Game device, game control program, and game control method
The game device enhances operability and player experience by using a separate operation icon area for cursor control, preventing finger interference and enabling one-handed gameplay, addressing cursor positioning challenges in touch-type terminal devices.
Patent Information
- Application Number
- JP2024193521
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2024-11-05
- Publication Date
- 2025-01-24
- Estimated Expiration
- Not applicable · inactive patent
AI Technical Summary
Players using touch-type terminal devices for baseball games face challenges in accurately positioning a cursor on a moving ball object due to finger interference, leading to reduced operability and enjoyment, and the need for two-handed operations for batting commands.
A game device and control program that uses a separate operation icon display area for cursor movement, allowing players to indirectly control the cursor without direct finger contact, and triggers actions through finger release, enhancing one-handed operation and visibility.
Improves operability by preventing cursor interference with moving objects and allowing smooth, one-handed gameplay, enhancing player experience and accuracy in positioning the cursor.
Smart Images

Figure 2025013487000001_ABST
Abstract
Description
[Technical field]
[0001] The present invention relates to a technique for controlling the progress of a game by virtually applying actions to a moving object moving within a game space. [Background technology]
[0002] A known example of a conventional baseball game is shown in Patent Document 1, in which a player operates a cross key on a controller to move a contact cursor up, down, left, and right on a screen, and when the center of the contact cursor coincides with the center of a ball object, the player presses a specified button on the controller to hit the ball object with the bat of a batter character.
[0003] In recent years, a game device that allows a player to operate using a touch pen has been known. For example, Patent Document 2 discloses a baseball game device that displays a meeting point by moving a touch pen on a monitor, and causes a batter character to hit the ball if the ball object is located within a predetermined range centered on the meeting point when the ball object reaches the hitting surface.
[0004] Incidentally, in recent years, touch-type terminal devices such as smartphones and tablet terminals, which allow a user to input various operational commands by touching a touch panel with a finger, have become widespread. [Prior art documents] [Patent documents]
[0005] [Patent Document 1] Patent No. 3892889 [Patent Document 2] Patent No. 3822215 Summary of the Invention [Problem to be solved by the invention]
[0006] However, if a baseball game in which a ball contact cursor is operated is to be played on a touch-type information terminal device, the player will operate the ball contact cursor by moving his / her finger on the display unit, but in this case, it is expected that a problem will arise in that the player's finger operating the ball contact cursor will obstruct the display of the ball object that moves on the display unit. This means that the player must operate the ball contact cursor by intuition, making it impossible to accurately position the ball contact cursor on the ball object that moves, which will deteriorate the operability and significantly reduce the interest of the game.
[0007] In addition, in the baseball game, the player needs to input a batting command, but if a batting button for inputting the batting command is displayed on the display unit of a touch-type terminal device, the player must touch the batting button with the fingers of a hand other than the fingers operating the meet cursor. Such an operation method using both hands cannot be said to be suitable for a touch-type operation terminal such as a smartphone that is based on one-handed input.
[0008] An object of the present invention is to provide a game device, a game control program, and a game method that can prevent a pointing object such as a finger from interfering with the display of a moving object that is moved and displayed on a display unit, thereby improving operability for the player. [Means for solving the problem]
[0009] (1) A game device according to the present invention is a game device for controlling the progress of a game in which a virtual action is given to a moving object moving within a game space, the game device comprising: an operation display unit having a touch panel type display unit; an aiming cursor display unit for displaying an aiming cursor in an aiming cursor display area of the display unit for determining a position at which an action is given to the moving object in the game space; an operation icon display unit for displaying operation icons for operating the aiming cursor in an operation icon display area different from the aiming cursor display area of the display unit, and for moving and displaying the operation icons in response to contact and movement of an indicator to the operation icons; a movement command input by contact and movement of the indicator to the operation icons; a control unit that controls the movement of the operation icon by moving the operation icon display unit, and an action application timing determination unit that determines an action application timing for applying an action to the moving object based on the timing at which the operation command reception unit receives the timing determination command, and an action application unit that applies an action to the moving object when at least a part of the moving object and the aiming cursor overlap at the action application timing determined by the action application timing determination unit. Note that the game control program and the game control method according to the present invention are similar to those described above, and therefore will not be described here.
[0010] According to this configuration, the player can operate the aiming cursor by touching the operation icon with the indicator and operating the operation icon, rather than directly touching the aiming cursor with the indicator. The operation icon is displayed in an operation icon display area provided separately from the aiming cursor display area. Therefore, the indicator does not block the view of the moving object, and the player can accurately position the operation icon on the moving object.
[0011] Taking a baseball game as an example, in order to move the contact cursor (aiming cursor) that serves as a guide for hitting the flying ball object (moving object), the contact cursor can be indirectly moved by moving an operation icon displayed in a different area without directly touching the contact cursor with a finger. This makes it possible to prevent the contact cursor from becoming difficult to see due to the player's finger. As a result, the operability of positioning the contact cursor on the ball object is improved.
[0012] The meet cursor has the following functions. That is, in a baseball game, it is possible to change the type of pitch and the trajectory of the ball object thrown by the pitcher character. In that case, it becomes very difficult to hit the ball object with the bat, which is changing from moment to moment. Therefore, in order to allow the player to enjoy hitting the ball, the meet cursor is provided as a guide for hitting the ball object with the bat. The player can hit the ball object by moving the meet cursor to overlap the ball object flying toward them and swinging the bat at the timing when the ball object passes near the base. At this time, if the player swings the bat when the meet cursor is not overlapping the ball object, the player will strike out.
[0013] Another characteristic of this configuration is that the timing command is input by releasing the indicator from the display unit after the indicator has been moved by contact with the display unit. Taking a baseball game as an example, the bat swing is triggered by releasing the finger (indicator) from the game screen (display unit).
[0014] Furthermore, this point, combined with the aforementioned ability to move the meet cursor to a different location, means that this configuration makes it possible to perform a series of hitting operations very smoothly and easily, greatly improving operability, particularly when playing the game while holding the device in the hand, such as with a smartphone or tablet terminal.
[0015] Specifically, a case where a player plays a baseball game using a smartphone as a platform will be described. Here, it is assumed that the player is playing the game while holding the smartphone in one hand (for example, the right hand). First, the player places the meet cursor over the ball object thrown by the pitcher character. At this time, as described above, the player does not directly touch the meet cursor on the screen, but moves the operation icon displayed in a different area to move the meet cursor linked to it to any position. This can be done, for example, by moving the operation icon with the thumb of the right hand holding the smartphone. The ball object gradually approaches the batter's side (the base), so the player does not wait for the timing, but releases only the thumb that has been touching the game screen when the ball object arrives near the base.
[0016] Then, releasing the thumb triggers the batter character to swing the bat. In conventional stationary game devices, the movement of the contact cursor is operated, for example, with the left hand using an analog switch on the controller, while the bat swing is executed by pressing a corresponding button on the controller with the right hand, but in this configuration, both the movement of the contact cursor and the bat swing can be operated with the fingers of the hand holding the device.
[0017] Furthermore, in the case of tablet devices that are larger than smartphones, it may be difficult to operate them with the fingers of the hand holding the device (because the screen is large and the fingers cannot reach it), but even in that case, for example, striking operations do not need to be performed with both hands as in the past, and can be performed with only one hand (for example, holding the device with the left hand and operating it with the right hand), making them extremely easy to use.
[0018] Furthermore, with regard to the bat swing, rather than pressing a button with a finger as in conventional operations, the trigger is instead the release of the finger. This means that, particularly in the case of game devices held in the hand, there is no vibration or shaking of the device itself that would accompany a pressing action, and the game can be played in a stable state.
[0019] (2) It is preferable that the aiming cursor linkage control unit sets the movement speed of the aiming cursor to a constant ratio to the movement speed of the operation icon within the aiming cursor display area and moves the aiming cursor thereat, and that the ratio is set to a value such that when the operation icon moves from its initial position within the operation icon display area to the end of the operation icon display area, the aiming cursor moves from its initial position to the end of the aiming cursor display area.
[0020] According to this configuration, even if the sizes of the aiming cursor display area and the operation icon display area are different, the player can move the aiming cursor over the entire area of the aiming cursor display area. For example, if the moving speeds of the aiming cursor and the operation icons are set to be equal even though the aiming cursor display area is larger than the operation icon display area, a situation may occur in which the operation icons reach the edge of the operation icon display area while the aiming cursor has not reached the edge of the aiming cursor display area. In this case, a dead space is generated in the aiming cursor display area where the aiming cursor cannot be moved, and the player cannot hit the moving object that has reached the dead space.
[0021] Therefore, by setting the movement speed of the aiming cursor to a certain ratio to the movement speed of the operation icon that satisfies the above condition, it is possible to prevent the occurrence of dead space in the aiming cursor display area.
[0022] (3) It is preferable that, when the timing determination command is accepted by the operation command acceptance unit, the operation icon display unit hides the operation icon.
[0023] If the operation icon continues to be displayed after the timing determination command is input, the player may mistakenly believe that he or she can operate the operation icon. Therefore, by adopting a mode in which the operation icon is hidden when the timing determination command is input, it is possible to prevent the player from making such a mistake. In addition, it is also possible to improve operability by erasing unnecessary images from the display unit.
[0024] (4) It is preferable that the game device further includes a moving object control unit that moves the moving object from a predetermined movement start position to a predetermined movement end position within the game space, and that the operation icon display unit hides the operation icon when the moving object reaches the movement end position if the timing determination command is not input by the player before the moving object reaches the movement end position.
[0025] If the operation icon continues to be displayed even after the moving object reaches the movement end position, the operation icon is displayed even though there is no need to operate the operation icon, which gives the player a sense of incongruity. Therefore, the operation icon is made invisible when the moving object reaches the movement end position, thereby preventing the player from feeling this incongruity.
[0026] (5) It is preferable that the game is a baseball game, the moving object is a ball object that is thrown by a pitcher character performing a pitching motion after performing a swinging motion, and the moving object control unit causes the display unit to display an expected arrival position of the ball object in a batting zone set between the start position and the end position of movement when the pitcher character performs the swinging motion, and causes the display unit to hide the expected arrival position when the ball object reaches the end position of movement.
[0027] In conventional baseball games, the expected arrival position is displayed immediately after the pitcher character throws the ball object. In this configuration, as described in (1), the aiming cursor is not directly operated, but the aiming icon is operated via an operation icon. Therefore, a player who is accustomed to directly operating the aiming cursor may feel that it has become difficult to position the aiming cursor on the ball object. Therefore, in the configuration of (5), the expected arrival position is displayed when the pitcher character swings his / her sword up. This makes the display time of the expected arrival position longer than the conventional display time, allowing the player to calmly grasp the expected arrival position and making it easier to position the aiming cursor on the ball object. Note that the expected arrival position does not indicate the final arrival position of the ball object when it passes over the base, but appears at a position somewhat away from the final arrival position. Then, the position gradually changes as the ball object moves, and coincides with the passing point of the ball object when it finally passes over the base. Therefore, the player must predict the final arrival point while observing the appearance position of the predicted arrival position and the manner in which it moves.
[0028] (6) It is preferable that the operation command receiving unit receives a handedness setting operation command input by the player to specify whether the player is left-handed or right-handed, and that the operation icon display unit sets the aiming cursor display area to the left end of the display unit if the player is left-handed, and sets the aiming cursor display area to the right end of the display unit if the player is right-handed.
[0029] Since the operation icon display area is set to the right or left end of the display unit according to the player's dominant hand, the player can operate the operation icons using his / her dominant hand without crossing the aiming cursor display area. As a result, the course of the ball object can be accurately determined, and operability can be improved. For example, if the player's dominant hand is the left hand, when the operation icon display area is set to the right end of the display unit, the player needs to cross the aiming icon display area and operate the operation icons with the left hand, which blocks the view of the moving object with the left hand. Therefore, by setting the operation icon display area to the left side of the display unit when the dominant hand is the left hand, such a problem can be avoided and operability can be improved.
[0030] (7) It is preferable that the operation icon is a circle having an area that is larger than an area of a contact region between the indicator and the display unit by a predetermined size.
[0031] According to this configuration, the size of the operation icon is made slightly larger than the area of the contact area between the indicator and the display unit. Therefore, the indicator is prevented from blocking the view of the operation icon, and operability can be improved. In addition, by making the operation icon circular, the indicator can easily contact the operation icon from any direction. Effect of the Invention
[0032] According to the present invention, the player can operate the aiming cursor by touching an indicator to an operation icon and operating the operation icon, rather than directly touching the aiming cursor with an indicator. The operation icon is displayed in an operation icon display area provided separately from the aiming cursor display area. Therefore, the indicator does not block the view of the moving object, and the player can accurately position the operation icon on the moving object. As a result, the operability when positioning the aiming cursor on the moving object is improved, and the entertainment value of the game can be increased. [Brief description of the drawings]
[0033] [Figure 1] 1 is a block diagram of a game device according to an embodiment of the present invention. [Diagram 2] 2 is a functional block diagram of the game device shown in FIG. 1. [Diagram 3] 4 is a flowchart showing the operation of the game device according to the embodiment of the present invention. [Figure 4] 13 is a flowchart showing the processing of the game device when a handedness setting command is input by a player. [Diagram 5] FIG. 4 is a diagram showing an example of an aiming cursor displayed on a display unit. [Figure 6] 4A to 4C are diagrams showing examples of operation icons displayed on a display unit. [Figure 7] FIG. 11 is an explanatory diagram showing an example of the processing of the aiming cursor linkage control unit, in which (A) shows the aiming cursor displayed at a certain position within the aiming cursor display area, and (B) shows an operation icon displayed at a certain position within the operation icon display area. [Figure 8] 13 is a screen diagram showing a state where a timing determination command is input by a player and the bat object is about to hit the ball object. [Figure 9] FIG. 2 is a diagram showing the position of an aiming cursor within a game space. [Figure 10] 11 is an explanatory diagram of a hit determination process executed by an action imparting unit. FIG. [Figure 11] This figure shows the process of calculating the direction of the initial velocity of a hit ball object, where (A) shows the aiming cursor, (B) shows the ball object immediately after being hit as viewed in the x direction, and (C) shows the ball object immediately after being hit as viewed in the z direction. [Figure 12] This is an image clearly indicating that a ball object has been hit by a bat object. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS
[0034] A gaming device according to an embodiment of the present invention will be described below with reference to the drawings. Fig. 1 is a block diagram of a gaming device according to an embodiment of the present invention. In this embodiment, a touch-type information processing device such as a smartphone or tablet terminal equipped with a touch-panel display unit is used as the gaming device. However, this is only an example, and a portable gaming device equipped with a touch-panel display unit may also be used.
[0035] In addition, in this embodiment, a baseball game is adopted in which a ball object BL (an example of a moving object) moving within the game space is positioned with an aiming cursor (corresponding to the meet cursor in conventional games; hereinafter, this will be referred to as the aiming cursor) and the ball is virtually hit back.
[0036] The game device shown in Fig. 1 includes a gyro sensor 101, a CPU (Central Processing Unit) 102, a communication control circuit 103, a RAM (Random Access Memory) 104, a ROM (Read-Only Memory) 105, a sound processing circuit 106, an image processing circuit 107, a monitor 108, a microphone 110, and a speaker 111. The blocks from the gyro sensor 101 to the speaker 111 shown in Fig. 1 are connected to each other via a bus line BS.
[0037] The gyro sensor 101 is configured by, for example, a gyro sensor capable of detecting the attitude of the game device in the roll direction and the pitch direction, and detects angular velocities in each of the roll direction and the pitch direction to output angular velocity signals.
[0038] The CPU 102 interprets commands from a game control program stored in the ROM 105 and performs various data processing and control. The communication control circuit 103 performs the process of spreading the data to be transmitted generated by the CPU 102, for example, by CDMA (Code Division Multiple Access) or the like, modulating the data by QAM (Quadrature Amplitude phase Modulation), PSK (Phase Shift Keying), QPSK (Quadrature Phase Shift Keying) or the like, and transmitting the modulated data, or demodulating the received data, despreading the data, and outputting the obtained data to the CPU 102.
[0039] The RAM 104 is a working area for the CPU 102. The ROM 105 stores programs and the like necessary for basic control of the game device (for example, start-up control).
[0040] The sound processing circuit 106 generates an analog audio signal in response to a sound output command from the CPU 102, and outputs the signal to a speaker 111. The image processing circuit 107 controls the monitor 108 in response to a drawing command from the CPU 101, and displays a predetermined image on the monitor 108. The microphone 110 converts the sound generated by the player into an electrical signal.
[0041] The image processing circuit 107 includes a touch input detection circuit 109, and displays various images on the monitor 108. When a pointer such as a touch pen or a player's finger directly touches the monitor 108, the touch input detection circuit 109 outputs coordinate data of the contact position to the CPU 102, and causes the CPU 102 to recognize the contact position.
[0042] Furthermore, when a pointer is directly touched at the position of an object displayed on monitor 108, touch input detection circuit 109 outputs coordinate data of the object to CPU 102, causing CPU 2 to recognize that the object has been touched.
[0043] The monitor 108 is configured, for example, with a touch panel type liquid crystal panel. For example, a capacitive type or a resistive type is used as the touch panel. For example, a liquid crystal panel such as a TFT (Thin Film Transistor) or STN (Super Twisted Nematic) is used as the touch panel, and a color display of, for example, 4096 colors is possible.
[0044] Fig. 2 is a functional block diagram of the game device shown in Fig. 1. As shown in Fig. 2, the game device includes an operation display unit 210, a control unit 220, and a storage unit 240.
[0045] The operation and display unit 210 is composed of the touch input detection circuit 109 and the monitor 108 shown in Fig. 1, and receives various operation instructions input by the player and displays various images. In this embodiment, the operation and display unit 210 inputs operation commands when the player touches a pointer to the display unit 211 of the operation and display unit 210. Here, a touch pen may be used as the pointer, but in this embodiment, the player's finger is used. Also, the display unit 211 refers to a rectangular area on the operation and display unit 210 where an image is displayed.
[0046] 1, and includes an aiming cursor display unit 221, an operation icon display unit 222, an operation command receiving unit 223, an aiming cursor linkage control unit 224, an action imparting timing determination unit 225, an action imparting unit 226, a moving object control unit 227, a character control unit 228, and a display control unit 229. These functions are realized by CPU 102 executing a game control program according to the embodiment of the present invention.
[0047] The aiming cursor display unit 221 supplies a drawing command to the display control unit 229 for displaying an aiming cursor for determining a position at which an action is to be applied to a ball object in the game space, in the aiming cursor display area of the display unit 211. Here, the aiming cursor display unit 221 is periodically supplied with coordinate data indicating the position of the aiming cursor from the aiming cursor linkage control unit 224, and supplies a drawing command to the display control unit 229 for updating the display of the aiming cursor in accordance with this coordinate data.
[0048] 5 is a diagram showing an example of an aiming cursor K displayed on the display unit 211. As shown in FIG. 5, the aiming cursor K is displayed in a rectangular aiming cursor display area DM1 provided on the display unit 211. The aiming cursor display area DM1 is provided in approximately the center of the display unit 211. The aiming cursor display area DM1 is slightly larger in size than the strike zone SZ provided approximately directly above the home base HB. The strike zone SZ is a virtual representation of the strike zone set directly above the home base in actual baseball, and has a rectangular shape.
[0049] By making the aiming cursor display area DM1 larger than the size of the strike zone SZ, the player can make the batter character CL1 hit balls that are outside the strike zone SZ. In this embodiment, the aiming cursor display area DM1 is set so that its center is at the same position as the center of the strike zone SZ, and has a shape similar to that of the rectangular strike zone SZ.
[0050] The aiming cursor K has a central region K2 and a peripheral region K1. The central region K2 is circular, and the peripheral region K1 is donut-shaped and surrounds the central region K2. In the example of Fig. 5, the central region K2 is displayed in a darker color than the peripheral region K1.
[0051] When the strong shake button BU displayed at the bottom of the display unit 211 is touched by the player and the strong shake mode is set, the size of the aiming cursor K becomes a size consisting of only the central region K2. When the strong shake button BU is touched again by the player and the strong shake mode is released, the size of the aiming cursor K becomes a size consisting of the central region K2 and the peripheral region K1.
[0052] In other words, when the strong swing mode is set, the size of the aiming cursor K becomes smaller than when the strong swing mode is not set, making it difficult to position the aiming cursor K on the ball object. However, as a trade-off, when the strong swing mode is set, the hitting power of the batter character CL1 increases compared to when the strong swing mode is not set.
[0053] The size of the aiming cursor K changes according to the ability value previously determined for each batter character CL1. Specifically, the aiming cursor display unit 211 reads out the ability value of the batter character CL1 from the ability value storage unit 242, and sets the size of the aiming cursor K to be larger as the ability value increases.
[0054] 2, the operation icon display unit 222 supplies a drawing command to the display control unit 229 so that an operation icon CM for operating the aiming cursor K is displayed in an operation icon display area DM2 different from the aiming cursor display area DM1 in the display unit 211. Furthermore, the operation icon display unit 222 supplies a drawing command to the display control unit 229 so that the operation icon CM is moved and displayed in response to the contact movement of the finger YB on the operation icon CM.
[0055] Fig. 6 is a diagram showing an example of an operation icon CM displayed on the display unit 211. As shown in Fig. 6, the operation icon CM is displayed in a rectangular operation icon display area DM2 provided on the display unit 211. The operation icon CM is a circle having an area that is a predetermined size larger than the area of the area where the finger YB contacts the display unit 211. By making the size of the operation icon CM slightly larger than the area of the area where the finger YB contacts the display unit 211, it is possible to prevent the operation icon CM from being hidden by the finger YB, and it is possible to improve operability.
[0056] When the player touches the operation icon CM with his / her finger YB and moves the finger YB in contact with the display unit 211 within the operation icon display area DM2, the operation icon CM can be moved following the movement of the finger YB. Specifically, when the pitcher character CL2 swings his / her arm up to throw the ball object BL, for example, the operation icon display unit 222 supplies a drawing command to the display control unit 229 for displaying the operation icon CM at a predetermined initial position within the operation icon display area DM2. Here, for example, the center of the operation icon display area DM2 is adopted as the initial position.
[0057] Then, when the player's finger YB touches the operation icon CM and the operation command receiving unit 223 receives a movement command for moving the operation icon CM, the operation icon display unit 222 receives coordinate data of the contact position of the finger YB on the display unit 211 from the operation command receiving unit 223. The operation icon display unit 222 then supplies a drawing command to the display control unit 229 for displaying the operation icon CM on the display unit 211 so that the center of the operation icon CM is located at the coordinate data supplied from the operation command receiving unit 223. The operation icon display unit 222 then supplies a drawing command to the display control unit 229 every time the operation command receiving unit 223 periodically supplies coordinate data to the operation icon display unit 222, thereby updating the display of the operation icon CM. As a result, the operation icon CM is displayed and moved in accordance with the movement of the finger YB that is moved in contact. The coordinate data has a two-dimensional data structure having vertical and horizontal coordinate values defined for the display unit 211.
[0058] The operation icon display area DM2 is provided to the right of the aiming cursor display area DM1, at the right end of the display unit 211. By setting the operation icon display area DM2 at the right end in this way, the player can operate the operation icon CM with his / her right hand to operate the aiming cursor K without crossing the strike zone SZ. This prevents the player's right hand from blocking the view of the ball object BL, and allows the player to accurately determine the course of the ball object BL until the ball object BL reaches the strike zone SZ.
[0059] When the operation command receiving unit 223 receives a handedness setting operation command, the operation icon display unit 222 is supplied with information indicating whether the player is left-handed or right-handed from the operation command receiving unit 223. Then, when the operation icon display unit 222 is supplied with information indicating left-handedness from the operation command receiving unit 223, it sets the operation icon display area DM2 to the left of the aiming cursor display area DM1 and to the left end position of the display unit 211.
[0060] On the other hand, when information indicating right-handedness is supplied from the operation command receiving unit 223 to the operation icon display unit 222, the operation icon display area DM2 is set to the right end of the display unit 211. In this way, since the operation icon display area DM2 is set to the right end or the left end of the display unit 211 depending on the player's handedness, the player can operate the operation icon CM using the fingers YB of his / her dominant hand without straddling the aiming cursor display area DM1. As a result, the course of the ball object BL can be accurately determined, and operability can be improved.
[0061] Furthermore, when a timing determination command is received by the operation command receiving section 223, the operation icon display section 222 supplies the display control section 229 with a drawing command to hide the operation icon CM.
[0062] In this embodiment, a mode is adopted in which the player is not allowed to operate the aiming cursor K after the timing determination command is input. Therefore, if the operation icon CM continues to be displayed after the timing determination command is input, the player may mistakenly believe that the operation icon CM can be operated. Therefore, by making the operation icon CM non-displayed when the timing determination command is input, it is possible to prevent the player from making such a mistake. In addition, it is also possible to improve operability by erasing unnecessary images from the display unit 211.
[0063] In addition, if the player does not input a timing determination command before the ball object BL reaches the movement end position PE (see Figure 9), the operation icon display unit 222 supplies a drawing command to the display control unit 229 to hide the operation icon CM when the ball object BL reaches the movement end position PE.
[0064] In this embodiment, a mode is adopted in which the player is not allowed to operate the aiming cursor K after inputting the timing determination command, but there are cases in which the player does not input the timing determination command in order to have the batter character CL1 let the ball object BL go. In this case, if the operation icon CM continues to be displayed even after the ball object BL reaches the movement end position PE, the operation icon CM is displayed even though there is no need to operate the operation icon CM, which gives the player a sense of incongruity. To prevent this, in this embodiment, the operation icon CM is hidden when the ball object BL reaches the movement end position PE.
[0065] In addition, for convenience of explanation, the aiming cursor display area DM1 and the operation icon display area DM2 are illustrated in FIG. 5 and FIG. 6, but in reality, they may be hidden. In this way, it is possible to suppress a decrease in visibility due to an increase in the number of graphics displayed on the display unit 211. However, in order to clearly show the aiming cursor display area DM1 and the operation icon display area DM2 to the player, both areas may be displayed on the display unit 211. In addition, the aiming cursor display area DM1 and the operation icon display area DM2 may be displayed for a certain period of time before the pitcher character CL2 starts a pitching motion. In this way, it is possible to clearly show both areas to the player and suppress a decrease in visibility.
[0066] In this embodiment, the size of the operation icon display area DM2 is smaller than the size of the aiming cursor display area DM1. The shape of the operation icon display area DM2 is similar to the shape of the aiming cursor display area DM1.
[0067] Returning to FIG. 2, the operation command receiving unit 223 receives a movement command input by contacting and moving the finger YB on the operation icon CM, and a timing determination command input by releasing the finger YB from the display unit 211 after the contact movement.
[0068] Here, the operation command receiving unit 223 recognizes the current display position of the operation icon CM by being notified of coordinate data indicating the current display position of the operation icon CM from the operation icon display unit 222 at any time. Also, the operation command receiving unit 223 is supplied with coordinate data indicating the current contact position between the finger YB and the display unit 211 from the operation display unit 210, and recognizes the current contact position.
[0069] Therefore, when the current contact position is located within a predetermined range (range of the operation icon CM) from the current display position of the operation icon CM, the operation command receiving unit 223 determines that the player has started inputting a movement command. After determining that a movement command has been input, the operation command receiving unit 223 tracks the contact position of the finger YB until the finger YB is released from the display unit 211, and periodically supplies coordinate data of the contact position to the operation icon display unit 222. As a result, the operation icon CM is displayed moving following the finger YB that is contacted and moved.
[0070] Here, the operation display unit 210 periodically supplies coordinate data of the contact position to the operation command receiving unit 223 while the finger YB is in contact with the display unit 211. Therefore, when the periodic supply of coordinate data from the operation display unit 210 is interrupted, the operation command receiving unit 223 can determine that the input of the movement command has ended and a timing determination command has been input. When the operation command receiving unit 223 determines that a timing determination command has been input, it stops supplying the coordinate data indicating the contact position of the finger YB to the operation icon display unit 222.
[0071] The aiming cursor interlocking control unit 224 moves and displays the aiming cursor K on the display unit 211 in conjunction with the movement of the operation icon CM that is moved and displayed by the operation icon display unit 222. As shown in Fig. 6, when the player moves the finger YB in the direction of the arrow, and the operation icon CM moves in the direction of the arrow, the aiming cursor K moves in the same direction as indicated by the arrow. If a mode is adopted in which the player touches the aiming cursor K with the finger YB to directly operate the aiming cursor K, the finger YB is positioned within the strike zone SZ, and therefore the finger YB blocks the view of the ball object BL, making it difficult for the player to accurately position the aiming cursor K relative to the ball object BL.
[0072] Therefore, in this embodiment, the player does not directly operate the aiming cursor K by touching the aiming cursor K with the finger YB, but touches the operation icon CM with the finger YB to operate the operation icon CM to operate the aiming cursor K. The operation icon CM is displayed in an operation icon display area DM2 provided in a position different from the aiming cursor display area DM1. Therefore, even if the finger YB touches the operation icon CM, the finger YB does not block the view of the ball object BL, and the player can accurately position the operation icon CM on the ball object BL. As a result, the operability when positioning the aiming cursor K on the ball object BL is improved, and the interest of the game can be increased.
[0073] FIG. 7 is an explanatory diagram showing an example of processing by the aiming cursor linkage control unit 224, in which (A) shows an aiming cursor K displayed at a certain position KO in the aiming cursor display area DM1, and (B) shows an operation icon CM displayed at a certain position CMO in the operation icon display area DM2.
[0074] Assume that the operation icon CM is moved at a speed vb by the operation of the player's finger YB at the position CMO. In this case, the aiming cursor linkage control unit 224 multiplies the vertical coordinate speed component vb_V of the speed vb by a coefficient kV to obtain a vertical coordinate speed component va_V (=vb_V·kV) of the aiming cursor K. The aiming cursor linkage control unit 224 also multiplies the horizontal coordinate speed component vb_H of the speed vb by a coefficient kH to obtain a horizontal coordinate speed component va_H (=vb_H·kH) of the aiming cursor K. Then, the aiming cursor linkage control unit 224 instructs the aiming cursor display unit 221 to set the position KO', which is separated from the position KO by the vertical coordinate speed component va_V and the horizontal coordinate speed component va_H, as the display position of the next aiming cursor K, and causes the aiming cursor K to be displayed at the position KO'. As a result, the aiming cursor K moves from the position KO to the position KO'. At the same time, the operation icon CM is moved from the position CMO to the position CMO' by the operation icon display section 222. As a result, the aiming cursor K moves in conjunction with the movement of the operation icon CM.
[0075] In addition, the aiming cursor linkage control unit 224 is periodically supplied with coordinate data of the operation icon CM from the operation icon display unit 222, and each time the coordinate data is supplied, it calculates the velocity vb of the operation icon CM and calculates the velocity va of the aiming cursor K from the calculated velocity vb.
[0076] 6, the coefficient kV has a relationship of kV=H12 / H22, where the length of the vertical side of the aiming cursor display area DM1 is H12 and the length of the vertical side of the operation icon display area DM2 is H22. Also, the relationship of kH=H11 / H21, where the length of the horizontal side of the aiming cursor display area DM1 is H11 and the length of the horizontal side of the operation icon display area DM2 is H21. In other words, the speed va of the aiming cursor K and the speed vb of the operation icon CM have a constant ratio RT (coefficients kV, kH).
[0077] Furthermore, the aiming cursor linkage control unit 224 sets the initial position of the aiming cursor K to the center of the aiming cursor display area DM1, and the operation icon display unit 222 sets the initial position of the operation icon CM to the center of the operation icon display area DM2. Therefore, the ratio RT is set to a value at which the operation icon CM moves from its initial position to the edge of the operation icon display area DM2 when the aiming cursor K moves from its initial position to the edge of the aiming cursor display area DM1.
[0078] Therefore, even if the sizes of the aiming cursor display area DM1 and the operation icon display area DM2 are different, the player can move the aiming cursor K over the entire area of the aiming cursor display area DM1. For example, if the speed va is set equal to the speed vb even though the aiming cursor display area DM1 is larger than the operation icon display area DM2, a situation may occur in which the operation icon CM reaches the edge of the operation icon display area DM2 while the aiming cursor K has not reached the edge of the aiming cursor display area DM1. In this case, a dead space is generated in the aiming cursor display area DM1, through which the aiming cursor K cannot be moved, and the player cannot have the batter character CL1 hit the ball object that has reached the dead space.
[0079] Therefore, in this embodiment, the ratio RT is set as described above, and the initial position of the operation icon CM is set to the center of the operation icon display area DM2, and the initial position of the aiming cursor K is set to the center of the aiming cursor display area DM1, thereby preventing the occurrence of dead space.
[0080] The initial position of the operation icon CM may be set to a position other than the center of the operation icon display area DM2. In this case, the initial position of the aiming cursor K in the aiming cursor display area DM1 may be set to a position corresponding to the initial position of the operation icon CM in the operation icon display area DM2. Here, the corresponding position refers to the same relative position in the aiming cursor display area DM1 and the same relative position in the operation icon display area DM2.
[0081] In this embodiment, since the aiming cursor display area DM1 and the operation icon display area DM2 are similar to each other, the coefficient kV is set to be equal to the coefficient vH.
[0082] Returning to FIG. 2, the action imparting timing determination unit 225 determines the action imparting timing for imparting an action to the ball object BL based on the timing at which the operation command receiving unit 223 receives the timing determination command.
[0083] 8 is a screen diagram showing a state immediately before the bat object BT hits the ball object BL after the player inputs a timing determination command. When the player inputs the timing determination command, the batter character CL1 starts swinging the bat object BT. Therefore, the action application timing determination unit 225 determines that the action application timing is the time when a predetermined time has elapsed from the time when the timing determination command was input until the bat object BT reaches the hitting zone provided directly above the home base HB.
[0084] When the player inputs a timing determination command, the operation icon CM becomes invisible as shown in Fig. 8, the aiming cursor K is locked, and the player cannot operate the aiming cursor K. In this case, the aiming cursor K is displayed semi-transparently, so that the player can recognize that the aiming cursor K has been locked.
[0085] Thus, in this embodiment, the player touches and moves the operation icon CM with the finger YB, predicts the arrival position of the ball object BL in the hitting zone, positions the aiming cursor K at the predicted arrival position, and inputs a hitting command by releasing the finger YB from the display unit 211.
[0086] Returning to Figure 2, the action imparting unit 226 performs an impact judgment process to determine whether or not at least a portion of the ball object BL and the aiming cursor K overlap at the action imparting timing determined by the action imparting timing determination unit 225, and if this impact judgment process determines that at least a portion of the ball object BL and the aiming cursor K overlap, an action is applied to the ball object BL.
[0087] 9 is a diagram showing the position within the game space of the aiming cursor K. In this embodiment, a virtual three-dimensional space defined by three mutually orthogonal axes, an x-axis, a y-axis, and a z-axis, is used as the game space.
[0088] In addition, the y-axis shown in Figure 9 is set in a direction parallel to a line L3 connecting the center O2 of the pitcher's mound and the center O3 of home base HB in the virtual three-dimensional space, the z-axis is set in the vertical direction, and the x-axis is set in a direction perpendicular to the vertical direction and the line L3.
[0089] In this embodiment, the aiming cursor K passes through the center O3 of the home base HB and moves on the batting zone SF parallel to the xz plane. The aiming cursor display area DM1 shown in FIG. 8 shows the area when the batting zone SF shown in FIG. 9 is displayed on the display unit 211. In FIG. 9, the pitcher character CL2 is placed at the center O2 of the pitcher's mound, and the batter character CL1 is placed in the batter's box BX placed on the left or right side of the home base in the x direction. The pitcher character CL2 then starts a pitching motion after swinging up, and throws the ball object BL toward the home base HB. In this embodiment, the position where the pitcher character CL2 releases the ball object BL is set as the movement start position PS of the ball object BL. In addition, a catcher character (not shown) is placed behind the home base HB in the y-axis direction, and the position where the catcher character catches the ball object BL is set as the movement end position PE of the ball object BL.
[0090] Therefore, it can be seen that the impact zone SF is provided between the movement start position PS and the movement end position PE.
[0091] Fig. 10 is an explanatory diagram of the hit determination process executed by the action imparting unit 226. Fig. 10 shows the virtual three-dimensional space shown in Fig. 9 as viewed in the x-axis direction. Specifically, when a timing determination command is input, the action imparting unit 226 inquires of the moving object control unit 227 and acquires the position of the ball object BL at the action imparting timing determined by the action imparting timing determination unit 225.
[0092] If the ball object BL intersects with or is in contact with the aiming cursor K on the hitting zone SF at the action application timing, it is determined that the ball object BL has been hit.
[0093] However, this may increase the difficulty of the game and make it less interesting. Therefore, in this embodiment, for example, when the y component of the ball object BL is between a position that is a distance d1 away from the hitting zone SF in the -y direction and a position that is a distance d2 away from the hitting zone SF in the +y direction at the action application timing, and an extension line of the ball object BL at that time intersects with the aiming cursor K on the hitting zone SF, it is determined that the ball object BL has been hit.
[0094] Here, the extension line of the ball object BL may be, for example, a straight line extending from the center of gravity G1 of the ball object BL as a starting point in the direction of the velocity of the ball object BL when the timing determination command is input.
[0095] Alternatively, when a timing determination command is input, if the y component of the ball object BL is between a position that is a distance d1 away from the impact zone SF and a position that is a distance d2 away from the impact zone SF, a plane SF' that passes through the center of gravity G1 of the ball object BL and is parallel to the impact zone SF is set, and the aiming cursor K on the impact zone SF is projected onto the set plane SF', and if the ball object BL is within the area of the projected aiming cursor K, it is determined that the ball object BL has been hit.
[0096] It should be noted that d1 and d2 may be the same distance as the length of the y component of the strike zone from the batting zone SF, or a distance with a small margin added or subtracted therefrom.
[0097] Furthermore, the action imparting unit 226 sets the impact power to be greater the closer the passing position of the center of gravity of the ball object BL relative to the aim cursor K is to the center of gravity of the aim cursor K when the action imparting timing determination unit 225 acquires the timing signal.
[0098] Figure 11 is a diagram showing the process of calculating the direction of the initial velocity of a hit ball object BL, where (A) shows the aiming cursor K, (B) shows the ball object BL immediately after being hit as viewed in the x direction, and (C) shows the ball object BL immediately after being hit as viewed in the z direction.
[0099] 11(A), it is assumed that the center of gravity G1 of the ball object BL passes through a point P4(u, v) within the aiming cursor K. Here, u is a coordinate axis that passes through the center O1 of the aiming cursor K and is parallel to the x-axis, and v is a coordinate axis that passes through the center O1 and is parallel to the z-axis.
[0100] In this case, the action imparting unit 226 calculates the distance ds between point P4 and the center O1, and calculates a correction coefficient β1 for setting the reference initial velocity Vref smaller as the distance ds increases. The correction coefficient β1 is multiplied by the reference initial velocity Vref (β1·Vref) to correct the magnitude of the reference initial velocity Vref, and the magnitude of the corrected reference initial velocity Vref is set as the magnitude of the initial velocity V0.
[0101] The effect imparting unit 226 may calculate the correction coefficient β1 using a predetermined function that has the correction coefficient β1 as an output and the distance ds as an input, and in which the correction coefficient β1 increases as the distance ds decreases.
[0102] Next, a method for calculating the direction of the initial velocity V0 of the ball object BL will be described with reference to Figures 11(A) to (C). As shown in Figure 11(A), if v of point P4 is negative, it is determined that the impact point of the bat object BT is located below the sweet spot of the bat object BT, and as shown in Figure 11(B), the pitch angle θ1 of the reference initial velocity Vref is reduced according to the value of v, and the reduced pitch angle θ1 of the reference initial velocity Vref is set as the pitch angle of the initial velocity V0.
[0103] On the other hand, if v of point P4 is positive, it is determined that the impact point by the bat object BT is located above the sweet spot, and the pitch angle θ1 of the reference initial velocity Vref is increased according to the value of v, and the increased pitch angle θ1 of the reference initial velocity Vref is set as the pitch angle of the initial velocity V0.
[0104] Also, if u at point P4 is positive, in the case of a right-handed batter, it is determined that the impact point by the bat object BT is located on the tip side opposite the grip end from the sweet spot, and as shown in Figure 11 (C), the yaw angle θ2 of the reference initial velocity Vref is changed to the +θ2 side according to the value of u, and the yaw angle θ2 of the reference initial velocity Vref after the change is set as the yaw angle of the initial velocity V0.
[0105] On the other hand, if u at point P4 is negative, in the case of a right-handed batter, the impact point by the bat object BT is located on the grip end side of the sweet spot, so the yaw angle θ2 of the reference initial velocity Vref is changed to the -θ2 side according to the value of u, and the yaw angle θ2 of the reference initial velocity Vref after the change is set as the yaw angle of the initial velocity V0.
[0106] Furthermore, as shown in Figure 10, when the ball object BL is located on the -y side of the impact zone SF at the action application timing, that is, when the impact timing of the ball object BL is early, as shown in Figure 11 (C), in the case of a right-handed batter, the yaw angle θ2 of the reference initial velocity Vref is increased to the -θ2 side according to the value of d, and the yaw angle θ2 of the increased reference initial velocity Vref is set as the yaw angle of the initial velocity V0.
[0107] On the other hand, when the ball object BL is located on the +y side of the impact zone SF at the action application timing, that is, when the impact timing of the ball object BL is late, as shown in Figure 11 (C), in the case of a right-handed batter, the yaw angle θ2 of the reference initial velocity Vref is increased to the +θ2 side according to the value of d, and the yaw angle θ2 of the increased reference initial velocity Vref is set as the yaw angle of the initial velocity V0.
[0108] Returning to Fig. 2, the moving object control unit 227 moves the ball object BL from a predetermined movement start position PS to a predetermined movement end position PE in the game space. When the player is on offense and the game device is on defense, the moving object control unit 227 determines the type and course of the ball object BL by a lottery process according to a lottery probability that is predetermined for each type and course. Here, the type of ball corresponds to, for example, a straight, curve, shoot, etc., and the course corresponds to, for example, a predetermined position in the hitting zone SF.
[0109] Furthermore, the lottery probability determined in advance for each type of pitch and each course may be determined in advance according to the ability value of the pitcher character CL2 or the state of the game.
[0110] The moving object control unit 227 then determines the trajectory of the ball object BL by modifying the trajectory of the ball object BL, which is determined in advance for each type of pitch, so that the ball object BL reaches the determined course. The moving object control unit 227 then moves the ball object BL in the game space according to the determined trajectory.
[0111] Furthermore, when the pitcher character CL2 swings up, the moving object control unit 227 outputs a drawing command to the display control unit 229 to display on the display unit 211 the predicted arrival position YP of the ball object BL in the batting zone SF set between the movement start position PS and the movement end position PE. Then, the moving object control unit 227 makes the predicted arrival position YP invisible when the ball object BL reaches the movement end position PE.
[0112] 6, it can be seen that the expected arrival position YP is displayed. Here, for example, the course determined in the hitting zone SF may be used as the expected arrival position YP. This allows the player to operate the aiming cursor K using not only the ball object BL but also the displayed position of the expected arrival position YP as a guide.
[0113] In conventional baseball games, the expected arrival position YP is displayed immediately after the pitcher character CL2 throws the ball object BL. In this embodiment, the aiming cursor K is not operated directly, but is operated via the operation icon CM. Therefore, there is a risk that a player who is accustomed to operating the aiming cursor K directly may feel that it has become difficult to position the aiming cursor K on the ball object BL. Therefore, in this embodiment, the expected arrival position YP is displayed when the pitcher character CL2 swings up. As a result, the display time of the expected arrival position YP is longer than the conventional display time, and the player can calmly grasp the expected arrival position YP, making it easier to position the aiming cursor K on the ball object BL.
[0114] As the expected arrival position YP, the arrival position in the hitting zone SZ or a position slightly away from it may be displayed first, and while the ball object BL is moving, the position where the ball object BL is projected onto the hitting zone SF may be displayed. In this case, the expected arrival position YP also moves in accordance with the movement of the ball object BL, making it more difficult to position the aiming cursor K on the ball object BL compared to a mode in which the expected arrival position YP is stationary, and the fun of the game can be increased.
[0115] Returning to FIG. 2, the character control unit 228 moves various characters in the game space. In this embodiment, the character control unit 228 moves the characters in the game space by moving three-dimensional models of the characters stored in the image data storage unit 241. The character control unit 228 causes the pitcher character CL2 to perform, for example, a motion of swinging up the bat and, after swinging up, throwing the ball object BL. The character control unit 228 also causes the batter character CL1 to perform, for example, a motion of taking a stance with the bat object BT and, after swinging up the bat object BT, swinging the bat object BT.
[0116] The display control unit 229 arranges three-dimensional models of the baseball field, batter character CL1, pitcher character CL2, etc., as well as a virtual light source and a virtual camera, etc., in the game space, and generates two-dimensional rendering image data representing the game space by applying texture to the three-dimensional models and rendering them, and displays them on the display unit 211. Here, the display control unit 229 generates the rendering image data at a predetermined frame rate and writes it into a drawing RAM (not shown) at the predetermined frame rate. As a result, the batter character CL1, pitcher character CL2, ball object BL, etc. are displayed as animation on the display unit 211.
[0117] Furthermore, the display control unit 229 superimposes image data of the aiming cursor K and the operation icon CM on the rendering image data in accordance with drawing commands from the aiming cursor display unit 221 and the operation icon display unit 222. As a result, the aiming cursor K and the operation icon CM are displayed on the display unit 211. Furthermore, the display control unit 229 superimposes image data of the predicted arrival position YP on the rendering image data in accordance with drawing commands from the moving object control unit 227. As a result, the predicted arrival position YP is displayed on the display unit 211.
[0118] The storage unit 240 includes an image data storage unit 241 and an ability value storage unit 242. The image data storage unit 241 stores various image data such as a three-dimensional model and texture of a baseball field, a three-dimensional model and texture of a player character, and a three-dimensional model and texture of a ball object BL. The ability value storage unit 242 stores predetermined ability values for each player character.
[0119] Next, the operation of the game device according to this embodiment will be described. Fig. 3 is a flowchart showing the operation of the game device according to this embodiment of the present invention. This flowchart is a flowchart when a pitcher character CL2 pitches one ball object BL. In addition, the following description will be given by taking as an example a case where the player is on the offensive side and the game device is on the defensive side.
[0120] First, in step S1, the display control unit 229 arranges three-dimensional models of a batter character CL1, a baseball field, a pitcher character CL2, and fielder characters in the game space, performs texture mapping, and performs initial settings. The display control unit 229 also starts a process of periodically generating rendering image data. In this case, an image such as that shown in FIG. 5 is displayed on the operation display unit 210.
[0121] Next, the moving object control unit 227 determines the type of ball and the course by a lottery process, and determines the trajectory of the ball object BL in accordance with the determined type of ball and the course (step S2).
[0122] Next, the character control unit 228 causes the pitcher character CL2 to swing the bat upward (step S3). Next, the moving object control unit 227 starts displaying the predicted arrival position YP (step S4). Next, the character control unit 228 causes the pitcher character CL2 to pitch the ball, and the moving object control unit 227 starts moving the ball object BL within the game space (step S5). This causes the ball object BL to move according to the trajectory determined in step S2.
[0123] Next, when a movement command is received by the operation command receiving unit 223 (YES in step S6), the operation icon display unit 222 outputs a drawing command to the display control unit 229 for moving and displaying the operation icon CM in accordance with the movement command, and causes the display unit 211 to move and display the operation icon CM (step S7).
[0124] Next, the aiming cursor synchronization control unit 224 moves and displays the aiming cursor K on the display unit 211 in synchronization with the movement of the operation icon CM that is displayed and moved (step S8).
[0125] In step S6, if the operation command receiving unit 223 does not receive a movement command (NO in step S6), the process skips steps S7 and S8 and proceeds to step S9.
[0126] Next, when the finger YB is released from the operation icon CM and a timing determination command is input by the player (YES in step S9), the action application timing determination unit 225 advances the process to step S13.
[0127] On the other hand, if the finger YB is not released from the operation icon CM and a timing determination command is not input by the player (NO in step S9), the action imparting timing determination unit 225 advances the process to step S10.
[0128] In step S10, if the ball object BL has not reached the movement end position PE (NO in step S10), the moving object control unit 227 returns the process to step S6.
[0129] In other words, if the player does not input a timing determination command, the operation icon CM is displayed and moved in accordance with the movement command until the ball object BL reaches the movement end position PE, and the aiming cursor K is displayed and moved in conjunction with the movement display. Then, when the player inputs a timing determination command (YES in step S9), the action imparting unit 226 executes a hit determination process (step S13).
[0130] Then, if the action imparting unit 226 determines that the player has been able to hit the ball object BL (YES in step S13), it performs a process of setting the hitting power (step S14) and calculates the direction and magnitude of the initial velocity V0 of the ball object BL.
[0131] In this case, the action imparting unit 226 causes the display unit 211 to display an image clearly indicating that the ball object BL has been hit by the bat object BT, as shown in FIG.
[0132] Next, the moving object control unit 227 hides the predicted arrival position YP (step S15), and performs a hitting process to calculate the trajectory of the hit ball object BL (step S16). In this case, the moving object control unit 227 sets the center of gravity of the ball object BL as a mass point, and solves the equation of motion of the mass point using the initial velocity V0 of the ball object BL calculated in step S14, thereby repeatedly calculating the position of the ball object BL and calculating the trajectory of the ball object BL.
[0133] On the other hand, if the action imparting unit 226 determines that the player was unable to hit the ball object BL (NO in step S13), that is, if the player misses the ball object BL, the moving object control unit 227 makes the predicted arrival position YP invisible (step S17).
[0134] Next, the character control unit 228 causes the pitcher character CL2 to perform an action of swinging and missing with the bat object BT, and causes the catcher character to perform an action of catching the ball object BL, thereby executing a swing and miss process (step S18).
[0135] In step S10, if the player does not input a timing determination command before the ball object BL reaches the movement end position PE (YES in step S10), that is, if the player has the batter character CL1 let the ball object BL go by, the moving object control unit 227 makes the expected arrival position YP invisible (step S11). Next, the character control unit 228 performs a let-by process to have the catcher character catch the ball object BL without having the batter character CL1 swing the bat object BT (step S12).
[0136] In this way, the game progresses by executing the process of the flowchart in Fig. 3 each time the pitcher character CL2 throws the ball object BL. Note that in the flowchart in Fig. 3, an example is given in which the player is on the offensive side and the game device is on the defensive side, but when the player is on the defensive side and the game device is on the offensive side, the pitcher character CL2 simply throws the ball object BL according to the course and type of pitch input by the player. In this case, since the player is on the defensive side, the operation icon CM is hidden.
[0137] Next, the process of the game device when a command to set a dominant hand is input by the player will be described below. Fig. 4 is a flow chart showing the process of the game device when a command to set a dominant hand is input by the player.
[0138] First, the operation command receiving unit 223 receives a handedness setting command from the player (step S31). This handedness setting command is input by the player in accordance with a handedness setting screen displayed on the display unit 211 when the player starts a match, for example. This handedness setting screen is provided with, for example, "left" and "right" buttons.
[0139] Therefore, when the "LEFT" button is touched by the player, the operation command receiving unit 223 determines that a handedness setting command for setting the left hand as the handedness has been input by the player (LEFT in step S31). Then, the operation icon display unit 222 sets the operation icon display area DM2 to the left side of the display unit 211 (step S32). On the other hand, when the "RIGHT" button is touched by the player, the operation command receiving unit 223 determines that a handedness setting command for setting the right hand as the handedness has been input by the player (RIGHT in step S31). Then, the operation icon display unit 222 sets the operation icon display area DM2 to the right side of the display unit 211 (step S33).
[0140] In this way, the display of the operation icon display area DM2 can be set to the right or left side of the display unit 211 depending on the dominant hand, because it is assumed that the game device of this embodiment will be held in one hand and operated with the same hand.
[0141] 5, 6, and 8 show a case where the device is held in the right hand and operated with the thumb of the same right hand. In this case, the player is naturally right-handed. In this case, the operation icon display area DM2 is also displayed on the right side of the screen as shown in FIG.
[0142] Therefore, if a left-handed player holds this device in his left hand, it is difficult for him to extend his left thumb to the opposite right side to operate it. In addition, the thumb of the left hand will straddle the screen, reducing visibility, making it practically difficult to hold and operate the device with one hand. In this regard, according to the present configuration, the operation icon display area DM2 can be displayed on the left side, so that even a left-handed player can hold and operate the device with one hand.
[0143] If the player does not input a command to set a dominant hand before the start of a match, the operation icon display unit 222 may set the operation icon display area DM2 on the right side of the display unit 211.
[0144] In the above embodiment, a case where a baseball game is executed is exemplified, but the present invention is not limited to this, and can be applied to ball games other than baseball games, such as tennis, table tennis, squash, and other ball games in which a ball is hit back with a racket. In this case, an aiming cursor display area DM1 is provided at the location where the racket hits the ball object BL. An operation icon display area DM2 is provided to the left or right of the aiming cursor display area DM1. Then, the player can move the aiming cursor K by operating the operation icons CM displayed in the operation icon display area DM2.
[0145] The present invention may also be applied to a soccer game, for example, a penalty shootout. In this case, a game mode is adopted in which the player positions the aiming cursor K on the ball object BL and makes the goalkeeper character catch the ball object BL. In this mode, the operation icon display area DM2 is displayed on the left or right side of the goalkeeper, and the player operates the operation icon CM to operate the aiming cursor K.
[0146] In the above embodiment, the ratio RT of the moving speed between the operation icon CM and the aiming cursor K may be changed according to the player's preference. In this case, for example, when a request is made from the player before the start of a match or during a match, an operation image for setting the ratio RT may be displayed, and the ratio RT may be set using this operation image. Then, the areas of the aiming cursor display area DM1 and the operation icon display area DM2 may be changed so that the dead space is not generated in the changed ratio RT. [Explanation of symbols]
[0147] 210 Operation display section 211 Display section 220 Control section 221 Aiming cursor display 222 Operation icon display section 223 Operation Command Reception Department 224 Aiming cursor linkage control unit 225 Action timing determination unit 226 Action-imparting part 227 Mobile object control section 228 Character Control Unit 229 Display control section 240 Storage section 241 Image data storage unit 242 Ability Value Memory Unit BL Ball Object BT Bat Object CL1 Batter Character CL2 Pitcher Character CM Operation Icon DM1 Aiming cursor display area DM2 Operation Icon Display Area K Aiming Cursor PE Movement end position PS Movement start position RT ratio YB Finger (an example of a pointer) YP Estimated Arrival Position
Claims
[Claim 1] A game device for controlling the progress of a game in which a virtual action is given to a moving object moving within a game space, comprising: An operation display unit having a touch panel type display unit; an aiming cursor display unit that displays, in the game space, an aiming cursor for determining a position at which an action is to be applied to the moving object in an aiming cursor display area of the display unit; an operation icon display unit that displays an operation icon for operating the aiming cursor in an operation icon display area different from the aiming cursor display area in the display unit, and moves and displays the operation icon in response to contact and movement of a pointer with the operation icon; an operation command receiving unit that receives a movement command input by contacting and moving the indicator on the operation icon and a timing determination command input by releasing the indicator from the display unit after the contact movement; an aiming cursor linkage control unit that causes the aiming cursor to be moved and displayed on the display unit in linkage with the movement of the operation icon that is moved and displayed by the operation icon display unit; an action imparting timing determination unit that determines an action imparting timing for imparting an action to the moving object based on the timing at which the operation command receiving unit receives the timing determination command; A game device comprising an action imparting unit that imparts an action to the moving object when at least a portion of the moving object and the aiming cursor overlap at the action imparting timing determined by the action imparting timing determination unit.
Citation Information
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