be displayed over the entire area of the sub-display unit 61 or over an area on the side of the operation unit 3. When the operation area image 63 is displayed over an area on the side of the operation unit 3, different images can also be displayed over an area on the side of the main display unit 62.
[0110] The channel images 631 are elongated and correspond to the channel 321 of the operation unit 3. Furthermore, each channel image 631 is arranged parallel to the others along a direction orthogonal to the long side (X) of the channel 321 (Y direction). Figure 4 The number of channel images 631 is independent of the number of channels 321; it can be one or more. In this embodiment, as... Figure 4 As shown, the three channel images 631 correspond to the three channels 321 of the operation unit 3. Therefore, the channels 321 and the channel images 631 constitute a channel. Thus, the player can obtain the feeling of moving the recording medium 11 onto the channel image 631 by moving the image of the recording medium 11 on the channel image 631.
[0111] Connecting image 632 is an image showing the correspondence between channel 321 and channel image 631. Connecting image 632 is formed in a straight line shape, but is not limited to this. Connecting image 632 extends from the center of the lower end of channel image 631 to the center of the upper end of channel 321. The position of displaying connecting image 632 is not particularly limited. In addition, connecting image 632 may not be displayed, or channel image 631, connecting image 632 and channel 321 may be displayed as a straight line.
[0112] like Figure 5 As shown, the character image 633 is displayed on the channel image 631 together with the image on the recording medium 11. The character image 633 is an image corresponding to the character information recorded on the recording medium 11. The channel image 631 corresponds to the channel 321; therefore, the length and width of the channel image 631 are dimensions corresponding to the length and width of the channel 321. However, the length and width of the channel image 631 are not limited to this and can also be set to dimensions different from the length and width of the channel 321.
[0113] When the length of channel image 631 is greater than that of channel 321, there is a distance that the character image 633 can slide and move. Therefore, it can give the player the impression that a longer distance has been operated on the recording medium 11. In addition, when the width of channel image 631 is greater than that of channel 321, a large character image 633 can be displayed on channel image 631. Therefore, the character image 633 can strongly attract the player.
[0114] Here, the touch element T functions to touch the surface of the display unit 6. The touch element T is not particularly limited as long as the control unit 8 can receive touch information from it. For example, the touch element T may include a finger, palm, stylus, etc. It can be covered by a cover component capable of detecting capacitance.
[0115] The sub-display unit 61 has, for example Figure 14 The plurality of pixels 69 are shown. These pixels 69 have the function of detecting whether a touch element T has touched the surface of the sub-display unit 61. The plurality of pixels 69 are stacked beneath the surface layer of the sub-display unit 61. The plurality of pixels 69 can be arranged corresponding to the entire area of the sub-display unit 61, or they can be arranged on the side of the operation section 3 of the sub-display unit 61, or they can be arranged at any position on the sub-display unit 61. Thus, the sub-display unit 61 functions as an operation display unit, enabling the provision of the mini-games described later.
[0116] The multiple pixels 69 can be formed in a grid pattern, or in a stripe pattern or in a dot pattern. Furthermore, the multiple pixels 69 can be randomly arranged on the XY plane of the layer, or they can be arranged regularly to form a coordinate plane. When the multiple pixels 69 are formed in a grid pattern or form a coordinate plane, the contact position of the touch element T in the sub-display unit 61 can be accurately determined.
[0117] (Main display section)
[0118] The main display unit 62 is vertically erected from the upper end of the sub-display unit 61. Preferably, the main display unit 62 is positioned at a second angle θ2 relative to the sub-display unit 61, ranging from 90° to 180°, preferably from 130° to 180°. This ensures that even when the player is seated in front of the game device 1, they can reliably see the image displayed on the main display unit 62.
[0119] The upper surfaces of the main display unit 62 and the sub-display unit 61 overlap. In this case, it is preferable that the image displayed at the lower end (a defined range) of the main display unit 62 is the same as the image displayed at the upper end (a defined range) of the sub-display unit 61. This allows the image displayed on the main display unit 62 to seamlessly connect with the image displayed on the sub-display unit 61. Furthermore, both the main display unit 62 and the sub-display unit 61 can display images for the first sub-game device 1A and the second sub-game device 1B, and can display images over the entire area.
[0120] The main display unit 62 may also have a plurality of pixels 69, similar to the sub-display unit 61. The plurality of pixels 69 have the same function as the plurality of pixels 69 in the sub-display unit 61. Furthermore, similar to the sub-display unit 61, the plurality of pixels 69 may be disposed throughout the entire area of the main display unit 62, may be disposed on the side of the sub-display unit 61, or may be disposed at any position on the main display unit 62. Thus, the main display unit 62 functions as an operation display unit, capable of providing the mini-games described later. Alternatively, the main display unit 62 may not have a plurality of pixels 69. In this case, the main display unit 62 functions solely as the display unit 6.
[0121] Storage Department
[0122] Next, the storage unit 7 will be explained. Figure 6 The character list is stored in the storage unit of the game device according to the first embodiment of this application. Figure 7 This is a reference information table stored in the storage unit of the game device according to the first embodiment of this application. Figure 8 This is a touch element table stored in the storage unit of the game device according to the first embodiment of this application. Figure 9 This is a display area table stored in the storage unit of the game device according to the first embodiment of this application.
[0123] Storage unit 7 stores game programs, game data, and effect data. The game program is the program used to enable the game device 1 to execute the game, achieved through cooperation with hardware. Additionally, the game data includes game-related data such as character data, image data, and sound effect data.
[0124] Character data includes the character's name, size, special move, weapon, strength, etc. For example... Figure 6 As shown, these data are stored in the role table corresponding to the channel ratio. The channel ratio in the role table represents the ratio of the width and length of the channel image 631 to the size of the role image 633. A large ratio indicates that the width and length of the channel image 631 have been altered, as described later. Furthermore, a channel ratio of 1 implies the normal width and length of the channel image 631 (the default value), meaning that the channel image 631 has not been altered.
[0125] Additionally, character data includes, for example, reference information representing character A's characteristics (e.g., strength) relative to opposing characters, and attraction information related to that reference information. Reference information includes textual information, image information, etc. Attraction information includes audio information, image information, etc. For example... Figure 7 As shown, for role A, reference information and attraction information are mapped to each opponent role, and this data is stored in the reference information table.
[0126] Reference information includes textual information such as "Looks like we can attack first," indicating the player character's strengths and weaknesses relative to the opponent. Reference information also includes visual information that simplifies the textual information, often containing phrases like "Very good." Attraction information includes audio information such as the player character's vocalizations, selected to attract players through these vocalizations. Attraction information also includes visual information such as circular images, selected to attract players through the size of these circular images.
[0127] Image data refers to game visual data, such as character images, background images, and various effect images. Sound effect data refers to the sound data played during gameplay, which differs from music data. Sound effect data may include, for example, evaluation sounds played based on the player's actions.
[0128] The effect data includes data representing the type of touch element T, and data displayed when playing mini-games. For example... Figure 8 As shown, these data are stored in the touch element table so that the pixel area corresponds to the effect, relative to the type of touch element T. For example, when the type of touch element T is a finger or a stylus, the pixel area of 1 to 9999 corresponds to the effect of "". This corresponds to effect 1. Therefore, as will be described later, the control unit 8 is able to identify the touch element T that is in contact with the surface of the display unit 6.
[0129] Additionally, the touch element table stores the pixel regions allocated to touch element T corresponding to the pixel area as "1×1", etc. This is used for the mini-game described later. Furthermore, the pixel area is preferably set to different ranges depending on the type. This allows for detailed determination of the type of touch element T. In this embodiment, considering the simplicity and speed of game processing, three pixel area ranges are simply set ( Figure 8 ).
[0130] In addition, such as Figure 9As shown, for a specific character A, the storage unit 7 stores information about the display area for character A based on character A's characteristics and the opponent character's consumption level. For example, character A's characteristics include speed and strength, represented by terms like "fast," "slow," "present," "absent," and "same." Consumption level is information updated in real-time during gameplay, indicating whether a character has consumed more resources than another character A. For instance, if character A's speed is faster than opponent character 1's speed, character A's display area is set to 62d+61e+61f+61g. Furthermore, if opponent character 1's consumption level is "yes," the display area is set to 62c+62d+61e+61f+61g.
[0131] <Control Department>
[0132] Next, the control unit 8 will be explained. Figure 10 This is an enlarged view showing the operation area of the display unit of the game device according to the first embodiment of this application. Figures 11-13 This is an enlarged view showing the structure of the display section of the game device according to the first embodiment of this application.
[0133] Control Unit 8 controls all functions related to game execution. For example... Figure 2 As shown, such a control unit 8 includes an information acquisition unit 81, a processing unit 82, a display control unit 83, a size change unit 84, an information provision unit 85, a display area change unit 86, and a sound output control unit 87.
[0134] (Information Acquisition Unit)
[0135] The information acquisition unit 81 has the function of acquiring information such as operation input by the player, character information of the recording medium 11, and game information. The information acquisition unit 81 acquires operation input information by the player pressing the button 31. Additionally, the information acquisition unit 81 acquires touch operation input information (touch information) by the contact of the touch element T with the surface of the display unit 6. Such touch operation input information includes, for example, information related to character selection, the values of pixels 69 overlapping with the touch element T, and touch position information. The values of pixels 69 are the height (vertical) and width (horizontal) values of pixels 69 overlapping with the touch element T, or XY coordinates (width, height). Furthermore, the information acquisition unit 81 acquires character information read by the reading unit 4. In addition, the information acquisition unit 81 acquires various information obtained via the communication unit 9, which will be described later.
[0136] (Processing Unit)
[0137] The processing unit 82 has the function of processing the information acquired by the information acquisition unit 81 and the progress of the game. For example, the processing unit 82 determines the information of the game image stored in the storage unit 7 and provides it to the display control unit 83. In addition, the processing unit 82 refers to the character information acquired by the information acquisition unit 81. Figure 6 The processing unit 82 determines the channel ratio corresponding to the role information from the role list. Additionally, the processing unit 82 determines the audio information and provides it to the audio output control unit 87.
[0138] (Display control unit)
[0139] The display control unit 83 has the function of controlling the display of all game-related images. Specifically, the display control unit 83 controls the main display unit 62 and the sub-display unit 61 to display images of game image data provided by the processing unit 82. Then, the display control unit 83 controls the sub-display unit 61 to display the operating area image 63. For example, the display control unit 83 controls... Figure 4 The display of the operation area image 63 on the sub-display unit 61 shown, such as Figure 11 The game image is displayed on the main display unit 62. Thus, the display control unit 83 can control the display to show a specified image on both the sub-display unit 61 and the main display unit 62, or it can control the display to show a specified image on each sub-game device.
[0140] (Size change unit)
[0141] The size adjustment unit 84 has the function of changing the size of the channel image 631 according to the size of the character image 633 corresponding to the character information recorded in the recording medium 11. Specifically, when the recording medium 11 is disposed in the channel 321, the processing unit 82 determines the channel ratio information corresponding to the character information of the recording medium 11. Then, the size adjustment unit 84 changes the size of the channel image 631 corresponding to the channel 321 on which the recording medium 11 is disposed based on the channel ratio information.
[0142] For example, when the display control unit 83 displays the image of character A in the channel image 631, the processing unit 82 refers to Figure 6 Information on the channel ratio (width) (1.4) and channel ratio (length) (1.4) of character A is determined. The size adjustment unit 84 adjusts the size of the channel image 631 based on this channel ratio information. In this embodiment, as... Figure 10 As shown, the size change unit 84 changes the width of the channel image 631 to 1.4 times the width of the channel image 631 in the default state. This allows the large character image 633 to be reliably displayed on the channel image 631. Therefore, the large character image 633 can be emphasized.
[0143] Similarly, the size adjustment unit 84 can also adjust the width ratio of the channel image 631 to 0.8 times the default value based on the channel ratio (width) information. Figure 6 Therefore, it is possible to change the channel image 631 to match the small character image 633. Thus, the channel image 631 can be effectively displayed in the operation area image 63 according to the size of the character image 633. Furthermore, the size change unit 84 can change the width and length of the channel image 631 without prior consideration of channel ratio (length) information. Additionally, the size change unit 84 can also change the width and length of the channel image 631 by considering both channel ratio (width) information and channel ratio (length) information. Figure 10 The left and right channel images 631 shown are the default images, and their widths are set to the default value of 1.
[0144] Furthermore, after the processing unit 82 determines the channel ratio information of the oversized character Z, the size change unit 84 can fuse adjacent channel images 631 based on this channel ratio information. As a result, the channel images 631 become two on the operating area image 63, and the oversized character image 633 of Z can be displayed on the fused channel images 631. This allows for the display of an image that fuses the characters corresponding to the two recording media 11 on channel 321, thus providing the player with a sense of excitement. In addition, the size change unit 84 can also fuse all channel images 631.
[0145] (Information Providing Unit)
[0146] The information providing unit 85 has the function of providing a reference information image 64 and an attraction information image 65 related to the character image 633 on the channel image 631. Specifically, when the player touches the character image 633, the information providing unit 85 refers to the reference information table of that character stored in the storage unit 7. Then, the information providing unit 85 determines the reference information and / or attraction information corresponding to the opponent character image displayed on the main display unit 62. Then, for example, Figure 11 As shown, the secondary display unit 61 displays an image 64 with the reference information "Very Good" near the character image 633, outside the operation area image 63. This provides the player with the information that the image is highly compatible with the opponent character image displayed on the main display unit 62.
[0147] In addition, such as Figure 11 As shown, the sub-display unit 61 displays an attraction information image 65 of three concentric rings on the character image 633. This provides the player with information that the player's character image 633 has good (strong) compatibility with the opponent's character image displayed on the main display unit 62. Similarly, the information providing unit 85 can also provide information such as... Figure 7The text information "It looks like we can attack first" is used instead of the image information of the aforementioned reference information. Additionally, the information providing unit 85 can also... Figure 7 The sound information "calling" shown is provided to the sound output control unit 87 to replace the image information of the attraction information mentioned above.
[0148] In addition to providing the above information, the information providing unit 85 can also provide attraction information that causes the character image 633 on the channel image 631 to vibrate, reference information image 64 indicating the battle order with the opponent character, etc.
[0149] Furthermore, even when the recording medium 11 is not positioned on the channel 321, the information providing unit 85 can provide information about the character (assistant character) displayed on the channel image 631. The assistant character is not particularly limited and includes characters who have participated in cooperative gameplay in the past, characters who have appeared in mini-games, etc. The information providing unit 85 can provide assistant character information when the recording medium 11 has not been positioned on the channel 321 for a certain period of time, or when the player has made an operation input requesting information. Therefore, even without the recording medium 11, the player can enjoy the game using the assistant character.
[0150] Furthermore, players can determine whether to use a support character in battle based on the support character's information. Therefore, the display control unit 83 can control the display based on the player's input to show the support character's image on the sub-display unit 61. Alternatively, the display control unit 83 can also control the display independently of the player's input, automatically showing the support character's image on the sub-display unit 61 based on the support character's information. With this structure, players can enjoy the game not only using the characters on the recording medium 11 but also using characters that have appeared in previous games.
[0151] (Display area change unit)
[0152] The display area changing unit 86 has the function of changing the area where the character image 633 is displayed between the main display unit 62 and the sub-display unit 61. Typically, such as... Figure 12 As shown, the opponent's character image is displayed on the main display unit 62, and the player's character image 633 is displayed on the secondary display unit 61. The main display unit 62, from its top, has a first area 62a indicating the game's progress and second to fourth display areas 62b to 62d displaying the opponent's character image. On the other hand, the secondary display unit 61 includes fifth to seventh display areas 61e to 61g displaying the character image 633 and an eighth display area 61h displaying the operation area image 63.
[0153] In this case, when the player selects character image 633, the display area changing unit 86 refers to the display area table stored in the storage unit 7. Then, the display area changing unit 86 determines the display area of the character image 633 corresponding to the opponent's character. For example, if the player's character has the characteristic of being faster than the opponent's character, such as... Figure 13 As shown in (a), the display area changing unit 86 changes the display area so that the player's character image 633 is displayed in the fifth to seventh display areas 61e to 61g of the sub-display unit 61 and the fourth display area 62d of the main display unit 62.
[0154] Additionally, if the opponent's character has a resource depletion level, such as Figure 13 As shown in (b), the display area changing unit 86 further changes the display area to display the player's character image 633 in the third display area 62c of the main display unit 62. This change in display area allows the player to be shown, in stages, the high probability of their character defeating the opponent's character. As a result, the player can efficiently defeat the opponent's character without engaging in pointless battles.
[0155] Similarly, when the player's character is slower than the opponent's character, such as Figure 13 As shown in (c), the display area changing unit 86 changes the display area to display the player's character image 633 in the sixth to seventh display areas 61f~61g of the sub-display unit 61. Additionally, if the player's character has a consumption level, such as... Figure 13 As shown in (d), the display area changing unit 86 further changes the display area so that the player's character image 633 is displayed only in the seventh display area 61g of the sub-display unit 61. By changing the display area in this way, the player can be shown in stages the high probability that their character will be defeated by the opponent's character. As a result, the player can fight the opponent's character efficiently without engaging in pointless battles.
[0156] (Sound output control unit)
[0157] The sound output control unit 87 controls the output of all sound and music related to the game. Specifically, the sound output control unit 87 controls the output of music and sound determined by the processing unit 82. Sound and music information is provided to the speaker 5 through the sound output unit 86, enabling the speaker 5 to output sound and music.
[0158] Furthermore, as described above, the display unit 6, and particularly the sub-display unit 61, of the game device 1 in this embodiment is composed of a touch panel. Therefore, the game device 1 can use the sub-display unit 61 to provide various mini-games. The mini-games can be executed in the entire area of the sub-display unit 61, or in any area of the fifth to eighth display areas 61e~h.
[0159] The structure of the control unit 8 used to provide the mini-game is described below. Figure 14 This is an enlarged view showing the structure of the pixels of the game device according to the first embodiment of this application. Figure 15 This is an enlarged view showing the center of gravity of the touch elements of the game device according to the first embodiment of this application. Figure 16 This is an enlarged view showing the pixel area of the touch element of the game device according to the first embodiment of this application. Figures 17-19 This is a schematic diagram illustrating the grouping of game devices according to the first embodiment of this application.
[0160] like Figure 3 As shown, the processing unit 82 includes an area calculation unit 821, a judgment unit 822, an effect generation unit 823, a center of gravity determination unit 824, an allocation unit 825, and a grouping unit 826. The structure of each part will be described in detail below.
[0161] (Area Calculation Unit)
[0162] The area calculation unit 821 has the function of calculating the area (pixel area) of the pixels 69 overlapping with the touch element T based on the pixel values acquired by the information acquisition unit 81. For example, when the touch element T is three fingers, the information acquisition unit 81 acquires the width and height coordinates of all pixels 69 overlapping with the three fingers. In this case, the area calculation unit 821 calculates the difference between the maximum and minimum width values in the acquired coordinates. Similarly, the area calculation unit 821 calculates the difference between the maximum and minimum height values in the acquired coordinates. The area calculation unit 821 may also multiply the calculated width difference and height difference of the pixels 69 to calculate the pixel area of the pixels 69 overlapping with the three fingers.
[0163] The area calculation unit 821 is not limited to this; it can also calculate the pixel area based on the width and height differences of pixel 69, as well as the values in the pixel table below. The pixel table is pre-stored in the storage unit 7.
[0164]
[0165] Specifically, when the area calculation unit 821 calculates a width difference of 2560 and a height difference of 4096, the area calculation unit 821 uses the value of one pixel in the aforementioned pixel table to perform the following conversion on the calculated width difference and height difference.
[0166] Width value: 2560 ÷ 8.5 = 301 pixels
[0167] Height value: 4096 ÷ 15.2 = 270 pixels
[0168] Then, the area calculation unit 821 uses the converted width and height differences to calculate the pixel area as 301 × 270 = 81270 pixels. Therefore, the area of the pixel overlapping the three fingers is set to 81270 pixels. Alternatively, the area calculation unit 821 can also directly calculate the pixel area based on the pixel values obtained by the information acquisition unit 81.
[0169] (Judgment Unit)
[0170] The determination unit 822 has the function of determining the type of pixel feature based on the pixel area calculated by the area calculation unit 821. The determination unit 822 refers to... Figure 8 The touch element table is shown. Then, the determination unit 822 specifies the pixel area including the calculated pixel area and determines the type of touch element T. When the pixel area is 81270 pixels, the determination unit 822 specifies the range of pixel areas including that pixel area as 10000~149999. Then, the determination unit 822 determines the touch element T as three fingers or a child's palm. Similarly, when the pixel area is 1~9999, the determination unit 822 determines the touch element T as a stylus or a finger.
[0171] The contact area between a child's palm and the display unit 6 is statistically roughly the same as the contact area between the child's three fingers and the display unit 6. Therefore, in this embodiment, the child's palm and three fingers are classified as the same touch element T. This simplifies the processing of the determination unit 822. In this way, the game device 1 of this embodiment can determine which touch element T has touched the display unit 6. Therefore, various mini-games such as the coloring game described later can be provided.
[0172] In addition, Figure 8 In the touch element table, the range of pixel area can be set to different ranges corresponding to the type of touch element T. In this case, the determination unit 822 can determine a touch element T as the type of touch element T. Thus, the determination unit 822 can determine in detail the type of touch element T of the touch sub-display unit 61, such as a finger, a child's palm, or an adult's palm. Therefore, mini-games corresponding to the type of touch element T can be provided.
[0173] (Effect generation unit)
[0174] The effect generating unit 823 has the function of generating an effect corresponding to the touch element T based on the type of touch element T determined by the determination unit 822. For example, if the determination unit 822 determines that the touch element T is three fingers, the effect generating unit 823 refers to... Figure 8The touch element table. Then, the effect generating unit 823 determines the effect randomly or sequentially. For example, if effect 1 is determined, the effect generating unit 823 controls the display of the effect image 68 of effect 1 at a position close to the touch element T (hand) or the character image 633. Figure 14 (b)).
[0175] Similarly, when the touch element T is a finger, Figure 8 The image of Effect 1 shown is displayed near the finger or character image 633. Figure 14 (a)). By displaying such an effect image 68, the type of touch element T can be visually shown to the player. Therefore, for example, even if a parent and a child touch the display unit 6 at the same time, it is possible to clearly show the player which touch element T is being used for the effect.
[0176] Furthermore, the effect generating unit 823 has the function of generating effects related to the mini-game described later. For example, when the touch element T touches the display unit 6, the effect generating unit 823 is controlled to generate a predetermined mark from the touch portion ( Figure 20 Alternatively, it can change the display of the character image 633. Furthermore, the effect generating unit 823 can also be controlled to change the color of the image on the touched area. Figure 21 In addition, the effect generating unit 823 can also produce different effects depending on the movement of the touch element T or the way the player operates the touch element T.
[0177] (Center of gravity determination unit)
[0178] When the touch element T touches the display unit 6, the touch element T may contact the display unit 6 at multiple locations. At this time, the information acquisition unit 81 acquires the pixel values of the multiple contact points. In this case, the center-of-gravity determination unit 824 has the function of determining the center of gravity 67 of the touch element T based on the multiple contact points. For example, when touching the display unit 6 with the palm of the hand, as... Figure 15 As shown, sometimes the palm of the hand contacts the display unit 6 at five points. In this case, the center of gravity determination unit 824 determines the center of gravity 67 of the palm based on the pixel positions of the five contact points and their pixel values such as width and height. The determination method is a general procedure. Alternatively, the center of gravity determination unit 824 may determine the center of gravity 67 of the palm based solely on the pixel positions of the contact points or solely on the pixel values.
[0179] Furthermore, when the display unit 6 is touched with a finger, the center of gravity determination unit 824 determines the center of gravity 67 of the finger based on the pixel values of the pixels 69 that overlap with the finger. Specifically, the center of gravity determination unit 824 calculates the center of gravity 67 based on the width and height values of the pixels. It is known which point the touch element T contacts the display unit 6 with as its center of gravity 67, thus making it easy to understand the range of pixels within which the effect occurs.
[0180] Furthermore, the center of gravity determination unit 824 can also determine any one of the multiple contact points as the center of gravity 67. That is, the center of gravity determination unit 824 can also determine the contact point with the largest contact area among the multiple contact points as the center of gravity 67. As described above, when the center of gravity 67 is determined, such as Figure 15 As shown, the effect generating unit 823 can also display the black dot at the center of gravity 67 of the palm. This allows the player to see which part of the display unit 6 is the center of contact with the palm.
[0181] (Distribution Unit)
[0182] The allocation unit 825 has the function of allocating a pixel area corresponding to the determined type of touch element T to the touch element T. For example, if the determination unit 822 determines that the touch element T is an adult's palm, the allocation unit 825 refers to... Figure 8 The allocation unit 825 assigns a pixel area corresponding to an adult's palm. Then, the allocation unit 825 assigns a 5×5 pixel area 693 to the touch element T. At this time, the allocation unit 825 assigns pixel area 693 to the adult's palm, such that the center of gravity 67 of the touch element T is located at the center of pixel area 693. Therefore, when the adult's palm touches the surface of the operation unit 3, it is determined that pixel area 693 (5×5=25) is in contact with the touch element T. Figure 16 (c)).
[0183] Additionally, in the case of touch element T being three fingers and a child's palm, the same pixel area corresponds to them ( Figure 8 Therefore, in the case where the touch element T is any one of three fingers or a child's palm, the pixel area 692 of "3×3"=9 is assigned to the touch element T. Figure 16 (b) Similarly, when the touch element T is a finger, the allocation unit 825 allocates a pixel area 691 of "1×1"=1 to the touch element T. Thus, the larger the touch element T, the larger the pixel area is determined to be in contact with the display unit 6. Therefore, players can enjoy mini-games, especially coloring games, more.
[0184] In addition, Figure 8In the touch element table, the pixel areas can be set to be different for each type of touch element T. In this case, the allocation unit 825 can allocate different pixel areas for each type of touch element T. Thus, it is possible to handle various mini-games such as coloring games covering a wide area of the touch display unit 6 and games covering a narrow area. Alternatively, the same pixel area can be set regardless of the type of touch element T. Furthermore, the allocation unit 825 can allocate the center of gravity 67 of the touch element T to any position of the touch element T instead of the center of the pixel area.
[0185] (Grouped Unit)
[0186] The display unit 6 of the game device 1 in this embodiment has a certain area, so there are multiple touch elements T and different types of touch elements T in contact with the surface of the display unit 6. Moreover, the display unit 6 is composed of a touch panel, so the player can perform swiping and swiping operations on the display unit 6. Figures 17-19 The display unit 6 is shown to be in a state where the left palm (first touch element) and the right palm (second touch element) are touched by multiple touch elements T.
[0187] The grouping unit 826 has the function of grouping multiple touch elements T when the distance between the centers 67 of the multiple touch elements T is close to a predetermined distance. Furthermore, the grouping unit 826 has the function of setting the grouped touch elements T as a single touch element T (grouped touch element). Here, the predetermined distance refers to the group setting distance used for grouping the first touch element T and the second touch element T. The group setting distance is a distance of 1 to 5 pixels, preferably 1 to 3 pixels, from the center 67. In other words, the group setting distance is a distance in the range of 8.3 mm to 41.5 mm, preferably 8.3 mm to 24.9 mm, from the center 67. This forms a group setting circle 601 centered on the center 67. When the group setting distance is within this range, the touch elements T will not conflict with each other and can be appropriately grouped.
[0188] Specifically, such as Figure 17 As shown, when the left and right palms are outside each other's group setting circle 601, the control unit 8 recognizes that two touch elements T are touching the display unit 6. When the left and right palms approach each other from this state, the group setting circle 601 of the left palm intersects with the group setting circle 601 of the right palm. At this time, as... Figure 18 As shown, the grouping unit 826 groups the palms of the left and right hands, setting the grouped touch elements. Then, the center of gravity determination unit 824 redetermines the center of gravity 671 of the grouped touch elements. Then, the allocation unit 825 allocates new pixel areas to the grouped touch elements.
[0189] In this case, the pixel area is not particularly limited; it can be a pixel area of "5×5"=25 pixels or a pixel area of "5×5"×2=50 pixels. Therefore, the area of the display unit 6 that is touched at one time becomes larger, thus enabling the mini-games described later to proceed more effectively. Furthermore, multiple players can play mini-games simultaneously, thus allowing for sharing the fun with more players compared to conventional gaming devices.
[0190] On the other hand, the grouping unit 826 has the function of degrouping multiple touch elements T when the distance between the centers 67 of the multiple touch elements T is far from a predetermined distance. Furthermore, the grouping unit 826 has the function of resetting the grouped touch elements to their original state. Here, the predetermined distance refers to the group degrouping distance used to degroup the first touch element T and the second touch element T. The group degrouping distance is a distance of 2 to 6 pixels, preferably 2 to 4 pixels, from the center 67. In other words, the group degrouping distance is in the range of 16.6 mm to 49.8 mm, preferably 16.6 mm to 33.2 mm. This forms a group degrouping circle 602 centered on the center 67. When the group degrouping distance is within this range, the grouping is not immediately degrouped, thus giving the player some leeway.
[0191] like Figure 18 As shown, when touch element T has been grouped, control unit 8 recognizes that the grouped touch element is being touched. When the left palm and right palm move away from each other from this state, the group release circle 602 of the left palm and the group release circle 602 of the right palm become in contact. Figure 19 Then, as the left palm further separates from the right palm, grouping unit 826 ungroups. This returns to... Figure 17 As shown in the status, the control unit 8 recognizes two touch elements T ( Figure 17 Therefore, multiple players can freely slide their fingers on the display unit 6, which facilitates the mini-games described later. Furthermore, since multiple players can play the game individually, it allows for sharing the fun with more players compared to conventional gaming devices.
[0192] In this way, by setting the group setting circle 601 and the group deactivation circle 602, a difference is created between group setting and group deactivation. Even if the touch element T moves separately, this difference can maintain the grouping for a certain period of time or distance. Therefore, it can provide players with a longer period of excitement. Furthermore, the group setting circle 601 and the group deactivation circle 602 can also be unified by making the group setting distance the same as the group deactivation distance.
[0193] In addition to the structure described above, the control unit 8 of this application may also include a direction detection unit that detects the movement direction of the touch element T. For example, when the player performs a swipe operation in the upward direction on the sub-display unit 61, the direction detection unit detects the movement direction of the touch element T as upward. Therefore, the effect generation unit 823 can generate a predetermined effect towards the main display unit 62 based on the detected upward direction. Thus, a predetermined effect can be generated from the sub-display unit 61 towards the main display unit 62, providing a mini-game experience for the entire display unit 6.
[0194] Additionally, the processing unit 82 may also have the function of ignoring contact of touch elements T within a predetermined circle centered on the center of gravity 67. Specifically, the processing unit 82 sets a circle centered on the center of gravity 67 with a radius equal to the distance from the center of gravity 67 to the farthest contact point. Then, the processing unit 82 sets a threshold circle with a radius larger than this. In this state, even if other touch elements T contact the display portion 6 in an area further inward than the threshold circle, the processing unit 82 can provide the function of ignoring contact of other touch elements T.
[0195] The processing unit 82 may also have the function of ignoring the contact of other touch elements T with the pixel area. With this function, the contact of other touch elements is not recognized, thus enabling accurate and reliable fixation of the center of gravity 67 of the touch element T. Furthermore, the radius of the threshold circle is not particularly limited, but is preferably a distance of 2 to 5 pixels, more preferably a distance of 3 to 4 pixels.
[0196] <Ministry of Communications>
[0197] The communication unit 9 has the function of communicating with external networks (LAN, WAN, Internet, etc.) or devices via wired or wireless means. The game device 1 of this application can communicate with other game devices, information terminals, and other devices via the communication unit 9. For example, the communication unit 9 can communicate with other devices to obtain music data and game programs. Thus, the game program can be updated, providing the latest games. Alternatively, the game device 1 may not have a communication unit 9.
[0198] The image display device of this application has been described above as a game device 1. However, in addition to the above-described components, the game device 1 of this embodiment also has a coin insertion port, a coin return port, and a recording medium 11 dispensing port on the front of the housing 2.
[0199] Furthermore, game device 1 can also connect to multiple game devices 1 via a network. In this case, a server (not shown) manages various information. Thus, the server can determine which players are playing the game on that game device 1. By managing the player's touch element T through the server, for example, if the determination unit 822 determines that a child's palm is the touch element T, it can also provide the player with prescribed privileges at a certain ratio.
[0200] 4. Instructions for the mini-games
[0201] Next, the mini-game executed by the game device 1 of this embodiment will be described. Figure 20 This is a schematic diagram illustrating a first mini-game of the game device used to illustrate the first embodiment of this application. Figure 21 This is a schematic diagram of a second mini-game for illustrating the game device of the first embodiment of this application.
[0202] Mini-games can be executed at any time during the game's execution. For example, a mini-game can be randomly executed at the end of a battle or when an opponent is defeated. Furthermore, mini-games are provided by the various structures of the control unit 8 and the processing unit 82 (e.g., the mini-game providing unit), as described above. Such mini-games are provided simply by contacting the display unit 6 with the touch element T, and are not particularly limited in this regard. Examples include mini-games that generate a predetermined image (first mini-game) and coloring games (second mini-game).
[0203] <First Mini-Game>
[0204] When the touch element T comes into contact with the display unit 6, the effect generating unit 823 controls the display to show a specified image, such as a mark, at a pixel (hereinafter referred to as an "overlapping pixel") 695 that overlaps with the center of gravity 67 of the touch element T. For example, Figure 20 As shown, at the overlapping pixel 695 that overlaps with the center of gravity 67 of the touch element T, the effect generating unit 823 produces an effect that makes the heart-shaped mark stand out. Figure 20 (a) This effect can occur only once, or it can occur during the contact of the touch element T. In this state, the effect at overlapping pixel 695 disappears when the touch element T moves. Figure 20 (b)). On the other hand, at the overlapping pixel (hereinafter referred to as "the next overlapping pixel") 696 where the touch element T has moved, the effect generating unit 823 produces the same effect. Figure 20 (b)).
[0205] In this state, when the touch element T returns to the overlapping pixel 695, the effect generating unit 823 generates the above effect again at the overlapping pixel 695 according to a predetermined time. Figure 20(c) Even if the touch element T returns to the overlapping pixel 695 earlier than the specified time, no effect will occur. The specified time (invalid time) is not particularly limited, but is preferably about 0.5 to 3 seconds. By setting the specified time, even if the touch element T comes into contact with the same pixel 69 on the display unit 6, the effect will not last, thus providing the player with the incentive to move the touch element T significantly on the display unit 6. As a result, an effect can be produced over a large area of the display unit 6.
[0206] The effect generating unit 823 can also generate the aforementioned effect at the overlapping pixel 695 by replacing the predetermined time with the number of pixels that have moved from the overlapping pixel 695. Specifically, when the overlapping pixel 695 moves to a predetermined number (e.g., 1 to 10) of pixels 69, the effect generating unit 823 can eliminate invalid time. Therefore, when the touch element T returns from the next overlapping pixel 696 to the overlapping pixel 695, the effect generating unit 823 can restore the aforementioned effect. Thus, when the touch element T does not move a predetermined distance on the display unit 6, no effect is generated, thereby providing the player with the incentive to move the touch element T significantly on the display unit 6. As a result, effects can be generated over a large area of the display unit 6.
[0207] The effect generating unit 823 can also replace specified marks or other images to generate effects such as sound, image vibration, and image deflection. Furthermore, the effect generating unit 823 can also refer to... Figure 8 The touch element table changes the size of the effect based on the type of touch element T.
[0208] <Second Mini-Game>
[0209] When the touch element T comes into contact with the display unit 6, the effect generating unit 823 controls the color of the displayed image to be changed at the overlapping pixel 695 that overlaps with the center of gravity 67 of the touch element T. For example, as Figure 21 As shown, a water droplet image (mini-game image) is displayed. Figure 21 (a) When the finger of the touch element T contacts the display unit 6, the effect generating unit 823 generates an effect that changes the color of the image at the overlapping pixel 695. In this state, when the touch element T moves, the effect generating unit 823 changes the color of the image at the next overlapping pixel 696 that overlaps with the center of gravity 67 of the touch element T. Figure 21 (b) In this case, the allocation unit 825 allocates a "1×1" pixel area 692 to the finger, so the effect generating unit 823 can change the color of the image at pixel 69. By repeating this operation, the effect generating unit 823 can change the color of the water droplet image. Figure 21 (d)).
[0210] When the touch element T consists of three fingers, the effect generating unit 823 produces the same effect as the fingers, changing the color of the water droplet image. In this case, the allocation unit 825 allocates a "3×3" pixel area 692 to the three fingers, thus enabling the color of the image at nine pixels 69 to be changed at once. Figure 21 (c) Thus, the effect-generating unit 823 can change the color of a larger range than the touch element T of the finger at once, thereby providing the player with a pleasant feeling and enabling the game to be successful quickly. Figure 21 (d) Furthermore, when the color of the water droplet image changes by 80-100%, the determination unit 822 determines that the game is successful. As a result, the effect generation unit 823 can generate the prescribed effects such as upgrades.
[0211] Furthermore, the mini-game can also be a game where the shape and expression of the character image 633 displayed on the display unit 6 are changed by touching the element T. This is a game that changes the display of the character image 633 instead of changing the color of the second mini-game.
[0212] B. Operation control method for image display device
[0213] <Processing of gaming devices>
[0214] Next, the motion control method of the image display device of this application will be described. For ease of understanding, the following explanation will use the case where the image display device is a game device as an example. Figure 22 This is a flowchart illustrating the game processing flow of the game device according to the first embodiment of this application. Figure 23 This is a flowchart illustrating the battle process of the game device according to the first embodiment of this application. Figure 24 This is a flowchart illustrating the mini-game processing flow of the game device according to the first embodiment of this application.
[0215] First, when the player inserts a coin, the control unit 8 controls the display of the game image and the opponent's character image. As a result, the main display unit 62 of the display unit 6 displays the opponent's character image (S1). Simultaneously, the control unit 8 controls the display of the operation area image 63. As a result, the sub-display unit 61 of the display unit 6 displays the operation area image 63 (S2). In this state, the player places the recording medium 11 on the channel 321 of the operation area 32 (S3). Then, the reading unit 4 reads the character information stored in the recording medium 11.
[0216] The control unit 8 acquires character information and determines whether the size of the character image 633 corresponding to the character information is the default (S4). If it determines that the character image 633 is not the default, the control unit 8 changes the size of the channel image 631 corresponding to the channel 321 on which the recording medium 11 is installed (S5). Then, the control unit 8 performs control to display the character image 633 on the channel image 631. As a result, the sub-display unit 61 of the display unit 6 displays the character image 633 on the channel image 631 (S6).
[0217] On the other hand, in step S4, when the control unit 8 determines that the character image 633 is the default, the process proceeds to step S6. Next, the control unit 8 determines whether all recording media 11 have been set on channel 321 (S7). When the control unit 8 determines that not all recording media 11 have been set on channel 321, the control unit 8 determines whether an assistance character has been set (S71). When the control unit 8 determines that no assistance character has been set, the process proceeds to step S3. Thus, the processing of steps S3 to S71 is repeated.
[0218] In step S71, when the control unit 8 determines that an assistance role has been set, the control unit 8 performs control to display the image of the assistance role on the channel image 631. Thus, the sub-display unit 61 of the display unit 6 displays the image of the assistance role on the channel image 631 (S72). Then, the process proceeds to step S8.
[0219] In step S7, when it is determined that all recording media 11 have been set on channel 321, the process proceeds to step S8. The control unit 8 receives information that the touch element T has touched the character image 633 on the channel image 631 (S8). Therefore, the control unit 8 performs control to display reference information of the touched character image 633 (S9). Next, the control unit 8 determines whether the touch element T has caused the character image 633 to slide (S10). When it is determined that the touch element T has not caused the character image 633 to slide, the process returns to step S8. Thus, the processing of steps S8 to S10 is repeated. On the other hand, when it is determined that the touch element T has caused the character image 633 to slide, the process ends after a battle (S11) and a mini-game (S12).
[0220] Next, use Figure 23 Explain the combat handling provided by game device 1. First, in Figure 22 In step S11, the control unit 8 compares the acquired character information with the opponent's character information to determine whether their characteristics are different values (S111). When it is determined that the characteristics are not different values, the control unit 8 performs control to display the player's character image 633 in the fifth to seventh display areas 61e~g of the sub-display unit 61. Thus, as... Figure 12That displays the player's character image 633 (S112a).
[0221] On the other hand, when the control unit 8 determines that the characteristics are different values, that is, when the characteristic value of the player's character image 633 is greater than the characteristic value of the opponent's character image, the control unit 8 controls the display to enlarge the player's character image 633 and display it in the fourth display area 62d of the main display unit 62. Thus, as... Figure 13 (a) Display the player's character image 633 (S112b) as shown.
[0222] Furthermore, when the control unit 8 determines that the characteristics are different values, that is, when the characteristic value of the player's character image 633 is less than the characteristic value of the opponent's character image, the control unit 8 controls the display of the player's character image 633 in a smaller size in the sixth to seventh display areas 61f~g of the sub-display unit 61. Thus, as... Figure 13 (c) Display the player's character image 633 (S112c) as shown.
[0223] Next, the control unit 8 determines whether the opponent's character has consumed any resources (S113). When the control unit 8 determines that the opponent's character has consumed resources, the control unit 8 enlarges the display by also displaying the player's character image 633 in the third display area 62c of the main display unit 62 (S114). Thus, as... Figure 13 (b) Display the player's character image as shown in 633.
[0224] On the other hand, in step S113, when the control unit 8 determines that the opponent's character has no resources, the process proceeds to step S115. Next, the control unit 8 determines whether the player's character has resources (S115). When the control unit 8 determines that the player's character has resources, the control unit 8 performs control to shrink and display the player's character image 633 in the seventh display area 61g of the sub-display unit 61. Thus, as... Figure 13 (d) Enlarge the opponent's character image as shown (S116). Then, the processing ends.
[0225] On the other hand, in step S115, the process ends when the control unit 8 determines that the player's character has not consumed any resources. Furthermore, the order of steps S113-S114 and S115-S116 can also be reversed.
[0226] Next, use Figure 24 This describes the processing of the first mini-game provided by game device 1. Figure 22In step S12, the control unit 8 starts the first mini-game. The control unit 8 controls the display of any character image 633 (S121). In this state, the control unit 8 acquires touch information of the touch element T at a specified (overlapping) pixel 695 (S122). The control unit 8 causes the effect to occur at the overlapping pixel 695 (S123). Next, the control unit 8 determines whether the touch element T has moved (S124).
[0227] When the control unit 8 determines that the touch element T has moved, it determines whether a predetermined time has elapsed (S125). Next, if the predetermined time has elapsed, the control unit 8 determines whether the touch element T has returned to a predetermined pixel and whether it has received touch information from the touch element T again (S126). When the control unit 8 determines that it has received touch information again, it causes the effect to reappear at the predetermined pixel (S127). Thus, the process ends.
[0228] Furthermore, in step S124, if it is determined that the touch element T has moved, that is, if it is determined that the touch element T has moved to another pixel, the process returns to step S122, and steps S122 to S124 are repeated. On the other hand, if it is determined that the touch element T has not moved, no effect is produced again, and the process ends.
[0229] In step S125, if it is determined that the specified time has not elapsed, the process returns to step S122, and steps S122 to S125 are repeated. Additionally, in step S126, if it is determined that no further touch information from the touch element T has been received, the process returns to step S122, and steps S122 to S125 are repeated.
[0230] On the other hand, the processing of the second mini-game can be achieved by omitting steps S125-S126. However, the processing of the second mini-game can also be the same as that of the first mini-game. In this case, the effect of step S127 can also be to generate a specified marker, etc.
[0231] <Group processing>
[0232] Next, the grouping processing of touch elements T received by the display unit 6 of the game device 1 of this application will be described. Figure 25 This is a flowchart illustrating the grouping process of touch elements in the game device according to the first embodiment of this application. First, the control unit 8 receives touch information from multiple touch elements T (S21). Here, the multiple touch elements T will be described as touch element Ta and touch element Tb.
[0233] The control unit 8 acquires pixel values as touch information for each touch element T (S22). The control unit 8 calculates the pixel area based on the acquired pixel values (S23). The control unit 8 determines the type of each touch element T based on the calculated pixel area (S24).
[0234] Next, the control unit 8 determines the centroid 67 of each touch element T based on pixel values and pixel areas (S25). Then, based on the type of each touch element T, the control unit 8 allocates pixel areas to the touch element T with the centroid 67 of the touch element T as the center (S26). In this state, the control unit 8 determines whether the centroid 67 of touch element Ta and the centroid 67 of touch element Tb are within the group setting distance (S27). When it is determined that the centroid 67 of touch element Ta and the centroid 67 of touch element Tb are within the group setting distance, touch element Ta and touch element Tb are grouped (S28). Thus, grouped touch elements T are generated.
[0235] At this point, the control unit 8 determines the grouping center of the grouped touch element T based on the aforementioned pixel values and pixel areas (S29). Then, the control unit 8 allocates a new pixel area centered on this grouping center (S210). Next, the control unit 8 determines whether the center of gravity 67 of touch element Ta and the center of gravity 67 of touch element Tb are within the group ungrouping distance (S211). If it is determined that the center of gravity 67 of touch element Ta and the center of gravity 67 of touch element Tb are not within the group ungrouping distance, the grouping of touch element Ta and touch element Tb is de-grouped (S212). Thus, the process ends.
[0236] On the other hand, when it is determined in step S211 that the center of gravity 67 of touch element Ta and the center of gravity 67 of touch element Tb are within the group release distance, the control unit 8 maintains the group (S213). Therefore, steps S211 to S213 are repeated. Furthermore, when it is determined in step S27 that the center of gravity 67 of touch element Ta and the center of gravity 67 of touch element Tb are not within the group setting distance, the process ends.
[0237] The above processing methods can be completed by a computer-executed program. Such a program is implemented by a CPU (Central Processing Unit), microprocessor, GPU (Graphics Processing Unit), RAM (Random Access Memory), ROM (Read-Only Memory), etc.
[0238] <<Second Implementation Method>>
[0239] Next, a second embodiment of the image display device of this application will be described based on the accompanying drawings.
[0240] Figure 26This is a partially enlarged view schematically illustrating the display section and operation section of the game device according to the second embodiment of this application. Hereinafter, the second embodiment will be described, focusing on the differences from the first embodiment described above; identical details will be omitted. Furthermore, structures identical to those in the first embodiment will be labeled with the same symbols.
[0241] The game device 100 of this embodiment is the same as the game device 1 of the first embodiment, except that the arrangement of the channel 321 in the operation area 32 of the operation unit 3 is different. Specifically, as Figure 26 As shown, the game device 100 of this embodiment is configured such that the channel 321 forms a straight line with the channel image 631. In other words, the channel image 631 and the channel 321 are formed as an elongated strip, like an operation unit 3. Therefore, by sliding the recording medium 11 on the channel 321 forward, the character image 633 on the channel image 631 is displayed as if it has moved forward. Thus, the player can be given the impression that the recording medium 11 has actually moved from the channel 321 to the channel image 631. Furthermore, the game device 100 of this embodiment has the same effect as the game device 1 of the first embodiment.
[0242] <<Third Implementation Method>>
[0243] Next, a third embodiment of the image display device of this application will be described based on the accompanying drawings.
[0244] Figure 27 This is an enlarged plan view schematically illustrating a game device according to a third embodiment of this application. Hereinafter, the third embodiment will be described, focusing on the differences from the first embodiment described above; identical details will be omitted. Furthermore, structures identical to those in the first embodiment will be labeled with the same symbols.
[0245] The difference between the game device 200 of this embodiment and the game device 1 of the first embodiment and the game device 100 of the second embodiment is that its entirety is formed on a plane. Specifically, as Figure 27 As shown, in the game device 200 of this embodiment, the display unit 6, the operation unit 3A of the first sub-game device 1A, and the operation unit 3B of the second sub-game device 1B are formed on the same plane. That is, the sub-operation unit 3A of the first sub-game device 1A and the sub-operation unit 3B of the second sub-game device 1B are separated by the display unit 6. Thus, the display unit 6 and the two operation units 3A and 3B face vertically upward. With this structure, players face each other while playing the game.
[0246] Therefore, players can watch their opponents while playing the game, thus providing an atmosphere of actual combat between players. Furthermore, the display unit 6 faces vertically upwards, making it easy for even children to touch, and multiple people can touch the display unit 6 simultaneously. Therefore, multiple people, including children, can enjoy mini-games. Moreover, the game device 200 of this embodiment has the same effects as the game device 1 of the first embodiment and the game device 100 of the second embodiment.
[0247] <<Fourth Implementation Method>>
[0248] Next, a fourth embodiment of the image display device of this application will be described based on the accompanying drawings.
[0249] Figure 28 This is a schematic front view of the image display device according to the fourth embodiment of this application. Hereinafter, the fourth embodiment will be described, focusing on the differences from the first embodiment described above; identical details will be omitted. Furthermore, structures identical to those in the first embodiment will be labeled with the same symbols.
[0250] The image display device 300 of this embodiment differs from the image display devices of the first to third embodiments in that it is formed from a smartphone. Specifically, as Figure 28 As shown, the image display device 300 of this embodiment has a display unit 6 composed of a touch panel as a display operation unit. Compared with the game device 1 of the first embodiment, the image display device 300 is smaller. Therefore, players can enjoy mini-games anytime, anywhere. Furthermore, as... Figure 28 As shown, the image display device 300 can appropriately group the touch elements T of the index finger and thumb of a single hand. Furthermore, the image display device 300 of this embodiment also has the same effect as the game device 1 of the first embodiment.
[0251] The image display device, its motion control method, and program of this application have been described above based on preferred embodiments, but this application is not limited thereto. The structure of each part can be replaced with any structure having the same function. In addition, other arbitrary units or structures can be added to this application. Furthermore, this application can also combine any two or more structures (features) from the above embodiments.
[0252] Symbol Explanation
[0253] 1, 100, 200: Game device (image display device); 300: Image display device; 1A: First sub-game device; 1B: Second sub-game device; 2: Housing; 3: Operation unit; 3A: First sub-operation unit; 3B: Second sub-operation unit; 31: Button; 32: Operation area; 321: Channel; 4: Reading unit; 5: Speaker; 6: Display unit; 61: Sub-display unit; 61e~h: Fifth to eighth display areas; 62: Main display unit; 62a~d: First to fourth display areas; 63: Operation area image; 631: Channel image; 632: Connection image; 633: Character image; 64: Reference information image; 65: Attraction information image; 67, 671 68: Center of gravity; 69: Effect image; 601-693: Pixel area; 695: Overlapping pixel; 696: Next overlapping pixel; 601: Group setting circle; 602: Group ungrouping circle; 7: Storage unit; 8: Control unit; 81: Information acquisition unit; 82: Processing unit; 821: Area calculation unit; 822: Judgment unit; 823: Effect generation unit; 824: Center of gravity determination unit; 825: Allocation unit; 826: Grouping unit; 83: Display control unit; 84: Size change unit; 85: Information provision unit; 86: Display area change unit; 87: Sound output control unit; 9: Communication unit; 11: Recording medium; T: Touch element.
Claims
1. A gaming device, characterized by It includes: a first operation section including an operation area for arranging a recording medium related to a game; a display section displaying a prescribed image related to the game; and a control section controlling display of the prescribed image, the display section has: a first display area displaying the prescribed image; and a second display area displaying an operation area image representing the operation area, the second display area functions as a second operation section that accepts operation input from a player.
2. The game apparatus according to claim 1, wherein the first operation section has a passage for arranging the recording medium, the operation area image has a passage image corresponding to the passage.
3. The game apparatus according to claim 2, wherein the passage image is formed in an elongated shape in a direction from the second display area toward the first display area.
4. The game apparatus according to claim 2, wherein the control section controls to display a character image corresponding to character information stored in the recording medium on the passage image.
5. The game apparatus according to claim 4, wherein the control section controls to change a size of the passage according to a size of the character image.
6. The game apparatus according to claim 4, wherein the control section controls to move the character image on the passage image in a sliding manner.
7. The game apparatus according to claim 4, wherein the control section controls to provide the player with reference information related to the character image that is useful for playing the game when the player selects the character image.
8. The game apparatus according to claim 7, wherein the reference information includes text information, image information, and sound information of the character information for an opponent character information different from the character information.
9. The game apparatus according to claim 3, wherein the passage image is disposed in a straight line shape along the direction with the passage of the first operation section.
10. The game apparatus according to claim 1, wherein the display section has: a first display section having the second display area; and a second display section having the first display area, the first display section is at a prescribed angle with respect to the second display section.