Game program, game system, game device and game processing method
Patent Information
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2024-05-08
- Publication Date
- 2026-04-08
AI Technical Summary
Existing game programs struggle with accurately moving objects in a virtual space using explosions, as it is difficult for users to intuitively control the direction of object movement from the explosion location.
The game program employs physical calculations to control the movement of dynamic objects based on explosion events, setting collision positions and velocities to intuitively direct objects in the expected direction, allowing for precise control of bomb objects and assembly objects through user interactions and physical simulations.
This approach enables users to easily and intuitively move objects in the direction they intend from an explosion location, enhancing the realism and control of object movement in virtual spaces.
Smart Images

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Abstract
Description
[Technical field]
[0001] The present invention relates to a game program, a game system, a game device, and a game processing method for performing processing using objects in a virtual space. [Background technology]
[0002] Conventionally, there is a game program that uses objects in a virtual space (for example, see Non-Patent Document 1). For example, in the game program, a player character can cause an explosion in a virtual space, thereby destroying or blowing away objects within an area affected by the explosion. [Prior art documents] [Non-patent literature]
[0003] [Non-Patent Document 1] "The Legend of Zelda: Breath of the Wild", Features, Download runes, [online], Nintendo of America Inc., [Retrieved March 31, 2023], Internet<URL:https: / / www.zelda.com / breath-of-the-wild / features / > Summary of the Invention [Problem to be solved by the invention]
[0004] However, with the game program disclosed in the above-mentioned non-patent document 1, it is not easy for a user to adjust the explosion position so as to move an object accurately in a predicted or intended direction.
[0005] Therefore, an object of the present invention is to provide a game program, a game system, a game device, and a game processing method that enable a user to easily move an object in a virtual space in a direction that the user intuitively predicts or intends from the location where an explosion occurs. [Means for solving the problem]
[0006] In order to achieve the above object, the present invention may employ, for example, the following configurations (1) to (7).
[0007] (1) One configuration example of a game program of the present invention causes a computer of an information processing device to control the movement of at least one movable dynamic object in a virtual space based on physics calculations, generate at least one explosion at a predetermined timing based on game processing, and, when an explosion occurs, determine the closest position from the generation position of each explosion on a target object within a predetermined range from the generation position of the explosion as the collision position, and, if the target object is a dynamic object, calculate the position and attitude of each target object based on physics calculations as if a point of a first mass had collided with the collision position on the target object at a first velocity in a direction from the generation position toward the collision position.
[0008] According to the above configuration (1), when a dynamic object is moved in response to the occurrence of an explosion, the dynamic object can be moved in a direction close to a direction that would be intuitively expected from the location where the explosion occurred.
[0009] (2) In the above configuration (1), the dynamic object may include a bomb object. The computer may further combine at least one dynamic object and at least one bomb object in a virtual space based on an operation input, move and control an assembly object, which is the combined dynamic object, based on a physical calculation, and cause an explosion at the position of the bomb object at a timing designated based on the operation input.
[0010] According to the above configuration (2), the bomb object can be fixed to the dynamic object and exploded, so that the dynamic object can be positioned in advance so as to move in a desired direction.
[0011] (3) In the above configuration (2), the bomb object may explode when a predetermined time has elapsed since an operational input instructing the explosion is made.
[0012] According to the above configuration (3), the time from when the explosion is instructed until the explosion can be used to make preparations for movement due to the explosion.
[0013] (4) In the configuration of (2) or (3) above, the computer may further control a player character in the virtual space based on an operation input. The operation input for instructing an explosion may be a predetermined action by the player character on a bomb object or an assembly object including a bomb object based on the operation input.
[0014] According to the above configuration (4), since it is possible to instruct the assembly object to explode by a predetermined action, it is possible to activate one or more bomb objects simultaneously, and it becomes easier to control the direction in which the assembly object moves. In addition, in the case of a bomb object that explodes a predetermined time after the explosion instruction, the player character can move until the explosion.
[0015] (5) In any one of the above configurations (1) to (4), the computer may further be configured to temporarily increase the moment of inertia tensor of the target object when an explosion occurs, to perform a physics calculation.
[0016] According to the above configuration (5), at the moment of the explosion, it is possible to prevent the direction from changing due to factors other than the explosion, and therefore it is possible to prevent the dynamic object from moving in a direction different from the direction intuitively expected from the location of the explosion.
[0017] (6) In any one of the above configurations (1) to (5), the target object may be any object at least a part of which is included within a predetermined distance from the explosion occurrence position.
[0018] According to the above configuration (6), it becomes possible to select a dynamic object to be moved by an explosion from among the dynamic objects in the virtual space, and it also becomes possible to move a plurality of dynamic objects by an explosion.
[0019] (7) In any one of the above configurations (1) to (6), at least one of the first mass and the first velocity may be set to a smaller value as the distance from the generation position to the collision position increases.
[0020] According to the above configuration (7), a realistic explosion can be expressed.
[0021] The present invention may also be embodied in the form of a game system, a game device, and a game processing method. Effect of the Invention
[0022] According to the present invention, when a dynamic object is moved in response to the occurrence of an explosion, the dynamic object can be moved in a direction close to a direction that would be intuitively expected from the location where the explosion occurred. [Brief description of the drawings]
[0023] [Figure 1] FIG. 1 shows an example of a state in which a left controller 3 and a right controller 4 are attached to a main unit 2. [Diagram 2]FIG. 1 shows an example of a state in which the left controller 3 and the right controller 4 are removed from the main unit 2. [Diagram 3] Six-sided views showing an example of the main unit 2 [Figure 4] Six-sided diagram showing an example of the left controller 3 [Diagram 5] Six-sided diagram showing an example of the right controller 4 [Figure 6] A block diagram showing an example of the internal configuration of the main unit 2. [Figure 7] A block diagram showing an example of the internal configuration of the main unit 2, the left controller 3, and the right controller 4. [Figure 8] FIG. 13 is a diagram showing an example of a game image showing a player character PC activating a bomb item B in a virtual space. [Figure 9] FIG. 13 is a diagram showing an example of a game image showing the explosion of bomb item B activated by the player character PC. [Figure 10] FIG. 13 is a diagram showing an example of a game image showing a player character PC moving a control target by an object operation action. [Figure 11] FIG. 13 is a diagram showing an example of a game image showing a state in which a player character PC attaches a control target to an object OBJa. [Figure 12] FIG. 13 is a diagram showing an example of a game image showing a state in which an assembly object AS is generated by a player character PC gluing a control target to an object OBJa. [Figure 13] FIG. 13 is a diagram showing an example of a game image showing a player character PC activating a bomb item B that constitutes an assembly object AS in a virtual space. [Figure 14] FIG. 13 is a diagram showing an example of a game image showing an assembly object AS after a bomb item B activated by a player character PC explodes. [Figure 15] A diagram showing an example of the explosive thrust acting on object R. [Figure 16] FIG. 1 shows an example of a data area set in the DRAM 85 of the main unit 2. [Figure 17]A flowchart showing an example of a game process executed by the game system 1. [Figure 18] A subroutine showing an example of the bomb item-related processing in step S123 of FIG. [Figure 19] A subroutine showing an example of explosive thrust generation processing in step S139 of FIG. 18 and step S152 of FIG. 20. [Figure 20] A subroutine showing an example of another explosion process in step S124 of FIG. [Figure 21] A subroutine showing an example of the dynamic object update process in step S125 of FIG. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS
[0024] A game system according to an example of this embodiment will be described below. An example of the game system 1 in this embodiment includes a main unit (information processing device; in this embodiment, it functions as a game device main unit) 2, a left controller 3, and a right controller 4. The left controller 3 and the right controller 4 are each detachable from the main unit 2. In other words, the game system 1 can be used as an integrated device by attaching the left controller 3 and the right controller 4 to the main unit 2. The game system 1 can also be used as a separate device from the main unit 2, the left controller 3, and the right controller 4 (see FIG. 2). The hardware configuration of the game system 1 of this embodiment will be described below, and then the control of the game system 1 of this embodiment will be described.
[0025] Fig. 1 is a diagram showing an example of a state in which a left controller 3 and a right controller 4 are attached to a main unit 2. As shown in Fig. 1, the left controller 3 and the right controller 4 are each attached to and integrated with the main unit 2. The main unit 2 is a device that executes various processes (e.g., game processes) in the game system 1. The main unit 2 includes a display 12. The left controller 3 and the right controller 4 are devices that include an operation unit that allows the user to perform input.
[0026] Fig. 2 is a diagram showing an example of a state in which the left controller 3 and the right controller 4 have been removed from the main unit 2. As shown in Figs. 1 and 2, the left controller 3 and the right controller 4 are detachable from the main unit 2. In the following, the left controller 3 and the right controller 4 may be collectively referred to as "controller."
[0027] Fig. 3 is a six-sided view showing an example of the main unit 2. As shown in Fig. 3, the main unit 2 includes a substantially plate-shaped housing 11. In this embodiment, the main surface of the housing 11 (in other words, the front surface, i.e., the surface on which the display 12 is provided) is generally rectangular in shape.
[0028] The shape and size of the housing 11 are arbitrary. As an example, the housing 11 may be of a size that is portable. Furthermore, the main unit 2 alone or an integrated device in which the left controller 3 and the right controller 4 are attached to the main unit 2 may be a portable device. Furthermore, the main unit 2 or the integrated device may be a handheld device. Furthermore, the main unit 2 or the integrated device may be a portable device.
[0029] 3, the main unit 2 includes a display 12 provided on a main surface of a housing 11. The display 12 displays an image generated by the main unit 2. In this embodiment, the display 12 is a liquid crystal display (LCD). However, the display 12 may be any type of display device.
[0030] The main unit 2 also includes a touch panel 13 on the screen of the display 12. In this embodiment, the touch panel 13 is of a type that allows multi-touch input (e.g., a capacitive type). However, the touch panel 13 may be of any type, and may be of a type that allows single-touch input (e.g., a resistive film type), for example.
[0031] The main unit 2 includes a speaker (i.e., speaker 88 shown in FIG. 6) inside the housing 11. As shown in FIG. 3, speaker holes 11a and 11b are formed in the main surface of the housing 11. The output sound of the speaker 88 is output from these speaker holes 11a and 11b, respectively.
[0032] The main unit 2 also has a left side terminal 17, which is a terminal through which the main unit 2 performs wired communication with the left controller 3, and a right side terminal 21 through which the main unit 2 performs wired communication with the right controller 4.
[0033] As shown in FIG. 3, the main unit 2 includes a slot 23. The slot 23 is provided on the upper side of the housing 11. The slot 23 has a shape that allows a predetermined type of storage medium to be attached thereto. The predetermined type of storage medium is, for example, a storage medium (e.g., a dedicated memory card) dedicated to the game system 1 and the same type of information processing device. The predetermined type of storage medium is used, for example, to store data used in the main unit 2 (e.g., application save data, etc.) and / or programs executed in the main unit 2 (e.g., application programs, etc.). The main unit 2 also includes a power button 28.
[0034] The main unit 2 includes a lower terminal 27. The lower terminal 27 is a terminal through which the main unit 2 communicates with the cradle. In this embodiment, the lower terminal 27 is a USB connector (more specifically, a female connector). When the all-in-one device or the main unit 2 alone is placed on the cradle, the game system 1 can display images generated and output by the main unit 2 on a stationary monitor. In this embodiment, the cradle also has a function of charging the all-in-one device or the main unit 2 alone that is placed on it. The cradle also has a function of a hub device (more specifically, a USB hub).
[0035] FIG. 4 is a six-sided view showing an example of the left controller 3. As shown in FIG. 4, the left controller 3 includes a housing 31. In this embodiment, the housing 31 has a vertically long shape, that is, a shape that is long in the up-down direction (i.e., the y-axis direction shown in FIG. 1 and FIG. 4). The left controller 3 can also be held in a vertically long orientation when removed from the main unit 2. The housing 31 has a shape and size that allows it to be held in one hand, particularly the left hand, when held in a vertically long orientation. The left controller 3 can also be held in a horizontally long orientation. When the left controller 3 is held in a horizontally long orientation, it may be held with both hands.
[0036] The left controller 3 includes an analog stick 32. As shown in FIG. 4, the analog stick 32 is provided on the main surface of the housing 31. The analog stick 32 can be used as a direction input unit capable of inputting a direction. By tilting the analog stick 32, the user can input a direction according to the tilt direction (and input a magnitude according to the tilt angle). Note that the left controller 3 may include a cross key or a slide stick capable of slide input, instead of an analog stick, as the direction input unit. Also, in this embodiment, input is possible by pressing the analog stick 32.
[0037] The left controller 3 includes various operation buttons. The left controller 3 includes four operation buttons 33 to 36 (specifically, a right button 33, a down button 34, an up button 35, and a left button 36) on the main surface of the housing 31. Furthermore, the left controller 3 includes a record button 37 and a - (minus) button 47. The left controller 3 includes a first L button 38 and a ZL button 39 on the upper left of the side of the housing 31. The left controller 3 also includes a second L button 43 and a second R button 44 on the side of the housing 31 that is attached when the left controller 3 is attached to the main unit 2. These operation buttons are used to give instructions according to various programs (for example, OS programs and application programs) executed on the main unit 2.
[0038] In addition, the left controller 3 is equipped with a terminal 42 that enables the left controller 3 to communicate with the main unit 2 via wire.
[0039] FIG. 5 is a six-sided view showing an example of the right controller 4. As shown in FIG. 5, the right controller 4 includes a housing 51. In this embodiment, the housing 51 has a vertically long shape, that is, a shape that is long in the up-down direction. The right controller 4 can also be held in a vertically long orientation when removed from the main unit 2. The housing 51 has a shape and size that allows it to be held in one hand, particularly the right hand, when held in a vertically long orientation. The right controller 4 can also be held in a horizontally long orientation. When the right controller 4 is held in a horizontally long orientation, it may be held with both hands.
[0040] The right controller 4, like the left controller 3, includes an analog stick 52 as a direction input unit. In this embodiment, the analog stick 52 has the same configuration as the analog stick 32 of the left controller 3. The right controller 4 may include a cross key or a slide stick capable of slide input, instead of the analog stick. The right controller 4, like the left controller 3, includes four operation buttons 53 to 56 (specifically, an A button 53, a B button 54, an X button 55, and a Y button 56) on the main surface of the housing 51. The right controller 4 further includes a + (plus) button 57 and a home button 58. The right controller 4 also includes a first R button 60 and a ZR button 61 on the upper right of the side surface of the housing 51. The right controller 4 also includes a second L button 65 and a second R button 66, like the left controller 3.
[0041] In addition, the right controller 4 is equipped with a terminal 64 for enabling the right controller 4 to communicate with the main unit 2 via wire.
[0042] Fig. 6 is a block diagram showing an example of the internal configuration of main unit 2. In addition to the configuration shown in Fig. 3, main unit 2 includes components 81-91, 97, and 98 shown in Fig. 6. Some of these components 81-91, 97, and 98 may be mounted on an electronic circuit board as electronic components and housed in housing 11.
[0043] The main unit 2 includes a processor 81. The processor 81 is an information processing unit that executes various types of information processing executed in the main unit 2, and may be composed of only a CPU (Central Processing Unit), or may be composed of a SoC (System-on-a-chip) including multiple functions such as a CPU function and a GPU (Graphics Processing Unit) function. The processor 81 executes various types of information processing by executing an information processing program (e.g., a game program) stored in a storage unit (specifically, an internal storage medium such as a flash memory 84, or an external storage medium inserted in the slot 23, etc.).
[0044] The main unit 2 includes a flash memory 84 and a dynamic random access memory (DRAM) 85 as examples of internal storage media built into the main unit 2. The flash memory 84 and the DRAM 85 are connected to the processor 81. The flash memory 84 is a memory used mainly for storing various data (which may be programs) saved in the main unit 2. The DRAM 85 is a memory used for temporarily storing various data used in information processing.
[0045] The main device 2 includes a slot interface (hereinafter abbreviated as "I / F") 91. The slot I / F 91 is connected to the processor 81. The slot I / F 91 is connected to the slot 23, and reads and writes data from and to a predetermined type of storage medium (e.g., a dedicated memory card) inserted in the slot 23 in response to an instruction from the processor 81.
[0046] The processor 81 appropriately reads and writes data from and to the flash memory 84, DRAM 85, and each of the above storage media to execute the above information processing.
[0047] The main unit 2 includes a network communication unit 82. The network communication unit 82 is connected to the processor 81. The network communication unit 82 communicates with an external device via a network (specifically, wireless communication). In this embodiment, the network communication unit 82 connects to a wireless LAN and communicates with an external device using a method conforming to the Wi-Fi standard as a first communication mode. The network communication unit 82 also performs wireless communication with other main units 2 of the same type using a predetermined communication method (for example, communication using a unique protocol or infrared communication) as a second communication mode. Note that the wireless communication using the second communication mode enables wireless communication with other main units 2 located within a closed local network area, and realizes a function that enables so-called "local communication" in which data is transmitted and received by directly communicating between multiple main units 2.
[0048] The main unit 2 includes a controller communication unit 83. The controller communication unit 83 is connected to the processor 81. The controller communication unit 83 performs wireless communication with the left controller 3 and / or the right controller 4. Any communication method may be used between the main unit 2 and the left controller 3 and right controller 4, but in this embodiment, the controller communication unit 83 performs communication with the left controller 3 and the right controller 4 in accordance with the Bluetooth (registered trademark) standard.
[0049] The processor 81 is connected to the left terminal 17, the right terminal 21, and the lower terminal 27. When the processor 81 performs wired communication with the left controller 3, it transmits data to the left controller 3 via the left terminal 17 and receives operation data from the left controller 3 via the left terminal 17. When the processor 81 performs wired communication with the right controller 4, it transmits data to the right controller 4 via the right terminal 21 and receives operation data from the right controller 4 via the right terminal 21. When the processor 81 performs communication with the cradle, it transmits data to the cradle via the lower terminal 27. Thus, in this embodiment, the main unit 2 can perform both wired communication and wireless communication with the left controller 3 and the right controller 4. When the main unit 2 alone or an integrated device with the left controller 3 and the right controller 4 attached to the main unit 2 is attached to the cradle, the main unit 2 can output data (e.g., image data and audio data) to a stationary monitor or the like via the cradle.
[0050] Here, the main unit 2 can communicate with a plurality of left controllers 3 simultaneously (in other words, in parallel). The main unit 2 can also communicate with a plurality of right controllers 4 simultaneously (in other words, in parallel). Therefore, a plurality of users can simultaneously input to the main unit 2 using each set of left controllers 3 and right controllers 4. As an example, a first user can input to the main unit 2 using a first set of left controllers 3 and right controllers 4, while a second user can input to the main unit 2 using a second set of left controllers 3 and right controllers 4.
[0051] The display 12 is also connected to the processor 81. The processor 81 displays on the display 12 an image generated (for example, by executing the above-mentioned information processing) and / or an image acquired from the outside.
[0052] The main unit 2 includes a codec circuit 87 and speakers (specifically, a left speaker and a right speaker) 88. The codec circuit 87 is connected to the speaker 88 and the audio input / output terminal 25, and is also connected to the processor 81. The codec circuit 87 is a circuit that controls the input and output of audio data to and from the speaker 88 and the audio input / output terminal 25.
[0053] The main unit 2 includes a power control unit 97 and a battery 98. The power control unit 97 is connected to the battery 98 and the processor 81. Although not shown, the power control unit 97 is also connected to each unit of the main unit 2 (specifically, each unit that receives power from the battery 98, the left terminal 17, and the right terminal 21). The power control unit 97 controls the supply of power from the battery 98 to each of the above-mentioned units based on instructions from the processor 81.
[0054] Furthermore, battery 98 is connected to lower terminal 27. When an external charging device (e.g., a cradle) is connected to lower terminal 27 and power is supplied to main unit 2 via lower terminal 27, battery 98 is charged with the supplied power.
[0055] Fig. 7 is a block diagram showing an example of the internal configuration of the main unit 2, the left controller 3, and the right controller 4. Note that details of the internal configuration of the main unit 2 are omitted in Fig. 7 because they are shown in Fig. 6.
[0056] The left controller 3 includes a communication control unit 101 that communicates with the main unit 2. As shown in FIG. 7, the communication control unit 101 is connected to each component including the terminal 42. In this embodiment, the communication control unit 101 can communicate with the main unit 2 by both wired communication via the terminal 42 and wireless communication not via the terminal 42. The communication control unit 101 controls the communication method by which the left controller 3 communicates with the main unit 2. That is, when the left controller 3 is attached to the main unit 2, the communication control unit 101 communicates with the main unit 2 via the terminal 42. Also, when the left controller 3 is detached from the main unit 2, the communication control unit 101 performs wireless communication with the main unit 2 (specifically, the controller communication unit 83). The wireless communication between the controller communication unit 83 and the communication control unit 101 is performed according to, for example, the Bluetooth (registered trademark) standard.
[0057] The left controller 3 also includes a memory 102, such as a flash memory. The communication control unit 101 is configured with, for example, a microcomputer (also called a microprocessor), and executes firmware stored in the memory 102 to perform various processes.
[0058] The left controller 3 includes buttons 103 (specifically, buttons 33 to 39, 43, 44, and 47). The left controller 3 also includes an analog stick (referred to as "stick" in FIG. 7) 32. Each button 103 and analog stick 32 repeatedly outputs information relating to operations performed on them to the communication control unit 101 at appropriate timing.
[0059] The communication control unit 101 acquires information related to the input (specifically, information related to the operation, or the detection results by the sensor) from each input unit (specifically, each button 103 and analog stick 32). The communication control unit 101 transmits operation data including the acquired information (or information obtained by performing a specified process on the acquired information) to the main unit 2. The operation data is repeatedly transmitted once every specified time. The interval at which the information related to the input is transmitted to the main unit 2 may or may not be the same for each input unit.
[0060] By transmitting the above operation data to the main unit 2, the main unit 2 can obtain the input performed on the left controller 3. In other words, the main unit 2 can determine the operations performed on each button 103 and analog stick 32 based on the operation data.
[0061] The left controller 3 is equipped with a power supply unit 108. In this embodiment, the power supply unit 108 has a battery and a power control circuit. Although not shown, the power control circuit is connected to the battery and to each part of the left controller 3 (specifically, each part that receives power from the battery).
[0062] As shown in FIG. 7, the right controller 4 includes a communication control unit 111 that communicates with the main unit 2. The right controller 4 also includes a memory 112 that is connected to the communication control unit 111. The communication control unit 111 is connected to each component including the terminal 64. The communication control unit 111 and the memory 112 have the same functions as the communication control unit 101 and the memory 102 of the left controller 3. Therefore, the communication control unit 111 can communicate with the main unit 2 by both wired communication via the terminal 64 and wireless communication (specifically, communication in accordance with the Bluetooth (registered trademark) standard) that does not go through the terminal 64, and controls the method of communication that the right controller 4 uses with the main unit 2.
[0063] The right controller 4 has input units similar to those of the left controller 3. Specifically, it has buttons 113 and an analog stick 52. These input units have the same functions as those of the left controller 3, and operate in the same manner.
[0064] The right controller 4 is equipped with a power supply unit 118. The power supply unit 118 has the same functions as the power supply unit 108 of the left controller 3, and operates in the same manner.
[0065] As described above, in the game system 1 of this embodiment, the left controller 3 and the right controller 4 are detachable from the main unit 2. In addition, by mounting an integrated device in which the left controller 3 and the right controller 4 are mounted on the main unit 2 or the main unit 2 alone on a cradle, it is possible to output images (and sounds) to an external display device such as a stationary monitor. In the following explanation, the game system 1 will be described in a usage mode in which images are displayed on the display 12. When using the game system 1 in a usage mode in which images are displayed on the display 12, it is also possible to use a game system 1 in a mode in which the left controller 3 and the right controller 4 are fixed to the main unit 2 (for example, a mode in which the main unit 2, the left controller 3, and the right controller 4 are integrated into one housing).
[0066] Game play is performed using a virtual space displayed on the display 12 in response to operations such as operations of the operation buttons and sticks of the left controller 3 and / or the right controller 4 in the game system 1, or touch operations on the touch panel 13 of the main unit 2. In this embodiment, as an example, game play is possible using a player character PC operating in the virtual space in response to user operations using the operation buttons and sticks.
[0067] An outline of a first game processing example in which a single bomb item B explodes will be described with reference to Fig. 8 and Fig. 9. Fig. 8 is an example of a game image showing a state in which a player character PC activates a bomb item B in a virtual space. Fig. 9 is an example of a game image showing a state in which the bomb item B activated by the player character PC explodes.
[0068] In FIG. 8, an image in which a player character PC, a bomb item B, a plate-shaped object OBJ1, a tree object OBJ2, and the like are arranged on a game field in a virtual space is displayed on the display 12. The player character PC can move and act on the game field in the virtual space based on an operational input by the user. The bomb item B and the plate-shaped object OBJ1 are dynamic objects that can move in the virtual space. Note that, although in this embodiment, the game image is displayed on the display 12 of the main unit 2, it may be displayed on another display device connected to the main unit 2.
[0069] The player character PC can move within the virtual space in response to a movement operation input by the user, and can perform actions such as touching, hitting, and attacking other characters and virtual objects in response to a motion instruction operation input by the user (for example, an operation input to press the operation button 53 (A button)). As an example, it is possible to control the player character PC to perform an attack action using a weapon in response to an attack instruction operation input by the user.
[0070] In FIG. 8, the player character PC is about to activate the bomb item B by performing an action of hitting the bomb item B placed on the game field in the virtual space. The bomb item B is an item object that transitions to an ON state when activated and causes a phenomenon of explosion in the virtual space. The action state of the bomb item B is an ON state that causes an explosion and an OFF state that does not cause an explosion. The bomb item B is usually set to an OFF state, and can be in the ON state even when it exists alone in the virtual space or when it is configured as a part of an assembly object described later. For example, the player character PC performs a predetermined action (e.g., an action of approaching and hitting the bomb item B or an action of attacking the bomb item B) on the bomb item B that exists alone in the virtual space by the user's operation input. The bomb item B is activated and transitions to an ON state by the predetermined action of the player character PC. As an example, the bomb item B transitions to an ON state by a first action of the player character PC (e.g., an action of approaching and hitting the bomb item B) and causes a timer explosion phenomenon in which the bomb item B explodes after a predetermined time has elapsed since the first action. As another example, the bomb item B causes an instantaneous explosion phenomenon in which the bomb item B transitions to an ON state and explodes instantly by a second action of the player character PC (for example, an action of attacking the bomb item B). Note that the action of the player character PC that activates the bomb item B is not limited to an action of hitting or attacking, and the bomb item B may be activated by another action of the player character PC.
[0071] The item object including the bomb item B in this embodiment is a dynamic object movable in the virtual space, and can be acquired on the field by the player character PC performing a predetermined acquisition action (for example, an action of picking up an item object that has fallen on the field) and stored in the player character PC. Here, the state in which the player character PC stores an item object is a state in which the player character PC can carry an object such as an item object without equipping or holding it. At this time, the item object does not need to be displayed on the game field. The stored item object can basically be placed on the game field or used (including equipped or held) according to the user's operation input in an appropriate situation. As an example, the item object is stored by putting the item object in a pouch or an item box. Note that such a container does not need to be displayed. Also, a container such as a pouch or an item box may not exist on the game field and may simply have a function of storing the item object.
[0072] In addition, item objects may be objects that are pre-placed on the game field at the start of the game, or they may be objects dropped by enemy characters or placed when enemy characters are defeated, or they may be objects obtained from objects that are not item objects.
[0073] In FIG. 9, the bomb item B activated by the action of the player character PC causes a phenomenon of exploding after a predetermined time has elapsed since the action. For example, when the bomb item B explodes, other objects and characters placed within a predetermined explosion range centered on the location where the explosion occurs are given an explosion impulse as the effect of the explosion. The other objects and characters to which the explosion impulse due to the explosion of the bomb item B is given are all objects and characters placed within the explosion range, but may be objects and characters whose entirety is included within the explosion range, or objects and characters whose at least a part is included within the explosion range. The explosion range is typically set as a sphere centered on the explosion location, but may have other shapes. The explosion range may be a shape in which the area where the effect of the explosion is blocked by a shield in the virtual space is cut off. The size of the explosion range may be a fixed size in advance, or may be changed depending on the type of the bomb item B and the environment of the explosion location.
[0074] In the example of FIG. 9, the plate-shaped object OBJ1 is placed within the explosion range of the exploded bomb item B, so an explosion thrust is given to the plate-shaped object OBJ1 as an effect of the explosion. On the other hand, the tree object OBJ2 is placed outside the explosion range of the exploded bomb item B, so it is not affected by the explosion. The plate-shaped object OBJ1 to which the explosion thrust is given is calculated as a collision position where the explosion thrust acts, and since it is a dynamic object that can move in the virtual space, a movement in the virtual space based on the explosion thrust is set and it moves in the virtual space so as to scatter from the explosion occurrence position. Note that an object affected by the explosion of the bomb item B may be destroyed by the explosion due to its weight, fixed state, strength, etc., or its placement position in the virtual space may remain unchanged or only its posture may change. In this embodiment, a physical calculation based on the explosion thrust due to the explosion is performed to calculate the change in the position and posture or the state change of the object that has received the explosion thrust, but a calculation method of the acting explosion thrust and a calculation method of the object's position and posture will be described later.
[0075] Next, an overview of a second example of game processing in which a player character PC generates an assembly object by an object operation action will be described with reference to Figs. 10 to 12. Fig. 10 is an example of a game image showing a state in which a player character PC moves a control target (operable object OBJb) by an object operation action. Fig. 11 is an example of a game image showing a state in which a player character PC attaches a control target (operable object OBJb) to an object OBJa. Fig. 12 is an example of a game image showing a state in which a player character PC generates an assembly object AS by attaching a control target (operable object OBJb) to an object OBJa.
[0076] The player character PC can perform an object manipulation action as one of a plurality of actions performed in response to a user operation input. The object manipulation action is, for example, an action of remotely manipulating a controllable object in front of the player character PC as a control target. For example, based on the player's operation input, one of a plurality of controllable objects arranged in a virtual space is set as a control target of the object manipulation action, and the movement and attitude of the control target are controlled in the virtual space. Also, based on the object manipulation action, the control target is assembled to another object arranged in the virtual space and bonded to the other object to generate an assembly object.
[0077] The controllable object may be a dynamic object that can be moved in the virtual space not by the object operation action but by other actions of the player character PC (for example, an action to lift an object). Such other actions may be actions that can move the controllable object but cannot combine the controllable object with other objects, like the above-mentioned object operation action. In addition, objects that cannot be controlled by the object operation action may be placed in the virtual space. As an example, the above-mentioned non-controllable objects include terrain objects such as rocks, mountains, buildings, and the ground that are fixed in the virtual space. In addition, the dynamic objects that can be moved in the virtual space may be all controllable objects that can be controlled by the object operation action, or some of them may be objects that cannot be controlled by the object operation action.
[0078] As shown in FIG. 10, when a controllable object that can be a control target by an object operation action is placed in front of the player character PC (or in the vicinity of the gaze point of the virtual camera), if a predetermined user operation input is performed, the player character PC can perform an object operation action on the controllable object. In the example shown in FIG. 10, in response to a predetermined user selection operation input, a controllable object OBJb (bomb item B) is selected as a control target among a plurality of controllable objects OBJa to OBJe placed in the virtual space, and an object operation action is performed. In a state in which an object operation action is performed on the controllable object OBJb, the controllable object OBJb is in a state of floating above the ground in the virtual space and is displayed in a different manner from normal. Specifically, the controllable object that is the control target is displayed in a color different from other objects, displayed with an effect image added, or displayed with an effect image different from the effect image added to other objects (note that in FIG. 10, the difference in display manner is represented by diagonal lines). In this embodiment, an effect image indicating that an object manipulation action is being performed is also displayed (note that in FIG. 10, the effect image is represented by a dashed line). With these, in a state in which a game image showing a game field is displayed, it is possible to clearly present to the user that among the objects on the game field, a controllable object that is the control target of the object manipulation action and that an object manipulation action is being performed.
[0079] During the object operation action, when the player character PC moves in response to an operation input by a predetermined user (for example, a directional operation input by tilting the analog stick 32 of the left controller 3), the controllable object OBJb that is the control target of the object operation action also moves. Furthermore, when an operation input by a predetermined user (for example, a directional operation input by tilting the analog stick 52 of the right controller 4) is performed during the object operation action, the orientation of the player character PC changes and the controllable object OBJb may move in the virtual space so that the control target is located in front of the player character PC. Furthermore, when an operation input by a predetermined user (for example, a directional operation input by pressing the direction keys 33 to 36) is performed during the object operation action, only the controllable object OBJb that is the control target may move in the virtual space. Furthermore, when an operation input by a predetermined user (for example, a directional operation input by pressing the direction keys 33 to 36 while pressing the operation button 60 (R button)) is performed during the object operation action, only the controllable object OBJb that is the control target may rotate in the virtual space.
[0080] As shown in Fig. 11, when an object operation action causes a controllable object OBJb to move towards an object OBJa, and the controllable object OBJb and the object OBJa satisfy a predetermined connection condition (for example, the distance between them is less than a threshold), an adhesion object G appears connecting the controllable object OBJb and the object OBJa. Specifically, a position on the surface of the controllable object OBJb that is closest to the object OBJa is set as one of the adhesion positions. Similarly, a position on the surface of the object OBJa that is closest to the controllable object OBJb is set as the other adhesion position. Then, the adhesion object G is displayed so as to connect these two adhesion positions.
[0081] 12, in response to a user's operation input for instructing adhesion (for example, an operation input of pressing the operation button 53 (A button)), the operable object OBJb and the object OBJa are adhered to generate an assembly object AS. As an example, the operable object OBJb and the object OBJa are adhered such that one of the adhesion positions in the operable object OBJb comes into contact with the other adhesion position in the object OBJa. Even after the operable object OBJb and the object OBJa are adhered to each other, an adhesion object G may remain at the adhesion site of these objects, deformed to match the shape of the gap after the adhesion.
[0082] In this way, in this embodiment, the user can arbitrarily select the operable object to be glued, and the user can glue the selected operable object to another object at an arbitrary position and in an arbitrary posture to generate an assembly object. Therefore, in this embodiment, at least one dynamic object and at least one bomb item are glued and bonded in the virtual space based on the user's operation input, and the assembly object, which is the combined dynamic object, can be moved and controlled based on physical calculation, and the user can freely generate an assembly object that functions as such a dynamic object. Here, in this embodiment, "gluing" objects together means that the objects are bonded to each other in a position close to each other and behave as an integrated object. For example, when two objects are glued together, the two objects may be in contact with each other. Also, when two objects are glued together, the two objects do not have to be in strict contact with each other. For example, there may be a gap between the two objects, or the above-mentioned adhesive object G may be interposed between the two objects. Also, "multiple objects behave as an integrated object" includes a situation in which the relative positional relationship between the multiple objects is maintained, and the multiple objects move in the virtual space as if they were a single object, or their postures are changed. In other words, an assembly object generated by combining multiple dynamic objects is placed in a virtual space as an integrated dynamic object. Note that the relative positions of the multiple bonded objects are not completely fixed, and for example, when a force or impact is applied to any of the multiple objects, the relative positions of the objects may change slightly while remaining bonded.
[0083] As described above, after a plurality of objects are glued together to generate an assembled object, when a user inputs an operation to release glue that satisfies a predetermined release condition, the glued virtual objects may be released. At least one priority glue part may be set to at least one of the glued objects. For example, the priority glue part may be set in advance for each object by a game creator, and when the object is glued to another object, the priority glue part closest to the glued position may be glued preferentially to generate an assembled object.
[0084] An overview of the third game processing example in which a bomb item B constituting an assembly object explodes will be described with reference to Fig. 13 and Fig. 14. Fig. 13 is an example of a game image showing the state of a player character PC activating a bomb item B constituting an assembly object AS in a virtual space. Fig. 14 is an example of a game image showing the state of an assembly object AS in which the bomb item B activated by the player character PC explodes.
[0085] In FIG. 13, the assembly object AS is generated based on the object operation action described above, and a part of it is composed of a plurality of bomb items B. Specifically, the assembly object AS has a main body in which two plate-shaped objects are connected in an L-shape, one of which is arranged horizontally and the other is assembled vertically (for convenience, the side to which one plate-shaped object is assembled is referred to as the "front" of the assembly object AS, and the side to which the other plate-shaped object is assembled is referred to as the "rear" of the assembly object AS). A total of four wheel objects are assembled on the left side and right side of the plate-shaped object arranged horizontally, and these wheel objects can roll in contact with the ground in the virtual space to allow the assembly object AS to move on the ground. Four bomb items B are glued and fixed near the four corners of the rear main surface of the plate-shaped object arranged vertically.
[0086] The assembly object AS, which is formed by gluing a plurality of objects together by object operation actions, operates as a single unit in the virtual space. When the player character PC is positioned near the assembly object AS and the user performs a predetermined operation input command, the player character PC can ride on the assembly object AS (for example, on the upper main surface of a plate-like object arranged horizontally). When a propulsive force is applied to the assembly object AS, the four wheel objects roll on the ground, allowing the assembly object AS to move in the virtual space with the player character PC on it.
[0087] As shown in FIG. 13, the player character PC is about to activate all the bomb items B that are configured in the assembly object AS by performing an action of hitting a part of the assembly object AS (not necessarily a part of the bomb item B that is configured). The four bomb items B that are configured in the assembly object AS are switched to the ON state by performing an activation action on the assembly object AS. For example, a first action of the player character PC on the assembly object AS (for example, an action of hitting a part of the assembly object AS or an action of attacking a part of the assembly object AS other than the bomb item B) causes all the bomb items B that are configured in the assembly object AS to switch to the ON state, and a timer explosion phenomenon occurs in which all of them explode simultaneously after a predetermined time has elapsed since the first action. As another example, a second action of the player character PC (for example, an action of hitting or attacking any of the bomb items B that are configured in the assembly object AS) causes the bomb item B that is the subject of the second action or all of the bomb items B that are configured in the assembly object AS to switch to the ON state and explode immediately, and an instantaneous explosion phenomenon occurs. Incidentally, even if any of the bomb items B constituting the assembly object AS transitions to the ON state by the above-mentioned second action, all of the bomb items B constituting the assembly object AS may explode substantially simultaneously as the explosion of the bomb item B induces the explosion of other bomb items B. Incidentally, the action of the player character PC that activates the bomb item B constituting the assembly object AS is not limited to the action of hitting or attacking the assembly object AS, and the bomb item B may be activated by another action of the player character PC.
[0088] As shown in FIG. 14, when the bomb item B constituting the assembly object AS transitions to the ON state and explodes, an explosion thrust is generated by the explosion. For example, even if the bomb item B constituting the assembly object AS explodes, the explosion thrust is given to each of the object itself (i.e., the assembly object AS and other objects, etc.) that are placed within a predetermined explosion range centered on the position where the explosion occurred as the influence of the explosion. The explosion thrust acting on the assembly object AS acts on the rear main surface of the plate-like object that is placed vertically, and is also transmitted to the plate-like object and the four wheel objects that are placed horizontally, and the assembly object AS that constitutes these objects moves as one unit in the virtual space with the player character PC riding on it. Even if the bomb item B constituting the assembly object AS explodes, the explosion thrust is given to each of the other objects and characters that are placed within a predetermined explosion range centered on the position where the explosion occurred as the influence of the explosion.
[0089] In the example of FIG. 14, an explosion impulse is given to each assembly object AS due to the explosion of a plurality of bomb items B constituting the assembly object AS. The assembly object AS to which the explosion impulse is given moves in the virtual space in a direction away from the explosion occurrence position, with each collision position where the explosion impulse acts being calculated and a movement in the virtual space based on the explosion impulse being set. In this embodiment, a physical calculation based on the explosion impulse due to the explosion is performed, and the movement direction and movement speed of the assembly object AS that has received the explosion impulse are calculated. Note that a plurality of explosions will collide with the assembly object AS at the same time, and the above physical calculation may be performed by merging these explosions, or the above physical calculation may be performed for each explosion.
[0090] A method for calculating the explosion thrust generated by the explosion of the bomb item B and a method for calculating the position and orientation of an object receiving the explosion thrust will be described with reference to Fig. 15. Fig. 15 is a diagram showing an example of the explosion thrust received by an object R.
[0091] 15, object R is a rigid body placed in a virtual space, and is a dynamic object that is movable in the virtual space. Two bomb items B1 and B2 are placed near object R, and an explosion propulsive force acting on object R when these bomb items B1 and B2 explode will be described as an example.
[0092] The bomb item B1 is disposed at a position where it comes into contact with the main surface near one end of the object R at point C1. Since point C1 is a position where the collision of the object R comes into contact with the collision of the bomb item B1, strictly speaking, it is a position on the collision of the object R. When the bomb item B1 explodes, the position on the object R closest to the occurrence position Q1 where the explosion occurred is calculated as the collision position of the explosion propulsion due to the explosion. In the case of the bomb item B1 shown in FIG. 15, the collision position is the position where the position on the object R closest to the occurrence position Q1, which is the center or center of gravity of the bomb item B1, comes into contact with the bomb item B1, that is, point C1. In addition, the explosion propulsion due to the explosion of the bomb item B1 is calculated as the force of a point of a first mass colliding with the collision position (point C1) on the object R at a first speed in a direction from the occurrence position Q1 toward the collision position (point C1). The physical determination of the explosion thrust may be performed when an explosion occurs, or a physical calculation may be performed so that the explosion thrust acts on object R only for one frame in which the explosion occurs. Then, the position and orientation of object R after the explosion are calculated based on physical calculations, assuming that the explosion thrust caused by the physical determination occurs in object R at the time when the explosion of bomb item B1 occurs. For example, the movement of object R (movement speed, movement acceleration, movement angular velocity, movement angular acceleration, movement direction, etc.) is calculated by physical calculations based on the forces acting on object R (including explosion thrust and thrust when moving) and collisions between object R and other objects, and the position and orientation of object R after the explosion are updated.
[0093] The bomb item B2 is placed at a position away from the side surface of the other end of the object R. When the bomb item B2 explodes, the position on the object R closest to the occurrence position Q2 where the explosion occurred is calculated as the collision position of the explosion thrust due to the explosion. In other words, when an explosion occurs at a position away from the object R like the bomb item B2, the position closest to the occurrence position Q2 where the explosion occurred can also be considered as the position where the sphere indicating the explosion centered on the occurrence position Q2 collides with the object R for the first time when it is expanded. Therefore, in the case of the bomb item B2 shown in FIG. 15, the collision position is the point C2. Note that the point C2 is the position where the collision of the object R and the sphere indicating the explosion come into contact with each other, so strictly speaking, it is a position on the collision of the object R. In addition, the explosion thrust due to the explosion of the bomb item B2 is calculated as the force of a point of the second mass colliding with the collision position (point C2) on the object R at a second velocity in the direction from the occurrence position Q2 toward the collision position (point C2). This physical determination of the explosive thrust may also be performed when the explosion occurs, and physical calculations may be performed so that the explosive thrust acts on object R only in one frame in which the explosion occurs. Then, the position and orientation of object R after the explosion are calculated based on the physical calculations, assuming that the explosive thrust caused by the physical determination occurs in object R at the time when the explosion of bomb item B2 occurs.
[0094] By performing the physical determination of the bomb thrust in this way, when the object R is moved in response to the occurrence of an explosion, the position and orientation of the object R are calculated based on a physical calculation assuming that a point of a predetermined mass (first mass or second mass) collides at a predetermined speed (first speed or second speed) in a direction from the explosion occurrence position Q toward the nearest collision position (point C) on the object R, so that the object R can be moved in a direction close to a direction intuitively expected from the explosion occurrence position. In addition, such a physical determination of the bomb thrust is also performed in an assembly object formed by combining a plurality of objects. Note that the entire assembly object may move as a single unit by calculating the forces applied to each object based on the interaction between the combined objects, or the assembly object may be calculated as a single integrated object. Then, the movement of the assembly object (movement speed, movement acceleration, movement angular velocity, movement angular acceleration, movement direction, etc.) is calculated by a physical calculation based on the forces applied to the assembly object (including the explosion thrust and the thrust when moving) and the collision between the assembly object and other objects, and the position and orientation of the assembly object after the explosion are updated. In the case of an assembly object, bomb item B can be fixed at any position within the assembly object and exploded, so the user can pre-position bomb item B, which can explode to launch the assembly object in the desired direction.
[0095] The moment of inertia tensor of object R may be temporarily increased only during one frame in which the explosion occurs and the explosion propulsion force is physically determined. This makes it possible to prevent the direction from changing due to factors other than the explosion, such as load, at the moment of explosion, and to prevent object R from moving in a direction different from the direction that the user intuitively expects from the explosion position. The period in which the moment of inertia tensor of object R is temporarily increased is not limited to one frame, and the moment of inertia tensor may be temporarily increased for multiple frames after the explosion occurs.
[0096] The first and second velocities used in the physical determination of the explosion thrust may be set according to the size and type of the explosion, and may be attenuated according to the distance from the explosion occurrence position to the explosion collision position (in the case of the first velocity: the distance from the occurrence position Q1 to the collision position (point C1), in the case of the second velocity: the distance from the occurrence position Q2 to the collision position (point C2)). The first and second masses used in the physical determination of the explosion thrust may also be set according to the size and type of the explosion, and may be attenuated according to the distance from the explosion occurrence position to the explosion collision position (in the case of the first mass: the distance from the occurrence position Q1 to the collision position (point C1), in the case of the second mass: the distance from the occurrence position Q2 to the collision position (point C2)).
[0097] In this embodiment, multiple explosions can occur, such as the explosion of the bomb item B1 and the explosion of the bomb item B2. These explosions may occur simultaneously or at different times. When multiple explosions occur simultaneously and the thrusts of the explosions act on the same object, the thrusts of the explosions may be merged and physically calculated, or the thrusts of the explosions may be calculated separately.
[0098] The physical determination of the explosion thrust may be performed simultaneously with the explosion, or may be performed at a timing delayed by a predetermined time from the explosion. In this case, the time for delaying the physical determination from the explosion may be set to a longer time as the distance from the explosion occurrence position to the explosion collision position becomes longer. The physical determination of the explosion thrust is not limited to acting on the object R only for one frame caused by the explosion, but may be performed on the object R for a plurality of frames after the explosion occurs. In this case, the number of frames (number of processing times) for which the physical determination of the explosion thrust is performed on the object R may be set to a smaller number as the distance from the explosion occurrence position to the explosion collision position becomes longer.
[0099] In addition, this embodiment can be applied not only to an example in which the explosive propulsion caused by the explosion of the bomb item B acts on an object, but also to an example in which the propulsion caused by the explosion, blast, discharge, radiation, scattering, etc., caused by explosion sources such as other objects and characters such as bomb flowers and bomb insects, phenomena such as lightning, and attacks using weapons such as cannons and bomb arrows, acts on an object in a virtual space. Note that, for explosions of explosion sources other than the bomb item B, a predetermined explosion range is set with the center or center of gravity of the explosion source as the occurrence position. In the explosion of the explosion of the explosion source, all objects and characters placed within the explosion range caused by the explosion are targets to which the explosive propulsion caused by the explosion is applied, but the explosion may be applied to objects and characters whose entirety is included within the explosion range, or to objects and characters whose at least a part is included within the explosion range. The explosion range caused by the explosion of the explosion source is also typically set as a sphere centered on the explosion occurrence position, but may be another shape. The explosion range caused by the explosion of the explosion source may also be a shape in which the range in which the effect of the explosion is blocked by a shield in the virtual space is cut off. The size of the explosion range caused by the explosion of the explosion source may be a fixed size in advance, or may be changed depending on the type of bomb source and the environment of the explosion location.
[0100] Next, an example of a specific process executed by the game system 1 will be described with reference to Fig. 16. Fig. 16 is a diagram showing an example of a data area set in the DRAM 85 of the main unit 2. In addition to the data shown in Fig. 16, the DRAM 85 also stores data used in other processes, but detailed description thereof will be omitted.
[0101] The program storage area of the DRAM 85 stores various programs Pa executed by the game system 1. In this embodiment, the various programs Pa store application programs (e.g., game programs) for performing information processing based on data acquired from the left controller 3 and / or the right controller 4 or the main unit 2. The various programs Pa may be stored in advance in the flash memory 84, or may be acquired from a storage medium removable from the game system 1 (e.g., a predetermined type of storage medium inserted in the slot 23) and stored in the DRAM 85, or may be acquired from another device via a network such as the Internet and stored in the DRAM 85. The processor 81 executes the various programs Pa stored in the DRAM 85.
[0102] Furthermore, the data storage area of the DRAM 85 stores various types of data used in information processing and other processes executed in the game system 1. In this embodiment, the DRAM 85 stores operation data Da, player character data Db, object data Dc, assembly object data Dd, countdown data De, explosion data Df, other applied force data Dg, virtual camera data Dh, image data Di, and the like.
[0103] The operation data Da is operation data acquired appropriately from the left controller 3 and / or the right controller 4 and the main unit 2. As described above, the operation data acquired from the left controller 3 and / or the right controller 4 and the main unit 2 includes information on inputs (specifically, information on operations) from each input unit (specifically, each button, analog stick, touch panel). In this embodiment, the operation data is acquired from the left controller 3 and / or the right controller 4 and the main unit 2, and the operation data Da is appropriately updated using the acquired operation data. The update cycle of the operation data Da may be updated every frame, which is the cycle of processing executed by the game system 1 described later, or may be updated every cycle in which the above operation data is acquired.
[0104] The player character data Db is data that indicates the position, orientation, and posture of the player character PC placed in the virtual space, as well as the actions and states (including movement parameters such as movement speed) in the virtual space.
[0105] The object data Dc is data that indicates the placement position, placement direction, and placement posture of each object (including each object that constitutes an assembly object) placed in the virtual space, as well as the operation and state in the virtual space (including parameters indicating ON or OFF state, and parameters such as speed, acceleration, angular velocity, angular acceleration, and moment of inertia tensor).
[0106] The assembly object data Dd is data that indicates the configuration and structure of the assembly object placed in the virtual space, the placement position, placement direction, and placement posture of the assembly object placed in the virtual space, and the movement and state in the virtual space (including parameters such as speed, acceleration, angular velocity, angular acceleration, and moment of inertia tensor).
[0107] The countdown data De is data indicating a count for measuring the time from activation to explosion for each bomb item B.
[0108] The explosion data Df is data that indicates the location and range of an explosion that has occurred in virtual space, and the explosion propulsion (explosion collision location, explosion direction, explosion mass, explosion speed, etc.) acting on each object within the explosion range.
[0109] The other applied force data Dg is data indicating forces applied to each object in the virtual space due to phenomena other than an explosion.
[0110] The virtual camera data Dh is data that indicates the position, direction, angle of view, etc. of a virtual camera placed in a virtual space.
[0111] The image data Di is data for displaying images (e.g., an image of the player character PC, an image of each object, an image of other characters, an image of each assembly object, an image of a field in a virtual space, a background image, etc.) on a display screen (e.g., the display 12 of the main unit 2).
[0112] Next, a detailed example of the game processing, which is an example of the information processing in this embodiment, will be described with reference to Figs. 17 to 21. Fig. 17 is a flow chart showing an example of the game processing executed by the game system 1. Fig. 18 is a subroutine showing an example of the bomb item related processing in step S123 of Fig. 17. Fig. 19 is a subroutine showing an example of the explosion impulse generation processing in step S139 of Fig. 18 and step S152 of Fig. 20. Fig. 20 is a subroutine showing an example of another explosion processing in step S124 of Fig. 17. Fig. 21 is a subroutine showing an example of the dynamic object update processing in step S125 of Fig. 17. In this embodiment, a series of processing shown in Figs. 17 to 21 is performed by the processor 81 executing a predetermined application program (game program) included in the various programs Pa. In addition, the timing at which the game processing shown in Figs. 17 to 21 is started is arbitrary.
[0113] Note that the processing of each step in the flowcharts shown in Figs. 17 to 21 is merely an example, and as long as the same result is obtained, the processing order of each step may be changed, or another processing may be performed in addition to (or instead of) the processing of each step. In addition, in this embodiment, the processing of each step in the above flowchart is described as being executed by the processor 81, but the processing of some steps in the above flowchart may be executed by a processor other than the processor 81 or a dedicated circuit. In addition, some of the processing executed in the main unit 2 may be executed by another information processing device that can communicate with the main unit 2 (for example, a server that can communicate with the main unit 2 via a network). In other words, each processing shown in Figs. 17 to 21 may be executed by a plurality of information processing devices including the main unit 2 working together.
[0114] In FIG. 17, the processor 81 performs initial settings in the game processing (step S121) and proceeds to the next step. For example, in the initial settings, the processor 81 initializes parameters for performing the processing described below and updates each piece of data. As one example, the processor 81 generates a virtual space in an initial state by arranging various objects, characters, and the like in a game field in the virtual space, and updates the object data Dc and the assembled object data Dd. The processor 81 also arranges a player character PC and a virtual camera in a predetermined attitude at default positions in the virtual space in the initial state, and updates the player character data Db and the virtual camera data Dh.
[0115] Next, the processor 81 acquires operation data from the left controller 3, the right controller 4, and / or the main unit 2, updates the operation data Da (step S122), and proceeds to the next step.
[0116] Next, processor 81 performs a bomb item-related process (step S123), and proceeds to step S124. Hereinafter, the bomb item-related process in step S123 will be described with reference to FIG.
[0117] 18, processor 81 determines whether or not the processing for all bomb items B (including bomb items B configured in an assembly object) placed in the virtual space has been completed (step S131). If the processing for all bomb items B has not been completed, processor 81 advances the processing to step S132. On the other hand, if the processing for all bomb items B has been completed, processor 81 ends the processing of the subroutine.
[0118] In step S132, processor 81 selects a bomb item B that has not been defused yet from among all bomb items B placed in the virtual space, and proceeds to the next step.
[0119] Next, the processor 81 updates the position and orientation in the virtual space of the bomb item B to be processed (step S133), and proceeds to the next step. As an example, when the bomb item B to be processed is being moved by the action of the player character PC, the processor 81 moves the bomb item B based on the action of the player character PC updated in step S126 in the previous frame, and updates the object data Dc using the position and orientation after the movement. As another example, when the bomb item B is moving based on the physical laws in the virtual space, the processor 81 moves the bomb item B based on a physical calculation in the virtual space, and updates the object data Dc using the position and orientation after the movement.
[0120] Next, processor 81 determines whether bomb item B to be processed is activated or not (step S134). For example, processor 81 refers to object data Dc, and when bomb item B to be processed is in the ON state, makes a positive determination in the above step S134. Then, when bomb item B to be processed is not activated, processor 81 advances the process to step S135. On the other hand, when bomb item B to be processed is activated, processor 81 advances the process to step S137.
[0121] In step S135, processor 81 determines whether or not a startup action has been performed by the player character PC on bomb item B to be processed. For example, when the action of the player character PC updated in step S126 in the previous frame is an action to activate bomb item B to be processed, processor 81 makes a positive determination in step S135. Then, when a startup action has been performed by the player character PC on bomb item B to be processed, processor 81 advances the process to step S136. On the other hand, when a startup action has not been performed by the player character PC on bomb item B to be processed, processor 81 returns to step S131 and repeats the process.
[0122] In step S136, processor 81 starts the activation countdown, and returns to step S131 to repeat the process. For example, processor 81 changes the state of bomb item B to be processed to the ON state to update object data Dc, and sets a count indicating the time from activation of bomb item B to explosion to update countdown data De of bomb item B, thereby starting countdown process of bomb item B.
[0123] On the other hand, in step S137, the processor 81 updates the startup countdown and proceeds to the next step. For example, the processor 81 decrements the count of the bomb item B to be processed by 1, and updates the countdown data De of the bomb item B.
[0124] Next, processor 81 determines whether or not the count of bomb item B to be treated is 0 (step S138). If the count of bomb item B to be treated is 0, processor 81 advances the process to step S139. On the other hand, if the count of bomb item B to be treated is not 0, processor 81 returns to step S131 and repeats the process.
[0125] In step S139, the processor 81 performs an explosion thrust generation process, and returns to the above step S131 to repeat the process. Hereinafter, the explosion thrust generation process in the above step S139 will be described with reference to FIG.
[0126] In FIG. 19, the processor 81 sets a new explosion with the bomb item B or the like being processed as the explosion source, calculates the collision position of the explosion (step S141), and proceeds to the next step. For example, the processor 81 sets a new explosion with a predetermined explosion range with the center of gravity or center of the explosion source of the bomb item B or the like being processed as the explosion occurrence position, eliminates the explosion source of the bomb item B or the like, and updates the object data Dc and the explosion data Df. Then, the processor 81 calculates the collision position of the new explosion for each object within the set explosion range, and updates the explosion data Df. Note that the method of setting the explosion occurrence position, explosion range, and explosion collision position is the same as that described above, and therefore detailed description will be omitted here.
[0127] Next, the processor 81 generates an explosion thrust of the new explosion (step S142) and ends the processing of the subroutine. For example, the processor 81 generates a physical determination (explosion thrust) consisting of an explosion mass, an explosion speed, and an explosion direction to be applied to each collision position of the object set in the above step S141, and updates the explosion data Df. Note that the calculation method of the explosion mass, the explosion speed, and the explosion direction is the same as the method described using FIG. 15 and the like, and therefore a detailed description thereof will be omitted here.
[0128] 17, after the bomb item-related process in step S123, processor 81 performs other explosion processes (step S124), and proceeds to step S125. Hereinafter, with reference to FIG. 20, the other explosion processes in step S124 will be described.
[0129] 20, processor 81 determines whether or not a new explosion has occurred whose source is something other than bomb item B (step S151). If a new explosion has occurred whose source is something other than bomb item B, processor 81 advances the process to step S152. On the other hand, if a new explosion has not occurred whose source is something other than bomb item B, processor 81 ends the process of this subroutine.
[0130] In step S152, the processor 81 performs an explosion thrust generation process for the explosion determined to have newly occurred in step S151, and ends the process of this subroutine. Note that the explosion thrust generation process performed in step S152 is similar to the explosion thrust generation process described with reference to FIG. 19, and therefore a detailed description thereof will be omitted here.
[0131] 17, after the other explosion process in step S124, processor 81 performs dynamic object update process (step S125), and proceeds to step S126. Hereinafter, the dynamic object update process in step S125 will be described with reference to FIG.
[0132] 21, processor 81 determines whether or not the processing for all dynamic objects (including assembly objects) arranged in the virtual space is completed (step S161). If the processing for all dynamic objects is not completed, processor 81 advances the process to step S162. On the other hand, if the processing for all dynamic objects is completed, processor 81 ends the process of the subroutine.
[0133] In step S162, the processor 81 selects, from among all the dynamic objects placed in the virtual space, a dynamic object for which processing has not been completed, and proceeds to the next step.
[0134] Next, the processor 81 determines whether or not a new explosion collision has occurred with the dynamic object being processed (step S163). For example, when a physical determination (explosion impulse) due to a new explosion has been generated for the dynamic object being processed by the explosion impulse generation process in step S139 or step S152, the processor 81 makes a positive determination in step S163. Then, when a new explosion collision has occurred with the dynamic object being processed, the processor 81 advances the process to step S164. On the other hand, when a new explosion collision has not occurred with the dynamic object being processed, the processor 81 advances the process to step S166.
[0135] In step S164, the processor 81 updates the motion parameters due to the explosion that has caused a collision with the dynamic object being processed, and proceeds to the next step. For example, the processor 81 refers to the explosion data Df, calculates the motion parameters (speed, acceleration, angular velocity, angular acceleration, etc.) of the dynamic object being processed due to the influence of the explosion thrust (physics determination) set for the dynamic object being processed, and updates the object data Dc or the assembly object data Dd. Note that, when multiple explosions have newly occurred for the dynamic object being processed, the multiple explosions may be merged and the above process may be performed, or the motion may be calculated for each of the multiple explosions.
[0136] Next, processor 81 temporarily increases the moment of inertia tensor of the dynamic object being processed (step S165), and proceeds to step S166. For example, processor 81 increases the moment of inertia tensor of the dynamic object being processed by a predetermined amount only during the current frame (until the processing of step S168, which will be described later, is completed), and updates object data Dc or assembly object data Dd.
[0137] In step S166, the processor 81 calculates all the forces acting on the dynamic object being processed due to phenomena other than the explosion, and proceeds to the next step. For example, the processor 81 generates a physical determination of all the forces acting on the dynamic object being processed in the virtual space, and updates the other applied force data Dg. Here, the forces acting on the dynamic object due to phenomena other than the explosion are various forces in the virtual space that the dynamic object receives from the surroundings thereof, including a force (load) received from an attack from another, an inertial force due to movement or vibration in the virtual space, an impact force or a friction force due to a collision or contact with other objects, characters, fields, etc., gravity due to the weight of the dynamic object itself and the weight of other objects or characters resting on the dynamic object, and pressure due to various phenomena occurring in the virtual space.
[0138] Next, the processor 81 updates the motion parameters of the dynamic object being processed that are caused by forces other than the explosion (step S167), and proceeds to the next step. For example, the processor 81 refers to other applied force data Dg, calculates the motion parameters (speed, acceleration, angular velocity, angular acceleration, etc.) of the dynamic object being processed that are caused by the influence of forces other than the explosion (physical determination) set for the dynamic object being processed, and updates the object data Dc or the assembly object data Dd. Note that, when motion parameters caused by a plurality of forces, including the explosive propulsion force, are calculated for the dynamic object being processed, these motion parameters may be combined into one motion parameter by canceling or accumulating them.
[0139] Next, the processor 81 updates the position and orientation of the dynamic object to be processed in the virtual space (step S168), and returns to step S161 to repeat the process. For example, the processor 81 refers to the object data Dc or the assembly object data Dd, and acquires the placement position, placement direction, placement orientation, motion parameters, and inertia moment tensor in the virtual space set for the dynamic object to be processed. The processor 81 then moves the dynamic object in the virtual space by performing physical calculation based on the acquired parameters, and updates the object data Dc or the assembly object data Dd using the placement position, placement direction, and placement orientation after the movement.
[0140] 17, after the dynamic object update process in step S125, the processor 81 performs a player character update process (step S126) and proceeds to the next step. For example, the processor 81 sets the movement of the player character PC based on the operation data Da. As an example, the processor 81 sets the position, direction, posture, movement, state, and the like of the player character PC based on the user operation input indicated by the operation data Da and virtual physical calculations (for example, virtual inertia and gravity) in the virtual space, and updates the player character data Db.
[0141] The motion of the player character PC includes the object operation action described above. When the player character PC is performing an object operation action, the processor 81 updates the player character data Db and performs a process of attaching the operable object to be controlled by the object operation action to another object to generate an assembly object. When an assembly object is generated, the processor 81 updates the assembly object data Dd using the configuration and structure of the generated assembly object and the arrangement position, arrangement direction, and arrangement posture of the assembly object. Note that the method of generating an assembly object is the same as the method described using Figs. 10 to 12, and therefore a detailed description thereof will be omitted here.
[0142] Moreover, the action of the player character PC includes an action of activating a bomb item B. For example, when the player character PC approaches the bomb item B and hits it or attacks the bomb item B, the bomb item B targeted by the action is activated and transitions to an ON state. When the player character PC hits a part of an assembly object in which at least one bomb item B is configured, all the bomb items B configured in the assembly object are activated and transition to an ON state. When the player character PC performs an action of activating any of the bomb items B, the processor 81 updates the player character data Db, and when a positive determination is made in the above step S135 in the next frame, the processor 81 executes the above step S136, and an activation countdown process for the activated bomb item B is started.
[0143] Furthermore, the above-mentioned action of the player character PC includes an action of the player character PC acquiring an item object such as a bomb item B. For example, when the player character PC performs an action of acquiring an item object, the processor 81 performs a process of adding and storing the item object acquired by the action to the player character PC.
[0144] Next, the processor 81 performs a drawing process (step S127) and proceeds to the next step. For example, the processor 81 arranges the player character PC, each object, and the assembly object in the virtual space based on the player character data Db, the object data Dc, and the assembly object data Dd. The processor 81 also sets the position and / or attitude of a virtual camera for generating a display image based on the virtual camera data Dh, and arranges the virtual camera in the virtual space. Then, the processor 81 generates an image of the virtual space seen from the set virtual camera, and performs control to display the virtual space image on the display 12. The processor 81 may execute a process to control the movement of the virtual camera in the virtual space based on the position and attitude of the player character PC, and update the virtual camera data Dh. The processor 81 may also move the virtual camera in the virtual space based on the operation data Da, and update the virtual camera data Dh.
[0145] Next, processor 81 determines whether or not to end the game processing (step S128). Conditions for ending the game processing in step S128 above include, for example, a condition for ending the game processing being satisfied, or the user performing an operation to end the game processing. If processor 81 does not end the game processing, it returns to step S122 above to repeat the process, and if it ends the game processing, it ends the process according to this flowchart. Thereafter, the series of processes from step S122 to step S128 is repeatedly executed until it is determined in step S128 that the process is to end.
[0146] Thus, in this embodiment, when a dynamic object is moved by detonating bomb item B in virtual space, the position and orientation of the dynamic object are calculated based on physics calculations assuming that a point of a predetermined mass collides at a predetermined speed in a direction from the explosion position toward the nearest collision position on the dynamic object, and therefore the dynamic object can be moved in a direction close to the direction intuitively expected from the explosion position.
[0147] The game system 1 may be any device, such as a portable game device, any portable electronic device (PDA (Personal Digital Assistant), mobile phone, personal computer, camera, tablet, etc.), and the like.
[0148] In the above description, an example was used in which the information processing (game processing) is performed by the game system 1, but at least a part of the above processing steps may be performed by another device. For example, if the game system 1 is configured to be capable of communicating with another device (e.g., a server, another information processing device, another image display device, another game device, another mobile terminal), the above processing steps may be executed by the cooperation of the other device. In this way, by performing at least a part of the above processing steps by another device, processing similar to the above processing is possible. In addition, the above information processing can be executed by one processor or by cooperation between multiple processors included in an information processing system composed of at least one information processing device. In the above embodiment, the processor 81 of the game system 1 can execute a predetermined program to perform information processing, but a part or all of the above processing may be executed by a dedicated circuit provided in the game system 1.
[0149] According to the above-mentioned modified example, the present invention can be realized in a so-called cloud computing system form or a distributed wide area network and local network system form. For example, in a distributed local network system form, the above-mentioned processing can be executed by cooperation between a stationary information processing device (stationary game device) and a portable information processing device (portable game device). In these system forms, there is no particular limitation on which device performs the above-mentioned processing, and it goes without saying that the present invention can be realized regardless of the division of processing load.
[0150] Furthermore, the processing sequence, setting values, conditions used for judgment, and the like used in the above-described information processing are merely examples, and it goes without saying that this embodiment can be realized even with other sequences, values, and conditions.
[0151] The program may be supplied to the game system 1 through an external storage medium such as an external memory, or may be supplied to the device through a wired or wireless communication line. The program may be pre-recorded in a non-volatile storage device inside the device. The information storage medium for storing the program may be a non-volatile memory, a CD-ROM, a DVD, or an optical disk-shaped storage medium similar to these, a flexible disk, a hard disk, a magneto-optical disk, a magnetic tape, or the like. The information storage medium for storing the program may be a volatile memory for storing the program. Such a storage medium may be a recording medium that can be read by a computer or the like. For example, the various functions described above can be provided by having a computer or the like read and execute the programs from these recording media.
[0152] Although the present invention has been described in detail above, the above description is merely illustrative of the present invention in all respects and is not intended to limit its scope. Needless to say, various improvements and modifications can be made without departing from the scope of the present invention. In addition, it is understood that a person skilled in the art can implement an equivalent range based on the description of the present invention and technical common sense from the description of specific examples of the present invention. In addition, it should be understood that the terms used in this specification are used in the sense commonly used in the field unless otherwise specified. Therefore, unless otherwise defined, all technical terms and technical terms used in this specification have the same meaning as commonly understood by a person skilled in the art to which this invention belongs. In the event of a conflict, this specification (including definitions) shall prevail. [Industrial Applicability]
[0153] As described above, the present invention can be used as a game program, game system, game device, game processing method, etc. that enables a user to easily move objects, etc., in a virtual space in a direction that the user intuitively predicts or intends from the location where an explosion occurs. [Explanation of symbols]
[0154] 1. Information processing system 2. Main unit 3. Left controller 4…Right controller 11. Housing 12…Display 13...Touch panel 32, 52…Analog stick 42, 64…Terminals 81…Processor 82…Network communication section 83...Controller communication section 85…DRAM 101, 111...Communication control unit
Claims
1. In the computer of the information processing device, Based on the input, multiple movable dynamic objects are combined in the virtual space to generate an assembled object. In the virtual space, at least one of the dynamic objects is controlled to move based on physics calculations, and the assembled object is controlled to move based on physics calculations based on the interaction between the combined dynamic objects, or on physics calculations that treat the assembled object as a single, unified dynamic object. At a predetermined timing based on game processing, at least one explosion is generated. A game program that, when an explosion occurs, applies explosive thrust to the point on a target object located within a predetermined range from the location where the explosion occurred, specifically the point closest to the location where the explosion occurred.
2. The aforementioned dynamic object includes a bomb object, The aforementioned computer further, The game program according to claim 1, which causes the explosion at the location of the bomb object at a timing specified based on the operation input.
3. The game program according to claim 2, wherein the bomb object explodes after a predetermined time has elapsed since an operation input instructing it to explode was made.
4. The computer is further made to control the player character in the virtual space based on the operation input. The game program according to claim 3, wherein the operation input for instructing the explosion is the player character performing a predetermined action on the bomb object or the assembled object containing the bomb object based on the operation input.
5. The game program according to claim 1, further comprising the computer temporarily increasing the moment of inertia tensor of the target object and performing the physical calculation when the explosion occurs.
6. The game program according to any one of claims 1 to 5, wherein the target object is all objects, at least a portion of which is located within a predetermined distance from the generation location.
7. The game program according to any one of claims 1 to 5, wherein if multiple explosions occur simultaneously and the thrust of each explosion acts on the same dynamic object, the thrust of each explosion is merged in the physics calculation.
8. A game system equipped with a processor, The aforementioned processor, Based on the input, multiple movable dynamic objects are combined in the virtual space to generate an assembled object. In the virtual space, at least one of the dynamic objects is controlled to move based on physics calculations, and the assembled object is controlled to move based on physics calculations based on the interaction between the combined dynamic objects, or on physics calculations that treat the assembled object as a single dynamic object. At a predetermined timing based on game processing, at least one explosion is generated. A game system that, when an explosion occurs, applies explosive thrust to the point closest to the location of the explosion on a target object located within a predetermined range from the location of the explosion.
9. The aforementioned dynamic object includes a bomb object, The aforementioned processor further, The game system according to claim 8, wherein the explosion occurs at the location of the bomb object at a timing specified based on the operation input.
10. The game system according to claim 9, wherein the bomb object explodes after a predetermined time has elapsed since an operation input instructing it to explode was made.
11. The processor further controls the player character in the virtual space based on the operation input. The game system according to claim 10, wherein the operation input for instructing the explosion is the player character performing a predetermined action on the bomb object or the assembled object containing the bomb object based on the operation input.
12. The game system according to claim 8, wherein the processor further increases the moment of inertia tensor of the target object when the explosion occurs and performs the physics calculation.
13. The game system according to any one of claims 8 to 12, wherein the target object is all objects, at least a portion of which is located within a predetermined distance from the generation location.
14. The game system according to any one of claims 8 to 12, wherein if multiple explosions occur simultaneously and the thrust of each explosion acts on the same dynamic object, the thrust of each explosion is merged in the physics calculation.
15. A game device equipped with a processor, The aforementioned processor, Based on the input, multiple movable dynamic objects are combined in the virtual space to generate an assembled object. In the virtual space, at least one of the dynamic objects is controlled to move based on physics calculations, and the assembled object is controlled to move based on physics calculations based on the interaction between the combined dynamic objects, or on physics calculations that treat the assembled object as a single dynamic object. At a predetermined timing based on game processing, at least one explosion is generated. A game device that, when an explosion occurs, applies an explosive thrust to the point on a target object located within a predetermined range from the location where the explosion occurred, at the point closest to the location where the explosion occurred.
16. The aforementioned dynamic object includes a bomb object, The aforementioned processor further, The game device according to claim 15, which causes the explosion at the location of the bomb object at a timing specified based on the operation input.
17. The game device according to claim 16, wherein the bomb object explodes after a predetermined time has elapsed since an operation input instructing it to explode was made.
18. The processor further controls the player character in the virtual space based on the operation input. The game device according to claim 17, wherein the operation input for instructing the explosion is the player character performing a predetermined action on the bomb object or the assembly object including the bomb object based on the operation input.
19. The game device according to claim 15, wherein the processor further increases the moment of inertia tensor of the target object and performs the physical calculation when the explosion occurs.
20. The game device according to any one of claims 15 to 19, wherein the target object is all objects, at least a portion of which is located within a predetermined distance from the generation position.
21. The game device according to any one of claims 15 to 19, wherein if multiple explosions occur simultaneously and the thrust of each explosion acts on the same dynamic object, the thrust of each explosion is merged in the physics calculation.
22. A game processing method executed by an information processing system, The aforementioned information processing system is Based on the input, multiple movable dynamic objects are combined in the virtual space to generate an assembled object. In the virtual space, at least one of the dynamic objects is controlled to move based on physics calculations, and the assembled object is controlled to move based on physics calculations based on the interaction between the combined dynamic objects, or on physics calculations that treat the assembled object as a single dynamic object. At a predetermined timing based on game processing, at least one explosion is generated. A game processing method in which, when an explosion occurs, the explosive thrust is applied to the point on a target object located within a predetermined range from the location where the explosion occurred, at the point closest to the location where the explosion occurred.
23. The aforementioned dynamic object includes a bomb object, The aforementioned information processing system further, The game processing method according to claim 22, wherein the explosion is generated at the location of the bomb object at a timing specified based on the operation input.
24. The game processing method according to claim 23, wherein the bomb object explodes after a predetermined time has elapsed since an operation input instructing it to explode was made.
25. The information processing system further controls the player character in the virtual space based on the operation input. The game processing method according to claim 24, wherein the operation input for instructing the explosion is the player character performing a predetermined action on the bomb object or the assembly object including the bomb object based on the operation input.
26. The game processing method according to claim 22, further comprising the information processing system, which, when the explosion occurs, temporarily increases the moment of inertia tensor of the target object and performs the physical calculation.
27. The game processing method according to any one of claims 22 to 26, wherein the target object is all objects, at least a portion of which is located within a predetermined distance from the generation location.
28. The game processing method according to any one of claims 22 to 26, wherein if multiple explosions occur simultaneously and the thrust of each explosion acts on the same dynamic object, the thrust of each explosion is merged in the physics calculation.