Program and information processor
Patent Information
- Application Number
- JP2023133520
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2023-08-18
- Publication Date
- 2025-03-03
- Estimated Expiration
- 2043-08-18
AI Technical Summary
【0021】 本発明によれば、仮想空間上のオブジェクト配置空間にオブジェクトを配置する際の操作性を向上させることができる。
Smart Images

Figure 2025028605000001_ABST
Abstract
Description
[Technical field]
[0001] The present invention relates to a program and an information processing device, and more particularly to a program and an information processing device for arranging a plurality of objects in an object arrangement space in a virtual space. [Background technology]
[0002] In games (such as city-building games) in which multiple objects are placed in a virtual space, the virtual space is generally displayed from only one viewpoint. For example, in JP 2020-110682 A (Patent Document 1), the virtual space displayed when building is displayed as a planar image viewed from directly above.
[0003] From the viewpoint of displaying an image different from the image showing the virtual space, JP2017-187978A (Patent Document 2) proposes a technology to display a visible area operation image on a game screen that displays an object operation screen, which allows the user to select an area of interest as the visible area. [Prior art documents] [Patent documents]
[0004] [Patent Document 1] JP 2020-110682 A [Patent Document 2] JP 2017-187978 A Summary of the Invention [Problem to be solved by the invention]
[0005] When displaying a virtual space from only one viewpoint as in Patent Document 1, it is not possible to intuitively place objects.
[0006] Furthermore, the technology of Patent Document 2 enables confirmation of the "placement state" of objects in a virtual space by displaying a visible area operation image separately from the object operation screen, but does not take into consideration operability when sequentially placing objects in the virtual space.
[0007] The present invention has been made to solve the above-mentioned problems, and its object is to provide a program and an information processing device that can improve operability when placing objects in an object placement space in a virtual space. [Means for solving the problem]
[0008] A program according to one aspect of the present invention causes a computer to execute the following steps: i) displaying on a display unit a main image showing a virtual space including an object placement space in which a plurality of objects can be placed, from a first viewpoint, and a sub-image showing the availability of the object placement space when viewed from a second viewpoint; ii) an operation step of displaying, during a user's object selection operation, a selected object at a corresponding position on the main image, and updating and displaying the sub-image so that the intended placement position of the selected object within the object placement space can be identified; and iii) a step of placing the selected object at the intended placement position within the object placement space in response to completion of the user's selection operation.
[0009] According to this program, by simultaneously displaying a sub-image shown from a different viewpoint from the main image on the display unit, an object can be intuitively placed at a desired position in the object placement space in the virtual space. Also, when the selection operation is completed in a state where a position corresponding to the planned placement position is identifiable in the sub-image, the object can be placed at the planned placement position in the virtual space (even if the display position of the object is shifted from the planned placement position), so that the operability when placing an object in the object placement space in the virtual space can be improved.
[0010] In one embodiment, the object arrangement space is a space having a bottom surface and a side surface, and the sub-image is a map image showing the bottom surface. An example of such an object arrangement space is a lunch box.
[0011] Preferably, at least one of the horizontal and vertical axes of the sub-image is different from the horizontal and vertical axes of the main image, and more preferably, the horizontal and vertical axes of the sub-image coincide with the horizontal and vertical axes of the display unit.
[0012] Preferably, the program causes the computer to execute a determining step of determining the intended placement position based on size information of the selected object and a tap position by a user during a selection operation.
[0013] In the operation step, when the selected object is moved on the screen, it is desirable that substantially the entire selected object is displayed forward in the moving direction from the tap position of the user, thereby preventing the selected object from being hidden by the user's finger and becoming invisible.
[0014] Preferably, the moving step includes a step of deforming and displaying the selected object when an additional operation is input from the user during the selection operation of the selected object. The additional operation is a tap operation, a swipe operation, etc. The deformed display includes rotation, reduction, and enlargement.
[0015] Preferably, the program causes the computer to execute a step of displaying a plurality of object arrangement spaces of different sizes or shapes in a selectable manner, thereby changing the combination of objects that can be arranged in the object arrangement spaces, thereby improving the entertainment value, such as a puzzle game.
[0016] It is preferable that the computer includes a memory (setting data storage unit) that stores the characteristic amounts of each of the multiple evaluation indexes for each object, and the program further causes the computer to execute a step of displaying the characteristic amounts for each evaluation index for the group of objects arranged in the object arrangement space. In this case, the characteristic amounts change by changing the combination of objects arranged in the object arrangement space, thereby improving the interest.
[0017] In one embodiment, the program further causes the computer to execute a step of displaying a plurality of object icons in a manner that allows the selection of the object icons to be specified based on the maximum feature amount determined for each evaluation index and the feature amount for each evaluation index of each object. This improves operability and limits the combinations of objects that can be arranged in the object arrangement space, thereby further improving interest.
[0018] The plurality of objects may include a first object that is available by default, and a second object that becomes available depending on the number of times the first object is used.
[0019] Preferably, the program is a program for a game in which a character is developed. In this case, the computer may further execute a step of evaluating a group of objects arranged in the object arrangement space, and a step of displaying a comment generated based on a result of the evaluation of the group of objects as a comment from the character.
[0020] An information processing terminal according to one aspect of the present invention is an information processing device having an input unit that accepts input of instructions from a user, a display unit, and a processor, in which the processor i) displays on the display unit a main image that shows a virtual space including an object placement space in which multiple objects can be placed, from a first viewpoint, and a sub-image that shows the availability of the object placement space when viewed from a second viewpoint, ii) while the user is selecting an object, the selected object is displayed at a corresponding position on the main image, and the sub-image is updated and displayed so that the intended placement position of the selected object within the object placement space can be identified, and iii) performs processing to place the selected object at the intended placement position within the object placement space in response to completion of the user's movement operation. Effect of the Invention
[0021] According to the present invention, it is possible to improve operability when placing an object in an object placement space in a virtual space. [Brief description of the drawings]
[0022] [Figure 1] 1 is a block diagram showing a schematic configuration of an information processing device according to an embodiment of the present invention; [Diagram 2] FIG. 13 is a diagram showing an example of an initial screen of a lunch box making game according to an embodiment of the present invention. [Diagram 3] 1A to 1C are diagrams showing different viewpoints of a main image and a sub-image displayed on a game screen in an embodiment of the present invention. [Figure 4] 5A and 5B are diagrams showing specific examples of setting data stored in a setting data storage unit in the embodiment of the present invention. [Diagram 5] 11A to 11C are diagrams showing specific examples of sizes of ingredient objects used in the lunch box making game according to an embodiment of the present invention. [Figure 6] 5A to 5C are diagrams showing specific examples of save data stored in a save data storage unit in the embodiment of the present invention. [Figure 7]4 is a flowchart showing a main process executed by a program according to the embodiment of the present invention. [Figure 8] 5 is a flowchart showing an object placement process executed by a program according to the embodiment of the present invention. [Figure 9] 10 is a flowchart showing an object rotation process executed by a program according to an embodiment of the present invention. [Figure 10] 11 is a flowchart showing a lunch box selection process executed by a program according to an embodiment of the present invention. [Figure 11] FIG. 13 is a diagram showing an example of updating nutritional balance information in the embodiment of the present invention. [Figure 12] 11 is a diagram showing an example of ingredient information displayed when an ingredient object is selected in the embodiment of the present invention. FIG. [Figure 13] 1A to 1C are diagrams illustrating an example of screen transitions in a lunch box making game according to an embodiment of the present invention [Figure 14] 1A to 1C are diagrams illustrating an example of screen transitions in a lunch box making game according to an embodiment of the present invention [Figure 15] 1A to 1C are diagrams illustrating an example of screen transitions in a lunch box making game according to an embodiment of the present invention [Figure 16] 1A to 1C are diagrams illustrating an example of screen transitions in a lunch box making game according to an embodiment of the present invention [Figure 17] 1A to 1C are diagrams illustrating an example of screen transitions in a lunch box making game according to an embodiment of the present invention [Figure 18] 1A to 1C are diagrams illustrating an example of screen transitions in a lunch box making game according to an embodiment of the present invention [Figure 19] 1A to 1C are diagrams illustrating an example of screen transitions in a lunch box making game according to an embodiment of the present invention [Figure 20] 1A to 1C are diagrams illustrating an example of screen transitions in a lunch box making game according to an embodiment of the present invention [Figure 21] 1A to 1C are diagrams illustrating an example of screen transitions in a lunch box making game according to an embodiment of the present invention [Figure 22] 1A to 1C are diagrams illustrating an example of screen transitions in a lunch box making game according to an embodiment of the present invention [Diagram 23] 1A to 1C are diagrams illustrating an example of screen transitions in a lunch box making game according to an embodiment of the present invention [Figure 24] 11A to 11C are diagrams showing a specific example of an ingredient picture book that can be displayed in the lunch box making game in the embodiment of the present invention. [Diagram 25] 1 is an explanatory diagram of a method for determining a planned placement position in an embodiment of the present invention. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS
[0023] DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS An embodiment of the present invention will be described in detail with reference to the drawings. In the drawings, the same or corresponding parts are designated by the same reference characters and their description will not be repeated.
[0024] The program according to the present embodiment is a game program in which a plurality of objects are sequentially arranged in an object arrangement space in a virtual space, and more specifically, a game program in which the object arrangement space is filled with a group of objects. In this specification, an example will be described in which this program is an application program for a lunchbox making game, in which the "object arrangement space" is a lunchbox and the "objects" are ingredients. This lunchbox making game can be included in a training game in which a character (typically a person) is trained.
[0025] <Configuration example of information processing device> First, a schematic configuration of an information processing device 1 that executes a program according to the present embodiment will be described. Fig. 1 is a block diagram showing a schematic configuration of the information processing device 1 according to the present embodiment. The information processing device 1 is a terminal device owned by a user, and may be, for example, a smartphone, a tablet terminal, or a portable game device.
[0026] The information processing device 1 includes a processor 10 that executes various types of arithmetic processing, a touch panel 20 that accepts instructions from a user and displays various types of information, memory units 31-33 that store various programs and data, and a communication unit 34 connected to a network such as the Internet.
[0027] The touch panel 20 integrally includes an input unit 21 that accepts touch input from a finger, a touch pen, or the like, and a display unit 22 that displays information such as various images and text. The touch panel 20 is implemented using known techniques such as a film resistive system or a capacitance system.
[0028] The processor 10 includes an action receiving unit 11 that detects a user's action on the input unit 21 of the touch panel 20, and a data processing unit 12 that processes information from the action receiving unit 11 and outputs it to the touch panel 20. The processor 10 is configured, for example, by a CPU (Central Processing Unit), and realizes the functions of the action receiving unit 11 and the data processing unit 12 by executing a game program stored in a storage unit 31. In the following description, the storage unit 31 is referred to as a program storage unit 31.
[0029] The action receiving unit 11 determines whether or not an action (input) has been made to the touch panel 20, and outputs the result to a necessary element of the information processing device 1. When a contact input has been made to the touch panel 20, the action receiving unit 11 detects, for example, coordinate information of the input position and the type of action (touch operation, slide operation, etc.). The action receiving unit 11 detects that the contact input from the touch panel 20 has been released by detecting that a continuously detected input has been interrupted.
[0030] The data processing unit 12 performs processing such as displaying an object corresponding to an instruction from a user, based on setting data previously stored in the storage unit 32. The data processing unit 12 also performs processing such as temporarily storing save data for identifying the type and coordinate information of an object displayed on the touch panel 20, in the storage unit 33. In the following description, the storage unit 32 is referred to as the setting data storage unit 32, and the storage unit 33 is referred to as the save data storage unit 33.
[0031] The game program is an application program, and is downloaded to the device via, for example, the communication unit 34. The program storage unit 31 and the setting data storage unit 32 are typically realized by a non-volatile storage device such as a flash memory. The save data storage unit 33 may be realized by a volatile storage device. Examples of the data structures of the setting data storage unit 32 and the save data storage unit 33 will be described later.
[0032] Typically, the information processing device 1 has a touch panel 20, but is not limited to this example, and the input unit 21 may be realized by a mouse and a keyboard. Therefore, the information processing device 1 can also be realized by a desktop PC (Personal Computer).
[0033] <Game Overview> The bento making game realized by the game program according to the present embodiment will be outlined below. In the bento making game, the user operates the touch panel 20 with a finger or a pen to sequentially place (contain) a plurality of ingredient objects in a bento box in a virtual space to complete the bento box.
[0034] (Example of the initial screen) 2 is a diagram showing a specific example of an initial screen of the game screen displayed on the touch panel 20. In this embodiment, the game screen is a vertically long screen.
[0035] The game screen includes a first area 100, a second area 200, and a third area 300. If the vertical direction (longitudinal direction) of the touch panel 20 held vertically is the y-axis direction and the horizontal direction is the x-axis direction, the first to third areas 100 to 300 are arranged in this order (from top to bottom) along the y-axis. The first to third areas 100 to 300 have the same width, which is approximately the same as the width of the touch panel 20. The first area 100 is larger than the other areas 200, 300, and occupies nearly half of the area of the touch panel 20.
[0036] The first area 100 includes a main image 110 showing a virtual space including a lunch box (object arrangement space) 101 from a first viewpoint, and a sub-image 120 showing the vacant state of the lunch box 101 in the virtual space when viewed from a second viewpoint. The main image 110 showing the virtual space occupies most of the first area 100. The first area 100 corresponds to a virtual area. In this embodiment, the sub-image 120 is displayed in the upper right corner of the main image 110 so as to be superimposed thereon. The first viewpoint and the second viewpoint will be described later.
[0037] In this embodiment, information 130 indicating the nutritional balance of the lunch (hereinafter referred to as "nutritional balance information"), a lunch box selection button 140, and an ingredient picture book button 150 are further displayed in the first area 100. The nutritional balance information 130 is information indicating points (numerical values) for each nutrient for a group of objects (plurality of ingredient objects) placed in the lunch box 101, and is updated and displayed as the game progresses.
[0038] It is preferable that the lunch box selection button 140 and the ingredient encyclopedia button 150 are displayed selectably not only on the initial screen but also while the game is in progress. These buttons 140, 150 and the nutritional balance information 130 may also be displayed superimposed on the main image 110.
[0039] The second area 200 is located immediately below the first area 100 and is a strip-shaped area that is long in the x-direction. In the second area 200, multiple ingredient icons 210 are arranged in a line along the x-axis direction. The ingredient icons 210 are images that uniquely represent ingredient objects that can be placed in the lunch box 101, and are typically reduced images of the ingredient objects. The ingredient objects are images that two-dimensionally represent three-dimensional ingredients. The multiple ingredient icons 210 can be slid in the x-axis direction within the second area 200.
[0040] The third area 300 is an area for displaying explanatory information (hereinafter referred to as "ingredient information") related to the ingredient (ingredient object) selected by the user. This ingredient information will be described later.
[0041] (About differences in perspective) Fig. 3 is a diagram showing the difference in viewpoints between the main image 110 and the sub-image 120. Fig. 3(A) shows the first viewpoint, and Fig. 3(B) shows the second viewpoint.
[0042] As shown in FIG. 3(A), the first viewpoint is from diagonally above, and the main image 110 is typically displayed using a technique called a quarter view. This technique divides a solid into three parts, length, width, and height, and draws these parts using isometric projection. The horizontal axis w and vertical axis h of the main image 110 do not coincide with the x-axis and y-axis directions of the touch panel 20. The height direction of the lunch box 101 coincides with the y-axis direction of the touch panel 20. The crossing angle between the horizontal axis w and the vertical axis h is 120 degrees. If the planar shape of the lunch box 101 is rectangular, the planar shape of the lunch box 101 is displayed as a rhombus.
[0043] Lunch box 101 shown from a first viewpoint has a diamond-shaped bottom surface 111 and side surfaces 112 surrounding the bottom surface 111. The horizontal direction of bottom surface 111 is parallel to horizontal axis w, and the vertical direction of bottom surface 111 is parallel to vertical axis h. Diamond-shaped regions T1 obtained by dividing bottom surface 111 into a grid along horizontal axis w and vertical axis h are hereinafter referred to as tiles T1. As an example, bottom surface 111 of lunch box 101 is composed of a total of 48 tiles T1, for example, 8 tiles in the horizontal axis w direction and 6 tiles in the vertical axis h direction. All tiles T1 are basically the same shape and size.
[0044] A tile T1 (indicated by a dashed line) adjacent to a V-shaped side 112 rising toward the front side (the lower side of the touch panel 20) from the first viewpoint is hidden by the side 112 and cannot be seen. The divisions (grids) of the tiles T1 do not have to be displayed. The grids of the bottom surface 111 may be visible (only) when at least a part of the food material object overlaps with the lunch box 101 or when the planned placement position described below has been determined.
[0045] 3(B), the second viewpoint is from directly above, and sub-image 120 displays the entire bottom surface 111 in a planar view. That is, while the bottom shape of lunch box 101 in main image 110 is a rhombus, the bottom shape shown in sub-image 120 is a rectangle (oblong). That is, the horizontal axis (x-axis) and vertical axis (y-axis) of sub-image 120 are different from the horizontal axis w and vertical axis h of main image 110.
[0046] Sub-image 120 is a map image showing the availability of bottom surface 111 of lunch box 101, and includes a plurality of tile images T2 arranged in a matrix in the x-axis and y-axis directions. In the following description, sub-image 120 is referred to as a bottom surface map.
[0047] Tile image T2 corresponds to tile T1 in main image 110. Typically, the number of tile images T2 is the same as the number of tiles T1, and sub-image 120 includes 8×6 tile images T2. All tile images T2 have the same default color. Color includes at least one of color, pattern, and shade. By changing the color of tile image T2, the vacant state of bottom surface 111 of lunch box 101 is expressed. Note that tile image T2 on which no object is placed (empty state), tile image T2 on which an object has been placed, and tile image T2 corresponding to a planned placement position described below may be displayed in different modes, and a method other than color (for example, a tile on a planned placement position may be displayed in a flashing manner or an animated manner) may be used.
[0048] 3(B), it is preferable that the horizontal axis w' and vertical axis h' of the bottom surface map 120 correspond to the x-axis direction and the y-axis direction of the touch panel 20, respectively. This allows the vacancy state of the tiles T1 of the bottom surface 111 viewed from above in the virtual space to be intuitively grasped on the game screen.
[0049] (Example of setting data) 4 is a diagram showing a specific example of the setting data stored in the setting data storage unit 32. The setting data includes an ingredient ID uniquely determined for each ingredient object, an ingredient name, size information, and nutrient information.
[0050] The size information is information indicating the size and shape of the food material when viewed from a first viewpoint, and in this embodiment includes the planar (bottom) size of the food material. The planar size is expressed by the vertical size and the horizontal size. The vertical size corresponds to the number of tiles T1 along the vertical axis h shown in Fig. 3(A), and the horizontal size corresponds to the number of tiles T1 along the horizontal axis w shown in Fig. 3(A).
[0051] Specific examples of the planar size (length x width) of food objects are shown in Fig. 5(A)-(F). In Fig. 5(A)-(F), the planar sizes of "Rice ball (seaweed)", "Sandwich (ham and cheese)", "Stir-fried lotus root", "Omelette (soup stock)", "Cherry tomato", and "Rabbit apple" are respectively shown in dashed squares based on the horizontal axis w and vertical axis h. The square that serves as the reference when rotating (transforming) each food object is the square closest to you (the square located at the intersection of the horizontal axis w and vertical axis h). Hereinafter, this square will be referred to as the "reference square", and in Fig. 5 the reference square is shown hatched.
[0052] In this embodiment, the "center of gravity" that serves as the reference for the selection operation (e.g., when moving) of each ingredient object does not coincide with the reference mass, but is determined for each ingredient object image. The center of gravity is typically near the center position of the object image. An example of the center of gravity c of each ingredient object is shown in FIG. 5. The center of gravity c is located, for example, on the y-axis that passes through the reference mass. The center of gravity c of an ingredient with a small planar size may be located within the reference mass (below the center position of the image). This makes it possible to prevent the ingredient object from being substantially entirely hidden by a finger during a selection operation.
[0053] The nutrient information indicates, for example, the content of the five major nutrients, and includes five items: carbohydrates (C), protein (P), lipids (F), vitamins (V), and minerals (M). For each food object, the points for each nutrient are set to be between 0 and less than 30 (20 or less).
[0054] The size information may include the height of the ingredient (size in the y-axis direction). The setting data may further include explanatory information for each ingredient object (not shown).
[0055] (Examples of save data) 6 is a diagram showing a specific example of save data stored in the save data storage unit 33. In this embodiment, the save data is generated in response to a user's selection operation of selecting an ingredient object to be displayed in the virtual space (specifically, an operation of selecting an ingredient icon 210 and moving it to the first area 100). The save data includes "information about an object in the virtual space" and "information about the position of an object in the virtual space", and this information is stored in chronological order.
[0056] The "object information in the virtual space" includes the ingredient ID of the ingredient object represented by the selected ingredient icon 210 and size information of the ingredient object. These pieces of information can be specified from the setting data.
[0057] The "location information of an object in a virtual space" includes the ingredient ID of the ingredient object represented by the selected ingredient icon 210 and coordinate information of the ingredient object on the lunch box 101. The ingredient ID matches the ingredient ID recorded as the "information of an object in a virtual space." The coordinate position information is information indicating which tile T1 of the multiple tiles T1 constituting the bottom surface 111 of the lunch box 101 the ingredient object occupies.
[0058] <How the Lunch Box Game Works> A "lunch box making game" according to a game program according to this embodiment will be described with reference to the flowcharts of Figures 7 to 10. Each process shown in Figures 7 to 10 is realized by the processor 10 of the information processing device 1 reading and executing the game program stored in the program storage unit 31.
[0059] (Main processing) FIG. 7 is a flowchart showing the main process of the game program according to this embodiment.
[0060] Referring to FIG. 7, when a user launches the "lunch making game", the processor 10 (data processing unit 12) first displays the initial screen shown in FIG. 2 on the touch panel 20 (step S1). On the initial screen, as described above, a plurality of ingredient icons 210 are displayed in a selectable manner in the second area 200. The user selects one ingredient icon 210 to be placed in the lunch box 101, which is an object placement space, from the plurality of ingredient icons 210 depicted in the second area 200. The first area 100 of the initial screen includes a main image 110 including an empty lunch box 101, and a sub-image 120 in which each tile T2 (see FIG. 3(B)) is expressed in the same color. The color of the tile T2 of the sub-image 120 on the initial screen is referred to as a first color.
[0061] The processor 10 determines whether the ingredient icon 210 on the second area 200 has been selected by the user with a finger or the like (step S3). If the ingredient icon 210 has been selected (YES in step S3), the process proceeds to step S5. If any operation has been performed on the touch panel 20 without the ingredient icon 210 being selected, the process proceeds to step S15. The process from step S15 onwards will be described later as "change process."
[0062] In step S5, the processor 10 identifies the size information and nutritional information of the ingredient object (hereinafter referred to as the "selected object") corresponding to that ingredient icon 210 (step S5). This information can be identified from the setting data stored in the setting data storage unit 32. For example, when "rice ball (seaweed)" is selected, the size information is 3×4, and the nutrient information is carbohydrate "10", protein "0", lipid "0", vitamin "0", and mineral "1".
[0063] In this embodiment, a reduced image of the ingredient object (hereinafter also referred to as the "selected object") corresponding to the selected ingredient icon 210 is displayed in the virtual space (first area 100) (step S7), and the nutritional balance information 130 in the first area 100 is displayed and updated (step S9). In FIG. 13(A) described below, a reduced image of the ingredient object (selected object) OB1 of "rice ball (seaweed)" is displayed near the tap position. The tap position is the position where a finger or the like touches the touch panel 20.
[0064] As shown in FIG. 11, the nutritional balance information 130 indicates the content rate of the five major nutrients, and is displayed, for example, in a table format. In this embodiment, an upper limit point that can be possessed is set for each nutrient. In this case, it is preferable that the nutritional balance information 130 is displayed so that the upper limit point and the used points for each nutrient can be distinguished. In step S9, the used points are updated according to the nutrient information of the selected object. FIG. 11 shows an example in which the used points for carbohydrates (C) and minerals (M) have been updated. The nutritional balance information 130 may be displayed as a pie chart or a bar graph.
[0065] When an ingredient icon 210 is selected (for example, at the same time as updating the nutritional balance information 130), ingredient information about the selected object may be displayed in the third area 300. Fig. 12 shows an example of the display of the third area 300. The third area 300 includes a field 301 for displaying the ingredient name of the selected object, a field 302 for displaying a description of the ingredient object, a field 303 for displaying the grid size (planar size) of the ingredient object, and a field 304 for displaying the nutrients of the ingredient object.
[0066] In the field 303, a grid of the food object is displayed. This grid is preferably a grid shown from the same second viewpoint as the bottom map 120. In other words, it is preferably a rectangular grid based on the x-axis and y-axis. In the field 304, each nutrient is displayed in a table format. In the third area 300, a completion button 305 for instructing completion of the lunch box may be displayed.
[0067] In this way, by updating the display of the nutritional balance information 130 at the stage of tapping (touching) the ingredient icon 210 (before arranging it in the lunch box 101), it is possible to efficiently prepare a lunch without rearranging ingredients. Note that a method for rearranging the ingredient objects arranged in the lunch box 101 will be described later.
[0068] Next, the processor 10 determines whether or not a moving operation of the selected object has been performed (step S11). Specifically, referring to FIG. 13(A), it determines whether or not a swipe operation (slide operation) of the selected object OB1 corresponding to the ingredient icon 210 has been performed consecutively following a tap operation of the ingredient icon 210. When the input unit 21 is a mouse, it determines whether or not a drag operation has been performed.
[0069] When the swipe angle (relative to the x-axis) detected following the tap operation on the ingredient icon 210 is equal to or greater than a predetermined angle, the processor 10 determines that the operation is an operation to move the selected object into the virtual space. When the swipe angle is less than the predetermined angle (i.e., when the swipe operation is performed substantially parallel to the x-axis), the processor 10 determines that the operation is an operation to slide the ingredient icon 210 displayed in the second area 200, and moves the ingredient icon 210 along the x-axis direction. The operation to move the object corresponding to the ingredient icon 210 into the virtual space may be realized by a method other than a swipe operation, such as a long press operation on the ingredient icon 210 (tapping for a predetermined period of time or longer).
[0070] If it is determined that the selected object has been moved (YES in step S11), an object arrangement process is executed (step S13). The object arrangement process is described with reference to a subroutine in FIG. 8. On the other hand, if the ingredient icon 210 is deselected without the selected object being moved (NO in step S11), the process returns to step S3 and the above process is repeated. Even if the object arrangement process has been executed, if the lunch box is not completed (NO in step S27), the process returns to step S3 and the above process is repeated.
[0071] (Object placement processing) FIG. 8 is a flowchart showing the object placement process.
[0072] 8, while the selected object is being moved (YES in step S31), the processor 10 displays the selected object in a manner according to the touch position (step S33). Specifically, as shown in FIGS. 13(A) to 13(C), the selected object OB1 is drawn to become gradually larger as it moves from the second area 200 toward the lunch box 101 in the first area 100. This makes it possible to present the appearance of the ingredients indicated by the ingredient icons 210 being moved directly to the main image 110 and packed into the lunch box 101.
[0073] The size of the ingredient object that is initially displayed in the main image 110 in response to the selection of the ingredient icon 210 may be smaller than the ingredient indicated by the ingredient icon 210. It is desirable that the ingredient object (selected object) be at its maximum size (the size that can be accommodated in the lunch box 101) when at least a portion of the ingredient object (selected object) overlaps the bottom surface 111 of the lunch box 101.
[0074] The size of the selection object OB1 may be determined according to the touch position (xy coordinates), or an animation may be played in which the selection object expands in response to a swipe operation by the user. This gives the impression that the ingredient icon 210, which is a reduced image of the ingredient object, has been moved directly into the virtual space. After the size of the selection object OB1 becomes maximum (prescribed size), it is desirable to maintain the maximum size regardless of the display position. As a form not shown, the selection object OB1 may be displayed at the maximum size all the time (from the beginning) in the main image 110.
[0075] As shown in Figs. 13(A) to (C), during a moving operation (selection operation) of the selection object OB1, the selection object OB1 is displayed so that its bottom end overlaps with the touch position (the position of the index finger in the drawing). Alternatively, as shown in Figs. 14(A) and (B), the selection object OB2 may not overlap with the touch position. The data processing unit 12 displays the selection object OB1 so that the distance (typically the distance in the y-axis direction) between the center of gravity of the selection object OB1 and the touch position is a predetermined value (a predetermined number of pixels). In a form in which the size of the selection object OB1 gradually increases, it is desirable that the predetermined value be determined for each size of the selection object being displayed. Note that, as another processing method of the data processing unit 12, the selection object may be displayed so that the tap position overlaps with the reference square of the selection object OB1.
[0076] When the selection object OB1 is moved from bottom to top on the screen, such as when the selection object OB1 is moved from the second area 200 to the first area 100, substantially the entire selection object OB1 is displayed forward in the moving direction from the tap position of the user. Therefore, even if the display image of the selection object OB1 is relatively small as in FIG. 13(A), substantially the entire selection object can be seen (the selection object is not hidden by the finger). This improves operability. Substantially the entire selection object OB1 means more than half, and includes the entire selection object being displayed.
[0077] When the first area 100 is located above the second area 200 as in this embodiment, it is desirable to display the selection object OB1 above the touch position (in the positive direction of the y-axis) from the viewpoint of operability. Therefore, when moving from top to bottom on the screen, the substantially entire selection object OB1 may be displayed behind the user's tap position in the movement direction.
[0078] In a form not shown in the drawings, in which the first area 100 and the second area 200 are adjacent to each other on the left and right, the data processing unit 12 may display the selection object OB1 such that the distance between the center of gravity of the selection object OB1 and the touch position is a predetermined value (a predetermined number of pixels) in the x-axis direction. In other words, substantially the entire selection object OB1 may be displayed to the left or right (forward in the movement direction) of the touch position.
[0079] The process (steps S35, S37) when an "additional operation" is input by the user during the operation of moving the selected object will be described later.
[0080] During the movement of the selected object, the processor 10 constantly determines the "planned placement position" within the lunch box 101 (step S39). If there is a planned placement position (YES in step S41), the bottom map 120 is updated and displayed so that the position can be specified (step S43). The "planned placement position" is determined based on the size information of the selected object and the tap position of the user during the movement operation.
[0081] Specifically, as shown in FIG. 25, the area (tile) on the bottom surface 111 of the lunch box 101 sandwiched between the hw axis with the user's tap positions P1, P2 as the reference point (origin) is set as the "determination target area", and an "empty" tile T1, i.e., a placeable tile, within this determination target area is searched for. In FIG. 25, the determination target area is indicated by hatching. Then, among the multiple placeable tiles, the positions of a group of tiles that satisfy the number of squares of the selected object and are close to the tap positions (reference points) P1, P2 are determined to be the positions to be placed. Whether or not the tile T1 is empty can be determined based on the save data stored in the save data storage unit 33.
[0082] 13A, when the lunch box 101 is empty, all tiles T1 are available tiles when the selected object OB1 starts moving. In this embodiment, among the available tiles, the position that meets the required number of spaces (the number of tiles T1) for the selected object OB1 and is closest in the positive y-axis direction from the tap position is selected as the intended placement position. Such a condition is called the "placement determination condition."
[0083] 13(B) and (C), the intended placement positions in lunch box 101 are indicated by imaginary lines, and a number of tile images (hereinafter referred to as "mass areas") 121 corresponding to the intended placement positions in bottom surface map 120 are displayed in a color different from the others. Mas areas 121 are displayed in a second color different from the first color.
[0084] The process of determining the intended placement position continues until the user cancels the selection of the ingredient object OB1 (releases the finger). When the user releases the finger while the square area 121 in the bottom map 120 is displayed in the second color (NO in step S31), the selected object OB1 is placed at the intended placement position in the lunch box 101 (step S47) as shown in FIG. 13(D). That is, the selected object OB1 is placed so that the square shown in FIG. 5(A) matches the tile T1 at the intended placement position in response to the end of the user's movement operation. Since the intended placement position is determined by the above-mentioned placement determination condition, even if the display position of the selected object OB1 is far from the intended placement position, the object OB1 instantly moves to the intended placement position in response to the end of the movement operation of the selected object OB1, and is accommodated at the intended placement position.
[0085] The "placement determination condition" may include a condition that at least a part of the selected object OB1 overlaps with a placeable tile. This additional condition can be determined based on the position of the center of gravity of the selected object OB1. In this case, a position that satisfies the required number of squares (the number of tiles T1) of the selected object OB1 and is closest in the y-axis direction from the tap position may be selected as the intended placement position among the placeable tiles with which the center of gravity of the selected object OB1 overlaps. According to this placement determination condition, when the selected object OB1 does not overlap with the bottom surface 111 as shown in FIG. 13(B), it is determined that there is "no intended placement position". By adopting this placement determination condition, the intended placement position is not far from the selected object OB1, so that the user can enjoy the lunch making game with the feeling of actually packing ingredients into a lunch box. It is also possible to enjoy the game like a puzzle game.
[0086] In this game, when the square of the selected object itself does not match a possible tile (before it matches), the location where the selected object can be placed (the planned location) is determined, and the selected object is automatically (instantly) moved to that location and placed. This is called "appropriate placement."
[0087] FIG. 13(D) shows an "onigiri" ingredient object OB1' placed (contained) in the lunch box 101. While the selection object OB1 is being operated, the entire selection object OB1 is displayed regardless of its display position, whereas the contained ingredient object OB1' is drawn according to its positional relationship with the side surface 112 of the lunch box 101 and (if there are already placed ingredient objects) with other placed ingredient objects. Specifically, when the ingredient object OB1' is placed on the front side of the lunch box 101 as shown in FIG. 13(D), it is displayed so that a part of it is hidden by the side surface 112 of the lunch box 101. When the ingredient object OB1' arrives at the intended placement position, it is desirable for it to transition to a contained state after a specific effect (for example, an effect of floating up (bouncing) once).
[0088] When the object OB1' is placed in the lunch box 101, the bottom surface map 120 is updated and displayed (step S49). Specifically, the color of the cell area 121 in the bottom surface map 120 is changed to a third color. The bottom surface map 120 shown in FIG. 13(D) includes a cell area (multiple tile images) 122 displayed in the third color. The cell area 122 displayed in the third color indicates that an ingredient object is placed in the cell area. In this way, by simultaneously displaying the bottom surface map 120 shown from a different viewpoint in addition to the lunch box 101 in the virtual space, the user can easily grasp the amount of space in the lunch box 101, thereby improving operability.
[0089] When the object OB1' is placed in the lunch box 101, the object information and coordinate information (placement position information) for the object OB1' placed in the lunch box 101 are temporarily stored in the save data storage unit 33 (step S51). When this process ends, the process returns to the main routine. Note that when the selection of the selected object OB1 is deselected, if the intended placement position has not been specified as in FIG. 13(A) (NO in step S45), the selected object OB1 is erased from the screen (step S53), and the process returns to the main routine.
[0090] In this embodiment, as shown in Figs. 13B and 13C, a position shifted forward in the movement direction (upward on the screen) from the display position of the selected object OB1 is determined as the planned placement position. Therefore, the selected object can be placed (proper placement) at a desired position without moving the selected object to the desired position on the bottom surface 111 of the lunch box 101 (at a previous stage). Therefore, according to this embodiment, the operability of the selected object can be improved. In this embodiment, the selected object is displayed with its center of gravity in the y-axis positive direction (forward in the movement direction from bottom to top) from the touch position, and a position further shifted in the y-axis positive direction (forward in the movement direction from bottom to top) from the display position of the selected object is determined as the planned placement position, so that the lunch can be completed efficiently. As a result, the satisfaction level of the user can be improved.
[0091] In addition, the planned placement position determined during selection of the ingredient object is reflected in the bottom surface map 120, so it is possible to know whether the ingredient object can be placed at a desired position in the lunch box 101 while keeping the display mode of the ingredient object in the virtual space constant (without changing the display color, etc.). Even if the size of the ingredient object displayed in the main image 110 is small and the size of the ingredient object when placed in the lunch box 101 is unknown, it is possible to accurately know the position where the selected ingredient object can be placed. Even if the entire bottom surface 111 of the lunch box 101 cannot be seen, the ingredient object can be placed at a desired position.
[0092] As described above, by selecting an ingredient icon 210, moving the selected object, and deselecting the selected object (by releasing the finger), the lunch box 101 can be filled with a plurality of ingredient objects. As a specific example, Figs. 14 to 18 show an example in which an ingredient object OB1' for "rice ball" is placed, followed by an ingredient object OB2 (OB2') for "sandwich", an ingredient object OB3 (OB3') for "egg roll", an ingredient object OB4 (OB4') for "rabbit apple", an ingredient object OB5 (OB5') for "cherry tomato", and an ingredient object OB6 (OB6') for "stewed lotus root".
[0093] 18, when there is only one tile that can be placed that satisfies the number of squares of the last ingredient object OB6, the intended placement position may be determined when the ingredient object OB6 is selected. In this case, the ingredient object OB6 can be placed in the lunch box 101 no matter where the user releases his / her finger on the main image 110. Note that the intended placement position may be displayed so as to be identifiable when at least a part of the ingredient object OB6 overlaps with the bottom surface 111.
[0094] 13 to 18, when the user selects an ingredient object, the entire ingredient object is displayed regardless of its position relative to the ingredient objects already placed in the lunch box 101, and when the user cancels the selection of the ingredient object, the ingredient object is displayed according to its position relative to the ingredient objects already placed. In other words, the ingredient objects in the lunch box 101 are drawn so that the ingredient object in the foreground overlaps the ingredient object in the background.
[0095] Here, the addition operation in step S35 in FIG. 8 will be described. The addition operation will be described with reference to FIG. 16. The "addition operation" is an operation performed additionally during a moving operation (selection operation) of a selected object. As shown in FIG. 16(B), the addition operation is an operation by a finger F2 different from the finger F1 operating the selected object OB4. This addition operation may be a tap operation or a swipe operation. Alternatively, as a form not shown, it may be a press (hard press) operation by the finger F1 operating the selected object OB4. When the input unit 21 includes a mouse and a keyboard, for example, a click operation of the mouse may be the addition operation, or a pressing of a predetermined button on the keyboard may be the addition operation.
[0096] When an additional operation is input during the movement of the default selected object OB4 shown in Fig. 16(A), the processor 10 rotates the selected object OB4 by 90 degrees by displaying the image of the selected object OB4 inverted horizontally around the reference cell (step S37). This angle (90 degrees) is the rotation angle of the selected object OB4 when the bottom surface 111 is viewed from directly above, and the rotation angle of the selected object OB4 in the main image 110 corresponds to the intersection angle (120 degrees) of the vertical axis h and the horizontal axis w. For example, as shown in Fig. 5(F), when an additional operation is input while the "Rabbit Apple" whose original planar size (vertical axis h x horizontal axis w) is 1 x 4 is selected, the "Rabbit Apple" with a planar size of 4 x 1 is displayed.
[0097] In this way, since the selection object OB4 can be rotated while being moved in accordance with the shape of the empty space in the lunch box 101, the selection object OB4 can be quickly placed in the empty space in the lunch box 101, improving operability. Note that, in the drawings, an example is shown in which the finger F1 and the finger F2 are on different hands, but they can be on the same hand (such as the index finger and middle finger).
[0098] In addition, when the additional operation is a swipe operation, the rotation direction of the selection object OB4 may be changed according to the direction of the swipe operation (clockwise, counterclockwise). In addition, in the present embodiment, an example is shown in which the selection object being moved is rotated when the additional operation is input, but the present embodiment is not limited to such an example. That is, the transformation display when the additional operation is input is not limited to rotation, and may be, for example, enlargement, reduction, or the like.
[0099] 18(C), when the completed button 305 is pressed (YES in step S27 of FIG. 7) after the lunch box 101 is filled with the ingredient objects OB1' to OB6', the lunch making process ends. The completed button 305 may be selectable even when there is space in the lunch box 101.
[0100] (Change processing) Referring again to FIG. 7, the process from step S15 onwards will be described. If an ingredient object in the lunch box 101 is selected by tapping or the like when no ingredient icon 210 is selected (YES in step S15), the process proceeds to step S17. If the lunch box selection button 140 (see FIG. 2) is selected when no ingredient icon 210 is selected (NO in step S15, YES in step S23), the process proceeds to step S25, where the lunch box selection process is executed. The lunch box selection process will be described later. If none of these processes are performed, the process proceeds to step S27.
[0101] In step S17, the processor 10 displays the entirety of the selected arranged ingredient object (selected object) (step S17). Specifically, even if a part of the selected object is hidden by the side surface 112 of the lunch box 101, the entirety of the selected object is displayed so as to be superimposed on the side surface 112. In other words, the selected object is presented as if it has jumped out of the lunch box 101. This makes it possible to emphasize that the object has been selected. In addition, from the viewpoint of increasing interest, it is also desirable to present a specific presentation in which the selected object floats up (bounces) once when displaying the entirety of the selected object. At this time, the color of the square area 121 corresponding to the selected object in the bottom map 120 is changed from the third color to the second color.
[0102] When a move operation (typically a swipe operation) is performed while an object in the lunch box 101 is selected (YES in step S19), the process proceeds to the above-mentioned "object placement process" (step S13). In the object placement process, as shown in the flowchart of FIG. 8, the selected object is moved according to the touch position on the main image 110, and the bottom map 120 is updated and displayed.
[0103] For example, Fig. 19(A)-(C) shows an example in which an "onigiri" ingredient object OB11 placed inside the lunch box 101 is selected and moved as is outside the lunch box 101. In Fig. 19(B) and (C), the determination area based on the user's tap position is outside the bottom surface 111 of the lunch box 101, and there is no placeable tile, so the square area 121 corresponding to the ingredient object OB11 is erased from the bottom surface map 120 (the square area 121 of the third color is reduced). This makes it clear that there is no intended placement position for the ingredient object OB11 at the tap positions in Fig. 19(B) and (C).
[0104] When the ingredient object OB11 is moved out of the lunch box 101 as shown in FIG. 19(C) and then the selection of the ingredient object OB11 is cancelled, the ingredient object OB11 is erased from the game screen as shown in FIG. 19(D) (steps S45, S53).
[0105] On the other hand, when only a tap operation (without a movement operation) is performed on the ingredient object in the lunch box 101 (NO in step S19), the processor 10 executes an object rotation process (step S21). The object rotation process will be described with reference to a subroutine in FIG. 9.
[0106] (Object rotation processing) FIG. 9 is a flowchart showing the object rotation process.
[0107] With reference to Fig. 9, the processor 10 determines whether the position of the selected ingredient object can be changed (step S61). Specifically, it identifies tiles that can be placed in the lunch box 101, and determines whether the ingredient object can be flipped (with a reference square as the center) in the tiles that can be placed. For example, as shown in Fig. 20(A), it is assumed that an "apple" ingredient object OB12 is placed in the lunch box 101. As shown in Fig. 20(B), when the user taps the ingredient object OB12, it is determined that the ingredient object OB12 can be flipped to the position shown by the imaginary line.
[0108] In this way, if the position of the ingredient object OB12 can be changed (YES in step S61), the ingredient object OB12 is inverted, so that the ingredient object OB12 is rotated 90 degrees (step S63) and rearranged within the lunch box 101 as shown in FIG. 20(C) (step S65).
[0109] Furthermore, the bottom surface map 120 is updated and displayed based on the rearranged position of the ingredient object OB12 (step S67). Furthermore, the coordinate information of the ingredient object OB12 recorded in the save data storage unit 33 is updated (step S69).
[0110] On the other hand, if the position of the ingredient object cannot be changed (NO in step S61), for example, the ingredient object is displayed in a manner indicating "cannot be rotated" (step S71), and the ingredient object is returned to its original position in the lunch box 101 (step S73). The fact that "cannot be rotated" may be notified to the user by a method other than a display (such as a sound), or the ingredient object may be returned to its original position without notifying the user.
[0111] When the process of step S69 or S73 is completed, the process returns to the main routine of Fig. 7. In this embodiment, in consideration of operability, the ingredient object in the lunch box 101 can be rotated by tapping the ingredient object once, but the ingredient object may be rotated in response to detection of an additional operation by another finger after the ingredient object is selected with one finger (or at the same time). In this case, rotation due to erroneous detection can be prevented.
[0112] (Lunchbox selection process) FIG. 10 is a flowchart showing the lunch box selection process.
[0113] Referring to FIG. 10, when the lunchbox selection button 140 (see FIG. 2) displayed on the game screen is selected, the game screen switches to a lunchbox selection screen 41 including a lunchbox list as shown in FIG. 21(A) (step S81). The lunchbox selection screen 41 may be displayed as a pop-up screen on the game screen. A plurality of types of lunchboxes (images) are displayed in the lunchbox list. The lunchbox list indicates that the lunchbox being used on the game screen is the "selected" lunchbox. In FIG. 21(A), as an example, the lunchbox list displays a selection area 411 for "regular lunchbox" and a selection area 412 for "curly wrapper," indicating that the former is currently selected.
[0114] When the "return" button 413 is tapped on the lunch box selection screen 41 without tapping another lunch box (NO in step S83, YES in step S91), the process returns to the main routine and the game continues.
[0115] When the user taps (selects) another lunch box (magewappa) (YES in step S83), a pop-up screen 42 for confirming the change is displayed (step S85) as shown in FIG. 21(B). The pop-up screen 42 includes, for example, a "NO" button 421 for instructing to return without making any changes, and a "YES" button 422 for instructing to make the change. When the "NO" button 421 is selected in the pop-up screen 42 (NO in step S87), the screen returns to the lunch box selection screen 41.
[0116] When the "YES" button 422 is selected in the change confirmation pop-up screen 42 and an OK command is input (YES in step S87), the object information and coordinate information stored in the save data storage unit 33 are initialized (step S89). In other words, if an ingredient object was placed in the original lunch box, the information about this ingredient object is deleted. When this process is completed, the process returns to step S1 of the main routine, and the initial screen showing another lunch box is displayed on the game screen.
[0117] FIG. 22(A) shows an initial screen when the "Magewappa" lunch box is selected. Compared with the initial screen of FIG. 2, the shape and size of the lunch box 101A included in the main image 110 are different from those of the original lunch box 101. The bottom shape of the original lunch box 101 is substantially rectangular, and the bottom shape of the changed lunch box 101A is elliptical. The area (volume) of the lunch box 101A is smaller than that of the original lunch box 101. In this case, the number of squares included in the bottom map 120 displayed on the same screen as the main image 110 in FIG. 22(A) and the overall shape of the bottom map 120 are different from those of the bottom map 120 shown in FIG. 2. In this way, by displaying the bottom map 120, it is possible to intuitively grasp the food object that can be placed in the lunch box 101A.
[0118] 22(B) and (C) show an example in which an "onigiri" ingredient object OB21 is selected and placed in a lunch box 101A. The size and shape of the object placement space change depending on the selected lunch box 101, 101A, so that the object placement space can be made as interesting as a puzzle game. Note that the lunch box list displayed on the lunch box selection screen 41 may display multiple lunch boxes that differ in at least one of size and shape.
[0119] As shown in Fig. 23(A), when multiple ingredient objects OB21 to OB24 are packed into lunch box 101A and completed button 305 (Fig. 12) is selected, an image of the completed "lunch" (hereinafter referred to as "completed image") 50 is displayed as shown in Fig. 23(B). Completed image 50 may be an image of the lunch wrapped in cloth as shown in the figure, or an image of the lunch placed in a drawstring bag.
[0120] The "lunch" created in the lunch box making game is presented as if it is handed over to the character being trained. This makes it more interesting than lunch box making games where the player simply packs ingredients.
[0121] <Other processing and features> (1) Ingredients guide As shown in the initial screen of Fig. 2, an ingredient picture book button 150 is displayed on the game screen. When the ingredient picture book button 150 is selected, a lunch box ingredient list screen 61 is displayed as shown in Fig. 24(A). As shown in Fig. 24(A), the lunch box ingredient list screen 61 includes a first window 611 that explicitly displays ingredient objects and a second window 612 that displays only the outlines of ingredient objects.
[0122] The ingredient objects displayed in the first window 611 indicate ingredient objects that are currently unlocked, and correspond to the ingredient icons 210 that are selectable in the second area 200 of the game screen. The ingredient objects displayed in the second window 612 only with their outlines indicate ingredient objects that are currently locked. In other words, they are ingredient objects that are not displayed as ingredient icons 210 in the second area 200 of the game screen. The ingredient objects displayed in the second window 612 only with their outlines become selectable when certain conditions related to the raising game are met.
[0123] Only the first window 611 may be selectable on the lunch box ingredient list screen 61. When the first window 611 is selected, ingredient explanation screens 62, 63 are displayed as shown in Figures 24(B) and (C). The ingredient explanation screens 62, 63 may include nutritional information, size information, and explanation information for each ingredient.
[0124] The multiple ingredient objects managed in the ingredient picture book include an ingredient object (first object) that can be used by default and an ingredient object (second object) that can be used depending on the number of times the first object is used. In this case, the ingredient information displayed in the third area 300 of the game screen may include information about the second object. In FIG. 12, the ingredient information about the "onigiri" ingredient object (first object) includes additional information 306 that indicates how many more times "onigiri" must be used before another ingredient object (second object) is released.
[0125] It should be noted that the lunch box ingredient list screen 61 may display only the first ingredient object that is currently unlocked.
[0126] (2) Display of food icons 11(B), when an upper limit point is set for each nutrient defining the nutritional balance information 130, the multiple ingredient icons 210 displayed in the second area 200 may be displayed in a manner that allows the selection of the ingredient icons 210. Specifically, for example, when the specification points for carbohydrates have already reached the upper limit point, the ingredient icons 210 having carbohydrate points may be displayed in gray as being unselectable.
[0127] In this way, it is possible to efficiently arrange nutritionally well-balanced ingredient objects in the lunch box 101. The upper limit points of each nutrient do not have to be the same. Also, the upper limit points may be increased or decreased depending on the number of games played, etc.
[0128] (3) Comments from the characters you are raising If a "lunch box" like that shown in FIG. 23(B) is handed to a character being raised in the morning, when the raising game is started that evening, the character being raised can give a comment about the "lunch box."
[0129] In this case, a plurality of comments may be prepared in advance in the setting data storage unit 32, and an optimal comment may be selected from the plurality of comments based on at least one of the finished state (overall color, etc.) and nutritional balance of the ingredients packed in the lunch box and displayed. That is, the processor 10 may execute a process of evaluating a group of objects arranged in the lunch box 101, a process of selecting or generating an optimal comment based on the evaluation results, and a process of displaying the selected or generated comment as a comment from the character. Note that the processor 10 may randomly select a comment from the plurality of comments and display it.
[0130] In this way, by displaying comments from the character being trained, the player is motivated to continue making bento, allowing the player to enjoy the bento making game for a long period of time.
[0131] The character's growth index (for example, strength, stamina, friendship level, etc.) may be changed based on at least one of the finished state and nutritional balance of the ingredients packed in the lunch box. Alternatively, the character's growth index may be changed according to the number of times an ingredient is used, or an item or status in another game may be obtained in the training game. For example, in the latter case, the number of times an ingredient is used may be associated with item information or status information and stored in the setting data storage unit 32 for each ingredient.
[0132] When the "lunch" is completed, the name of the created lunch may be displayed based on at least one of the finished state (overall color, etc.) and nutritional balance of the ingredients packed in the lunch box. For example, if the lunch box is filled with ingredients that are high in protein, it may be displayed as a "protein lunch box," and if the lunch box is filled with ingredients of the same color, it may be displayed as a "single-color lunch box." In this way, by displaying the name of the completed space based on the design and / or evaluation index of the objects placed in the object placement space, the user can intuitively grasp whether or not the space was created as planned, which increases interest.
[0133] <Modification> (1) In this embodiment, the viewpoint (second viewpoint) of the bottom map 120 is a viewpoint from directly above, but it may be different from the viewpoint (first viewpoint) of the main image 110. Also, an example has been shown in which the horizontal and vertical axes of the bottom map 120 coincide with the x and y axes of the touch panel 20, but this is not limited to such an example. For example, the horizontal axis of the bottom map 120 may coincide with the horizontal axis w of the main image 110. Incidentally, by aligning the horizontal and vertical axes of the bottom map 120 with the x and y axes of the touch panel 20, not only can the planar shape of the bottom surface 111 be easily grasped, but there is also the advantage that the display space of the bottom map 120 can be saved.
[0134] In addition, in this embodiment, the tiles T1 that divide the bottom surface 111 of the lunch box 101 have the same shape and size, but tiles of different shapes or sizes may be mixed. Similarly, squares that define the planar size of the food object may also be mixed with tiles of different shapes or sizes. The shape and size of the tiles T2 of the bottom surface map 120 only need to correspond to the shape and size of the tiles T1 of the bottom surface 111.
[0135] (2) Although an example has been given in which the game executed by the game program according to the present embodiment is a game in which ingredients are packed into a lunch box, the game is not limited to this example. The object arrangement method in this game is applicable to a game in which objects of multiple shapes (multiple types) are packed into an object arrangement space of a box having sides (standing walls). Alternatively, it is applicable to a game in which objects of multiple shapes (multiple types) are packed into a flat object arrangement space without sides. Such a game may be, for example, a city-building game. In these cases, the nutrients of the ingredients described above can be replaced with feature quantities based on some evaluation index.
[0136] In cases where there are a relatively large number of objects that can be placed in the object placement space (where the object placement space is large), only a portion of the object placement space may be enlarged and displayed on the main image 110. It is desirable to be able to shift the portion displayed on the main image 110 by a swipe operation or the like. Even in such cases, the availability of the entire object placement space is shown on the sub-image 120, so that good operability can be maintained when placing objects.
[0137] The object placement method according to the present embodiment can also be applied to fields other than games.
[0138] (3) The program (game program) executed by the information processing device 1 can be provided by recording it on a computer-readable non-transitory recording medium such as an optical medium such as a CD-ROM (Compact Disc-ROM) or a memory card. The program can also be provided by downloading it via a network.
[0139] The program according to the present invention may be one that executes processing by calling necessary modules in a predetermined sequence at a predetermined timing among program modules provided as part of a computer's operating system (OS). In this case, the program itself does not include the above modules, and executes processing in cooperation with the OS. Programs that do not include such modules may also be included in the program according to the present invention.
[0140] The program according to the present invention may be provided by being incorporated into a part of another program. In this case, the program itself does not include the modules included in the other program, and executes processing in cooperation with the other program. Such a program incorporated into another program may also be included in the program according to the present invention.
[0141] The embodiments disclosed herein should be considered to be illustrative and not restrictive in all respects. The scope of the present invention is defined by the claims, not the above description, and is intended to include all modifications within the meaning and scope of the claims. [Explanation of symbols]
[0142] 1 information processing device, 10 processor, 11 action receiving unit, 12 data processing unit, 20 touch panel, 21 input unit, 22 display unit, 31 program memory unit, 32 setting data memory unit, 33 save data memory unit, 34 communication unit, 101, 101A lunch box (object arrangement space), 110 main image, 111 bottom surface, 112 side surface, 120 sub-image (bottom surface map), 130 nutritional balance information, 140 lunch box selection button, 150 ingredient encyclopedia button, 210 ingredient icon, OB1 to OB6, OB11, OB12, OB21, OB24 ingredient object, P1, P2 tap position, T1, T2 tiles.
Claims
1. displaying, on a display unit, a main image showing a virtual space including an object arrangement space in which a plurality of objects can be arranged from a first viewpoint, and a sub-image showing an empty state when the object arrangement space is viewed from a second viewpoint; an operation step of displaying a selected object at a corresponding position on the main image while the user is selecting the object, and updating and displaying the sub-image so that a planned arrangement position of the selected object within the object arrangement space can be specified; and a step of arranging the selected object at the intended arrangement position within the object arrangement space in response to completion of a selection operation by a user.
2. the object arrangement space is a space having a bottom surface and a side surface, The program of claim 1 , wherein the sub-image is a map image showing the bottom surface.
3. The computer-readable medium according to claim 1 , wherein at least one of a horizontal axis and a vertical axis of the sub-image is different from a horizontal axis and a vertical axis of the main image.
4. The computer is The program according to claim 1 , further comprising a determining step of determining the intended placement position based on size information of the selected object and a tap position of the user during the selection operation.
5. The program according to claim 4 , wherein, in the operation step, when the selected object is moved on the screen, substantially the entire selected object is displayed forward in a moving direction from a tap position of the user.
6. 2. The program according to claim 1, wherein the operation step includes a step of displaying the selected object in a modified form when an additional operation is input by a user during a selection operation of the selected object.
7. The program includes:
2. The program according to claim 1, further causing the program to execute a step of displaying a plurality of the object arrangement spaces having different sizes or shapes in a selectable manner.
8. the computer includes a memory that stores feature amounts of each of a plurality of evaluation indexes for each of the objects; The program includes: The program according to claim 1 , further comprising the step of displaying a feature amount for each of the evaluation indices for a group of objects arranged in the object arrangement space.
9. The program includes: The program according to claim 8 , further comprising a step of displaying a plurality of object icons in a manner that allows for identification of whether they can be selected or not, based on a maximum characteristic amount determined for each of the evaluation indexes and the characteristic amount for each of the evaluation indexes of each of the objects.
10. 2. The program according to claim 1, wherein the plurality of objects include a first object that is available by default, and a second object that becomes available depending on the number of times the first object is used.
11. The program is for a game in which a character is developed, The computer includes: A step of evaluating a group of objects arranged in the object arrangement space; The program according to claim 1 , further comprising the step of displaying a comment generated based on a result of the evaluation of the group of objects as a comment from the character.
12. An information processing device including an input unit that accepts input of instructions from a user, a display unit, and a processor, The processor, displaying on the display unit a main image showing a virtual space including an object arrangement space in which a plurality of objects can be arranged from a first viewpoint, and a sub-image showing an empty state when the object arrangement space is viewed from a second viewpoint; During a user's operation of selecting an object, the selected object is displayed at a corresponding position on the main image, and the sub-image is updated and displayed so that a planned arrangement position of the selected object within the object arrangement space can be specified; An information processing device that performs processing for arranging the selected object at the intended arrangement position within the object arrangement space in response to completion of a selection operation by a user.
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