Program, information processing device and information processing method
By allocating touch panel input regions based on the game's virtual space, the program enhances operability by enabling immediate and accurate direction selection, reducing the need for additional touch repositioning.
Patent Information
- Application Number
- JP2025044666
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2025-03-19
- Publication Date
- 2025-07-01
AI Technical Summary
The operability of inputting instructions using a touch panel deteriorates when a predetermined input area for operation direction is assigned based on the initial touch position, requiring a two-step operation of touching and repositioning the touch to select the desired direction, especially when the initial touch position is in a neutral area.
A program that allocates input regions on a touch panel such that the initial touch position is included in an area associated with a specific operation direction based on the game's virtual space, allowing immediate instruction input without subsequent repositioning.
Improves operability by allowing instantaneous direction selection based on the game's virtual space, reducing the need for additional touch repositioning and enhancing user interaction efficiency.
Smart Images

Figure 2025098110000001_ABST
Abstract
Description
Technical Field
[0001] The present invention relates to a program, an information processing apparatus, and an information processing method.
Background Art
[0002] Devices that receive input of instructions from a user using a touch panel have become widespread (see, for example, Patent Document 1).
Prior Art Documents
Patent Documents
[0003]
Patent Document 1
Summary of the Invention
Problems to be Solved by the Invention
[0004] By the way, every time a touch on the touch panel is started, a predetermined input area for inputting an instruction regarding the operation direction in the game may be assigned to the touch panel based on the touch position at the start of the touch on the touch panel. For example, when the touch position at the start of the touch on the touch panel is set in a neutral area that does not receive input of an instruction regarding the operation direction, the user needs to move the touch position to an input area for inputting an instruction regarding the desired operation direction while continuing the touch after touching the touch panel. Thus, the user needs to perform a two-step operation of starting the touch on the touch panel and moving the touch position. For this reason, there has been a problem that the operability deteriorates.
[0005] The present invention has been made in view of the above circumstances, and one of the problems to be solved is to provide a technology that enables improvement of the operability when an instruction is input using an input area in a case where the input area is assigned to the touch panel in response to the start of the touch on the touch panel.
Means for Solving the Problems
[0006] In order to solve the above problems, a program according to an aspect of the present invention causes a processor to function as an acquisition unit that acquires touch position information indicating a touch position on a touch panel, an allocation unit that allocates a plurality of input regions associated with a plurality of operation directions related to a game to the touch panel when a touch on the touch panel is started, and a progress unit that progresses the game based on an operation direction associated with an input region including the touch position indicated by the touch position information. The allocation unit allocates the plurality of input regions to the touch panel such that the touch position at the start of the touch on the touch panel is included in an input region associated with a specific operation direction set based on information associated with a virtual space related to the game among the plurality of operation directions.
Brief Description of Drawings
[0007]
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Embodiments for Carrying Out the Invention
[0008] Hereinafter, embodiments for carrying out the present invention will be described with reference to the drawings. In each figure, the dimensions and scales of each part are appropriately different from the actual ones. Further, the embodiments described below are preferred specific examples of the present invention, and thus various technically preferable limitations are imposed. However, the scope of the present invention is not limited to these embodiments unless otherwise specified in the following description to limit the present invention.
[0009] [1. Embodiment] First, with reference to FIGS. 1 to 4, an example of an overview of a terminal device 10 according to the embodiment will be described.
[0010] FIG. 1 is an explanatory diagram for explaining an example of the appearance of a terminal device 10 according to the embodiment. The terminal device 10 is a portable information processing device such as, for example, a smartphone, a tablet terminal, or a portable game device. However, the terminal device 10 may be a stationary information processing device such as, for example, a business game device or a desktop personal computer.
[0011] The terminal device 10 has a touch panel 12. The touch panel 12 has a function of displaying various images (for example, the display unit 120 shown in FIG. 5) and a function of receiving an input of an instruction from a user to the terminal device 10 (for example, the input unit 122 shown in FIG. 5). Specifically, as shown in FIG. 2, when an object such as the user's finger FG touches the touch panel 12, the touch panel 12 detects a touch position P which is the contact position of the object on the touch panel 12, and periodically outputs touch position information indicating the detected touch position P. Hereinafter, the case where the object touching the touch panel 12 is the user's finger FG will be described as an example.
[0012] In the present embodiment, for convenience of explanation, as shown in FIG. 1, a touch panel coordinate system ΣS which is a coordinate system fixed to the touch panel 12 is introduced. Specifically, the touch panel coordinate system ΣS is, for example, a two-axis orthogonal coordinate system having an origin fixed at a predetermined position of the touch panel 12 and having Xs-axis and Ys-axis that are orthogonal to each other. Further, hereinafter, the direction pointed by the arrow of the Xs-axis is referred to as the +Xs direction, and the reverse direction of the +Xs direction is referred to as the -Xs direction. Similarly, the direction pointed by the arrow of the Ys-axis is referred to as the +Ys direction, and the reverse direction of the +Ys direction is referred to as the -Ys direction.
[0013] The terminal device 10 displays an image related to a predetermined game on the touch panel 12 by executing a program (an example of a "program") related to the predetermined game. That is, the program related to the predetermined game is an application program for the terminal device 10 to execute the predetermined game. Note that the predetermined game executed on the terminal device 10 is not particularly limited. For example, the predetermined game may be a game in which a player character CRp operated by the user adventures in a game field FD related to the predetermined game, or a game in which the user operates the player character CRp within the game field FD to aim for achieving a predetermined goal set in the game. For example, when the terminal device 10 executes a predetermined game, it displays a game field FD (in the example shown in FIG. 1, the game field FD1) related to the predetermined game on the touch panel 12. Hereinafter, the predetermined game executed by the terminal device 10 may sometimes be simply referred to as a game.
[0014] Note that the game field FD is an example of a virtual space related to the game. For example, when the game progress is divided into a plurality of stages in units for calculating game results such as scores, the game field FD may be a virtual space in each of the plurality of stages. Also, the game field FD may be, for example, a space including a path from a start point to a goal point within one game field FD. Here, for example, the start point may be the start point of a unit (stage) for calculating game results such as scores, and the goal point may be the end point of a unit (stage) for calculating game results such as scores. In the example shown in FIG. 1, in the game field FD1, there are environmental objects OBe such as virtual ground, plants, forests, and clouds, and a player character CRp operated by the user.
[0015] In this embodiment, for the sake of convenience in explaining the directions in the game field FD, a field coordinate system ΣF is introduced. Specifically, the field coordinate system ΣF is, for example, a three-axis orthogonal coordinate system having an origin at a predetermined position in the game field FD and having Xf-axis, Yf-axis, and Zf-axis that are orthogonal to each other. Note that the symbol (Zf-axis) in which the × mark shown in FIG. 1 is surrounded by a circle indicates an arrow perpendicular to the paper surface and pointing backward.
[0016] Hereinafter, the direction pointed by the arrow of the Xf-axis is referred to as the +Xf direction, and the opposite direction of the +Xf direction is referred to as the -Xf direction. Similarly, the direction pointed by the arrow of the Yf-axis is referred to as the +Yf direction, and the opposite direction of the +Yf direction is referred to as the -Yf direction. Also, the direction pointed by the arrow of the Zf-axis is referred to as the +Zf direction, and the opposite direction of the +Zf direction is referred to as the -Zf direction. In the game field FD1 shown in FIG. 1, the +Xf direction of the field coordinate system ΣF corresponds to the +Xs direction of the touch panel coordinate system ΣS, and the -Xf direction of the field coordinate system ΣF corresponds to the -Xs direction of the touch panel coordinate system ΣS. Note that the coordinate system for representing the game field FD is not limited to a three-axis orthogonal coordinate system. For example, the game field FD may be represented by a two-axis orthogonal coordinate system.
[0017] In this embodiment, when there is no touch on the touch panel 12, the player character CRp is stopped with respect to the game field FD. The fact that the player character CRp is stopped with respect to the game field FD may be a concept including, for example, that the movement of the player character CRp in the game field FD has stopped and that the change in the posture of the player character CRp has stopped. For example, when the user moves the player character CRp, the user touches the touch panel 12. Next, while referring to FIG. 2, an outline of the operation of the terminal device 10 when a touch on the touch panel 12 is started will be described.
[0018] FIG. 2 is an explanatory diagram showing an example of the appearance of the terminal device 10 when a touch on the touch panel 12 is started. For example, when a touch on the touch panel 12 is started, the terminal device 10 sets the operation area V on the touch panel 12. The operation area V is a so-called virtual pad, which is an area for receiving an input related to the operation of the player character CRp by the user.
[0019] In the present embodiment, it is assumed as an example that the operation area V is an area inside a circle BDv centered on the reference position Ov. However, the operation area V is not limited to a circular shape. Also, in the present embodiment, it is assumed as an example that the operation area V is displayed in a manner visible to the user on the touch panel 12. However, the operation area V may be a virtual area provided so as not to be visible to the user on the touch panel 12.
[0020] Hereinafter, the start of a touch on the touch panel 12 may also be referred to as a "touch-in". For example, the change of the user's finger FG from a state of not being in contact with the touch panel 12 to a state of being in contact corresponds to a touch-in.
[0021] In the present embodiment, while the user's finger FG maintains contact with the touch panel 12, the terminal device 10 maintains the state in which the operation area V is set on the touch panel 12. Then, when the user's finger FG changes from a state of being in contact with the touch panel 12 to a state of not being in contact, the terminal device 10 eliminates the operation area V set on the touch panel 12.
[0022] In this embodiment, as an example, a case where the operation area V includes four input areas RD (RDr, RDl, RDu, and RDd) is assumed. Further, in this embodiment, as an example, a case where each input area RD is an area for inputting an instruction for the change direction of the player character CRp in the game field FD is assumed. However, each input area RD may be an area for inputting an instruction for the change direction of the player character CRp in the touch panel coordinate system ΣS. Note that the change direction of the player character CRp is an example of the "operation direction related to the game". For example, the change direction of the player character CRp may be the moving direction of the player character CRp, or may be the direction in which the posture of the player character CRp changes. Further, a plurality of operation directions related to the game may be, for example, a concept including a plurality of operation directions related to the game. In the operation area V shown in FIG. 2, the four input areas RD are associated with four operation directions related to the game. For example, the input area RDr is associated with the +Xf direction, and the input area RDl is associated with the -Xf direction. Also, the input area RDu is associated with the +Yf direction, and the input area RDd is associated with the -Yf direction.
[0023] In this embodiment, as an example, the terminal device 10 sets the input area RDr as an area existing at a position in the +Xs direction from the reference position Ov, and sets the input area RDl as an area existing at a position in the -Xs direction from the reference position Ov. Further, the terminal device 10 sets the input area RDu as an area existing at a position in the +Ys direction from the reference position Ov, and sets the input area RDd as an area existing at a position in the -Ys direction from the reference position Ov.
[0024] More specifically, the terminal device 10 sets the sector region between the line segment BDrd, the line segment BDur, and the circle BDv as the input region RDr. Further, the terminal device 10 sets the sector region between the line segment BDdl, the line segment BDlu, and the circle BDv as the input region RDl. Further, the terminal device 10 sets the sector region between the line segment BDur, the line segment BDlu, and the circle BDv as the input region RDu. Further, the terminal device 10 sets the sector region between the line segment BDrd, the line segment BDdl, and the circle BDv as the input region RDd.
[0025] For example, the line segment BDrd corresponds to a line segment obtained by rotating a line segment extending from the reference position Ov to the boundary of the circle BDv in the +Xs direction by a predetermined angle clockwise about the reference position Ov. Further, the line segment BDur corresponds to a line segment obtained by rotating a line segment extending from the reference position Ov to the boundary of the circle BDv in the +Xs direction by a predetermined angle counterclockwise about the reference position Ov. Further, the line segment BDdl corresponds to a line segment obtained by rotating a line segment extending from the reference position Ov to the boundary of the circle BDv in the -Xs direction by a predetermined angle counterclockwise about the reference position Ov. Further, the line segment BDlu corresponds to a line segment obtained by rotating a line segment extending from the reference position Ov to the boundary of the circle BDv in the -Xs direction by a predetermined angle clockwise about the reference position Ov. In the present embodiment, as an example, a case where the predetermined angle is 45 degrees is assumed, but the predetermined angle may be an angle greater than 0 degrees and less than 90 degrees. Further, in the present embodiment, the angle formed by the line segment BDrd and the line segment BDur is equal to the angle formed by the line segment BDdl and the line segment BDlu, but the angle formed by the line segment BDrd and the line segment BDur may be different from the angle formed by the line segment BDdl and the line segment BDlu.
[0026] In this embodiment, the position of the operation area V on the touch panel 12 is determined based on the touch position P at the time of touch-in and a specific operation direction set based on the direction associated with the game field FD. In the game field FD1 shown in FIG. 2, the player character CRp approaches the goal point by moving in the +Xf direction. Therefore, in the game field FD1, the operation direction selected by the user tends to concentrate on the +Xf direction among the four operation directions (+Xf direction, -Xf direction, +Yf direction, and -Yf direction).
[0027] Therefore, in the game field FD1, the +Xf direction among the four operation directions is associated in advance. And in the game field FD1, the +Xf direction associated in advance with the game field FD1 among the four operation directions is set as the specific operation direction. Note that in the game field FD1, the +Xf direction associated in advance with the game field FD1 is an example of "information associated with the virtual space". For example, "information associated with the virtual space" may be the direction associated with the game field FD or the information indicating the direction associated with the game field FD.
[0028] In the example shown in FIG. 2, the terminal device 10 assigns the operation area V to the touch panel 12 so that the touch position P at the time of touch-in is included in the input area RDr associated with the +Xf direction, which is the specific operation direction set in the game field FD1. Note that the assignment of the operation area V to the touch panel 12 is executed by the operation area assignment unit 116 shown in FIG. 5 described later.
[0029] Since the touch position P at the time of touch-in is included in the input area RDr associated with the +Xf direction, when the touch on the touch panel 12 is started, the terminal device 10 receives an instruction to set the moving direction of the player character CRp to the +Xf direction. As a result, the player character CRp moves in the +Xf direction in the game field FD1. In this way, the user can instantaneously instruct a specific operation direction set in the game field FD1 as the changing direction of the player character CRp by touching the touch panel 12.
[0030] Also, for example, after touch-in, the user can move the touch position P to any of the areas of the input areas RDr, RDl, RDu, and RDd in the operation area V by moving the finger FG while maintaining the touch on the touch panel 12. That is, for example, after touch-in, the user can change the moving direction of the player character CRp by moving the finger FG while maintaining the touch on the touch panel 12.
[0031] Note that the touch position P at the time of touch-in only needs to be included in the input area RD associated with a specific operation direction as described above, and may be near the center of the input area RD associated with the specific operation direction, or may be near the reference position Ov within the input area RD associated with the specific operation direction. For example, the terminal device 10 allocates the operation area V to the touch panel 12 so that the touch position P at the time of touch-in exists near the center of the input area RD associated with a specific operation direction, thereby reducing the possibility that an incorrect instruction is input to the terminal device 10 even if the touch position P deviates contrary to the user's intention immediately after touch-in. Next, an overview of the operation of the terminal device 10 after touch-in will be described with reference to FIGS. 3 and 4.
[0032] FIG. 3 is an explanatory diagram showing an example of the appearance of the terminal device 10 when the touch position P moves. In the example shown in FIG. 3, the touch position P is moving from the input area RDr to the input area RDl. For this reason, the terminal device 10 receives an instruction to set the moving direction of the player character CRp to the -Xf direction. As a result, the player character CRp moves in the -Xf direction in the game field FD1.
[0033] Note that, for example, even when the player character CRp is moving in the -Xf direction (the example shown in FIG. 3), the user can quickly move the player character CRp in the +Xf direction as described in FIG. 2 by once lifting the finger FG from the touch panel 12 and then touching the touch panel 12 again (touching in). In this case, since the touch position P at the time of touching in can be anywhere, an erroneous operation can also be suppressed. Thus, in the present embodiment, the player character CRp can be moved instantaneously while suppressing an erroneous operation.
[0034] FIG. 4 is an explanatory diagram showing another example of the appearance of the terminal device 10 when the touch position P moves. In the example shown in FIG. 4, the touch position P is moving from the input area RDl to the input area RDu. For this reason, the terminal device 10 receives an instruction to set the moving direction of the player character CRp to the +Yf direction. As a result, the player character CRp jumps in the +Yf direction in the game field FD1.
[0035] Although not shown in FIG. 4, when the touch position P exists in the input area RDd, the terminal device 10 receives an instruction to set the direction in which the posture of the player character CRp changes to the -Yf direction. As a result, the player character CRp lowers its posture in the game field FD1. That is, when the touch position P exists in the input area RDd, the center of gravity of the player character CRp moves in the -Yf direction. Next, an example of the configuration of the terminal device 10 will be described with reference to FIGS. 5 and 6.
[0036] FIG. 5 is a functional block diagram showing an example of the configuration of the terminal device 10. The terminal device 10 includes a control unit 110 that controls each part of the terminal device 10, a display unit 120 for displaying an image, an input unit 122 that receives an instruction input by a user of the terminal device 10, a storage unit 130 that stores various types of information, and a vibration generation unit 140 that vibrates the terminal device 10.
[0037] The functions of the display unit 120 and the input unit 122 are realized by the touch panel 12 shown in FIG. 1. That is, the touch panel 12 functions as a display unit 120 capable of displaying various images, and further functions as an input unit 122 that receives an instruction input from a user of the terminal device 10. For example, as described with reference to FIG. 1, when an object is in contact with the touch panel 12, the touch panel 12 functioning as the input unit 122 detects the touch position P, which is the contact position of the object on the touch panel 12, and periodically outputs touch position information indicating the detected touch position P. Note that the touch panel 12 may calculate the average of a plurality of contact positions detected within a predetermined unit time (a time shorter than the period for outputting the touch position information) as the touch position P, and periodically output touch position information indicating the calculated touch position P.
[0038] The storage unit 130 stores the control program PRG of the terminal device 10. The control program PRG is a program for controlling the terminal device 10. In the present embodiment, the control program PRG includes an application program (an example of a "program") for the terminal device 10 to execute a game. However, the control program PRG may include an operating system program for controlling each part of the terminal device 10.
[0039] In addition, the storage unit 130 stores various types of information such as field-related information FINF indicating directions and the like associated with the game field FD, touch position history information HINF indicating the history of the touch position P indicated by the touch position information periodically output from the touch panel 12, and operation area information VINF indicating the position of the input area RD in the touch panel coordinate system ΣS. The vibration generation unit 140 vibrates the entire terminal device 10 including the touch panel 12.
[0040] The control unit 110 includes a game control unit 112 (an example of a "progress unit"), a touch position information acquisition unit 114 (an example of an "acquisition unit"), and an operation area allocation unit 116 (an example of an "allocation unit").
[0041] The game control unit 112 controls the progress of a predetermined game. For example, the game control unit 112 advances the game based on the operation direction associated with the input area RD including the touch position P indicated by the touch position information. Specifically, when the touch position P exists in the input area RD, the game control unit 112 sets the change direction of the player character CRp to the direction associated with the input area RD where the touch position P exists.
[0042] In addition, the game control unit 112 controls the display unit 120 so that the display unit 120 displays the game field FD, the player character CRp, and the operation area V, etc. Also, when the game control unit 112 changes an instruction related to the game, the game control unit 112 controls the vibration generation unit 140 so that the vibration generation unit 140 vibrates the terminal device 10. For example, when the game control unit 112 changes an instruction related to the game from an instruction to set the moving direction of the player character CRp to the +Xf direction to an instruction to set the moving direction of the player character CRp to the -Xf direction, the game control unit 112 controls the vibration generation unit 140 to vibrate the terminal device 10.
[0043] In addition, when the touch position P changes from a state where it does not exist in the input area RD to a state where it exists in the input area RD, the game control unit 112 may control the vibration generation unit 140 so that the vibration generation unit 140 vibrates the terminal device 10. Alternatively, when the touch position P changes from a state where it exists in the input area RD to a state where it does not exist in the input area RD, the game control unit 112 may control the vibration generation unit 140 so that the vibration generation unit 140 vibrates the terminal device 10. Further, when the user's finger FG changes from a state where it is not in contact with the touch panel 12 to a state where it is in contact, the game control unit 112 may control the vibration generation unit 140 so that the vibration generation unit 140 vibrates the terminal device 10.
[0044] The touch position information acquisition unit 114 acquires touch position information indicating the touch position P of an object such as the finger FG on the touch panel 12. Specifically, the touch position information acquisition unit 114 acquires touch position information periodically output from the touch panel 12 that functions as the input unit 122.
[0045] As described with reference to FIG. 2, the operation area allocation unit 116 allocates an operation area V to the touch panel 12 at the time of touch-in. For example, the operation area allocation unit 116 allocates the operation area V to the touch panel 12 such that the touch position P at the time of touch-in is included in the input area RD associated with a specific operation direction set in the game field FD.
[0046] Note that the configuration of the terminal device 10 is not limited to the example shown in FIG. 5. For example, the vibration generation unit 140 may be omitted from the terminal device 10. In this case, the game control unit 112 may not execute control for vibrating the terminal device 10. Also, the information stored in the storage unit 130 is not limited to the example shown in FIG. 5. Next, the hardware configuration of the terminal device 10 will be described with reference to FIG. 6.
[0047] FIG. 6 is a hardware configuration diagram showing an example of the hardware configuration of the terminal device 10. The terminal device 10 includes a processor 11 (an example of an "information processing device") that controls each part of the terminal device 10, a memory 13 that stores various information, a touch panel 12, and a vibration generator 14.
[0048] The memory 13 includes, for example, a volatile memory such as a RAM (Random Access Memory) that functions as a working area for the processor 11, and a non-volatile memory such as an EEPROM (Electrically Erasable Programmable Read-Only Memory) that stores various information such as the control program PRG of the terminal device 10, and functions as a storage unit 130. Note that the memory 13 may be detachable from the terminal device 10. Specifically, the memory 13 may be a storage medium such as a memory card that is detachable from the terminal device 10. Further, the memory 13 may be, for example, a storage device (e.g., online storage) communicably connected to the terminal device 10 via a network or the like.
[0049] The processor 11 is, for example, a CPU (Central Processing Unit), executes the control program PRG stored in the memory 13, and functions as a control unit 110 by operating according to the control program PRG. For example, the processor 11 that operates according to the control program PRG stored in the memory 13 functions as a control unit 110 including a game control unit 112, a touch position information acquisition unit 114, and an operation area allocation unit 116.
[0050] The touch panel 12 functions as the display unit 120 and the input unit 122 as described above. The vibration generator 14 is, for example, a vibration motor that generates vibration, and functions as a vibration generation unit 140.
[0051] Note that the processor 11 may be configured to include hardware such as a GPU (Graphics Processing Unit), a DSP (Digital Signal Processor), or an FPGA (Field Programmable Gate Array) in addition to or instead of the CPU. In this case, some or all of the control unit 110 realized by the processor 11 may be realized by hardware such as a DSP. Further, the processor 11 may be configured to include some or all of one or more CPUs and one or more hardware elements. For example, when the processor 11 is configured to include a plurality of CPUs, some or all of the functions of the control unit 110 may be realized by these plurality of CPUs operating in cooperation according to the control program PRG. Next, with reference to FIG. 7, the operation of the terminal device 10 when a specific operation direction is different from the example shown in FIG. 2 will be described.
[0052] FIG. 7 is an explanatory diagram showing another example of the appearance of the terminal device 10 when a touch on the touch panel 12 is started. In the game field FD2 shown in FIG. 7, there are environmental objects OBe such as a virtual ground, plants, and a river, a log object OBw, and a player character CRp. Also, in the game field FD2, the input area RDr is associated with the +Xf direction, and the input area RDl is associated with the -Xf direction. Also, the input area RDu is associated with the +Zf direction, and the input area RDd is associated with the -Zf direction.
[0053] In game field FD2, the player character CRp approaches the goal point by moving in the +Zf direction. Therefore, in game field FD2, the operation direction selected by the user tends to concentrate on the +Zf direction among the four operation directions (+Xf direction, -Xf direction, +Zf direction, and -Zf direction). Accordingly, in game field FD2, the +Zf direction among the four operation directions is associated in advance. And in game field FD2, the +Zf direction associated in advance with game field FD2 among the four operation directions is set as a specific operation direction. For example, the player character CRp can cross a river by jumping onto a log object OBw or the like. Note that in game field FD2, the +Zf direction associated in advance with game field FD2 is an example of "information associated with the virtual space".
[0054] For example, when a touch on the touch panel 12 is started, that is, when a touch-in occurs, the operation area allocation unit 116 allocates the operation area V to the touch panel 12 so that the touch position P at the time of touch-in is included in the input area RDu associated with the +Zf direction, which is a specific operation direction set in the game field FD2. For this reason, when a touch on the touch panel 12 is started, the game control unit 112 receives an instruction to set the moving direction of the player character CRp to the +Zf direction. As a result, the player character CRp jumps in the +Zf direction in the game field FD2. Next, the operation flow of the terminal device 10 will be described with reference to FIG. 8.
[0055] FIG. 8 is a flowchart showing an example of the operation of the terminal device 10. The process of step S100 shown in FIG. 8 is executed, for example, when a predetermined start instruction to start the game is input to the touch panel 12.
[0056] First, in step S100, the game control unit 112 generates display information for displaying the game field FD on the display unit 120, and controls the display unit 120 to display an image based on the display information. Note that the game field FD includes environmental objects OBe, player characters CRp, and the like. After executing the process of step S100, the game control unit 112 advances the process to step S102.
[0057] In step S102, the touch position information acquisition unit 114 determines whether the touch panel 12 has output touch position information. If the result of the determination in step S102 is affirmative, the touch position information acquisition unit 114 advances the process to step S104. On the other hand, if the result of the determination in step S102 is negative, the touch position information acquisition unit 114 advances the process to step S130.
[0058] In step S104, the touch position information acquisition unit 114 acquires the touch position information output from the touch panel 12. Then, based on the touch position information acquired in step S104, the touch position information acquisition unit 114 updates the touch position history information HINF stored in the storage unit 130. Specifically, the touch position information acquisition unit 114 includes the touch position information acquired in step S104 in the touch position history information HINF in association with the time when the touch position information was acquired. Note that the touch position history information HINF may include information indicating in which of the input regions RDr, RDl, RDu, and RDd the touch position P at each time exists. After executing the process of step S104, the touch position information acquisition unit 114 advances the process to step S106.
[0059] In the following description, the time tm means the latest time among the times associated with the touch position information included in the touch position history information HINF. Therefore, hereinafter, the touch position P indicated by the touch position information acquired by the touch position information acquisition unit 114 at the time tm may also be referred to as the latest touch position P.
[0060] In step S106, the game control unit 112 determines, for example, whether a touch on the touch panel 12 has started. That is, the game control unit 112 determines whether a touch-in has occurred. For example, the game control unit 112 refers to the touch position history information HINF and determines whether touch position information has been acquired during the period from time t(m - 1) to time tm (time tm is not included). Time t(m - 1) is the time retrogressed by a predetermined time from time tm associated with the touch position information acquired by the touch position information acquisition unit 114 in step S104. Also, the predetermined time is, for example, a time corresponding to the period in which the touch panel 12 outputs touch position information in a state where the touch on the touch panel 12 continues. If the game control unit 112 determines that no touch position information has been acquired during the period from time t(m - 1) to time tm, it determines that a touch-in has occurred. If the result of the determination in step S106 is affirmative, the game control unit 112 advances the process to step S108. On the other hand, if the result of the determination in step S106 is negative, the game control unit 112 advances the process to step S112.
[0061] In step S108, the operation area allocation unit 116 allocates a plurality of input areas RD to the touch panel 12 so that the touch position P at the start of the touch on the touch panel 12 is included in the input area RD associated with a specific operation direction. The specific operation direction is set based on the direction associated with the game field FD as described with reference to FIG. 2. For example, the operation area allocation unit 116 refers to the field-related information FINF stored in the storage unit 130 and identifies the direction associated with the game field FD. Then, the operation area allocation unit 116 sets a specific operation direction based on the direction associated with the game field FD.
[0062] When the process of step S108 is executed, the touch position P indicated by the touch position information acquired by the touch position information acquisition unit 114 in step S104 corresponds to the touch position P at the start of the touch on the touch panel 12 (that is, the touch position P at the time of touch-in). That is, the operation area allocation unit 116 allocates the operation area V including the input areas RDr, RDl, RDu, and RDd to the touch panel 12 so that the touch position P indicated by the touch position information acquired by the touch position information acquisition unit 114 in step S104 is included in the input area RD associated with a specific operation direction. Then, the operation area allocation unit 116 stores the position of the input area RD included in the operation area V in the storage unit 130 as the operation area information VINF. After executing the process of step S108, the operation area allocation unit 116 advances the process to step S110.
[0063] In step S110, the game control unit 112 controls the vibration generation unit 140 so that the vibration generation unit 140 vibrates the terminal device 10. Then, the game control unit 112 advances the process to step S120. Before explaining the process of step S120, the process of step S112 executed when the touch corresponding to the touch position information acquired by the touch position information acquisition unit 114 in step S104 is a touch after touch-in (S106: N) will be explained.
[0064] In step S112, the game control unit 112 acquires the operation area information VINF stored in the storage unit 130 and specifies the positions of the input areas RDr, RDl, RDu, and RDd. Then, the game control unit 112 advances the process to step S114.
[0065] In step S114, the game control unit 112 determines whether the latest touch position P exists in any of the input areas RDr, RDl, RDu, and RDd. Thereby, when the latest touch position P exists in the input area RD, it is specified in which of the input areas RDr, RDl, RDu, and RDd the latest touch position P exists. Note that the game control unit 112 may update the touch position history information HINF based on the determination result of step S114. If the result of the determination in step S114 is affirmative, the game control unit 112 advances the process to step S120. On the other hand, if the result of the determination in step S114 is negative, the game control unit 112 advances the process to step S134.
[0066] In step S120, the game control unit 112 determines the change direction of the player character CRp. Specifically, the game control unit 112 sets the change direction of the player character CRp to the operation direction associated with the input area RD where the latest touch position P exists. Then, the game control unit 112 changes the coordinates where the player character CRp exists or the posture information indicating the posture of the player character CRp based on the set change direction of the player character CRp (the operation direction associated with the input area RD where the latest touch position P exists).
[0067] Note that the input area RD where the latest touch position P exists is, for example, the input area RD associated with a specific operation direction when the touch corresponding to the touch position information acquired by the touch position information acquisition unit 114 in step S104 is the touch at the time of touch-in (S106: Y). Also, when the touch corresponding to the touch position information acquired by the touch position information acquisition unit 114 in step S104 is a touch after touch-in (S106: N), the input area RD where the latest touch position P exists is the input area RD specified as where the latest touch position P exists in step S114. After executing the process of step S120, the game control unit 112 advances the process to step S140.
[0068] Before explaining the process of step S140, the processes such as step S130 that are executed when it is determined in step S102 that the touch position information is not output by the touch panel 12 (step S102: N) will be explained.
[0069] In step S130, the game control unit 112 determines whether the input area RD has disappeared. If the result of the determination in step S130 is affirmative, the game control unit 112 advances the process to step S134. On the other hand, if the result of the determination in step S130 is negative, the game control unit 112 advances the process to step S132.
[0070] In step S132, the operation area allocation unit 116 eliminates the operation area V including the input areas RDr, RDl, RDu, and RDd. Then, the operation area allocation unit 116 advances the process to step S134.
[0071] In step S134, the game control unit 112 stops the movement of the player character CRp in the game field FD. Note that stopping the movement of the player character CRp may include stopping the change in the posture of the player character CRp.
[0072] In step S140, the game control unit 112 generates display information for causing the display unit 120 to display the game field FD and the operation area V, and controls the display unit 120 so that the display unit 120 displays an image based on the display information. Note that the game field FD includes environmental objects OBe, player characters CRp, and the like. When the process of step S140 is executed after the process of step S120, for example, the player character CRp displayed on the display unit 120 moves in the operation direction determined in the process of step S120. Note that the game control unit 112 may move the display range of the game field FD displayed on the touch panel 12 in accordance with the movement of the player character CRp within the game field FD. Further, when the process of step S140 is executed after the process of step S134 (for example, when there is no touch on the touch panel 12), for example, the player character CRp displayed on the display unit 120 stops with respect to the game field FD. After executing the process of step S140, the game control unit 112 advances the process to step S150.
[0073] In step S150, the game control unit 112 determines whether or not a predetermined end instruction to end the game has been input to the touch panel 12. If the result of the determination in step S150 is affirmative, the game control unit 112 ends the game. On the other hand, if the result of the determination in step S150 is negative, the game control unit 112 returns the process to step S102 and continues the game. In this way, the game control unit 112 advances the game based on the operation direction associated with the input area RD including the latest touch position P.
[0074] Note that the operation of the terminal device 10 is not limited to the example shown in FIG. 8. For example, the determination in step S106 or the like may be executed using a continuation flag indicating whether the touch on the touch panel 12 continues. In this case, for example, when the continuation flag is the initial value (e.g., "0") in step S106, the game control unit 112 may determine that it is the start of the touch and set the continuation flag to a value different from the initial value (e.g., "1"). Then, in step S130, when the continuation flag is a value different from the initial value, the game control unit 112 may determine that the input area RD has not disappeared and set the continuation flag to the initial value. Further, for example, the determination in step S130 may be omitted. In this case, when the result of the determination in step S102 is negative, the touch position information acquisition unit 114 may proceed with the process to step S132.
[0075] As described above, in the present embodiment, the operation area allocation unit 116 allocates the plurality of input areas RD to the touch panel 12 such that the touch position P at the start of the touch on the touch panel 12 is included in the input area RD associated with a specific operation direction among the plurality of input areas RD. Note that the specific operation direction is a direction set based on a direction pre-associated with the game field FD among the plurality of operation directions. Further, the game control unit 112 advances the game based on the operation direction associated with the input area RD including the touch position P indicated by the touch position information acquired by the touch position information acquisition unit 114.
[0076] In the present embodiment, as described above, the touch position P at the start of the touch (touch-in) on the touch panel 12 is included in the input area RD associated with a specific operation direction set based on a direction pre-associated with the game field FD. Therefore, in the present embodiment, an instruction input to the terminal device 10 at the time of touch-in (hereinafter, also referred to as "instruction at the time of touch-in") can be appropriately set for each game field FD.
[0077] Therefore, in this embodiment, compared with the case where the instruction at the time of touch-in is fixed regardless of the game field FD, the operability when inputting an instruction using the input area RD can be improved. For example, when the instruction at the time of touch-in is an instruction not specifying an operation direction and is fixed regardless of the game field FD, the user needs to perform a two-step operation of touch-in and moving the touch position P to the desired input area RD immediately after touch-in, resulting in a decrease in operability.
[0078] On the other hand, in this embodiment, since the instruction at the time of touch-in can be appropriately set for each game field FD, the frequency of performing the two-step operation of touch-in and moving the touch position P to the desired input area RD immediately after touch-in can be reduced, and the operability can be improved.
[0079] Note that this embodiment can also improve the operability compared with, for example, the case where the instruction at the time of touch-in is an instruction for one of a plurality of operation directions and is fixed regardless of the game field FD. For example, when the instruction at the time of touch-in is an instruction for one operation direction and is fixed regardless of the game field FD, depending on the game field FD, the frequency that the instruction at the time of touch-in is different from the instruction desired by the user is higher than that of other game fields FD. In the game field FD where the frequency that the instruction at the time of touch-in is different from the instruction desired by the user is higher than that of other game fields FD, the frequency of performing the above two-step operation is higher than that of other game fields FD, resulting in a decrease in operability.
[0080] On the other hand, in this embodiment, since the instruction at the time of touch-in can be appropriately set for each game field FD, it is possible to suppress for each game field FD the increase in the frequency that the instruction at the time of touch-in is different from the instruction desired by the user. Therefore, in this embodiment, it is possible to suppress the increase in the frequency of executing the above two-step operation, and the operability can be improved.
[0081] As described above, in the present embodiment, when the input area RD is assigned to the touch panel 12 in response to the start of a touch on the touch panel 12, the operability when inputting an instruction using the input area RD can be improved.
[0082] [2. Modification Example] Each of the above embodiments can be variously modified. Specific modification modes are exemplified below. Two or more modes arbitrarily selected from the following examples can be appropriately combined within a range where they do not conflict with each other. In the modification examples exemplified below, for elements whose actions and functions are equivalent to those of the embodiment, the reference numerals referred to in the above description are reused, and the detailed description of each is appropriately omitted.
[0083] [Modification Example 1] In the above-described embodiment, an example was shown in which the display range of the game field FD displayed on the touch panel 12 does not move when there is no touch on the touch panel 12, but the present invention is not limited to such an aspect. For example, the display range of the game field FD displayed on the touch panel 12 may move regardless of whether there is a touch on the touch panel 12. In this case, as information associated with the game field FD, a moving direction with respect to the game field FD of the display range may be set.
[0084] FIG. 9 is an explanatory diagram for explaining an example of a specific operation direction according to Modification Example 1. In the example shown in FIG. 9, the display range DR of the game field FD1 moves even when there is no touch on the touch panel 12. An example of so-called forced scrolling is shown in FIG. 9. In FIG. 9, the display range DR of the game field FD1 at time t1 is also referred to as the display range DR[t1], and the display range DR of the game field FD1 at time t2 is also referred to as the display range DR[t2]. Also, in the game field FD1 shown in FIG. 9, as described with reference to FIG. 1, the +Xf direction of the field coordinate system ΣF corresponds to the +Xs direction of the touch panel coordinate system ΣS, and the -Xf direction of the field coordinate system ΣF corresponds to the -Xs direction of the touch panel coordinate system ΣS.
[0085] At time t1, the display range DR[t1] of the game field FD1 is displayed on the touch panel 12. Then, from time t1 to time t2, the display range DR moves in the +Xf direction. At time t2, the display range DR[t2] of the game field FD1 is displayed on the touch panel 12.
[0086] Since there is no touch on the touch panel 12 for the position of the player character CRp in the game field FD1, it is maintained without change from time t1 to time t2. On the other hand, the position of the player character CRp on the touch panel 12 moves in the -Xs direction from time t1 to time t2 because the display range DR of the game field FD1 moves in the +Xf direction from time t1 to time t2. For example, the position of the player character CRp on the touch panel 12 moves from position Xs1 to position Xs2 in the touch panel coordinate system ΣS from time t1 to time t2.
[0087] Therefore, the user can move the player character CRp in the +Xf direction so that the player character CRp is within the display range DR. For this reason, in the example shown in FIG. 9, among the four operation directions (+Xf direction, -Xf direction, +Yf direction, and -Yf direction), the +Xf direction, which is the moving direction of the display range DR with respect to the game field FD, is pre-associated with the game field FD1. Also, in the game field FD1 shown in FIG. 9, among the four operation directions, the +Xf direction pre-associated with the game field FD1 is set as a specific operation direction. Therefore, also in the example shown in FIG. 9, when a touch on the touch panel 12 is started, the operation area V is assigned to the touch panel 12 so that the touch position P at the time of touch-in is included in the input area RDr. For this reason, the player character CRp moves in the +Xf direction at the time of touch-in. Note that in the example shown in FIG. 9, the +Xf direction, which is the moving direction of the display range DR of the game field FD1, is associated with the game field FD1, so it is an example of "information associated with the virtual space".
[0088] Even in Modification 1, the same effects as those of the above-described embodiment can be obtained. For example, even in Modification 1, the operability when an instruction is input using the input area RD can be improved.
[0089] [Modification 2] In the above-described embodiment and Modification 1, an aspect in which one specific operation direction is set for one game field FD has been illustrated, but the present invention is not limited to such an aspect. For example, any of a plurality of operation directions may be associated in advance with each of a plurality of predetermined areas included in one game field FD. In this case, the specific operation direction may be set to the operation direction associated with the predetermined area where the player character CRp exists.
[0090] FIG. 10 is an explanatory diagram for explaining an example of a specific operation direction according to Modification 2. In the game field FD3 shown in FIG. 10, the player character CRp starts from the start point SPT and aims at the goal point GPT. Therefore, the game field FD3 includes a path RT from the start point SPT to the goal point GPT. In the game field FD3, the player character CRp cannot move to an area other than the path RT. In the example shown in FIG. 10, the game field FD3 is represented by a two-axis orthogonal coordinate system having Xf-axis and Yf-axis orthogonal to each other. Although not shown in FIG. 10, in the game field FD3, the input area RDr is associated with the +Xf direction, and the input area RDl is associated with the -Xf direction. Also, the input area RDu is associated with the +Yf direction, and the input area RDd is associated with the -Yf direction.
[0091] In the example shown in FIG. 10, the path RT is divided into five areas AR (AR1, AR2, AR3, AR4, and AR5). Each of the areas AR1, AR2, AR3, AR4, and AR5 is an example of a "predetermined area". The player character CRp approaches the goal point GPT by moving in the direction of the dashed arrow shown in FIG. 10.
[0092] For example, when the player character CRp is present in the area AR1, the player character CRp moves in the +Xf direction while avoiding interference by enemy characters (not shown). Therefore, the user inputs instructions in various operation directions. Basically, the input of the instruction to move the player character CRp in the +Xf direction is more frequent than the input of instructions in other operation directions. For this reason, the +Xf direction is associated with the area AR1.
[0093] As a result, when the player character CRp is present in the area AR1, a specific operation direction is set to the +Xf direction. Therefore, when the player character CRp is present in the area AR1 at the time of touch-in, the operation area allocation unit 116 allocates the operation area V to the touch panel 12 so that the touch position P at the time of touch-in is included in the input area RDr associated with the +Xf direction. In other words, when the player character CRp is present in the area AR1 at the time of touch-in, the operation area allocation unit 116 allocates the operation area V to the touch panel 12 so that the operation direction specified by the touch-in (hereinafter, also referred to as the "operation direction at the time of touch-in") becomes the +Xf direction.
[0094] Among the areas AR1, AR2, AR3, AR4, and AR5, for the areas AR other than the area AR1, the moving direction (the direction of the dashed arrow shown in FIG. 10) for approaching the goal point GPT is associated. For example, in the areas AR3 and AR5, the +Xf direction is associated in the same manner as the area AR1. In the area AR2, the +Yf direction is associated, and in the area AR4, the -Yf direction is associated. Therefore, for example, when the player character CRp is present in any of the areas AR1, AR3, and AR5, a specific operation direction is set to the +Xf direction. Also, for example, when the player character CRp is present in the area AR2, a specific operation direction is set to the +Yf direction, and when the player character CRp is present in the area AR4, a specific operation direction is set to the -Yf direction.
[0095] Therefore, in the game field FD3, the input area RD that includes the touch position P at the time of touch-in is determined by the area AR where the player character CRp exists. For example, when a touch-in occurs while the player character CRp exists in any one of the areas AR1, AR3, and AR5, the operation area allocation unit 116 allocates the operation area V to the touch panel 12 so that the touch position P at the time of touch-in is included in the input area RDr. Also, for example, when a touch-in occurs while the player character CRp exists in the area AR2, the operation area allocation unit 116 allocates the operation area V to the touch panel 12 so that the touch position P at the time of touch-in is included in the input area RDu. Also, for example, when a touch-in occurs while the player character CRp exists in the area AR4, the operation area allocation unit 116 allocates the operation area V to the touch panel 12 so that the touch position P at the time of touch-in is included in the input area RDd.
[0096] Note that in the game field FD3, the directions associated with each of the areas AR1, AR2, AR3, AR4, and AR5 are an example of "information associated with the virtual space". Also, the "information associated with the virtual space" may be information indicating the directions associated with each of the areas AR1, AR2, AR3, AR4, and AR5.
[0097] Also in Modification 2, the same effects as those of the above-described embodiment and Modification 1 can be obtained. Furthermore, in Modification 2, the operation direction at the time of touch-in is changed within one game field FD according to the position in the game field FD where the player character CRp exists. For this reason, in Modification 2, the operation direction at the time of touch-in can be set to an optimal direction. As a result, in Modification 2, the operability can be further improved.
[0098] Note that the "plural predetermined areas" may be, for example, areas obtained by dividing the display range DR of the game field FD displayed on the touch panel 12. For example, the "plural predetermined areas" may be two areas obtained by dividing the display range DR into two. When the boundary line between the two areas is perpendicular to the Xf axis, the +Xf direction may be associated with the area in the -Xf direction from the boundary line, and the -Xf direction may be associated with the area in the +Xf direction from the boundary line. Also, when the boundary line between the two areas is perpendicular to the Yf axis, the +Yf direction may be associated with the area in the -Yf direction from the boundary line, and the -Yf direction may be associated with the area in the +Yf direction from the boundary line. Even in this case, the operability when inputting an instruction using the input area RD can be improved as compared with the case where one specific operation direction is set for one game field FD.
[0099] [Modification Example 3] In the above-described embodiments, Modification Example 1, and Modification Example 2, the mode in which the image indicating the specific operation direction is displayed on the touch panel 12 has not been particularly described, but the present invention is not limited to the mode in which the image indicating the specific operation direction is not displayed on the touch panel 12. For example, as shown in FIG. 11, an image DIMG indicating a specific operation direction may be displayed on the touch panel 12.
[0100] FIG. 11 is an explanatory diagram showing an example of the display content according to Modification Example 3. In the game field FD1, since the specific operation direction is set to the +Xf direction, the game control unit 112 generates display information for causing the display unit 120 (touch panel 12) to display an image DIMG for allowing the user to recognize that the specific operation direction is the +Xf direction. Then, the game control unit 112 controls the display unit 120 so that the display unit 120 displays the image DIMG. As a result, the image DIMG for allowing the user to recognize that the specific operation direction is the +Xf direction is displayed on the touch panel 12. In the example shown in FIG. 11, the image DIMG is an image including an arrow indicating the +Xf direction which is the specific operation direction.
[0101] In the game field FD3 shown in FIG. 10, an image DIMG for allowing the user to recognize the direction associated with the area AR where the player character CRp exists is displayed on the touch panel 12 according to the area AR where the player character CRp exists.
[0102] Also in Modification 3, the same effects as those of the above-described embodiment, Modification 1, and Modification 2 can be obtained. Further, in Modification 3, since the image DIMG indicating a specific operation direction is displayed on the touch panel 12, the user can easily recognize the operation direction at the time of touch-in. As a result, in Modification 3, even when the operation direction at the time of touch-in changes, the possibility that the user misrecognizes the operation direction at the time of touch-in can be reduced.
[0103] [Modification 4] In the above-described embodiment and Modifications 1 to 3, an aspect in which an instruction of a specific operation direction set based on the direction associated with the game field FD is input to the terminal device 10 at the time of touch-in has been exemplified, but the present invention is not limited to such an aspect. For example, the operation direction at the time of touch-in may be set based on the situation within the game field FD when the game situation satisfies an exception condition. The exception condition is, for example, that when an instruction of an operation direction different from the specific operation direction set based on the direction associated with the game field FD is input to the terminal device 10 at the time of touch-in, the game situation becomes better than when an instruction of the specific operation direction set based on the direction associated with the game field FD is input to the terminal device 10 at the time of touch-in. That is, the exception condition may be, for example, that when an instruction of the specific operation direction set based on the direction associated with the game field FD is input to the terminal device 10 at the time of touch-in, the game situation becomes disadvantageous. Next, a specific example of Modification 4 will be described with reference to FIGS. 12 and 13.
[0104] FIG. 12 is an explanatory diagram for explaining an example of an exception condition according to Modification 4. In the example shown in FIG. 12, it is assumed that when the player character CRp contacts the enemy character CRe, a penalty such as a point reduction is imposed. In FIG. 12, in the display range DR of the game field FD1 displayed on the touch panel 12, the situation where there is no enemy character CRe in the +Xf direction from the player character CRp is regarded as the normal situation, and the setting of a specific operation direction will be described. However, the normal situation may be a situation where there is no enemy character CRe at a position within a predetermined distance in the +Xf direction from the player character CRp in the game field FD1. When the game situation is the normal situation, the specific operation direction is set in the +Xf direction based on the direction associated with the game field FD1.
[0105] Also, in FIG. 12, a case where the specific operation direction in the game field FD1 is fixed in the +Xf direction regardless of the game situation is assumed as a comparative example. In the comparative example, when an enemy character CRe appears in the +Xf direction from the player character CRp, even if the user quickly touches the touch panel 12, the player character CRp moves in the +Xf direction by touch-in. In this case, the player character CRp will approach the enemy character CRe. Therefore, in the comparative example, the possibility of contacting the enemy character CRe is higher than when the player character CRp moves in the -Xf direction by touch-in. That is, when an enemy character CRe appears in the +Xf direction from the player character CRp, when an instruction in the +Xf direction, which is the specific operation direction set based on the direction associated with the game field FD1, is input to the terminal device 10 at the time of touch-in, the game situation becomes disadvantageous.
[0106] Therefore, in Modification Example 4 shown in FIG. 12, when the enemy character CRe appears in the +Xf direction from the player character CRp, the specific operation direction is set to the -Xf direction. As a result, for example, the player character CRp moves in the -Xf direction by touch-in. As a result, in Modification Example 4, the player character CRp can quickly escape from the enemy character CRe. In this way, in Modification Example 4, when the enemy character CRe appears in the +Xf direction from the player character CRp, since the specific operation direction is set to the -Xf direction, compared with the comparative example in which the specific operation direction is maintained in the +Xf direction, the possibility of contacting the enemy character CRe is reduced. When the game situation returns to the normal situation, the specific operation direction is also reset to the +Xf direction.
[0107] In the example shown in FIG. 12, the enemy character CRe is an example of a "predetermined game element" that makes the amount of change in the parameters related to the game different from the amount of change in the parameters in the normal situation. The "parameters related to the game" may be, for example, points such as in-game money held by the user, or the remaining time until a predetermined goal set in the game is achieved. Therefore, in the display range DR of the game field FD1, the situation where the enemy character CRe exists in the +Xf direction from the player character CRp is an example of a situation where "a predetermined game element that makes the amount of change in the parameters related to the game different from the amount of change in the parameters in the normal situation has occurred". Also, the situation where "a predetermined game element that makes the amount of change in the parameters related to the game different from the amount of change in the parameters in the normal situation has occurred" is an example of a game situation that satisfies the "exceptional condition". Therefore, in the display range DR of the game field FD1, the situation where the enemy character CRe exists in the +Xf direction from the player character CRp is an example of a game situation that satisfies the "exceptional condition".
[0108] As described above, in Modification 4, a specific operation direction is set based on the situation within the game field FD (e.g., a situation where an enemy character CRe appears in the +Xf direction from the player character CRp) when the game situation satisfies an exception condition. Also, when the game situation does not satisfy the exception condition (normal situation), the specific operation direction is set in the direction determined by the game field FD.
[0109] Note that the cases where a penalty is imposed are not limited to the player character CRp coming into contact with the enemy character CRe. For example, the cases where a penalty is imposed may be due to the terrain such as the player character CRp falling off a cliff in the game field FD. Next, another specific example of Modification 4 will be described with reference to FIG. 13.
[0110] FIG. 13 is an explanatory diagram for explaining another example of the exception condition according to Modification 4. In the example shown in FIG. 13, it is assumed that points are awarded when the player character CRp comes into contact with the bonus character CRb. In FIG. 13, in the display range DR of the game field FD1 displayed on the touch panel 12, the setting of a specific operation direction will be described with the situation where there is no bonus character CRb in the -Xf direction from the player character CRp as the normal situation. However, the normal situation may also be a situation where there is no bonus character CRb at a position within a predetermined distance in the -Xf direction from the player character CRp in the game field FD1. When the game situation is the normal situation, the specific operation direction is set in the +Xf direction based on the direction associated with the game field FD1.
[0111] Also, in FIG. 13, similar to FIG. 12 described above, assume as a comparative example a case where a specific operation direction in the game field FD1 is fixed in the +Xf direction regardless of the game situation. In the comparative example, when the bonus character CRb appears in the -Xf direction from the player character CRp, even if the user quickly touches the touch panel 12, the player character CRp moves in the +Xf direction by touch-in. In this case, the player character CRp moves away from the bonus character CRb. Therefore, in the comparative example, the possibility of contacting the bonus character CRb is lower than when the player character CRp moves in the -Xf direction by touch-in. That is, when the bonus character CRb appears in the -Xf direction from the player character CRp, when an instruction in the +Xf direction, which is a specific operation direction set based on the direction associated with the game field FD1, is input to the terminal device 10 at the time of touch-in, the game situation deteriorates.
[0112] Therefore, in Modification Example 4 shown in FIG. 13, when the bonus character CRb appears in the -Xf direction from the player character CRp, the specific operation direction is set to the -Xf direction. Thereby, for example, the player character CRp moves in the -Xf direction by touch-in. As a result, in Modification Example 4, the player character CRp can quickly approach the bonus character CRb. Thus, in Modification Example 4, when the bonus character CRb appears in the -Xf direction from the player character CRp, since the specific operation direction is set to the -Xf direction, the possibility of contacting the bonus character CRb is higher than in the comparative example where the specific operation direction is maintained in the +Xf direction. Note that when the game situation returns to the normal situation, the specific operation direction is also reset to the +Xf direction.
[0113] In the example shown in FIG. 13, the bonus character CRb is an example of a "predetermined game element" that causes the amount of change in the parameters related to the game to differ from the amount of change in the parameters in the normal situation. Therefore, in the display range DR of the game field FD1, the situation where the bonus character CRb exists in the -Xf direction from the player character CRp is an example of a situation where "a predetermined game element that causes the amount of change in the parameters related to the game to differ from the amount of change in the parameters in the normal situation has occurred". Therefore, in the display range DR of the game field FD1, the situation where the bonus character CRb exists in the -Xf direction from the player character CRp is an example of a game situation that satisfies an "exceptional condition".
[0114] Also in Modification 4, the same effects as those of the above-described embodiment and Modifications 1 to 3 can be obtained. Further, in Modification 4, when the game situation satisfies an exceptional condition, since a specific operation direction is set based on the situation within the game field FD, it is possible to reduce the disadvantage of the game situation at the time of touch-in.
[0115] [Modification 5] In the above-described embodiment and Modifications 1 to 4, an example of the mode in which an instruction of a specific operation direction set until touch-in is input to the terminal device 10 at the time of touch-in has been illustrated, but the present invention is not limited to such a mode. For example, the touch panel 12 may be assigned a priority area in which any one of a plurality of operation directions is associated in advance. Then, when the touch position P at the time of touch-in exists in the priority area, an instruction of the operation direction corresponding to the priority area may be input to the terminal device 10 at the time of touch-in. Next, an example of the operation of the terminal device 10 according to Modification 5 will be described with reference to FIG. 14.
[0116] FIG. 14 is an explanatory diagram for explaining an example of the operation of the terminal device 10 according to Modification 5. In the example shown in FIG. 14, a priority area PARl associated with the -Xs direction is assigned to the touch panel 12. For example, since the priority area PARl is associated with the -Xf direction, it is assigned to the end portion of the touch panel 12 located in the -Xs direction from the center of the touch panel 12 among the end portions in the touch panel 12. However, the position of the priority area PARl in the touch panel 12 is not particularly limited. Also, a specific operation direction is set to the +Xf direction.
[0117] When the touch position P at the time of touch-in exists in the priority area PARl, the operation area allocation unit 116 allocates an operation area V including a plurality of input areas RD (RDr, RDl, RDu, and RDd) to the touch panel 12 so that the touch position P at the time of touch-in is included in the input area RDl associated with the -Xf direction corresponding to the priority area PARl. For this reason, when the touch position P at the time of touch-in exists in the priority area PARl, an instruction in the -Xf direction corresponding to the priority area PARl is input to the terminal device 10 at the time of touch-in.
[0118] For this reason, for example, when an enemy character CRe appears in the +Xf direction from the player character CRp, the user can move the player character CRp in the -Xf direction by touching (touching in) the priority area PARl from the state where the finger FG is separated from the touch panel 12. As a result, the player character CRp can quickly escape from the enemy character CRe. That is, in Modification 5, even when a specific operation direction is set to the +Xf direction, the player character CRp can be quickly moved in the -Xf direction by touching in the priority area PARl.
[0119] When the touch position P at the time of touch-in is in an area other than the priority area PARl, the operation area allocation unit 116 allocates the operation area V to the touch panel 12 so that the touch position P at the time of touch-in is included in the input area RDr associated with the +Xf direction which is a specific operation direction.
[0120] Here, for example, when a specific operation direction is set to the -Xf direction, a priority area PARr (not shown) associated with the +Xf direction may be assigned to an end portion within the touch panel 12 that is located in the +Xs direction from the center of the touch panel 12. Also, for example, when a specific operation direction is set to the +Yf direction, a priority area PARd (not shown) associated with the -Yf direction may be assigned to an end portion within the touch panel 12 that is located in the -Ys direction from the center of the touch panel 12. Further, for example, when a specific operation direction is set to the -Yf direction, a priority area PARu (not shown) associated with the +Yf direction may be assigned to an end portion within the touch panel 12 that is located in the +Ys direction from the center of the touch panel 12. Hereinafter, the priority areas PARr, PARl, PARu, and PARd are also referred to as the priority area PAR without particular distinction.
[0121] In the example shown in FIG. 14, a priority area PAR (for example, PARl) associated with a direction opposite to a specific operation direction (for example, the -Xf direction) is assigned to a position in a direction opposite to the specific operation direction with respect to the center of the touch panel 12. However, the operation direction associated with the priority area PAR may be any operation direction different from the specific operation direction and is not limited to the direction opposite to the specific operation direction.
[0122] Note that, as described above, due to a touch-in on the priority area PARl, an instruction in the -Xf direction corresponding to the priority area PARl is input to the terminal device 10 regardless of the specific operation direction. Therefore, the priority area PARl may be interpreted as an input area that is valid only at the time of touch-in and to which the -Xf direction is associated.
[0123] Also in Modification 5, the same effects as those of the above-described embodiment and Modifications 1 to 4 can be obtained. Further, in Modification 5, due to a touch-in on the priority area PAR, an instruction in the operation direction corresponding to the priority area PAR is input to the terminal device 10 regardless of the specific operation direction. Therefore, it is possible to reduce the situation where the game situation becomes disadvantageous at the time of touch-in.
[0124] [Modification Example 6] In the above-described embodiments and Modification Examples 1 to 5, the specific operation direction may be changeable by the user's operation. For example, at the start of each stage when the progress of the game is divided into a plurality of stages in units of calculating scores such as game scores, the specific operation direction may be set to an initial direction based on the game field FD of each stage. Then, the specific operation direction may be changed by the user's operation. For example, when the image DIMG indicating the specific operation direction shown in FIG. 11 or the like is tapped, the specific operation direction may be switched. In Modification Example 6, since the specific operation direction can be changed by the user's operation, the specific operation direction can be set in the direction required by the user according to the game situation or the like.
[0125] [Modification Example 7] In the above-described embodiments and Modification Examples 1 to 6, it may be possible to set whether to enable or disable the specific operation direction by the user's operation. For example, when the image DIMG indicating the specific operation direction shown in FIG. 11 or the like is long-pressed, the enable and disable of the specific operation direction may be switched. When the specific operation direction is disabled, an image DIMG indicating that the specific operation direction is disabled may be displayed on the touch panel 12. Further, when the specific operation direction is disabled, the operation area allocation unit 116 may set the touch position P at the time of touch-in as the reference position Ov which is the center of the circle BDv defining the operation area V. In this case, the reference position Ov may be set in a neutral area that does not receive an input for instructing the operation direction. Alternatively, when the specific operation direction is disabled, the position of the operation area V on the touch panel 12 may be maintained at the position of the operation area V before touch-in regardless of the touch position P at the time of touch-in.
[0126] [Modification Example 8] In the above-described embodiments and Modifications 1 to 7, the case where the operation area V includes four input areas RD has been exemplified. However, the present invention is not limited to such an aspect. For example, the operation area V may include two input areas RD, or may include three input areas RD. Alternatively, the operation area V may include five or more input areas RD.
[0127] [Modification 9] In the above-described embodiments and Modifications 1 to 8, the case where the change direction of the player character CRp is operated using the operation area V has been exemplified. However, the present invention is not limited to such an aspect. For example, the position of the display range DR may be operated using the operation area V so as to include a non-player character (a character not operated by the user) moving around in the game field FD within the display range DR. Alternatively, the viewpoint of the pilot of a flight simulator may be operated using the operation area V, or the viewpoint of the protagonist of a survival game may be operated using the operation area V.
[0128] [Modification 10] In the above-described embodiments and Modifications 1 to 9, the case where the input area RD is an area for inputting an instruction for the change direction of the player character CRp has been exemplified. However, the present invention is not limited to such an aspect. The input area RD may be an area for inputting an instruction related to a predetermined game. For example, the input area RDr may be an area for inputting an instruction for an attack by the player character CRp in a predetermined game, and the input area RDl may be an area for inputting an instruction for defense by the player character CRp in a predetermined game.
[0129] [Modification 11] In the above-described embodiments and Modifications 1 to 10, a program related to a predetermined game was exemplified as the program. However, the present invention is not limited to such an aspect. The program may be a program related to any application. A service provided by any application is an example of a "service". Also, in this case, a plurality of instructions related to the service may be a plurality of instructions related to any application.
[0130] [Modification 12] In the above-described embodiments and Modifications 1 to 11, the case where the terminal device 10 has the touch panel 12 was exemplified. However, the present invention is not limited to such an aspect. For example, the terminal device 10 may have a display device that functions as the display unit 120 and a pointing device that functions as the input unit 122 instead of the touch panel 12. The display device corresponds to, for example, a liquid crystal display or a television receiver. Also, the pointing device corresponds to a mouse or a remote controller of a game device. In Modification 12, the "touch panel" in the description in the above-described embodiments and Modifications 1 to 11 is read as "display screen", and the "touch position" is read as "designated position". For example, the terminal device 10 may acquire designated position information indicating a designated position designated on the display screen. The "designated position" may be the position of a pointer on the display screen operated by the pointing device.
[0131] [Modification 13] In the above-described embodiments and Modifications 1 to 12, the case where a predetermined game is executed on the terminal device 10 was exemplified. However, the present invention is not limited to such an aspect. The predetermined game may be executed on components other than the terminal device 10.
[0132] FIG. 15 is an explanatory diagram showing an overview of the information processing system SYS according to Modification 13. The information processing system SYS includes a server device 20A and a terminal device 10A. The server device 20A can execute a predetermined game and can communicate with the terminal device 10A via a network NW. Specifically, the server device 20A includes a control unit 110 that controls each part of the server device 20A, a storage unit 230 that stores various types of information such as programs related to a predetermined game (for example, the control program PRG, field-related information FINF, touch position history information HINF, and operation area information VINF shown in FIG. 5), and a communication unit 250 for executing communication with external devices such as the terminal device 10A. In addition, the terminal device 10A includes a communication unit 150 for executing communication with external devices such as the server device 20A, in addition to a display unit 120, an input unit 122, and a vibration generation unit 140. Note that the display unit 120 and the input unit 122 are implemented as, for example, the touch panel 12 described above. The server device 20A generates display information based on the information input from the input unit 122 of the terminal device 10A. Further, the display unit 120 of the terminal device 10A displays an image related to a predetermined game based on the display information generated in the server device 20A.
[0133] [Appendix 3] From the above description, the present invention can be understood as follows. For ease of understanding each aspect, hereinafter, reference numerals in the drawings are appended in parentheses for convenience, but the present invention is not intended to be limited to the illustrated aspects.
[0134] [Appendix 1] A program according to an aspect of the present invention causes a processor to function as an acquisition unit that acquires touch position information indicating a touch position on a touch panel, an allocation unit that allocates a plurality of input areas associated with a plurality of operation directions related to a game to the touch panel when a touch on the touch panel is started, and a progress unit that progresses the game based on an operation direction associated with an input area including the touch position indicated by the touch position information. The allocation unit allocates the plurality of input areas to the touch panel such that the touch position at the start of the touch on the touch panel is included in an input area associated with a specific operation direction set based on information associated with a virtual space related to the game among the plurality of operation directions.
[0135] According to this aspect, the allocation unit allocates the plurality of input areas to the touch panel such that the touch position at the start of the touch on the touch panel is included in an input area associated with a specific operation direction among the plurality of operation directions. Note that the specific operation direction is a direction set based on information associated with a virtual space related to the game.
[0136] Therefore, according to this aspect, when a touch on the touch panel is started, for example, the progress unit progresses the game based on a specific operation direction set based on information pre-associated with the virtual space. Hereinafter, the instruction input to the progress unit when a touch on the touch panel is started is also referred to as an "instruction at touch-in". In this aspect, since the touch position at the start of the touch on the touch panel is included in an input area associated with a specific operation direction set based on information associated with the virtual space, the instruction at touch-in is appropriately set based on information associated with the virtual space.
[0137] Here, for example, when the instruction at the time of touch-in is different from the instruction desired by the user, after touching the touch panel, the user needs to move the touch position to the input area for inputting an instruction in the desired operation direction while continuing the touch. In this way, when the instruction at the time of touch-in is different from the instruction desired by the user, the user needs to perform a two-step operation of starting the touch on the touch panel and moving the touch position, resulting in a decrease in operability.
[0138] For example, when the instruction desired by the user differs depending on the type of virtual space, if the instruction at the time of touch-in is fixed regardless of the type of virtual space, the operability may decrease depending on the virtual space. In this aspect, since the instruction at the time of touch-in is set based on the information associated with the virtual space, it is possible to suppress a decrease in operability even when the instruction desired by the user differs depending on the type of virtual space. That is, in this aspect, when the input area is assigned to the touch panel in response to the start of the touch on the touch panel, the operability when inputting an instruction using the input area can be improved.
[0139] Note that in the above aspect, the "plurality of operation directions related to the game" may be a concept including, for example, a plurality of "operation directions related to the game". Note that the "operation direction related to the game" may be, for example, a direction in the virtual space related to the game or a direction on the screen related to the game.
[0140] The "direction in the virtual space related to the game" may be, for example, the direction of change in one or both of the position and orientation of game elements in the virtual space related to the game. Here, the "game element" may be, for example, a virtual object existing in the virtual space related to the game or a virtual camera that captures the virtual space related to the game. Among these, the "virtual object existing in the virtual space related to the game" may be a concept including, for example, a character related to the game and an object related to the game.
[0141] The "direction on the screen related to the game" may be, for example, the direction of change in one or both of the position and orientation of an image showing a virtual object displayed on the screen related to the game, or the moving direction on the menu screen related to the game of an image showing a game element not related to the progress of the game, such as a pointer displayed on the menu screen related to the game.
[0142] Also, in the above aspect, the "input area" may be, for example, an area provided in a visible manner on the touch panel for inputting an instruction of the operation direction related to the game, or a virtual area provided in a non-visible manner on the touch panel for inputting an instruction of the operation direction related to the game.
[0143] Also, in the above aspect, the "information associated with the virtual space" may be, for example, a direction preset in the game field. Note that the "game field" is an example of the virtual space. Also, the "information associated with the virtual space" may be, for example, information indicating the type of the game field. The "game field" may be, for example, a virtual space in each of a plurality of stages when the progress of the game is divided into a plurality of stages in units of calculating scores and other results of the game. Also, the "game field" may be, for example, a space including a path from the start point to the goal point within one game field. Here, for example, the "start point" may be the start point of a unit (stage) for calculating scores and other results of the game, and the "goal point" may be the end point of a unit (stage) for calculating scores and other results of the game.
[0144] Also, for example, in a virtual space, when a game element such as a player character operated by a user of the game is moved rightward from a start point and the player character approaches a goal point, "information indicating the right direction" may be set as "information associated with the virtual space". Also, for example, in a virtual space, when the player character is moved upward from a start point and the player character approaches a goal point, "information indicating the upward direction" may be set as "information associated with the virtual space". That is, as "information associated with the virtual space", information indicating the direction of the goal point with respect to the start point may be set.
[0145] Also, for example, in a stage or the like where the change timing in one of a plurality of change directions of the player character affects the progress of the game, "information indicating one change direction" may be set as "information associated with the virtual space". Specifically, in a stage where obstacles flying irregularly are avoided by lowering the posture of the player character (change in the downward direction), even when the player character approaches the goal point by moving the player character rightward from the start point, "information indicating the downward direction" may be set as "information associated with the virtual space".
[0146] Also, in the above aspect, the "specific operation direction set based on the information associated with the virtual space" may be an operation direction corresponding to the direction indicated by the information associated with the virtual space.
[0147] [Appendix 2] A program according to another aspect of the present invention is the program described in Appendix 1, wherein when a game element operated by a user of the game can move in the virtual space, at least two of the plurality of operation directions correspond to the moving direction of the game element in the virtual space.
[0148] According to this aspect, the same effects as those of Appendix 1 can be obtained.
[0149] In the above aspect, the "moving direction of the game element in the virtual space" may be, for example, the moving direction of the position of the game element in the virtual space related to the game.
[0150] [Appendix 3] The program according to another aspect of the present invention is the program described in Appendix 2, wherein the progress part stops the movement of the game element in the virtual space when there is no touch on the touch panel.
[0151] According to this aspect, the same effect as that of Appendix 1 can be obtained. Further, according to this aspect, since the movement of the game element stops when there is no touch on the touch panel, the user can instantaneously stop the movement of the game element, for example, by lifting a finger from the touch panel.
[0152] [Appendix 4] The program according to another aspect of the present invention is the program described in Appendix 2 or 3, wherein any one of the plurality of operation directions is associated in advance with each of the plurality of predetermined areas included in the virtual space, and the specific operation direction is set to the operation direction associated with the predetermined area where the game element exists.
[0153] According to this aspect, the specific operation direction can be changed in the virtual space according to the predetermined area where the game element exists. Therefore, according to this aspect, the operation direction (that is, the specific operation direction) based on the instruction at the time of touch-in can be set to the optimal direction. As a result, according to this aspect, the operability can be further improved.
[0154] In the above aspect, the "plurality of predetermined areas" may be, for example, areas obtained by dividing a virtual space where game elements operated by a game user can exist. Specifically, the "plurality of predetermined areas" may be, for example, areas obtained by dividing a path within a virtual space where game elements operated by a game user can move. The "path where game elements can move" may be, for example, a combination of paths that limit the moving direction of game elements. The "combination of paths that limit the moving direction of game elements" may be, for example, a path including a vertical path where the moving direction of game elements is limited to the upward and downward directions and a horizontal path where the moving direction of game elements is limited to the left and right directions. In this case, the "area obtained by dividing the path where game elements can move" may be, for example, a vertical path within the entire path or a horizontal path within the entire path. That is, when the "game field" is a space including a path from a start point to a goal point within one game field, the "predetermined area" may be a space including only a part of the path from the start point to the goal point.
[0155] Also, the "plurality of predetermined areas" may be, for example, areas obtained by dividing the display range of a virtual space displayed on a touch panel. For example, the "plurality of predetermined areas" may be two areas obtained by dividing the display range into two parts left and right. In this case, for example, the right direction may be associated with the left half area of the display range, and the left direction may be associated with the right half area of the display range. Also, the "plurality of predetermined areas" may be two areas obtained by dividing the display range into two parts up and down. In this case, for example, the downward direction may be associated with the upper half area of the display range, and the upward direction may be associated with the lower half area of the display range.
[0156] [Appendix 5] A program according to another aspect of the present invention is the program according to any one of Appendices 1 to 3, and when the display range of the virtual space displayed on the touch panel moves regardless of whether there is a touch on the touch panel, as information associated with the virtual space, a moving direction of the display range with respect to the virtual space is set.
[0157] According to this aspect, the same effect as that of Appendix 1 can be obtained.
[0158] [Appendix 6] A program according to another aspect of the present invention is the program according to any one of Appendices 1 to 5, and the specific operation direction is set based on the situation in the virtual space when the situation of the game satisfies an exception condition.
[0159] According to this aspect, when the situation of the game satisfies an exception condition, since the specific operation direction is set based on the situation in the virtual space, it is possible to reduce the disadvantage of the game situation at the start of touching the touch panel.
[0160] In addition, in the above aspect, the "exception condition" may be, for example, that the game situation is better when a specific operation direction is not set based on information associated with the virtual space than when it is set based on information associated with the virtual space. That is, the "exception condition" may be, for example, that the game situation becomes disadvantageous when an instruction for a specific operation direction set based on information associated with the virtual space is input to the progress section. Specifically, the "exception condition" may be that the game situation becomes a situation in which a predetermined game element that causes the amount of change in the parameters related to the game to differ from the amount of change in the parameters in the normal situation occurs. The "parameters related to the game" may be parameters that change according to the game situation. The "parameters that change according to the game situation" may be, for example, points such as in-game money held by the user, or the remaining time until a predetermined goal set in the game is achieved. Also, the "parameters that change according to the game situation" may be a quantification of the abilities of the characters related to the game. Also, the "predetermined game element" may be, for example, a game element other than the player character operated by the user of the game.
[0161] For example, when a penalty is imposed when the player character contacts an enemy character, the "enemy character" is an example of the "predetermined game element". When a penalty is imposed when the player character contacts an enemy character, if the specific operation direction in the normal situation of the game is the right direction, the situation where an enemy character appears on the right side of the player character may be a game situation that satisfies the "exception condition". Note that the case where a penalty is imposed is not limited to the player character contacting an enemy character. For example, the case where a penalty is imposed may be due to terrain such as the player character falling off a cliff in the virtual space. In this case, the object corresponding to the "cliff" is an example of the "predetermined game element".
[0162] Also, for example, when points are awarded when a player character touches a bonus character, the bonus character is an example of a "predetermined game element". When points are awarded when a player character touches a bonus character, if the specific operation direction in the normal situation of the game is the right direction, a situation where the bonus character appears on the left side of the player character may be a game situation that satisfies an "exceptional condition".
[0163] Also, in the above aspect, the "situation in the virtual space" may be, for example, a situation where the above-mentioned "predetermined game element" exists within the display range of the virtual space displayed on the touch panel. For example, when an enemy character as the "predetermined game element" appears on the right side of the player character (when the game situation satisfies an exceptional condition), the player character can escape from the enemy character more quickly by moving leftward rather than moving rightward. Therefore, the "specific operation direction" may be set to the left based on the fact that the enemy character appears on the right side of the player character (the situation in the virtual space).
[0164] Also, for example, when a bonus character as the "predetermined game element" appears on the left side of the player character (when the game situation satisfies an exceptional condition), the player character can approach the bonus character more quickly by moving leftward rather than moving rightward. Therefore, the "specific operation direction" may be set to the left based on the fact that the bonus character appears on the left side of the player character (the situation in the virtual space).
[0165] Also, the "situation in the virtual space" may be, for example, the position of the game elements in the virtual space. Specifically, the "situation in the virtual space" may be the position of the above-mentioned "predetermined game element" in the virtual space relative to the player character.
[0166] [Appendix 7] A program according to another aspect of the present invention is the program according to any one of Appendices 1 to 6, wherein the progress part causes the display part to display an image indicating the specific operation direction.
[0167] According to this aspect, since the progress part causes the display part to display an image indicating the specific operation direction, the user can easily recognize the operation direction at the start of touching the touch panel. Therefore, according to this aspect, even when the operation direction at the start of touching the touch panel changes, the possibility that the user misrecognizes the operation direction at the start of touching the touch panel can be reduced.
[0168] [Appendix 8] A program according to another aspect of the present invention is the program according to any one of Appendices 1 to 7, wherein the specific operation direction can be changed by the operation of the user of the game.
[0169] According to this aspect, since the specific operation direction can be changed by the user's operation, the specific operation direction can be set in the direction required by the user according to the game situation or the like.
[0170] [Appendix 9] A program according to another aspect of the present invention is the program according to any one of Appendices 1 to 8, wherein a priority area in which any one of the plurality of operation directions is associated in advance is assigned to the touch panel, and when the touch position at the start of touching the touch panel exists in the priority area, the allocation part allocates the plurality of input areas to the touch panel so that the touch position at the start of touching the touch panel is included in the input area associated with the operation direction corresponding to the priority area.
[0171] According to this aspect, by touching the priority area from a state where there is no touch on the touch panel, regardless of the specific operation direction, an instruction in the operation direction corresponding to the priority area is input to the progress part. Therefore, it is possible to reduce the disadvantage of the game situation at the start of touching the touch panel.
[0172] In addition, in the above aspect, the "priority area" may be, for example, an area assigned to a predetermined position within the touch panel. Specifically, the "priority area" may be an area to which an operation direction received at the start of a touch is pre-associated. Also, there may be a plurality of "priority areas", or there may be one. For example, an area that receives a leftward instruction at the start of a touch may be assigned as the "priority area" to the left end within the touch panel, or an area that receives a rightward instruction at the start of a touch may be assigned as the "priority area" to the right end within the touch panel. Also, an area that receives an upward instruction at the start of a touch may be assigned as the "priority area" to the upper end within the touch panel, or an area that receives a downward instruction at the start of a touch may be assigned as the "priority area" to the lower end within the touch panel.
[0173] [Appendix 10] An information processing apparatus according to an aspect of the present invention includes an acquisition unit that acquires touch position information indicating a touch position on a touch panel, an assignment unit that assigns a plurality of input areas associated with a plurality of operation directions related to a game to the touch panel when a touch on the touch panel is started, and a progress unit that advances the game based on an operation direction associated with an input area including the touch position indicated by the touch position information. The assignment unit assigns the plurality of input areas to the touch panel such that the touch position at the start of the touch on the touch panel is included in an input area associated with a specific operation direction set based on information associated with a virtual space related to the game among the plurality of operation directions.
[0174] According to this aspect, the same effects as those of Appendix 1 can be obtained.
[0175] [Appendix 11] In an information processing method according to an aspect of the present invention, a processor acquires touch position information indicating a touch position on a touch panel, and when a touch on the touch panel is started, allocates a plurality of input areas associated with a plurality of operation directions related to a game to the touch panel, and based on an operation direction associated with an input area including the touch position indicated by the touch position information, advances the game. When allocating the plurality of input areas to the touch panel, the touch position at the start of the touch on the touch panel is included in an input area associated with a specific operation direction set based on information associated with a virtual space related to the game among the plurality of operation directions.
[0176] According to this aspect, the same effects as those of Appendix 1 can be obtained.
[0177] [Appendix 12] A program according to another aspect of the present invention causes a processor to function as an acquisition unit that acquires touch position information indicating a touch position on a touch panel, an allocation unit that allocates a plurality of input areas associated with a plurality of instructions related to a service to the touch panel when a touch on the touch panel is started, and a service control unit that controls the service based on an instruction associated with an input area including the touch position indicated by the touch position information. When the progress of the service is divided into a plurality of progress units, the allocation unit allocates the plurality of input areas to the touch panel such that the touch position at the start of the touch on the touch panel is included in an input area associated with a specific instruction preset for each progress unit among the plurality of instructions.
[0178] According to this aspect, when an input area is assigned to the touch panel in response to the start of a touch on the touch panel, for the same reason as in Appendix 1, the operability when inputting an instruction related to a service using the input area can be improved.
[0179] In the above aspect, the "service" may be any service provided via the touch panel. For example, the "service" may be an Internet service or a game.
[0180] Also, in the above aspect, the "plurality of instructions related to a service" may be, for example, a concept including a plurality of "instructions related to a service". The "instruction related to a service" may be, for example, an instruction related to a game or an instruction related to any service.
[0181] Also, in the above aspect, the "progress unit" may be, for example, a unit divided according to the progress order of the service.
[0182] [Appendix 13] A program according to another aspect of the present invention causes a processor to function as an acquisition unit that acquires designation position information indicating a designated position specified on a display screen, an allocation unit that allocates a plurality of input areas associated with a plurality of instructions related to a service to the display screen when the designation of a position on the display screen is started, and a service control unit that controls the service based on an instruction associated with an input area including the designated position indicated by the designation position information. When the progress of the service is divided into a plurality of progress units, the allocation unit allocates the plurality of input areas to the display screen such that the designated position at the start of the designation of a position on the display screen is included in an input area associated with a specific instruction preset for each progress unit among the plurality of instructions.
[0183] According to this aspect, when the input area is allocated to the display screen in response to the start of specifying a position on the display screen, for the same reasons as in Appendix 1, the operability when inputting an instruction related to the service using the input area can be improved.
[0184] In the above aspect, the "specified position" may be the position of the pointer on the display screen operated by a pointing device such as a mouse or a remote controller of a game device, or may be the touch position on the touch panel. Note that the "display screen" may be the display screen of a display that does not include the function of the input device, or may be the display screen of a touch panel that includes the function of the input device.
[0185] Also, in the above aspect, the "service" may be any service provided via the display screen. For example, the "service" may be an Internet service or a game.
Explanation of Reference Numerals
[0186] 10, 10A... terminal devices, 11... processor, 12... touch panel, 13... memory, 14... vibration generator, 20A... server device, 110... control unit, 112... game control unit, 112... display control unit, 114... touch position information acquisition unit, 116... operation area allocation unit, 120... display unit, 122... input unit, 130... storage unit, 140... vibration generation unit, 150... communication unit, 230... storage unit, 250... communication unit.
Claims
1. The processor, an acquisition unit that acquires touch position information indicating a touch position on a touch panel; an allocation unit that allocates, when a touch on the touch panel is started, a plurality of input areas associated with a plurality of operation directions related to a game to the touch panel; a progression unit that progresses the game based on an operation direction associated with an input area including the touch position indicated by the touch position information; and make it work. The allocation unit, allocating the plurality of input areas to the touch panel such that an input area associated with a specific operation direction, among the plurality of operation directions, which is set based on information associated with a virtual space related to the game, includes a touch position at the start of touching on the touch panel; A program characterized by:
2. when a game element operated by a user of the game is movable in the virtual space, at least two of the plurality of operation directions correspond to a movement direction of the game element in the virtual space; 2. The program according to claim 1 .
3. The progression section includes: When there is no touch on the touch panel, stopping the movement of the game elements in the virtual space.
3. The program according to claim 2.
4. any one of the plurality of operation directions is associated in advance with each of a plurality of predetermined areas included in the virtual space; the specific operation direction is set to an operation direction associated with a predetermined area in which the game element is present; 4. The program according to claim 2 or 3.
5. When a display range of the virtual space displayed on the touch panel moves regardless of the presence or absence of a touch on the touch panel, a moving direction of the display range with respect to the virtual space is set as information associated with the virtual space.
4. The program according to claim 1, wherein the program is a program for executing a program for executing a program.
6. The specific operation direction is When the game situation satisfies an exception condition, the exception condition is set based on the situation in the virtual space.
6. The program according to claim 1, wherein the program is a program for executing a program for executing a program.
7. The progression section includes: displaying an image indicating the specific operation direction on a display unit; 7. The program according to claim 1, wherein the program is a program for executing a program for executing a program.
8. The specific operation direction can be changed by an operation of a user of the game.
8. The program according to claim 1, wherein the program is a program for executing a program for executing a program.
9. a priority area corresponding in advance to any one of the plurality of operation directions is assigned to the touch panel; The allocation unit, assigning the plurality of input areas to the touch panel such that, when a touch position at the start of touching on the touch panel is present in the priority area, the touch position at the start of touching on the touch panel is included in an input area associated with an operation direction corresponding to the priority area; 9. The program according to claim 1, wherein the program is a program for executing a program for executing a program.
10. an acquisition unit that acquires touch position information indicating a touch position on a touch panel; an allocation unit that allocates, when a touch on the touch panel is started, a plurality of input areas associated with a plurality of operation directions related to a game to the touch panel; a progression unit that progresses the game based on an operation direction associated with an input area including the touch position indicated by the touch position information; Equipped with The allocation unit, allocating the plurality of input areas to the touch panel such that an input area associated with a specific operation direction, among the plurality of operation directions, which is set based on information associated with a virtual space related to the game, includes a touch position at the start of touching on the touch panel; An information processing device comprising:
11. The processor: acquiring touch position information indicating a touch position on a touch panel; When a touch on the touch panel is started, a plurality of input areas corresponding to a plurality of operation directions related to a game are assigned to the touch panel; progressing the game based on an operation direction associated with an input area including the touch position indicated by the touch position information; When the plurality of input areas are assigned to the touch panel, a touch position at the start of touching the touch panel is included in an input area associated with a specific operation direction, among the plurality of operation directions, which is set based on information associated with a virtual space related to the game.
1. An information processing method comprising:
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