Game program, game processing method, and game device
Patent Information
- Application Number
- JP2025054907
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2025-03-28
- Publication Date
- 2025-09-30
- Estimated Expiration
- 2041-03-15
AI Technical Summary
Existing game technologies require complex operations for switching operation targets, and automatic switching methods fail to consider user intent, leading to unintended target changes.
A game program and device that selects the character with the minimum distance from a specific object and detects user operations to determine if a switch is necessary, considering the user's intended direction, allowing for smooth target changes.
Enables operation target switching that reflects user intent without complicated operations by considering both distance and user direction, ensuring the intended character is selected as the operation target.
Smart Images

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Abstract
Description
Technical Field
[0001] The present invention relates to a game program, a game processing method, and a game device.
Background Art
[0002] In a game, there is a scene where a user operates a specific character from among a plurality of characters that can be an operation target. For example, in a baseball game, when the team of the user's operation target is on the defensive side and catches a batted ball, there is a scene where there are a plurality of defensive players (characters) around the position where the batted ball falls. In such a scene, the user operates one of the plurality of players as the operation target, but there are times when the user wants to switch the player to be operated depending on the batted ball or the positions of the players.
[0003] For example, Patent Document 1 discloses a method for a user to perform an operation to switch the player to be operated. Also, Patent Document 2 discloses a method for determining whether to automatically switch the operation target based on the distance between the hand of the operation target and the ball, the angle formed by the moving direction of the enemy character associated with the ball and the ally character, and the like.
Prior Art Documents
Patent Documents
[0004]
Patent Document 1
Patent Document 2
Summary of the Invention
Problems to be Solved by the Invention
[0005] However, when the user switches the operation target as disclosed in Patent Document 1, both the operation to switch the operation target and the operation on the operation target are required, resulting in complicated operations. Further, although the method disclosed in Patent Document 2 automatically switches the operation target, it does not consider the user's operation, so there are cases where the intended operation target of the user is not achieved.
[0006] One of the objectives of some aspects of the present invention is to provide a game program, a game processing method, and a game device capable of switching an operation target reflecting the user's intention without requiring complicated operations.
[0007] Another objective of the present invention is to provide a game program, a game processing method, and a game device capable of achieving the effects described in the embodiments to be described later.
Means for Solving the Problems
[0008] In order to solve the above-described problems, one aspect of the present invention is a game program for causing a computer that executes processing of a game in which a character to be an operation target of a user is switched from among a plurality of characters to perform a step of selecting, as the operation target, a character having the minimum distance from a specific object among the plurality of characters, a step of detecting a user's operation and an operation direction for moving the operation target character selected as the operation target, a step of determining whether to switch the operation target based on the user's operation direction and the direction from the operation target character to the specific object when the user's operation is detected, and a step of switching another character among the plurality of characters to the operation target when it is determined to switch the operation target.
[0009] Also, one aspect of the present invention is a game processing method executed by a computer that executes game processing in which the character to be the user's operation target is switched among a plurality of characters. The method includes: selecting, as the operation target, the character having the smallest distance from a specific object among the plurality of characters; detecting a user operation and an operation direction for moving the operation target character selected as the operation target; when the user operation is detected, determining whether to switch the operation target based on the user's operation direction and the direction from the operation target character to the specific object; and when it is determined to switch the operation target, switching another character among the plurality of characters to the operation target.
[0010] Also, one aspect of the present invention is a game device that executes game processing in which the character to be the user's operation target is switched among a plurality of characters. The game device includes: a selection unit that selects, as the operation target, the character having the smallest distance from a specific object among the plurality of characters; a detection unit that detects a user operation and an operation direction for moving the operation target character selected as the operation target; a determination unit that determines whether to switch the operation target based on the user's operation direction and the direction from the operation target character to the specific object when the user operation is detected; and a switching unit that switches another character among the plurality of characters to the operation target when it is determined to switch the operation target.
Brief Description of the Drawings
[0011]
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Mode for Carrying Out the Invention
[0012] [Embodiment] Hereinafter, an embodiment of the present invention will be described with reference to the drawings. [Outline of Game Device] First, an overview of an example of the processing of a game executed by the game device according to the present embodiment will be described. The game device according to the present embodiment can typically be exemplified by a home game console, but it may also be installed in a gaming facility such as a game center. Examples of home game consoles include a stationary game console that outputs game images to a display such as a television (television receiver) and plays, and a portable game console with a built-in display.
[0013] Also, the game according to this embodiment is a game played using a plurality of characters. A character is a game character such as a person, animal, object (e.g., vehicle) that appears in the game, and is displayed as an image (character image) on the game screen. The user plays the game with a selected character among the plurality of characters as the operation target. Here, a baseball game in which a game is played between a team that is the operation target of the user and an opponent team will be described as an example. When the team that is the operation target of the user is on the offensive side, the user performs a batting operation to make the selected player character (batter) bat according to the batting order. On the other hand, when the team that is the operation target of the user is on the defensive side, the user performs a pitching operation to make the selected player character (pitcher) pitch as a pitcher, or a defensive operation to make the selected player character play as a fielder.
[0014] Here, the defensive operation will be described. When the team that is the operation target of the user is on the defensive side and catches the hit ball, there is a scene where a plurality of defensive side player characters exist around the position where the hit ball falls. In such a scene, one of the plurality of player characters is selected as the operation target of the user, and the other player characters are controlled by the game device as, for example, NPCs (Non Player Characters). For example, there is a method of automatically selecting the player character closest to the hit ball as the operation target. However, simply automatically selecting the player character closest to the hit ball as the operation target does not necessarily mean that the operation target intended by the user is the player closest to the hit ball, so the operation target that reflects the user's intention may not be achieved. Also, since the player closest to the hit ball changes every moment, the operation target player character may change frequently, making the operation difficult. Therefore, in this embodiment, not only is the player character closest to the hit ball automatically selected, but the player character to be the operation target is determined in consideration of the user's operation.
[0015] Referring to FIG. 1, an overview of the operation target determination process for determining the player character to be operated will be described. FIG. 1 is a diagram for explaining the overview of the operation target determination process according to the present embodiment. The operation target determination process according to the present embodiment includes an "operation target selection process" and an "operation target change process". The operation target selection process is a process in which when there is no operation instructing the movement of the player character by the user, the game device (system) automatically selects the player character to be the operation target. In FIG. 1, player A and player B, who are player characters, and a ball object BO indicating a hit ball are displayed. As shown in the figure, when the distance Lb between player B and the ball object BO is smaller than the distance La between player A and the ball object BO, player B, who is the closest to the ball, is selected as the operation target. Also, a cursor P1 indicating that it is selected as the operation target is associated with (for example, displayed at a position pointing to) player B. Specifically, for a ball flying in a three-dimensional space, the player character with the minimum distance between the coordinates of the ball projected onto a plane (two-dimensional) corresponding to the ground and the coordinates of the player on the same plane is selected as the operation target.
[0016] The operation target change process is a process of switching the player character of the operation target in consideration of the "direction" of the movement (hereinafter referred to as the "user's operation direction") acquired based on the operation when there is an operation instructing the movement of the player character by the user. For example, a determination is made as to whether the direction Db from player B, who was selected as the operation target by the operation target selection process, to the ball object BO matches the user's operation direction Du. If it is determined that they do not match, then the operation target is changed to player A, who has the minimum distance from the ball. Note that if it is determined that they match, the operation target remains player B without being changed. After the operation target is changed to player A, the direction Da from player A to the ball object BO matches the user's operation direction Du. This user's operation direction Du is due to an operation by which the user intends to operate player A, indicating that the operation target has been switched to the player character intended by the user.
[0017] Hereinafter, the present embodiment will be described in detail. 〔Configuration of the Game System〕 FIG. 2 is a block diagram showing an example of the configuration of the game system 1 according to the present embodiment. The game system 1 includes a game device 10 and a server device 30, and these devices are connected via a communication network NW. Here, one game device 10 used by a user is illustrated, but a plurality of game devices 10 used by other users may be connected to the server device 30 via the communication network NW, and a plurality of users can play online battles using their respective game devices 10.
[0018] The server device 30 manages game programs and game programs necessary for executing game processing on the game device 10. For example, the server device 30 is a computer device managed by a game operation company, and can also be regarded as a system composed of a plurality of server machines, storage, network switches, router firewalls, etc.
[0019] The game programs managed by the server device 30 include at least a part of the programs for game processing. The game programs include not only those downloaded to the game device 10 before the start of the game, but also those downloaded to the game device 10 after the start of the game. Note that the game programs downloaded to the game device 10 before the start of the game are not limited to those managed by the server device 30, and may be managed by a server device that distributes programs operating on the game device 10. Note that the server device 30 may execute a part of the game processing.
[0020] The game device 10 is a computer device that executes game processing for a user to play. Here, the case where the game device 10 is a stationary game machine will be described as an example. As illustrated, the game device 10 includes a communication unit 11, an input / output IF unit 12, a storage unit 13, and a CPU (Central Processing Unit) 14.
[0021] The communication unit 11 is a device that performs communication corresponding to the communication standards of a communication network NW such as a wireless LAN, a wired LAN, or mobile communication (LTE) through which the game device 10 and the server device 30 can communicate with each other.
[0022] The input / output IF unit 12 is an interface for connecting to external input devices and output devices. For example, a controller 15, a display device 16, etc. are connected to the input / output IF unit 12.
[0023] The controller 15 is an input device for a user to input game operations. For example, the controller 15 is provided with operation levers, operation buttons, etc. For example, the user can use an operation lever to perform an operation for instructing the moving direction of a player character. As an example, the user performs an operation of tilting the operation lever in the direction in which the player character is desired to move. The direction in which the operation lever is tilted corresponds to the user's operation direction. Note that the direction in which the user operates with the controller 15 (for example, the direction in which the operation lever is tilted) does not necessarily coincide with the moving direction of the player character. The input / output IF unit 12 detects the operation state of the controller 15 and outputs an operation signal based on the detected operation state to the CPU 14.
[0024] The display device 16 displays a game image based on the game processing executed by the game device 10 and outputs sound based on the game processing. The display device 16 includes a display unit 161 and a sound output unit 162. The display unit 161 is configured to include, for example, a liquid crystal display panel, an organic EL (ElectroLuminescence) display panel, etc. The sound output unit 162 is configured to include, for example, a speaker. Further, the sound output unit 162 may be configured to include a sound output terminal for outputting sound to earphones or headphones, etc.
[0025] Note that the display device 16 may be a television having a function of receiving television broadcast waves, or may be a monitor having no function of receiving television broadcast waves. Further, the display device 16 may be configured not to include the audio output unit 162. The audio output unit 162 may be configured as a device separate from the display device 16.
[0026] The storage unit 13 includes, for example, an HDD (Hard Disk Drive), an SSD (Solid State Drive), an EEPROM (Electrically Erasable Programmable Read-Only Memory), a ROM (Read-Only Memory), a RAM (Random Access Memory), etc., and stores various data, programs, etc. used by the game device 10 for processing. Note that the storage unit 13 is not limited to being built into the game device 10, and may be an external storage device connected via the input / output IF unit 12 or the like.
[0027] The CPU 14 functions as a control center for controlling each part included in the game device 10. For example, the CPU 14 executes game processing of a baseball game by executing a game program stored in the storage unit 13.
[0028] 〔Functional Configuration of Game Device 10〕 Next, with reference to FIG. 3, the functional configuration of the game device 10 will be described. FIG. 3 is a block diagram showing an example of the functional configuration of the game device 10 according to the present embodiment. The illustrated game device 10 includes a game processing unit 140 as a functional configuration realized by the CPU 14 executing a game program stored in the storage unit 13. The game processing unit 140 includes an operation detection unit 141 (an example of a detection unit), a drawing processing unit 142, and an operation target control unit 143.
[0029] The operation detection unit 141 detects a user's operation on the controller 15. For example, the operation detection unit 141 acquires an operation signal input via the input / output IF unit 12 in response to the user's operation on the controller 15, and detects the user's operation based on the acquired operation signal. The user's operation is, for example, an operation related to playing a game. Operations related to playing a game include operations for moving a player character selected as an operation target and the operation direction, etc. The drawing processing unit 142 draws a game image based on game processing and updates the game image at a predetermined frame rate (for example, 30 fps).
[0030] FIG. 4 is a schematic diagram showing an example of a game space by the game processing according to the present embodiment. The illustrated game space includes a game field FL imitating the ground of a baseball field. The game field FL is represented as a two-dimensional space by XY coordinates. On this game field FL (two-dimensional coordinate plane), nine player characters on the defensive side, one player character as a batter on the offensive side, up to three player characters as runners on the offensive side, and a ball object are displayed. The ball object flying in the three-dimensional space is represented by the coordinates projected on the game field FL (two-dimensional coordinate plane).
[0031] In the example shown in FIG. 4, a state is shown in which a ball object BO pitched from a player character C1 as a pitcher in response to the user's operation is hit by a player character C2 as an opponent batter, and the hit ball object BO is moving in the direction of arrow Y1. In this state, among the nine player characters on the defensive side, the player character that is the target of the user's operation is one, and the remaining eight player characters are NPCs. Here, among the nine player characters on the defensive side, the player character C3 indicated by the cursor P1 is selected as the player character to be operated because it is the closest to the ball object BO. For example, this player character C3 corresponds to the player B shown in FIG. 1, and the player character C4 that is the next closest to the ball object BO after the player character C3 corresponds to the player A shown in FIG. 1.
[0032] If the player character and the ball object BO are regarded as one of the game objects, the maximum number of game objects existing on the game field FL is 14. The game processing unit 140 controls the positions of up to 14 game objects. The game processing unit 140 controls the player character to be operated according to the user's operation. Also, the game processing unit 140 controls the player characters (NPCs) other than the player character to be operated and the ball object BO according to the state on the game field FL (such as the positional relationship of various game objects) and the progress of the game without depending on the user's operation. As shown in FIG. 5, the CPU 14 executes the control by this game processing at a predetermined frame rate (for example, 30 fps) for each frame as a function of the game processing unit 140 to update the game image.
[0033] FIG. 5 is a flowchart showing an example of the game processing according to the present embodiment. The CPU 14 executes input processing based on the user's operation on the controller 15 (step S10). For example, the CPU 14 acquires an operation signal based on the user's operation on the controller 15 and executes processing based on the acquired operation signal. As an example, the CPU 14 determines the acceleration and direction of the player character based on the operation on the player character to be operated. As another example, the CPU 14 determines the acceleration and direction of the ball object BO based on the operation on the player character as the batter of the opponent or the control of the NPC. Also, the CPU 14 determines the acceleration and direction of the player characters (NPCs) other than the one to be operated.
[0034] Next, the CPU 14 executes game processing based on the input processing in step S10 (step S20). For example, the CPU 14 updates the positions of up to 14 game objects existing on the game field FL based on the acceleration and direction of the game objects determined in step S10.
[0035] Then, based on the position of the game object updated in step S20 and the like, the CPU 14 draws and updates the game image including the game object (step S30). The CPU 14 executes the game processing of steps S10 to S30 once per frame at a predetermined frame rate (for example, 30 fps). Note that the CPU 14 may perform the processing of steps S10 and S20 and the processing of S30 asynchronously. For example, the CPU 14 may execute the processing of steps S10 and S20 at a variable frame rate and execute only the processing of step S30 at a predetermined frame rate.
[0036] During the game processing of step S20, the operation target determination processing described with reference to FIG. 1 is performed. The operation target control unit 143 includes an operation target selection unit 144 (an example of a selection unit), an operation target change unit 145 (an example of a switching unit), a position estimation unit 146, and a determination unit 147 (an example of a determination unit) as a functional configuration for performing the operation target determination processing.
[0037] The operation target selection unit 144 selects a player character to be an operation target without depending on the user's operation. For example, the operation target selection unit 144 selects, as an operation target, the player character having the minimum distance from the ball object BO among a plurality of player characters.
[0038] The operation target change unit 145 switches the player character to be an operation target based on the user's operation. For example, when the user's operation is detected, the operation target change unit 145 switches the operation target based on whether the direction of the user's operation matches the direction from the operation target player character to the ball object BO.
[0039] Here, the determination of whether the user's operation direction matches the direction from the player character to the ball object BO is based on the positional relationship considering not only the positional relationship at the time when the user operates, for example, but also the movement of the player character or the ball object BO up to a predetermined period ahead (for example, ahead of a predetermined frame). This is because when the user performs an operation to move the player character, the operation is performed in consideration of not only the current positions of the player character and the ball object BO but also the movement to a position slightly ahead.
[0040] The position estimation unit 146 estimates the positions of the player character to be operated and the ball object BO from the time when the user's operation is detected up to a predetermined period ahead. For example, the position estimation unit 146 estimates the positions of the player character to be operated and the ball object BO from the frame when the user's operation is detected up to a predetermined frame ahead. Hereinafter, the estimation of the positions of the player character and the ball object BO will be specifically described.
[0041] The position estimation unit 146 sets the time when the user operates as the first frame, and estimates the position of the player character up to a predetermined frame ahead (for example, the 300th frame) assuming that the operation continues as it is. For example, the position estimation unit 146 estimates the position of the player character from the first frame up to a predetermined frame ahead (for example, the 300th frame) based on the acceleration and direction of the movement of the player character determined according to the user's operation. The position estimation unit 146 holds the coordinates (X, Y) of the position of the player character in each frame in the storage unit 13.
[0042] Further, the position estimation unit 146 designates the time point when the user operates as the first frame, and estimates the position of the ball object BO that moves in response to a hit up to a predetermined number of frames ahead (for example, the 300th frame). The position estimation unit 146 estimates the position of the ball object BO from the first frame up to a predetermined number of frames ahead (for example, the 300th frame) based on the acceleration and direction of the movement of the ball object BO. The position estimation unit 146 holds the coordinates (X, Y) of the position of the ball object BO in each frame in the storage unit 13.
[0043] FIG. 6 is a diagram showing an example of parameters of the player character according to the present embodiment. The illustrated player parameters 131 show an example of the parameters of the player character held in the storage unit 13. The player parameters 131 include parameters indicating acceleration, speed, and direction (angle), and the XY coordinates (n) of the position of the player character at the Nth frame (N and n are positive integers). The acceleration and direction are determined according to the operation on the user's player character. The speed is calculated based on the acceleration and direction. The XY coordinates (1) of the player character at the first frame are the actual coordinates at the first frame when the user operates. The XY coordinates (2) to (300) of the player character from the second frame to the 300th frame are estimated values calculated based on the XY coordinates (1) at the first frame, the acceleration (speed), and the direction.
[0044] When each player character operates as an NPC, among the above parameters, the acceleration and direction are determined by the system, and the values of the other parameters are calculated based on the determined values of the acceleration and direction.
[0045] FIG. 7 is a diagram showing an example of parameters of the ball object according to the present embodiment. The illustrated ball parameter 132 shows an example of the parameters of the ball object BO held in the storage unit 13. The ball parameter 132 includes parameters indicating acceleration, speed, and direction (angle), and the XY coordinates (n) of the position of the ball object BO at the Nth frame. The acceleration and direction are determined by the operation of the opponent or the control of the NPC. The speed is calculated based on the acceleration and direction. The XY coordinates (1) of the ball object BO at the first frame are the actual coordinates of the ball object BO at the first frame shown in FIG. 6. The XY coordinates (2) to (300) of the ball object BO from the second frame to the 300th frame are estimated values calculated based on the XY coordinates (1) at the first frame, the acceleration (speed), and the direction.
[0046] FIG. 8 is an image diagram showing the estimation results of the positions of the player character and the ball object according to the present embodiment. In this figure, player B and the ball object BO correspond to player B and the ball object BO shown in FIG. 1. Note that the operation direction Du of the user is a direction different from that in FIG. 1. In this figure, the results of estimating the positions of player B and the ball object BO from the time (first frame) when there is an operation by the user on player B (the operation target) to 300 frames later are shown. Based on the positions of player B and the ball object BO in each frame, the directions (vectors) Db1, ···, Dbn, ···, Db300 from player B to the ball object BO in each frame are determined.
[0047] When the operation of the user is detected, the determination unit 147 determines whether to switch the operation target based on the operation direction Du of the user and the direction Db from the player character of the operation target to the ball object BO. For example, when the operation direction Du of the user and the direction Db from the player character of the operation target to the ball object BO match, the determination unit 147 determines not to switch the operation target. On the other hand, when the operation direction Du of the user and the direction Db from the player character of the operation target to the ball object BO do not match, the determination unit 147 determines to switch the operation target.
[0048] Here, the fact that the operation direction Du of the user and the direction Db from the player character of the operation target to the ball object BO match means that the operation direction Du of the user is included in a predetermined direction range. The predetermined direction range is a range based on the direction Db from the player character of the operation target to the ball object BO. The determination unit 147 determines whether the operation direction Du of the user is included in the predetermined direction range from the frame at the time when the operation of the user is detected to a predetermined number of frames ahead (for example, 300 frames ahead).
[0049] The predetermined direction range will be described in more detail with reference to FIG. 9. FIG. 9 is a schematic diagram showing an example of the direction range used for determining the operation direction according to the present embodiment. In this figure, the range of the angle θ between the direction (vector) Dbn from player B to the ball object BO at the N-th frame and the direction (vector) Dbn+1 from player B to the ball object BO at the (N + 1)-th frame corresponds to the above-described predetermined direction range. In the illustrated example, since the operation direction Du of the user is included in the predetermined direction range (range of the angle θ), it is determined that the operation direction Du of the user and the direction Db from the player character of the operation target to the ball object BO match.
[0050] The determination unit 147 determines whether the user's operation direction Du is included in a predetermined direction range (range of angle θ) determined by the direction Dbn from the player character to be operated on in the Nth frame to the ball object BO and the direction Dbn+1 from the player character to be operated on in the (N + 1)th frame to the ball object BO, from the frame in which the user's operation is detected to 300 frames ahead.
[0051] Then, when the determination unit 147 determines that the user's operation direction Du is included in the predetermined direction range in at least one frame from the 1st frame to the 300th frame, it determines that the user's operation direction Du matches the direction Db from the player character to be operated on to the ball object BO, and determines not to switch the operation target. On the other hand, when the determination unit 147 determines that there is no frame in which the user's operation direction is included in the predetermined direction range from the 1st frame to the 300th frame, it determines that the user's operation direction Du does not match the direction Db from the player character to be operated on to the ball object BO, and determines to switch the operation target.
[0052] Note that the predetermined direction range for determining the user's operation direction may be a range obtained by adding an angle α to the range of the angle θ determined by the directions from the respective players B to the ball object BO in the Nth frame and the (N + 1)th frame. As shown in the figure, the range of the angle (θ + 2α) between the direction Dbn' obtained by adding the angle α to the direction Dbn from the player B to the ball object BO in the Nth frame and the direction Dbn+1' obtained by adding the angle α to the direction Dbn+1 from the player B to the ball object BO in the (N + 1)th frame may be used as the predetermined direction range.
[0053] Further, the determination unit 147 may determine whether the operation direction Du of the user coincides with the direction Db from the player character to be operated on to the ball object BO based on whether the frames in which the operation direction Du of the user is included in a predetermined direction range among the first frame to the 300th frame are equal to or more than a predetermined ratio (for example, 50% or 100%). For example, when the frames in which the operation direction Du of the user is included in a predetermined direction range among the first frame to the 300th frame are equal to or more than a predetermined ratio, the determination unit 147 may determine that the operation direction Du of the user coincides with the direction Db from the player character to be operated on to the ball object BO. On the other hand, when the frames in which the operation direction Du of the user is included in a predetermined direction range among the first frame to the 300th frame are less than a predetermined ratio, the determination unit 147 may determine that the operation direction Du of the user does not coincide with the direction Db from the player character to be operated on to the ball object BO.
[0054] Further, instead of the direction Dbn at the Nth frame and the direction Dbn+1 at the (N + 1)th frame, the direction Dbn at the Nth frame and the direction at the (N + M)th frame may be used (M is an integer). For example, the determination unit 147 may determine whether the operation direction Du of the user coincides with the direction Db from the player character to be operated on to the ball object BO based on whether the operation direction Du of the user is included in a predetermined direction range determined by the respective directions Db from the player B at the Nth frame and the (N + 2)th frame to the ball object BO.
[0055] Further, the determination unit 147 determines whether the user's operation direction Du matches the direction Db from the player character to be operated on to the ball object BO based on whether the user's operation direction Du is included in a predetermined direction range determined by the direction Db1 from player B to the ball object BO in the first frame and the direction Db300 from player B to the ball object BO in the 300th frame. Further, the determination unit 147 determines whether the user's operation direction Du matches the direction Db from the player character to be operated on to the ball object BO based on whether the user's operation direction Du is included in a predetermined direction range determined by the direction Db1 from player B to the ball object BO in the first frame and the direction Dbn (the direction from player B to the ball object BO in the Nth frame) that forms the largest angle with the direction Db1.
[0056] Further, the predetermined direction range may be a range of a predetermined angle with respect to the direction Db1 from player B to the ball object BO in the first frame. For example, the predetermined direction range may be a range of a predetermined angle from the direction Db1 from player B to the ball object BO in the first frame, or a range of a predetermined angle centered on the direction Db1. That is, the determination unit 147 may determine whether the user's operation direction Du matches the direction Db from the player character to be operated on to the ball object BO based on whether the user's operation direction Du is included in a range of a predetermined angle with respect to the direction Db1 from player B to the ball object BO in the first frame.
[0057] Further, the predetermined direction range may be a preset angular range based on the direction Db1 from player B to the ball object BO in each frame. For example, the predetermined direction range may be a preset angular range from the direction Db1 from player B to the ball object BO in each frame, or may be a preset angular range centered on the direction Db1. That is, the determination unit 147 determines whether the user's operation direction Du matches the direction Db from the player character to be operated on to the ball object BO based on whether the user's operation direction Du is included in a preset angular range based on the direction Db1 from player B to the ball object BO in each frame from the 1st frame to the 300th frame. In this case, it may be determined that they match when the user's operation direction Du is included in the preset angular range in at least one frame, or it may be determined that they match when the user's operation direction Du is included in the preset angular range in a predetermined percentage of frames. Note that the preset angle may be 0 degrees, that is, it may be determined for exact match.
[0058] Also, an example in which the frames from the frame in which the user's operation is detected to 300 frames ahead are the targets of determination has been described, but it is not limited to 300 frames ahead, and the number of frames to be the targets of determination can be arbitrarily determined.
[0059] Note that an example in which the position estimation unit 146 estimates the positions of both player B (the player character to be operated on) and the ball object BO up to a predetermined number of frames considering the movements of both has been described, but the position of only one of them may be estimated. For example, the position estimation unit 146 may estimate only the position of the ball object BO up to a predetermined number of frames without moving the position of player B (the player character to be operated on) from the position in the 1st frame. In this case, the direction Db from player B to the ball object BO in each frame is determined by the position of player B in the 1st frame and the position of the ball object BO in each frame.
[0060] When the determination unit 147 determines that the operation direction Du of the user does not match the direction Db from the player character being operated on to the ball object BO, it determines to switch the operation target. In this case, the operation target changing unit 145 switches the operation target to the player character with the minimum distance to the ball object BO next to the player character being operated on.
[0061] In this way, when the user's operation is detected, the operation target changing unit 145 does not simply select the player character with the minimum distance to the ball object BO as the operation target, but performs an "operation target changing process" of switching the player character as the operation target in consideration of the user's operation. For example, when the direction from the player character being operated on, which has the minimum distance to the ball object BO, to the ball object BO does not match the user's operation direction, the operation target changing unit 145 switches the operation target to the player character with the minimum distance to the ball object BO next to the player character being operated on.
[0062] On the other hand, when the user's operation is no longer detected and there is a player character with a smaller distance to the ball object BO than the character being operated on, the operation target selection unit 144 performs an "operation target selection process" of selecting the player character with the smallest distance as the operation target. That is, when the user's operation is no longer detected and the player character with the smallest distance to the ball object BO is not the operation target, the operation target selection unit 144 switches the operation target to the player character with the smallest distance to the ball object BO.
[0063] When switching the player character to be operated on, some of the player characters existing on the game field FL may be excluded from the target of switching the operation target. Some player characters refer to player characters such as fielders moving towards the cover, fielders covering, and infielders in front of (the home plate side of) the hit ball among the player characters that are currently the operation target or not currently the operation target. For example, the player character of the catcher covering the base is excluded from the target of switching the operation target.
[0064] Also, when the operation target is switched by the operation target selection process or the operation target change process, switching of the operation target is prohibited for a predetermined period thereafter. When the operation target selection unit 144 switches the operation target based on the distance from the ball object BO in a state where no user operation is detected, switching of the operation target is prohibited for a predetermined period (second period) after the switching. Further, when the operation target change unit 145 switches the operation target based on the user operation direction and the direction from the character of the operation target to the ball object BO, switching of the operation target is prohibited for a predetermined period (first period) after the switching.
[0065] Here, the predetermined period for prohibiting switching of the operation target may be made different between the case where the operation target selection unit 144 switches the operation target by the operation target selection process not depending on the user operation and the case where the operation target change unit 145 switches the operation target by the operation target change process considering the user operation. For example, the predetermined period for prohibiting switching of the operation target may be set to a longer period when the operation target change unit 145 switches the operation target by the operation target change process than when the operation target selection unit 144 switches the operation target by the operation target selection process. As an example, the predetermined period (second period) for prohibiting switching of the operation target when the operation target selection unit 144 switches the operation target by the operation target selection process may be 500 msec, and the predetermined period (first period) for prohibiting switching of the operation target when the operation target change unit 145 switches the operation target by the operation target change process may be 800 msec.
[0066] In addition, when the operation target selection unit 144 or the operation target change unit 145 prohibits the switching of the operation target, it is not necessary to determine whether to switch, or even if the determination is made, the switching may not be performed while ignoring the determination result.
[0067] 〔Operation of the process〕 Next, the operation of the operation target determination process performed in the game process of step S20 shown in FIG. 5 will be described. FIG. 10 is a flowchart showing an example of the operation target determination process according to the present embodiment.
[0068] First, the CPU 14 determines whether there is a user operation on the controller 15 (step S201). The user operation is an operation for moving the player character that is the operation target. Note that, as the user's intention, there may be an operation for moving a player character that is not the operation target, but the CPU 14 receives it as an operation for moving the player character that is the operation target regardless of the user's intention. When the CPU 14 determines that there is a user operation (step S201: YES), it proceeds to the operation target change process in step S210. On the other hand, when the CPU 14 determines that there is no user operation (step S201: NO), it proceeds to the operation target selection process in step S220.
[0069] First, the operation target change process in step S210 will be described. The CPU 14 determines whether or not a predetermined period (for example, 800 msec) or more has elapsed since the operation target was switched by the operation target change process (step S211). When the CPU 14 determines that a predetermined period (for example, 800 msec) or more has not elapsed since the operation target was switched by the operation target change process (step S211: NO), it ends the operation target change process without switching the operation target. Then, it proceeds to the process in step S230.
[0070] On the other hand, when the CPU 14 determines that a predetermined period (e.g., 800 msec) or more has elapsed since switching the operation target by the operation target change process (step S211: YES), the process proceeds to step S213. In step S213, the CPU 14 estimates the positions of the operation target player character and the ball object BO from the frame at the time when the user's operation is detected to a predetermined number of frames ahead, and calculates the direction from the operation target player character to the ball object BO (see FIG. 8).
[0071] Next, the CPU 14 determines whether the user's operation direction is within a predetermined direction range (step S215). The predetermined direction range is, for example, the range of the angle θ between the directions from the operation target player character to the ball object BO for each of the Nth frame and the (N + 1)th frame (N = 1, 2, ···, 299) (or the range obtained by adding the angle α×2 to the said range) (see FIG. 9). For example, the CPU 14 determines whether the user's operation direction is within the predetermined direction range based on whether the user's operation direction is included in the predetermined direction range from the 1st frame to the 300th frame.
[0072] When the CPU 14 determines that the user's operation direction is within the predetermined direction range (step S215: YES), it ends the operation target change process without switching the operation target. Then, the process proceeds to step S230.
[0073] On the other hand, when the CPU 14 determines that the user's operation direction is not within the predetermined direction range (step S215: NO), it switches the operation target to the player character with the minimum distance to the ball object BO next to the operation target player character (step S217). Then, the CPU 14 ends the operation target change process and the process proceeds to step S230.
[0074] Next, the operation target selection process in step S220 will be described. The CPU 14 determines whether or not a predetermined period (e.g., 500 msec) or more has elapsed since the operation target was switched by the operation target selection process (step S221). If the CPU 14 determines that the predetermined period (e.g., 500 msec) or more has not elapsed since the operation target was switched by the operation target selection process (step S221: NO), the operation target selection process ends without switching the operation target. Then, the process proceeds to step S230.
[0075] On the other hand, if the CPU 14 determines that a predetermined period (e.g., 500 msec) or more has elapsed since the operation target was switched by the operation target selection process (step S221: YES), the process proceeds to the process of step S223. In step S223, the CPU 14 determines whether or not the player character with the minimum distance from the ball object BO is the operation target player character (step S223).
[0076] If the CPU 14 determines that the player character with the minimum distance from the ball object BO is the operation target player character (step S223: YES), the operation target selection process ends without switching the operation target. Then, the process proceeds to the process of step S230. On the other hand, if the CPU 14 determines that the player character with the minimum distance from the ball object BO is not the operation target player character (step S223: NO), the player character with the minimum distance from the ball object BO is switched to the operation target (step S225). Then, the CPU 14 ends the operation target selection process and the process proceeds to the process of step S230.
[0077] In step S230, the CPU 14 updates all the game objects on the game field FL including the player character of the operation target determined by the operation target change process or the operation target selection process.
[0078] Note that the process of step S230 may be executed before step S201. That is, the update of the game object may be an update that reflects the processing result of the operation target change process or the operation target selection process in the current frame, or may be an update that reflects the processing result of the operation target change process or the operation target selection process in the immediately previous frame.
[0079] Next, with reference to FIGS. 11 to 13, specific examples of the switching of the operation target will be described. Note that the content described here is merely for explaining an example of the switching of the operation target and does not correspond to the situation in an actual baseball game.
[0080] FIG. 11 is a schematic diagram showing an example of the positional relationship of game objects on the game field FL. This FIG. 11 schematically represents the positional relationship between the player character and the ball object BO, the operation direction of the user, and an example of the operation target. The player character Ca is referred to as player A. The player character Cb is referred to as player B. The player character Cc is referred to as player C. Regarding the ball object BO, the positions at times t1, t2, t3, and t4 respectively, and the estimated positions of the ball object BO at the 200th frame and the 300th frame when the position of the ball object BO at time t2 is taken as the position of the first frame are shown. In this figure, let the distance between player A and the ball object BO at time t1 be L1. Let the distance between player A and the ball object BO at time t2 be L2, the distance between player B and the ball object BO be L3, and the distance between player C and the ball object BO be L4. The relationship of each distance is L2 > L4 > L3 > L1. Further, FIG. 12 is a timing chart showing a first example of the switching of the operation target. Further, FIG. 13 is a timing chart showing a second example of the switching of the operation target.
[0081] First, referring to FIGS. 11 and 12, a first example of the switching of the operation target will be described. During the period from time t1 to time t2, player A is the closest to the ball object BO. Therefore, player A is selected as the operation target by the operation target selection process, and the cursor P1 is displayed on player A. At this time, the cursors P2 and P3 are not displayed. At time t2, since the player closest to the ball object BO changes from player A to player B, the operation target is switched from player A to player B by the operation target selection process. The cursor P1 becomes non-displayed and the cursor P2 is displayed. Since the operation target is switched by the operation target selection process, during the period of 500 msec from time t2, even if the user operates in any direction, the switching of the operation target is prohibited.
[0082] At time t2, when the user performs an operation in the operation direction Du1 intending an operation on player B, it is determined that the user's operation direction Du1 coincides with the direction from player B to the ball object BO. Therefore, even if the switching of the operation target becomes possible 500 msec after time t2, the switching of the operation target by the operation target change process does not occur.
[0083] Thereafter, at time t4, when the user performs an operation in the operation direction Du2 intending an operation on player C, it is determined that the user's operation direction Du2 does not coincide with the direction from player B to the ball object BO, and the operation target is switched to player C, who is the next closest to the ball object BO, by the operation target change process. The cursor P2 becomes non-displayed and the cursor P3 is displayed. During the period of 800 msec from time t4, the switching of the operation target is prohibited.
[0084] Next, referring to FIGS. 11 and 13, a second example of the switching of the operation target will be described. From time t1 to time t2, player A is selected as the operation target and the cursor P1 is displayed on player A in the same manner as in the first example. At time t2, since the player closest to the ball object BO changes from player A to player B, the operation target is switched from player A to player B by the operation target selection process. The cursor P1 becomes non-displayed and the cursor P2 is displayed.
[0085] In this second example, at time t2, unlike the first example, it is assumed that the user performs an operation in the operation direction Du2 intending to operate on player C. Since switching of the operation target is prohibited during the period of 500 msec from time t2, player B remains the operation target as it is, and the operation of the user in the operation direction Du is processed as an operation on player B. When switching of the operation target becomes possible 500 msec after time t2, it is determined that the operation direction Du2 of the user does not match the direction from player B to the ball object BO, and the operation target is switched to player C, who is the player closest to the ball object BO next, by the operation target change process (time t3). The cursor P2 becomes invisible and the cursor P3 is displayed. Switching of the operation target is prohibited during the period of 800 msec from time t3.
[0086] 〔Summary of Embodiment〕 As described above, the game device 10 according to the present embodiment executes a process of a game in which the player character to be the operation target of the user switches among a plurality of player characters (an example of a character). For example, the game device 10 selects, as the operation target, the player character having the minimum distance from the ball object BO (an example of a specific object) among the plurality of player characters. Further, the game device 10 detects the user's operation and operation direction for moving the player character (an example of an operation target character) selected as the operation target. When the user's operation is detected, the game device 10 determines whether to switch the operation target based on the user's operation direction and the direction from the player character being the operation target to the ball object BO. Then, when it is determined to switch the operation target, the game device 10 switches the operation target to another player character among the plurality of player characters.
[0087] Thereby, since the game device 10 determines the operation target in consideration of not only the distance between the player character and the ball object BO but also the user's operation for moving the player character, it is possible to switch to the operation target reflecting the user's intention without requiring a complicated operation.
[0088] For example, when it is determined that the operation target is to be switched, the game device 10 switches the operation target to the player character with the smallest distance to the ball object BO next to the currently targeted player character.
[0089] Thereby, when switching the operation target, the game device 10 sets the player character with the smallest distance to the ball object BO next as the operation target, so that it is possible to switch to an operation target that reflects the user's intention.
[0090] For example, when the user's operation direction is not included in a predetermined direction range based on the direction from the currently targeted player character to the ball object BO, the game device 10 determines to switch the operation target.
[0091] Thereby, when the currently targeted player character is not the operation target intended by the user based on the user's operation, the game device 10 can switch the operation target.
[0092] For example, when performing an operation to move a player character, the user performs the operation considering moving not only to the current positions of the player character and the ball object BO but also to a position slightly ahead. Therefore, the game device 10 estimates at least one of the position of the currently targeted player character and the position of the ball object BO from the time when the user's operation is detected to a predetermined period ahead. Then, based on the estimation result of at least one of the position of the currently targeted player character and the position of the ball object BO, the game device 10 determines whether the user's operation direction is included in a predetermined direction range from the time when the user's operation is detected to a predetermined period ahead.
[0093] Thereby, by determining the user's operation direction considering the movement of the player character or the ball object BO over a predetermined period, the game device 10 can appropriately determine whether the currently targeted player character is the operation target intended by the user.
[0094] For example, the game device 10 draws an image of a game including a plurality of player characters and a ball object BO at a predetermined frame rate. Then, the game device 10 determines whether the operation direction of the user is included in a predetermined direction range from the frame at the time when the user's operation is detected to a predetermined number of frames ahead.
[0095] Thereby, the game device 10 can appropriately determine whether the player character to be operated is the operation target intended by the user by determining the operation direction of the user considering the movement of the player character or the ball object BO over a predetermined number of frames.
[0096] As an example, the game device 10 determines whether the operation direction of the user in the Nth (N is a positive integer) frame is included in a predetermined direction range determined by the direction from the player character to be operated in the Nth frame to the ball object BO and the direction from the player character to be operated in the (N + 1)th frame to the ball object BO, from the frame when the user's operation is detected to a predetermined number of frames ahead.
[0097] Thereby, the game device 10 can appropriately determine whether the player character to be operated is the operation target intended by the user by determining the operation direction of the user considering the movement of the player character or the ball object BO over a predetermined number of frames.
[0098] When the user's operation is no longer detected and there is a character with the smallest distance from the ball object BO among the player characters to be operated, the game device 10 sets the character with the smallest distance as the operation target.
[0099] Thereby, when the user is not operating on a player character, the game device 10 can set as the operation target a player character that the user is likely to operate.
[0100] When the game device 10 switches the operation target based on the operation direction of the user and the direction from the player character as the operation target to the ball object BO, the game device 10 prohibits switching of the operation target during the first period (for example, 800 msec) after the switching.
[0101] Thereby, the game device 10 can suppress the operation target from being switched more than necessary in a short time due to slight changes such as the positional relationship between the player character and the ball object BO and the operation direction of the user.
[0102] When the game device 10 switches the operation target based on the distance from the ball object BO in a state where the operation of the user is not detected, the game device 10 prohibits switching of the operation target during the second period (for example, 500 msec) after the switching.
[0103] Thereby, the game device 10 can suppress the operation target from being switched more than necessary in a short time due to slight changes such as the positional relationship between the player character and the ball object BO and the operation direction of the user.
[0104] For example, the first period (for example, 800 msec) is set to be longer than the second period (for example, 500 msec).
[0105] Thereby, when the game device 10 makes a determination to switch the operation target based on the operation of the user, the game device 10 can prioritize over the determination of switching the operation target by a system independent of the operation of the user, and make it difficult for the operation target to be switched.
[0106] In addition, in a game device 10 that executes game processing in which a player character to be operated by a user is switched from among a plurality of player characters (an example of a character), a game processing method includes: a step of selecting, as an operation target, the player character having the minimum distance from a ball object BO (an example of a specific object) among the plurality of player characters; a step of detecting a user operation and an operation direction for moving the player character selected as the operation target (an example of an operation target character); a step of determining whether to switch the operation target based on the user operation direction and the direction from the player character selected as the operation target to the ball object BO when the user operation is detected; and a step of switching, when it is determined to switch the operation target, to another player character among the plurality of player characters as the operation target.
[0107] Accordingly, the game processing method in the game device 10 can switch to an operation target that reflects the user's intention without requiring complicated operations, because it determines the operation target in consideration of not only the distance between the player character and the ball object BO but also the user operation for moving the player character.
[0108] [Modification Example] As described above, the embodiments of the present invention have been described in detail with reference to the drawings. However, the specific configuration is not limited to the above-described embodiments, and designs and the like within the scope not departing from the gist of the present invention are also included. For example, the respective configurations described in the above embodiments can be arbitrarily combined.
[0109] In the above-described embodiment, the operation target change unit 145 has been described as an example of switching, as the operation target, to the player character having the minimum distance from the ball object BO next to the player character selected as the operation target when the user operation direction and the direction from the player character selected as the operation target to the ball object do not match. However, the present invention is not limited thereto, and the operation target change unit 145 may determine, as the operation target, a player character whose user operation direction matches the direction to the ball object when switching the operation target.
[0110] In addition, in the above-described embodiment, a baseball game was used as an example for explanation, but the present invention is not limited to baseball games. For example, any game in which the character to be operated by the user is switched from among a plurality of characters can be applied to various games themed on sports such as soccer, rugby, and American football. Further, the present invention is not limited to games themed on sports, and can be applied to any game such as a combat game in which a plurality of warrior characters capture or attack a specific enemy object.
[0111] Further, a program for realizing the functions of the above-described game processing unit 140 may be recorded on a computer-readable recording medium, and the program recorded on this recording medium may be read into a computer system and executed to perform processing as the game processing unit 140. Here, "reading and executing the program recorded on the recording medium into the computer system" includes installing the program in the computer system. The "computer system" as used herein is assumed to include hardware such as an OS and peripheral devices. Further, the "computer system" may include a plurality of computer devices connected via a network including communication lines such as the Internet, WAN, LAN, and dedicated lines. Also, the "computer-readable recording medium" refers to a portable medium such as a flexible disk, magneto-optical disk, ROM, CD-ROM, or a storage device such as a hard disk built into the computer system. Thus, the recording medium storing the program may be a non-transitory recording medium such as a CD-ROM. Further, the recording medium includes an internal or external recording medium provided so as to be accessible from a distribution server for distributing the program. The code of the program stored in the recording medium of the distribution server may be different from the code of the program executable on the terminal device. That is, any form stored in the distribution server is acceptable as long as it can be downloaded from the distribution server and installed in a form executable on the terminal device. Note that the program may be divided into a plurality of parts, downloaded at different timings, and then combined on the terminal device, or the distribution servers for distributing the respective divided programs may be different. Furthermore, the "computer-readable recording medium" includes a computer system internal volatile memory (RAM) such as a server or a client when a program is transmitted via a network, which holds the program for a certain period of time. Also, the above program may be for realizing a part of the above-described functions. Further, it may be a so-called difference file (difference program) that can realize the above-described functions in combination with a program already recorded in the computer system.
[0112] Further, some or all of the functions of the above-described game processing unit 140 may be realized as an integrated circuit such as an LSI (Large Scale Integration). Each of the above-described functions may be individually processed by a processor, or some or all of them may be integrated and processed by a processor. Further, the method of integrating into an integrated circuit is not limited to an LSI, and may be realized by a dedicated circuit or a general-purpose processor. Further, when a technology for integrating into an integrated circuit that replaces an LSI appears due to the progress of semiconductor technology, an integrated circuit using such technology may be used.
[0113] Further, in the above embodiment, at least a part of the data stored in the storage unit 13 provided in the game device 10 may be stored in an externally connected storage device. The externally connected storage device is a storage device connected to the game device 10 by wire or wirelessly. For example, the externally connected storage device may be a storage device connected by USB (Universal Serial Bus), wireless LAN (Local Area Network), wired LAN, etc., or a storage device (data server) connected via the Internet or the like. The storage device (data server) connected via the Internet or the like may be used using cloud computing.
[0114] Further, a configuration corresponding to at least a part of each unit included in the game processing unit 140 may be included in a server device 30 connected via the Internet or the like. For example, the above embodiment can also be applied to a so-called cloud game in which game processing is executed by the server device 30.
[0115] [Supplementary Note] The present invention can be understood as follows from the above description. For ease of understanding of the present invention, reference numerals in the accompanying drawings are appended in parentheses for convenience, but the present invention is not limited to the illustrated embodiments.
[0116] (Appendix 1) The game program according to one aspect of the present invention causes a computer that executes game processing in which a character to be an operation target of a user switches among a plurality of characters, to perform a step (S220) of selecting, as the operation target, a character having the minimum distance from a specific object (BO) among the plurality of characters, a step (S10) of detecting a user operation and an operation direction for moving the operation target character selected as the operation target, and when the user operation is detected, a step (S215) of determining whether to switch the operation target based on the user operation direction (Du) and the direction (Db) from the operation target character to the specific object, and when it is determined to switch the operation target, a step (S217) of switching another character among the plurality of characters to the operation target.
[0117] According to the configuration of Appendix 1, since the game program determines the operation target in consideration of not only the distance between the character and the specific object but also the user operation for moving the character, it is possible to switch the operation target reflecting the user's intention without requiring a complicated operation.
[0118] (Appendix 2) One aspect of the present invention is the game program described in Appendix 1, wherein in the switching step (S217), when it is determined to switch the operation target, the character having the minimum distance from the specific object next to the operation target character is switched to the operation target.
[0119] According to the configuration of Appendix 2, since the game program sets, as the operation target, the character having the minimum distance from the specific object next when switching the operation target, it is possible to switch to the operation target reflecting the user's intention.
[0120] (Appendix 3) One aspect of the present invention is the game program described in Appendix 1 or Appendix 2, wherein in the step of determination (S215), when the operation direction of the user is not included in a predetermined direction range based on the direction from the operation target character to the specific object, it is determined that the operation target is switched.
[0121] According to the configuration of Appendix 3, the game program can switch the operation target when the operation target character is not the operation target intended by the user based on the user's operation.
[0122] (Appendix 4) One aspect of the present invention is the game program described in Appendix 3, further causing the computer to execute a step (S213) of estimating at least one of the position of the operation target character and the position of the specific object from the time when the user's operation is detected to a predetermined period ahead, and in the step of determination (S215), determining whether the operation direction of the user is included in the predetermined direction range from the time when the user's operation is detected to the predetermined period ahead based on the estimation result of at least one of the position of the operation target character and the position of the specific object.
[0123] According to the configuration of Appendix 4, the game program can appropriately determine whether the operation target character is the operation target intended by the user by determining the operation direction of the user over a predetermined period in consideration of the movement of the character or the specific object.
[0124] (Appendix 5) One aspect of the present invention is the game program described in Appendix 4, further causing the computer to execute a step (S30) of drawing an image of the game including the plurality of characters and the specific object at a predetermined frame rate, and in the step of determination (S215), determining whether the operation direction of the user is included in the predetermined direction range from the frame when the user's operation is detected to a predetermined number of frames ahead (for example, 300 frames ahead).
[0125] According to the configuration of Supplementary Note 5, the game program can appropriately determine whether the character to be operated is the character intended by the user by determining the operation direction of the user considering the movement of the character or a specific object over a predetermined number of frames.
[0126] (Supplementary Note 6) One aspect of the present invention is the game program described in Supplementary Note 5, wherein in the determining step (S215), it is determined whether the operation direction of the user at the Nth (N is a positive integer) frame is included in the predetermined direction range determined by the direction from the character to be operated at the Nth frame to the specific object and the direction from the character to be operated at the (N + 1)th frame to the specific object, from the frame in which the operation of the user is detected to a predetermined number of frames ahead.
[0127] According to the configuration of Supplementary Note 6, the game program can appropriately determine whether the character to be operated is the character intended by the user by determining the operation direction of the user considering the movement of the character or a specific object over a predetermined number of frames.
[0128] (Supplementary Note 7) One aspect of the present invention is the game program described in any one of Supplementary Notes 1 to 6, wherein in the selecting step (S220), when the operation of the user is no longer detected and there is a character with the minimum distance from the specific object among the characters to be operated, the character with the minimum distance is set as the character to be operated.
[0129] According to the configuration of Supplementary Note 7, the game program can set, as the character to be operated, the character that the user is likely to operate when the user is not operating on a character.
[0130] (Appendix 8) One aspect of the present invention is the game program according to any one of Appendices 1 to 7, wherein in the switching step (S217), when the operation target is switched based on the operation direction of the user and the direction from the operation target character to the specific object, the first period (for example, 800 msec) after the switching prohibits the switching of the operation target.
[0131] According to the configuration of Appendix 8, the game program can suppress the operation target from being switched more than necessary in a short time due to slight changes such as the positional relationship between the character and the specific object and the operation direction of the user.
[0132] (Appendix 9) One aspect of the present invention is the game program according to Appendix 8, wherein in the switching step (S217), when the operation target is switched based on the distance from the specific object in a state where the operation of the user is not detected, the second period (for example, 500 msec) after the switching prohibits the switching of the operation target.
[0133] According to the configuration of Appendix 9, the game program can suppress the operation target from being switched more than necessary in a short time due to slight changes such as the positional relationship between the character and the specific object and the operation direction of the user.
[0134] (Appendix 10) One aspect of the present invention is the game program according to Appendix 9, wherein the first period (for example, 800 msec) is set to be longer than the second period (for example, 500 msec).
[0135] According to the configuration of Appendix 10, when the game program determines to switch the operation target based on the user's operation, it can make it less likely for the operation target to be switched by emphasizing it more than the determination of switching the operation target by the system independent of the user's operation.
[0136] (Appendix 11) A game processing method according to an aspect of the present invention is a game processing method executed by a computer that executes processing of a game in which a character to be an operation target of a user is switched from among a plurality of characters, selecting (S220) as the operation target the character having the minimum distance from a specific object (BO) among the plurality of characters; detecting (S10) a user operation and an operation direction for moving the operation target character selected as the operation target; when the user operation is detected, determining (S215) whether to switch the operation target based on the user operation direction (Du) and the direction (Db) from the operation target character to the specific object; when it is determined to switch the operation target, switching (S217) another character among the plurality of characters to the operation target.
[0137] According to the configuration of Appendix 11, since the game processing method determines the operation target in consideration of not only the distance between the character and the specific object but also the user operation for moving the character, it is possible to switch the operation target reflecting the user's intention without requiring a complicated operation.
[0138] (Appendix 12) A game device (10) according to an aspect of the present invention is a game device that executes processing of a game in which a character to be an operation target of a user is switched from among a plurality of characters, a selection unit (144, S220) that selects as the operation target the character having the minimum distance from a specific object (BO) among the plurality of characters; a detection unit (141, S10) that detects a user operation and an operation direction for moving the operation target character selected as the operation target; a determination unit (147, S215) that determines whether to switch the operation target based on the user operation direction (Du) and the direction (Db) from the operation target character to the specific object when the user operation is detected; a switching unit (145, S217) that switches another character among the plurality of characters to the operation target when it is determined to switch the operation target.
[0139] According to the configuration of Supplementary Note 12, the game device determines the operation target in consideration of not only the distance between the character and a specific object but also the operation of the user who moves the character. Therefore, it is possible to switch the operation target reflecting the user's intention without requiring complicated operations.
Explanation of Signs
[0140] 1 Game system, 10 Game device, 11 Communication unit, 12 Input / output IF unit, 13 Storage unit, 14 CPU, 15 Controller, 16 Display device, 140 Game processing unit, 141 Operation detection unit, 142 Drawing processing unit, 143 Operation target control unit, 144 Operation target selection unit, 145 Operation target change unit, 146 Position estimation unit, 147 Judgment unit, 161 Display unit, 162 Voice output unit
Claims
1. A computer that executes processing for a game in which a character to be controlled by a user is switched from among a plurality of characters, selecting one character selected from the plurality of characters based on a position of a specific object as the operation target; detecting a user's operation and operation direction for moving the operation target character selected as the operation target; When the user's operation is detected, determining whether or not to switch the operation target based on the operation direction of the user and the direction from the operation target character to the specific object; when it is determined that the operation object is to be switched, switching another character among the plurality of characters to the operation object; A game program for executing the above.
2. In the determining step, determining that the operation target is to be switched when the operation direction of the user is not included in a predetermined direction range based on the direction from the operation target character to the specific object; The game program according to claim 1 .
3. In the determining step, characters that satisfy the condition are excluded from the targets for switching the operation object.
3. The game program according to claim 1 or 2.
4. A game processing method executed by a computer that executes processing for a game in which a character to be operated by a user is switched from among a plurality of characters, comprising: selecting one character selected from the plurality of characters based on a position of a specific object as the operation target; detecting a user's operation and operation direction for moving the operation target character selected as the operation target; When the user's operation is detected, determining whether or not to switch the operation target based on the operation direction of the user and the direction from the operation target character to the specific object; when it is determined that the operation object is to be switched, switching another character among the plurality of characters to the operation object; A game processing method including:
5. A game device that executes a game process in which a character to be operated by a user is switched from among a plurality of characters, a selection unit that selects one of the plurality of characters based on a position of a specific object as the operation target; a detection unit that detects a user's operation and operation direction for moving the operation target character selected as the operation target; a determination unit that, when the user's operation is detected, determines whether to switch the operation target based on the user's operation direction and the direction from the operation target character to the specific object; a switching unit that switches another character among the plurality of characters to the operation target when it is determined that the operation target should be switched; A game device comprising: