Program, information processing device, and information processing method

By acquiring touch position information and displaying relative distance to stop instructions, the system addresses erroneous operations in touch panel games, improving user input accuracy.

JP2025123380APending Publication Date: 2025-08-22KONAMI DIGITAL ENTERTAINMENT CO LTD
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Patent Information

Application Number
JP2025100031
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2025-06-16
Publication Date
2025-08-22

AI Technical Summary

Technical Problem

In games using a touch panel, users may inadvertently perform erroneous operations due to focusing on game objects and neglecting the touch position, leading to incorrect input instructions.

Method used

A processor acquires touch position information and designates object movement or stop based on predefined areas on the touch panel, while displaying a touch position image indicating the distance to a stop instruction area relative to the object, aiding user guidance.

Benefits of technology

This approach reduces erroneous operations by visually informing users of the distance to the stop instruction area, enhancing operational accuracy and reducing mistakes.

✦ Generated by Eureka AI based on patent content.

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Abstract

To suppress wrong operation when inputting an instruction using a touch panel.SOLUTION: A touch position acquisition section 162 acquires touch position information showing a touch position of a touch panel 12. A game control section 164 designates constant velocity movement of a character C in a game space G when a touch position P shown by touch position information is in a movement instruction area RD set on the touch panel 12, and designates stopping of movement of a character C when the touch position P shown by touch position information is within a neutral area RN set on the touch panel 12. A display control section 166 displays a touch position image TI in a mode based on distance between the touch position P and the neutral area RN in a position based on the character C when the touch position P is positioned in the movement instruction area RD.SELECTED DRAWING: Figure 4
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Description

[Technical Field]

[0001] The present invention relates to a program, an information processing device, and an information processing method. [Background technology]

[0002] Devices that receive instructions input from a user using a touch panel or the like are becoming popular (see Patent Document 1). In Patent Document 1, instructions are received from the user according to the touch position on the touch panel. [Prior art documents] [Patent documents]

[0003] [Patent Document 1] Japanese Patent Application Laid-Open No. 2017-119043 Summary of the Invention [Problem to be solved by the invention]

[0004] In games using a touch panel, an operation area that accepts instructions from the user may be set on the touch panel. However, during the game, the user may be primarily focused on the object to be operated and may not visually check the touch position. In this case, the user may intuitively determine how to shift the touch position from the current touch position to reach the desired operation area, which may result in an erroneous operation.

[0005] The present invention has been made in consideration of the above-mentioned circumstances, and one of the problems to be solved is to provide a technique that can prevent erroneous operations when inputting instructions using a touch panel. [Means for solving the problem]

[0006] In order to solve the above problems, a program according to one aspect of the present invention is characterized in that it causes a processor to function as an acquisition unit that acquires touch position information indicating a touch position on a touch panel, a designation unit that, if the touch position indicated by the touch position information is in a movement instruction area set on the touch panel, designates a constant speed movement of an object in a game space, and, if the touch position indicated by the touch position information is in a stop instruction area set on the touch panel, designates a stop of movement of the object, and, if the touch position is located in the movement instruction area, displays a touch position image in a manner based on the distance between the touch position and the stop instruction area, at a position based on the object,

[0007] An information processing device according to another aspect of the present invention is characterized by comprising: an acquisition unit that acquires touch position information indicating a touch position on a touch panel; a designation unit that, when the touch position indicated by the touch position information is in a movement instruction area set on the touch panel, designates a constant speed movement of an object in a game space, and, when the touch position indicated by the touch position information is in a stop instruction area set on the touch panel, designates a stop of the constant speed movement of the object; and a display control unit that, when the touch position is located in the movement instruction area, displays a touch position image in a manner based on the distance between the touch position and the stop instruction area, at a position based on the object.

[0008] An information processing system according to another aspect of the present invention is an information processing system comprising: a game device equipped with a touch panel and displaying game-related images on the touch panel; and a server device capable of communicating with the game device, the information processing system comprising: an acquisition unit that acquires touch position information indicating a touch position on the touch panel; a designation unit that, when the touch position indicated by the touch position information is in a movement instruction area set on the touch panel, designates uniform movement of an object in a game space; and, when the touch position indicated by the touch position information is in a stop instruction area set on the touch panel, designates a stop of the uniform movement of the object; and, when the touch position is located in the movement instruction area, displays a touch position image in a manner based on the distance between the touch position and the stop instruction area at a position based on the object.

[0009] A server device according to another aspect of the present invention is a server device capable of communicating with a game device, and is characterized by comprising: an acquisition unit that acquires touch position information indicating a touch position on a touch panel provided on the game device; a designation unit that, when the touch position indicated by the touch position information is in a movement instruction area set on the touch panel, designates a constant speed movement of an object in a game space of a game executed on the terminal device, and, when the touch position indicated by the touch position information is in a stop instruction area set on the touch panel, designates a stop of the constant speed movement of the object; and a display control unit that, when the touch position is located in the movement instruction area, displays a touch position image in a manner based on the distance between the touch position and the stop instruction area at a position based on the object on the touch panel.

[0010] An information processing method according to another aspect of the present invention is characterized in that a processor acquires touch position information indicating a touch position on a touch panel, and if the touch position indicated by the touch position information is in a movement instruction area set on the touch panel, specifies a constant speed movement of an object in a game space, if the touch position indicated by the touch position information is in a stop instruction area set on the touch panel, specifies a stop of the constant speed movement of the object, and if the touch position is located in the movement instruction area, displays a touch position image in a manner based on the distance between the touch position and the stop instruction area at a position based on the object. [Brief explanation of the drawings]

[0011] [Figure 1] 1 is a diagram showing an example of the appearance of an information processing device 10 according to a first embodiment. [Figure 2] 1 is a hardware configuration diagram showing an example of a hardware configuration of an information processing device 10. FIG. [Figure 3] 1 is a block diagram showing an example of a functional configuration of an information processing device 10. FIG. [Figure 4] 10 is a diagram showing a model of the designation of the movement mode of the character C by the game control unit 164. FIG. [Figure 5] 10 is a diagram showing a model of the designation of the movement mode of the character C by the game control unit 164. FIG. [Figure 6A] FIG. 2 is a diagram showing a first display example of a touch position image TI in the first embodiment. [Figure 6B] FIG. 2 is a diagram showing a first display example of a touch position image TI in the first embodiment. [Figure 7A] FIG. 10 is a diagram showing a second display example of the touch position image TI in the first embodiment. [Figure 7B] FIG. 10 is a diagram showing a second display example of the touch position image TI in the first embodiment. [Figure 8A] FIG. 10 is a diagram showing a third display example of the touch position image TI in the first embodiment. [Figure 8B]FIG. 10 is a diagram showing a third display example of the touch position image TI in the first embodiment. [Figure 9] 4 is a flowchart showing the processing of a control unit 160 in the first embodiment. [Figure 10A] FIG. 10 is a diagram showing a first display example of a touch position image TI in the second embodiment. [Figure 10B] FIG. 10 is a diagram showing a first display example of a touch position image TI in the second embodiment. [Figure 11A] FIG. 10 is a diagram showing a second display example of the touch position image TI in the second embodiment. [Figure 11B] FIG. 10 is a diagram showing a second display example of the touch position image TI in the second embodiment. [Figure 12A] FIG. 10 is a diagram showing a third display example of the touch position image TI in the second embodiment. [Figure 12B] FIG. 10 is a diagram showing a third display example of the touch position image TI in the second embodiment. [Figure 13A] FIG. 11 is a diagram showing a first display example of a touch position image TI in the third embodiment. [Figure 13B] FIG. 11 is a diagram showing a first display example of a touch position image TI in the third embodiment. [Figure 14A] FIG. 13 is a diagram showing a second display example of the touch position image TI in the third embodiment. [Figure 14B] FIG. 13 is a diagram showing a second display example of the touch position image TI in the third embodiment. [Figure 15] 10 is a flowchart showing the processing of a control unit 160 in the third embodiment. DETAILED DESCRIPTION OF THE INVENTION

[0012] Hereinafter, embodiments of the present invention will be described with reference to the drawings. Note that in each drawing, the dimensions and scale of each part are appropriately different from those of the actual parts. Furthermore, the embodiments described below are preferred specific examples of the present invention, and therefore various technically preferable limitations are applied. However, the scope of the present invention is not limited to these embodiments unless otherwise specified in the following description to the effect that the present invention is limited.

[0013] [A: First embodiment] 1 is a diagram showing an example of the appearance of an information processing device 10 according to the first embodiment. The information processing device 10 is a portable information processing device such as a smartphone, a tablet terminal, or a portable game device. However, the information processing device 10 may also be, for example, a commercial game device installed in a store or amusement facility, or a stationary information processing terminal such as a desktop personal computer.

[0014] The information processing device 10 includes a touch panel 12 . The touch panel 12 has an input function (for example, an input unit 122 shown in FIG. 3) for receiving instructions input from a user to the information processing device 10, and a display function (for example, a display unit 120 shown in FIG. 3) for displaying various images.

[0015] 4 and the like, when an object such as a user's finger F is in contact with the touch panel 12, the touch panel 12 detects a touch position P (which may be expressed as Pa, Pb, or the like in FIG. 4 and subsequent figures) that is the contact position on the touch panel 12 of the object, and periodically outputs touch position information indicating the detected touch position P. In the following, it is assumed that the object in contact with the touch panel 12 is the user's finger F (see FIG. 4 and the like).

[0016] For example, if the touch position information is information that specifies one point on touch panel 12, touch position P is the touch position P indicated by the touch position information, and if the touch position information is information that specifies an area that has a spread on touch panel 12, touch position P may be a point included in the area. The point included in the area may be, for example, the center of gravity of the area or a point on the outer edge of the area, and among these, the point on the outer edge of the area may be, for example, a point closest to a reference point of a neutral area RN described later. In this embodiment, the touch panel 12 outputs, as the touch position information, information specifying a point on the touch panel, specifically, coordinate information on an XY plane defined by an X axis and a Y axis (to be described later). In this case, the touch position P is uniquely specified by the touch position information.

[0017] 1 , a touch position on touch panel 12 is defined by an X-axis and a Y-axis that are perpendicular to each other at an origin O set on touch panel 12. The X-axis and Y-axis are set along the sides of touch panel 12, which is formed in a rectangular shape. More specifically, the X-axis is set along the long side of touch panel 12, which is formed in a rectangular shape, and the Y-axis is set along the short side of touch panel 12. Therefore, when information processing device 10 is held so that the long side of touch panel 12 is oriented in the left-right direction, the X-axis corresponds to the left-right direction of touch panel 12, and the Y-axis corresponds to the up-down direction of touch panel 12. In the following embodiments, unless otherwise specified, up, down, down, left, and right (upward, downward, leftward, and rightward) refer to the directions of the game space G displayed on the touch panel 12 when viewed while holding the information processing device 10 so that the origin O is located at the bottom left of the touch panel 12. The X-axis and the Y-axis are not limited to being set relative to the touch panel 12, but may be set relative to the game space G, for example.

[0018] Furthermore, the touch panel 12 uses its display function to display a game space G, which is a virtual space provided in the game, a character C related to the game, an operation area R for receiving instruction inputs for the character C, and the like, as shown in FIG. These various images are displayed on the touch panel 12 by the processor 16 (see FIG. 2) of the information processing device 10 executing a game application program (an example of a "program").

[0019] The game space G displayed on the touch panel 12 may be a part of the game space G or the entire game space G. In this embodiment, the game space G displayed on the touch panel 12 is considered to be a part of the game space G. A part of the game space G is, for example, an image obtained by extracting a predetermined range of the game space G based on the position of the character C. Therefore, in this embodiment, the range of the game space G displayed on the touch panel 12 changes as the character C moves. In this embodiment, the game space G is a two-dimensional space defined by the X axis and the Y axis, but the game space G may be a three-dimensional space.

[0020] In this embodiment, the "game space G" is divided into a "movable space" in which the character C can move, and a "movement-restricted space" in which the movement of the character C is restricted. Of these, the "movement-restricted space" is a space in which the movement of the character C is restricted, for example, by environmental components arranged in the game space G. The "environmental components" are, for example, components that constitute the environment that hinders the movement of the character C in the game space. The environmental components may be, for example, obstacles into which the character C cannot enter, such as rocks, mountains, walls, and blocks B, or may be specific terrain such as oceans, rivers, and valleys over which the character C cannot pass.

[0021] In this embodiment, the environmental component is assumed to be block B. Character C cannot enter a location in game space G where block B is placed, that is, a movement-restricted space. On the other hand, areas of the game space G where no blocks B are placed are movable spaces, and become land areas L on which the character C can move in any direction. In this embodiment, block B may disappear, for example, due to the use of an item or the action of character C. In this case, the space occupied by the disappeared block B becomes part of land L. In other words, the shape of land L may change as the game progresses.

[0022] The character C is an example of an object that can be operated using the touch panel 12 (particularly the operation area R described below). In this embodiment, the operation area R is used to move the character C. The object may be the character C related to the game as in this embodiment, or may be, for example, an object related to the game. The character C related to the game may be, for example, a virtual living thing that can progress the game. Furthermore, the object related to the game may be, for example, a virtual inanimate object that can progress the game.

[0023] In this embodiment, the character C is assumed to be able to move in any direction in the movable space (land L) of the game space G. Being able to move in any direction is not limited to being able to specify the movement direction of the character C in an infinite number of steps, but may also mean being able to specify the direction in a finite number of steps according to the directional resolution of the game application program, for example. For convenience, eight arrows indicating the movement direction of character C are shown in Figure 1, but in reality, the number of possible movement directions for character C corresponds to the directional resolution of the game application program. Also, in the following embodiments, the movement direction of character C is indicated by a dotted arrow, but such an arrow does not need to be displayed on the actual display screen. As described above, in this embodiment, character C cannot enter a movement-restricted space. For example, if character C is instructed to move upwards at a position where block B is located above character C, character C cannot move upwards and will stop at that position.

[0024] The operation area R is also called a virtual pad, and accepts a designation of the movement state of the character C in the game space G by accepting a touch operation from the user. In this embodiment, the operation area R includes a movement instruction area RD, which is an area for instructing the movement and movement direction of the character C in the game space G, and a neutral area RN (stop instruction area), which is an area for instructing the character C to stop moving. In this embodiment, the operation area R is the area inside a circle Sa1 of radius r1 centered at reference point Q. Within the operation area R, the neutral area RN is the area inside a circle Sa2 of radius r2 (<radius r1) centered at reference point Q, and the movement instruction area RD is the area within the operation area R other than the neutral area RN, that is, a circular area inside circle Sa1 excluding the inside of circle Sa2. The circle Sa1 defines the outer edge of the movement instruction region RD, and the circle Sa2 defines the outer edge of the neutral region RN and the inner edge of the movement instruction region RD. In this embodiment, the reference point Q is illustrated as a circle having a predetermined area from the viewpoint of visibility, but in reality, the reference point Q is a point that is uniquely identified by coordinate information on the XY plane.

[0025] In this embodiment, the operation area R is displayed on the touch panel 12 in a manner that is visible to the user, but this is not limited to this, and the operation area R may also be a virtual area that is set up on the touch panel 12 so that it is not visible to the user. In addition, in this embodiment, the neutral area RN is arranged inside the movement instruction area RD in a manner that is visible on the touch panel 12, but it may also be arranged inside the movement instruction area RD in a manner that is not visible on the touch panel 12. Furthermore, the operation area R is not limited to a circular shape. For example, the left half of the screen of the touch panel 12 may be set as the operation area R. Furthermore, the positional relationship between the movement instruction region RD and the neutral region RN is not limited to the above-described one. For example, the movement instruction region RD may have a part of its outer edge in contact with the part of its outer edge in the neutral region RN. Furthermore, the position of operation area R may be fixed or variable on touch panel 12. As an example of a case where the position of operation area R is variable, for example, when the user's finger is removed from touch panel 12, display of operation area R is stopped, and when the user's finger touches touch panel 12, display of operation area R is resumed. When resuming display of operation area R, the position on touch panel 12 where the user's finger first touched may be set as reference point Q, and operation area R may be set around that point.

[0026] That is, the operation area R including the movement instruction area RD and the neutral area RN is, for example, an area that receives a touch operation from the user and is set in a part of the touch panel 12. The positions of the movement instruction area RD and the neutral area RN may be fixed on the touch panel 12 or may be variable.

[0027] FIG. 2 is a hardware configuration diagram showing an example of the hardware configuration of the information processing device 10. As shown in FIG. As shown in FIG. 2, the information processing device 10 includes a touch panel 12, a memory 14 that stores various types of information, and a processor 16 that controls each unit of the information processing device 10.

[0028] As described above, the touch panel 12 functions as the display unit 120 and the input unit 122 shown in FIG. The memory 14 includes, for example, a volatile memory such as a RAM (Random Access Memory) that functions as a working area for the processor 16, and a non-volatile memory such as an EEPROM (Electrically Erasable Programmable Read-Only Memory) that stores various information such as the application program of the game executed by the processor 16, and functions as the storage unit 140 shown in Figure 3. The processor 16 is, for example, one or more CPUs (Central Processing Units), and functions as a control unit 160 shown in FIG. 3 by executing a game application program stored in the memory 14 and operating in accordance with the application program.

[0029] In addition to or instead of a CPU, the processor 16 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 this case, part or all of the control unit 160 realized by the processor 16 may be realized by hardware such as a DSP.

[0030] FIG. 3 is a block diagram showing an example of the functional configuration of the information processing device 10. As shown in FIG. As shown in FIG. 3, the information processing device 10 has a display unit 120 for displaying images, an input unit 122 for accepting input of instructions from a user of the information processing device 10, a memory unit 140 for storing various information, and a control unit 160 for controlling each unit of the information processing device 10.

[0031] The functions of the display unit 120 and the input unit 122 are realized by the touch panel 12 shown in Fig. 1 and other figures. That is, the touch panel 12 functions as the display unit 120 that can display various images, and further functions as the input unit 122 that accepts input of instructions from the user of the information processing device 10. For example, as described in Fig. 1, when an object is in contact with the touch panel 12, the touch panel 12 functioning as the input unit 122 detects a touch position P (see Fig. 3 and other figures) that is the contact position of the object on the touch panel 12, and periodically outputs touch position information indicating the detected touch position P. In addition, touch panel 12 may calculate the average of multiple touch positions detected within a predetermined unit time (a time shorter than the period for outputting touch position information) as touch position P, and periodically output touch position information indicating the calculated touch position P.

[0032] The storage unit 140 stores the above-mentioned game application programs and various data required to execute the application programs.

[0033] The control unit 160 includes a touch position acquisition unit (acquisition unit) 162, a game control unit 164, and a display control unit 166.

[0034] The touch position acquisition unit 162 acquires touch position information indicating a touch position on the touch panel 12. As described above, the touch panel 12 outputs coordinate information on the XY plane as touch position information. Therefore, the touch position acquisition unit 162 acquires the coordinate information of the touch position output by the touch panel 12.

[0035] The game control unit 164 controls the progress of the game. In this embodiment, the game control unit 164 specifies whether or not the character C should move based on a touch operation on the operation area R, for example. Specifically, the game control unit 164 is an example of a designation unit that designates the character C to move at a constant speed in the game space G when the touch position P indicated by the touch position information is in the movement instruction area RD set on the touch panel 12, and designates the character C to stop moving when the touch position P indicated by the touch position information is in the neutral area RN set on the touch panel 12. In this embodiment, if there is no touch operation on the touch panel 12 and if the touch position P is outside the operation region R, the character C stays at the current position (stops moving).

[0036] 4 and 5 are diagrams that schematically show the designation of the movement mode of the character C by the game control unit 164. In FIG. As shown in FIG. 4, when the movement instruction area RD in the operation area R is touched, the game control unit 164 instructs the movement of the character C in the game space G. More specifically, when the touch position P (hereinafter, may be referred to as Pa, Pb, etc.) by the user's finger F is within the movement instruction area RD, the game control unit 164 specifies the same direction as the vector V (hereinafter, may be referred to as Va, Vb, etc.) extending from the reference point Q toward the touch position P as the movement direction of the character C. In the example of Figure 4, the touch position P is at the position indicated by the symbol Pa1, so the game control unit 164 specifies the movement direction of the character C in the same direction as the vector Va1 directed from the reference point Q toward the touch position Pa1 (the direction indicated by the arrow M1). In other words, to instruct the character C to move in any direction in the game space G, the user only needs to touch a position in the movement instruction area RD that corresponds to the desired direction (as viewed from the reference point Q).

[0037] As described above, in this embodiment, when the touch position P is in the movement instruction area RD, the game control unit 164 specifies the constant speed movement of the character C. In other words, the moving speed of the character C in the game space G is constant. For example, if the touch position is at the position indicated by symbol Pa2 on the extension line of vector Va1 in Fig. 4, vector Va2 pointing from reference point Q to touch position Pa2 has the same direction as vector Va1. Therefore, whether touch position P is at the position indicated by symbol Pa1 or symbol Pa2, the moving direction and moving speed of character C are the same.

[0038] 5, when the neutral area RN in the operation area R is touched, the game control unit 164 instructs the character C to stop moving in the game space G. More specifically, when the touch position P by the user's finger F moves from the movement instruction area RD to the neutral area RN, the game control unit 164 stops the character C at the current position. Furthermore, when a touch operation is performed on the neutral area RN in a state in which the character C has originally stopped moving, such as when the touch position P is in an area other than the operation area R or when there is no touch operation on the touch panel 12, the game control unit 164 continues to stop the movement of the character C. 5, since the touch position is at the position indicated by the symbol Pa3, the game control unit 164 stops the movement of the character C. As a result, the character C remains at the current position. Note that the orientation of the character C at this time is, for example, facing the direction of movement immediately before the character C stopped.

[0039] In this way, when the touch position P is in the neutral area RN, the character C stops moving, so the state of the character C is the same as when there is no touch on the touch panel 12, and when there is a touch on the touch panel 12 but a location other than the operation area R is touched. That is, in this embodiment, the game control unit 164 performs the same processing when the finger F is touching the neutral area RN, when the finger F is removed from the touch panel 12, and when the finger is touching a location other than the operation area R.

[0040] The display control unit 166 controls the display unit 120 so that the display unit 120 displays images relating to the game, including the game space G, the character C, the operation area R, and the like. In this embodiment, when the touch position P is located in the movement instruction area RD, the display control unit 166 displays the touch position image TI in a manner based on the distance between the touch position and the neutral area RN at a position based on the character C.

[0041] The "touch position image TI" is, for example, an image whose display mode is changed based on a change in the touch position P on the touch panel 12, thereby presenting a relative change in the touch position P in a visually recognizable manner to the user.

[0042] The "distance between the touch position P and the neutral area RN" may be, for example, the shortest distance between the touch position and the neutral area RN, or the distance between the touch position P and a predetermined position based on the neutral area RN. The predetermined position based on the neutral area RN may be, for example, a reference point of the neutral area RN, a point having a predetermined positional relationship with respect to the reference point, or any point within the neutral area RN. The reference point of the neutral area RN may be, for example, the center of gravity of the neutral area RN or one point on the outer edge of the neutral area RN. The one point on the outer edge of the neutral area RN may be, for example, a point closest to the touch position P.

[0043] Furthermore, "aspects based on the distance between the touch position P and the neutral region RN (hereinafter referred to as "first distance")" may mean, for example, that the touch position image TI has a length or area proportional to the first distance, or that the visual effect of the touch position image TI changes based on the first distance. The visual effect of the touch position image TI may be, for example, the transparency or display color of the touch position image TI.

[0044] Furthermore, the "position based on character C" may be, for example, a position having a predetermined positional relationship with character C, a position within a range of a predetermined distance from character C, or a position in a predetermined direction relative to character C. Specifically, the "position based on character C" may be, for example, the current position of character C in game space G, or a position forward or backward in the direction of travel of character C. Furthermore, the "position based on character C" may dynamically change on touch panel 12 based on the display position of character C. For example, when character C is displayed at the right end of touch panel 12, the touch position image TI may also be displayed at the right end of touch panel 12 accordingly.

[0045] The touch position image TI in the first embodiment will be specifically described below with reference to FIGS. 6A, 6B, 7A, 7B, 8A, and 8B. 6A, 6B, 7A, 7B, 8A and 8B, the touch panel 12 displays a game space G including a block B and land L, a character C, an operation area R, and touch position images TI (TI1 to TI3). In the following example, the first distance ("the distance between the touch position P and the neutral area RN") is set to the shortest distance Da (Da1, Da2) between the touch position P and the neutral area RN. In this embodiment, since the neutral area RN is a perfect circle, the point N of the neutral area RN closest to the touch position P (hereinafter referred to as the "closest point") is the intersection point between the vector V directed from the reference point Q to the touch position and the circle Sa2 that is the outer edge of the neutral area RN.

[0046] <Display example 1-1> 6A and 6B are diagrams showing a first display example (display example 1-1) of the touch position image TI in the first embodiment. In both FIGS. 6A and 6B, the touch position P (Pb) in the operation area R is located in the movement instruction area RD. The touch position Pb1 in FIG. 6A is located at a position close to the circle Sa1 which is the outer edge of the movement instruction area RD within the movement instruction area RD. Also, the touch position Pb1 in FIG. 6A is located on the right side with respect to the reference point Q. Therefore, the movement direction of the character C in FIG. 6A is to the right. Let the shortest distance between the touch position Pb1 in FIG. 6A and the neutral area RN be Da1. The intersection point of the vector Vb i from the reference point Q towards the touch position Pb1 and the outer edge (circle Sa2) of the neutral area RN is the nearest point N, and the shortest distance Da i is the distance between the nearest point N and the touch position Pb1. On the other hand, the touch position Pb2 in FIG. 6B is located at a position closer to the outer edge (circle Sa2) of the neutral area RN than the touch position Pb1 within the movement instruction area RD. Also, the touch position Pb2 in FIG. 6B is also located on the right side with respect to the reference point Q, similar to the touch position Pb1. That is, the touch position Pb2 is on the vector Vb1 from the reference point Q towards the touch position Pb1. Therefore, also in FIG. 6B, the movement direction of the character C is to the right. Let the shortest distance between the touch position Pb2 and the neutral area RN be Da2 (<Da1). The shortest distance Da2 is the distance between the nearest point N and the touch position Pb2. In FIG. 6B, from the viewpoint of visibility, the shortest distance Da2 and the distance Db2 described later are illustrated as straight lines instead of double arrows.

[0047] The touch position image TI1 shown in FIGS. 6A and 6B has an annular shape surrounded by two circles Sb i, Sb2 centered on the position (for example, the centroid position) of the character C. The inner circle Sb2 among the two circles has a radius that surrounds the entire character C. The value of the radius of the circle Sb2 is fixed. On the other hand, the outer circle Sb1 among the two circles has a larger radius than the circle Sb2, and the value of its radius changes according to the shortest distance Da between the touch position P and the neutral area RN. More specifically, the difference between the radius of the circle Sb1 and the radius of the circle Sb2, that is, the distance Db (the width of the annular shape) between Sb1 and Sb2 is proportional to the shortest distance Da between the touch position P and the neutral area RN.

[0048] 6A, when the touch position Pb1 is close to the outer edge (circle Sa1) of the movement instruction region RD and the shortest distance Da1 is relatively long, the display control unit 166 relatively increases the distance Db1 between the circle Sb1 and the circle Sb2 in proportion to the shortest distance Da1. As a result, the display area of ​​the touch position image TI1 becomes relatively large. 6B, when the touch position Pb2 is close to the outer edge (circle Sa2) of the neutral area RN and the shortest distance Da2 is relatively short, the display control unit 166 proportionally shortens the distance Db2 between the circle Sb1 and the circle Sb2. As a result, the display area of ​​the touch position image TI1 becomes relatively small. For example, if the touch position Pb approaches the neutral area RN further than in FIG. 6B and overlaps with the circle Sa2, which is the outer edge of the neutral area RN, that is, if the shortest distance Da between the touch position P and the neutral area RN becomes zero, the display control unit 166 may set the distance Db between the circle Sb1 and the circle Sb2 to zero and terminate the display of the touch position image TI1.

[0049] That is, in the examples of Figures 6A and 6B, the "aspect based on the first distance" corresponds to the touch position image TI having a length (width of the annular shape) proportional to the first distance and an area according to the square of the first distance. In the examples of FIGS. 6A and 6B, the "position based on character C" corresponds to a circular range centered on the position of character C (the range from the position of character C to the maximum radius of circle Sb2).

[0050] In this way, the display mode of the touch position image TI is changed based on a change in the touch position P on the touch panel 12, more specifically, based on a change in the distance between the touch position P and the neutral area RN, so that the user can visually recognize the relative change in the touch position P. By looking at the touch position image TI, the user can grasp the distance from the touch position P to the neutral area RN without looking at the touch position P. This reduces erroneous operations in the game and improves operability.

[0051] In particular, in this embodiment, when the touch position P is in the movement instruction region RD, the character C moves at a constant speed in the game space G. This type of operation mode is hereinafter referred to as a "constant speed type operation mode." In contrast to this, there are games that employ an operation mode (hereinafter referred to as a "speed gradient operation mode") in which the further the touch position P is from the neutral area RN, the faster the character C moves, and the closer the touch position P is to the neutral area RN, the slower the character C moves. In a game with a speed gradient operation mode, the user can infer the distance between the current touch position P and the neutral area RN, i.e., how far the touch position needs to be moved to stop character C, from the movement speed of character C. Specifically, in the speed gradient operation mode, for example, when the touch position Pb1 is located near the outer edge (circle Sa1) of the movement instruction area RD as shown in Fig. 6A, the character C moves at a speed close to the maximum speed. Also, when the touch position Pb2 is located near the outer edge (circle Sa2) of the neutral area RN as shown in Fig. 6B, the character C moves at a speed close to the minimum speed, and when the touch position P enters the neutral area RN, the character C stops. On the other hand, in a game with a constant speed control mode such as this embodiment, the user cannot estimate the distance based on the moving speed of the character C as in a game with a speed gradient control mode. For this reason, in this embodiment, by displaying a touch position image TI, the user can grasp the distance between the current touch position P and the neutral area RN even if the moving speed of the character C is constant.

[0052] <Display example 1-2> 7A and 7B are diagrams showing a second display example (display example 1-2) of the touch position image TI in the first embodiment. The touch position P in FIGS. 7A and 7B is at the same position as the touch position P (Pb1, Pb2) in FIGS. 6A and 6B, respectively. 7A and 7B, the touch position image TI2 is three straight lines displayed behind the character C. These straight lines are a type of effect line (hereinafter referred to as "movement line") that indicates that the character C is moving. The three straight lines that make up the movement line in FIGS. 7A and 7B are parallel to each other and extend in the direction of movement of the character C. Furthermore, the three straight lines that make up the movement line are equal in length, but the value of the length Dc (Dc1, Dc2) is proportional to the shortest distance Da between the touch position P and the neutral area RN.

[0053] Specifically, as shown in FIG. 7A, when the touch position Pb1 is close to the outer edge (circle Sa1) of the movement instruction region RD and the shortest distance Da1 is relatively long, the display control unit 166 makes the length Dc1 of the movement line relatively long. On the other hand, when the touch position Pb2 is close to the outer edge (circle Sa2) of the neutral area RN as shown in FIG. 7B and the shortest distance Da2 is relatively short, the display control unit 166 relatively shortens the length Dc2 of the movement line. For example, if the touch position P approaches the neutral area RN further than in FIG. 7B and overlaps with the outer edge (circle Sa2) of the neutral area RN, that is, if the shortest distance Da between the touch position P and the neutral area RN becomes zero, the display control unit 166 may set the length Dc of the movement line to zero and terminate the display of the touch position image TI2.

[0054] The length Dc of the movement line has the effect of evoking the distance traveled per unit time. That is, when the length Dc1 of the movement line is long as in Figure 7A, the user may get the impression that the character C is moving faster than when the length Dc2 of the movement line is short as in Figure 7B. The length Dc of the movement line not only directly indicates the shortest distance Da between the touch position Pb2 and the neutral area RN, but also gives the impression that the character C, which is actually moving at a constant speed, is changing its speed depending on the touch position P. In other words, in a game with a constant speed operation mode, an operation feeling similar to that of a game with a gradient speed operation mode is realized.

[0055] In the examples of FIGS. 7A and 7B, the "mode based on the first distance" corresponds to the touch position image TI2 having a length and an area proportional to the first distance. In the examples of FIGS. 7A and 7B, the "position based on character C" corresponds to a position behind character C and at a predetermined distance (for example, a distance shorter than the character length).

[0056] <Display example 1-3> 8A and 8B are diagrams showing a third display example (display example 1-3) of the touch position image TI in the first embodiment. The touch position P in FIGS. 8A and 8B is also at the same position as the touch position P (Pb1, Pb2) in FIGS. 6A and 6B, respectively. 8A and 8B, the touch position image TI3 is a cloud-shaped icon Ia displayed behind the character C. Such a cloud-shaped icon Ia is a type of effect image that indicates that the character C is moving (for example, kicking up dust as it moves). In FIGS. 8A and 8B, all of the cloud-shaped icons Ia have the same shape, and when multiple icons are displayed, they are lined up along the direction of movement of the character C. The number of cloud icons Ia displayed as the touch position image TI3 is proportional to the shortest distance Da between the touch position P and the neutral area RN.

[0057] Specifically, when the touch position Pb1 is close to the outer edge (circle Sa1) of the movement instruction area RD and the shortest distance Da1 is relatively long, as shown in Fig. 8A, the display control unit 166 increases the number of cloud-shaped icons Ia displayed. In Fig. 8A, three cloud-shaped icons Ia are displayed behind the character C. On the other hand, when the touch position Pb2 is close to the outer edge (circle Sb2) of the neutral area RN and the shortest distance Da2 is relatively short, as shown in Fig. 8B, the display control unit 166 reduces the number of cloud-shaped icons Ia displayed. In Fig. 8B, one cloud-shaped icon Ia is displayed behind the character C. For example, if the touch position P approaches the neutral area RN even closer than in FIG. 8B and overlaps with the outer edge (circle Sb2) of the neutral area RN, that is, if the shortest distance Da between the touch position P and the neutral area RN becomes zero, the display control unit 166 may set the number of cloud-shaped icons Ia displayed to zero and terminate the display of the touch position image TI3.

[0058] The number of cloud-shaped icons Ia displayed, like the length Dc of the movement line, also has the effect of evoking the movement distance per unit time. In other words, when the number of cloud-shaped icons Ia displayed is large as in Figure 8A, the user may get the impression that the character C is moving faster than when the number of cloud-shaped icons Ia displayed is small as in Figure 8B. The number of cloud-shaped icons Ia displayed not only indirectly indicates the shortest distance Da between the touch position Pb2 and the neutral area RN, but also gives the impression that the character C, which is actually moving at a constant speed, is changing its speed depending on the touch position P. In other words, in a game with a constant speed operation mode, an operation feeling similar to that of a game with a gradient speed operation mode is realized.

[0059] In the examples of FIGS. 8A and 8B, the "mode based on the first distance" corresponds to the touch position image TI3 having a number proportional to the first distance. In the examples of FIGS. 8A and 8B, the "position based on character C" corresponds to a position behind character C and at a predetermined distance (for example, a distance shorter than the length of character C from front to back).

[0060] In the above-described display examples 1-1 to 1-3, display examples 1-1 and 1-2 are the same in that the touch position image TI has "an area and a length according to the first distance." On the other hand, display example 1-1 has "an area according to the square of the first distance and a length proportional to the first distance," while display example 1-2 has "an area and a length proportional to the first distance." Furthermore, display example 1-2 differs from display example 1-1 in that "it is displayed at a position based on the moving direction of character C." Also, display example 1-3 differs from display examples 1-1 and 1-2 in that it has "the number of icons according to the first distance." On the other hand, display example 1-3 is the same as display example 1-2 in that "icons are displayed at positions based on the movement direction of character C."

[0061] <Other display examples> In display examples 1-1 to 1-3, the length, number, and display area of ​​the touch position image TI are changed according to the shortest distance Da between the touch position P and the neutral area RN. However, without being limited to this, for example, the visual effect of the touch position image TI may be changed according to the shortest distance Da.

[0062] For example, the display control unit 166 may display a circular touch position image TI in which the radius values ​​of the circle Sb1 and the circle Sb2 of the touch position image TI1 shown in Fig. 6 are fixed, and may change the transparency of the touch position image TI according to the shortest distance Da. Specifically, for example, the display control unit 166 may lower the transparency of the touch position image TI as the shortest distance Da becomes longer, and may increase the transparency of the touch position image TI as the shortest distance Da becomes shorter. When the touch position P reaches the neutral region RN and the shortest distance Da becomes zero, the display control unit 166 may set the transparency of the touch position image TI to 100% and end the display of the touch position image TI.

[0063] In addition, the color or pattern of the touch position image TI may change depending on the shortest distance Da. For example, the display control unit 166 may increase at least one of the brightness or saturation of the display color of the touch position image TI as the shortest distance Da becomes longer, and decrease at least one of the brightness or saturation of the display color of the touch position image TI as the shortest distance Da becomes shorter. Furthermore, for example, the display control unit 166 may increase the density per unit area of ​​the pattern of the touch position image TI as the shortest distance Da increases, and decrease the density per unit area of ​​the pattern of the touch position image TI as the shortest distance Da decreases.

[0064] In addition, the touch position image TI may blink in accordance with the shortest distance Da. For example, the display control unit 166 may increase the blinking cycle of the touch position image TI as the shortest distance Da increases, and may decrease the blinking cycle of the touch position image TI as the shortest distance Da decreases.

[0065] Furthermore, the display control unit 166 displays the touch position image TI in the manners shown in display examples 1-1 to 1-3 (changing the length, number, display area, etc. of the touch position image TI according to the shortest distance Da), and may further change the visual effect of the touch position image TI according to the shortest distance Da.

[0066] <Flowchart> Next, an example of the operation of the control unit 160 of the information processing device 10 in the first embodiment will be described with reference to Fig. 9. The operation shown in Fig. 9 is started when a predetermined start operation is performed.

[0067] The touch position acquisition unit 162 acquires touch position information indicating a touch position P on the touch panel 12 (step S100). If the touch position P indicated by the touch position information is not in the movement instruction area RD (step S102: NO), that is, if the touch position P is in the neutral area RN, or if the touch position P is in a location on the touch panel 12 other than the operation area R, or if no touch is made on the touch panel 12, the game control unit 164 stops the movement of the character C in the game space G (step S104) and returns to step S100.

[0068] On the other hand, if the touch position P indicated by the touch position information is in the movement instruction area RD (step S102: YES), the game control unit 164 specifies the movement direction of the character C based on the touch position P and moves the character C in the game space G (step S106). The display control unit 166 also determines the display mode of the touch position image TI based on the distance (first distance) between the touch position P and the neutral area RN (step S108). For example, when displaying the touch position image TI in the mode shown in Figures 6A and 6B, the display control unit 166 determines the distance Db between the circle Sb1 and the circle Sb2 based on the first distance. The display control unit 166 displays the touch position image TI in the display mode determined in step S108 at a position based on the character C (step S110), and returns to step S100.

[0069] As described above, when the touch position P is located in the movement instruction area RD, the information processing device 10 according to the first embodiment displays a touch position image based on the distance between the touch position P and the neutral area RN, so that the user can grasp how far the current touch position is from the neutral area RN without directly viewing the touch position P. Therefore, for example, when the user wants to stop a moving character C, the user can grasp how far the touch position P should be moved without directly viewing the touch position P, and erroneous operations during game play can be suppressed. Generally, a user playing a game often focuses on the character C, which is the object of operation. According to the above configuration, the touch position image TI is displayed at a position based on the character C, so the user can check the touch position image TI without significantly shifting their line of sight from the character C, and thus can continue operating the game without losing concentration. Furthermore, the touch position P on the touch panel 12 is often hidden by the user's finger F and cannot be seen, and since the user's finger F generally touches the touch panel 12 with a surface rather than a point, the user may not be able to accurately grasp which position is recognized as the touch position P. By displaying the touch position image TI, the user can accurately grasp the touch position P, thereby improving the operability of the game.

[0070] [B: Second embodiment] Next, a second embodiment of the present invention will be described. In the following examples, elements that have the same functions as those in the first embodiment will be designated by the same reference numerals as those in the first embodiment, and detailed descriptions of each element will be omitted as appropriate. In the first embodiment, the touch position image TI is displayed in a manner based on the distance (first distance) between the touch position P and the neutral area RN. In the second embodiment, the touch position image TI is displayed in a manner based on the direction defined by the touch position P and the neutral area RN in addition to the first distance. That is, in the second embodiment, when the touch position P is located in the movement instruction region RD, the display control unit 166 displays the touch position image TI in a mode based on the direction defined by the touch position P and the neutral region RN.

[0071] The "direction defined by the touch position P and the neutral area RN" may be, for example, the extension direction of a virtual line when the virtual line is set based on the touch position P and intersects with the neutral area RN, or the direction between the touch position P and an arbitrary point within the neutral area RN. The direction between the touch position P and the arbitrary point within the neutral area RN may be, for example, the direction from the touch position P toward the arbitrary point within the neutral area RN, the direction from the arbitrary point within the neutral area RN toward the touch position P, or the direction toward both the touch position P and the arbitrary point within the neutral area RN. The arbitrary point within the neutral region RN may be, for example, the center of gravity of the neutral region RN or one point on the outer edge of the neutral region RN. The one point on the outer edge of the neutral region RN may be, for example, the point closest to the touch position P.

[0072] Furthermore, "aspect based on the direction defined by the touch position P and the neutral area RN (hereinafter referred to as the "first direction")" may mean, for example, that the touch position image TI extends along the first direction, that the touch position image TI has a shape based on the first direction, or that the visual effect of the touch position image TI changes based on the first direction. The visual effect of the touch position image TI may be, for example, the transparency or display color of the touch position image TI. Furthermore, the first direction does not have to completely coincide with the direction between the touch position P and the neutral area RN.

[0073] The touch position image TI in the second embodiment will be specifically described below with reference to FIGS. 10A, 10B, 11A, 11B, 12A, and 12B.

[0074] <Display example 2-1> 10A and 10B are diagrams showing a first display example (display example 2-1) of a touch position image TI in the second embodiment. In display example 2-1, the first direction ("the direction defined by the touch position P and the neutral area RN") is set to the extension direction of the virtual line IL (IL1, IL2) connecting the touch position P and the closest point N. In this embodiment, since the neutral area RN is a perfect circle, the virtual line IL connecting the touch position P and the closest point N coincides with the extension direction of the vector V directed from the reference point Q toward the touch position P.

[0075] In FIG. 10A, the touch position Pc1 is located at a position close to the circle Sa1 which is the outer edge of the movement instruction area RD within the movement instruction area RD. Also, the touch position Pc1 in FIG. 10A is located upper right with respect to the reference point Q. Therefore, in FIG. 10A, the character C moves the game space G upper right (in the direction of the vector Vc1 from the reference point Q to the touch position Pc1). Let the shortest distance between the touch position Pc1 and the neutral area RN be Dd1. The shortest distance Dd1 is the distance between the nearest point N and the touch position Pc1. Also, the first direction in FIG. 10A is the extending direction of the virtual line IL1 connecting the touch position Pc1 and the nearest point N. The extending direction of the virtual line IL1 is along the extending direction of the vector Vc1. On the other hand, in FIG. 10B, the touch position Pb2 is located at a position close to the outer edge (circle Sa2) of the neutral area RN within the movement instruction area RD. Also, the touch position Pc2 in FIG. 10B is located on the right side with respect to the reference point Q. Therefore, in FIG. 10B, the character C moves the game space G right (in the direction of the vector Vc2 from the reference point Q to the touch position Pc2). Let the shortest distance between the touch position Pb2 and the neutral area RN be Dd2 (<Dd1). The shortest distance Dd2 is the distance between the nearest point N and the touch position Pc2. Also, the first direction in FIG. 10B is the extending direction of the virtual line IL2 connecting the touch position Pc2 and the nearest point N. The extending direction of the virtual line IL2 is along the extending direction of the vector Vc2. In addition, in FIG. 10B, from the viewpoint of visibility, the shortest distance Dd2 is illustrated as a straight line instead of a double arrow. Also, in FIGS. 10A and 10B, from the viewpoint of visibility, the arrowheads at the end points of the vector Vc1 and the vector Vc2 are not illustrated.

[0076] The touch position image TI4 shown in FIGS. 10A and 10B has an annular part TI4a surrounded by two circles Sc1, Sc2 centered on the position (for example, the center of gravity position) of the character C, and a protruding part TI4b protruding outward from the circle Sc1. The annular part TI4a represents the neutral area RN, and the apex of the protruding part TI4b represents the touch position P.

[0077] Of the two circles that make up the annular portion TI4a, the inner circle Sc2 has a radius large enough to surround the entire character C. Furthermore, the outer circle Sc1 has a radius larger than that of the circle Sc2. In Figures 10A and 10B, the radii of the circle Sc1 and the circle Sc2 are fixed.

[0078] The protrusion TI4b has a shape resembling an isosceles triangle with its base positioned near the outer edge of the circle Sc1 and its apex (vertex) outside the circle Sc1. The height of the protrusion TI4b is represented by De. The extension direction of the height De of the protrusion TI4b is parallel to the first direction. Therefore, the extension direction of the protrusion TI4b in Fig. 10A is parallel to the extension direction of the imaginary line IL1, and the extension direction of the protrusion TI4b in Fig. 10B is parallel to the extension direction of the imaginary line IL2.

[0079] The height of the protrusion TI4b is proportional to the shortest distance Dd between the touch position Pc and the neutral area RN, i.e., the first distance. Therefore, when the touch position Pc1 is located near the outer edge (circle Sa1) of the movement instruction area RD as shown in Fig. 10A, the height of the protrusion TI4b is relatively high. On the other hand, when the touch position Pc2 is located near the outer edge (circle Sa2) of the neutral area RN as shown in Fig. 10B, the height of the protrusion TI4b is relatively low. 10B and overlaps with the outer edge (circle Sa2) of the neutral area RN, that is, when the shortest distance Dd between the touch position Pc and the neutral area RN becomes 0, the height of the protrusion TI4b may be set to 0. At this time, the display control unit 166 may continue to display only the annular portion TI4a, or may stop displaying the annular portion TI4a and end displaying the touch position image TI4.

[0080] That is, in the examples of FIGS. 10A and 10B, the "first direction" corresponds to the direction in which the imaginary line IL connecting the touch position Pc and the closest point N extends. In the examples of FIGS. 10A and 10B, the "mode based on the first direction" corresponds to the protrusion TI4b of the touch position image TI extending in the same direction as the first direction. In the examples of FIGS. 10A and 10B, the "mode based on the first distance" corresponds to the protrusion TI4b of the touch position image TI having a length (height De) proportional to the first distance. In the examples of FIGS. 10A and 10B, the "position based on character C" corresponds to a predetermined range centered on the position of character C (the range of the annular portion TI4a and the protruding portion TI4b).

[0081] As described above, in the second embodiment, the touch position image TI is displayed in a manner based on the direction defined by the touch position P and the neutral area RN in addition to the distance between the touch position P and the neutral area RN, so that the user can grasp the direction in which the current touch position P is located relative to the neutral area RN without directly viewing the touch position P. Therefore, for example, when the user wants to stop a moving character C, the user can grasp not only how far (distance) the touch position P should be moved but also in what direction it should be moved without directly viewing the touch position P, which can suppress erroneous operations and improve the operability of the game.

[0082] <Display example 2-2> FIG. 11 is a diagram showing a second display example (display example 2-2) of the touch position image TI in the second embodiment. In display example 2-2, the first direction is the direction of the closest point N to the touch position P. By indicating the direction of the closest point N to the touch position P, the user can specifically know in which direction to move the finger F when he or she wants to stop the movement of the character C.

[0083] The touch position P in FIGS. 11A and 11B is at the same position as the touch position P (Pc1, Pc2) in FIGS. 10A and 10B, respectively. 11A and 11B, the touch position image TI5 is an arrow-shaped icon displayed around the character C. This arrow-shaped icon is displayed so that its orientation coincides with the direction of the closest point N relative to the touch position P (first direction). In this embodiment, the direction of the closest point N relative to the touch position P is opposite to the direction of the vector Vc directed from the reference point Q toward the touch position P (the direction indicated by the arrow Vx). Note that the arrow Vx in the drawings is shown away from the touch position P and the closest point N for visibility reasons. More specifically, the display control unit 166 regards the center of gravity of the character C as the reference point Q of the operation area R, virtually arranges a neutral area RN and a movement instruction area RD around it, and displays an arrow icon (touch position image TI5) pointing from a position corresponding to the current touch position P in the virtually arranged movement instruction area RD to the closest point N. A tip TI5a of the arrow icon points toward the character C, and a shaft TI5b of the arrow icon extends in a direction away from the character C. A length Df (Df1, Df2) of the arrow icon is proportional to the first distance.

[0084] Specifically, when the touch position Pc1 is located to the upper right of the reference point Q as shown in Fig. 11A, the touch position image TI5 is displayed so as to face the center of gravity of the character C from the upper right side of the character C. In other words, the touch position image TI5 is displayed so as to be parallel to the direction of the arrow Vx1, which is the first direction in Fig. 11A. Furthermore, when the touch position Pc1 is located near the outer edge (circle Sa1) of the movement instruction region RD as shown in Fig. 11A, the length Df1 of the touch position image TI5 is displayed so as to be relatively long. On the other hand, when the touch position Pc2 is located to the right of the reference point Q as shown in Fig. 11B, the touch position image TI5 is displayed so as to face the center of gravity of the character C from the right side of the character C. In other words, the touch position image TI5 is displayed so as to be parallel to the direction of the arrow Vx2, which is the first direction in Fig. 11B. Furthermore, when the touch position Pc2 is located close to the outer edge (circle Sa2) of the neutral area RN as shown in Fig. 11B, the length Df2 of the touch position image TI5 is displayed as being relatively short. For example, if the touch position Pc approaches the neutral area RN further than in FIG. 11B and overlaps with the outer edge (circle Sa2) of the neutral area RN, that is, if the shortest distance Dd between the touch position P and the neutral area RN becomes zero, the display control unit 166 may set the length Df of the touch position image TI5 to zero and terminate the display of the touch position image TI5.

[0085] In the example of FIG. 11, the "first direction" corresponds to the direction of the closest point N relative to the touch position P. Moreover, the "mode based on the first direction" corresponds to the arrow icon constituting the touch position image TI5 indicating the first direction. In the example of FIG. 11, the "mode based on the first distance" corresponds to the length Df of the arrow icon constituting the touch position image TI5 being proportional to the first distance. 11, the "position based on character C" corresponds to the vicinity of character C.

[0086] If the touch position image TI5 is an arrow-shaped icon as shown in Figure 11, the visibility of the game space G around the character C can be improved compared to when a circular ring portion TI4a is provided as in the touch position image TI4 shown in Figure 10, thereby improving the operability of the game.

[0087] <Display example 2-3> FIG. 12 is a diagram showing a third display example (display example 2-3) of the touch position image TI in the second embodiment. In display example 2-3, a case will be described in which the touch position image TI is displayed in a mode based only on the first direction.

[0088] The touch position P in FIGS. 12A and 12B is at the same position as the touch position P (Pc1, Pc2) in FIGS. 10A and 10B, respectively. In display example 2-3, similarly to display example 2-1, the first direction is set to the extension direction of the virtual line IL (IL1, IL2) connecting the touch position P and the closest point N. 12, the touch position image TI6 has a circular shape surrounded by two circles Sf1 and Sf2 with the position (for example, the center of gravity) of the character C as the center. The inner circle Sf2 has a fixed radius that surrounds the entire character C, and the outer circle Sf1 has a fixed radius that is larger than that of the circle Sf2. Therefore, the distance between Sf1 and Sf2 (the width of the circular shape) is constant.

[0089] In the annular shape of the touch position image TI6, an area Ma (Ma1, Mb2) displayed in a color different from other areas is provided in the first direction with the character C as the base. Specifically, for example, when the touch position Pc1 is located to the upper right of the reference point Q as shown in FIG. 12A, an area Ma1 having a color different from other areas is provided on the upper right side of the touch position image TI6. Furthermore, for example, when the touch position Pc2 is located to the right of the reference point Q as shown in FIG. 12B, an area Ma2 having a color different from the other areas is provided on the right side of the touch position image TI6. This allows the user to grasp the direction (first direction) between the touch position Pc and the neutral area RN without visually checking the touch position Pc.

[0090] In Figure 12, the color of area Ma located in the first direction is made different from the colors of other areas so that the user can understand the first direction, but this is not limited to this. For example, the user may be able to understand the first direction by displaying a mark at a position corresponding to area Ma.

[0091] In the example of FIG. 12, the "mode based on the first direction" corresponds to displaying the area Ma located in the first direction among the annular shapes constituting the touch position image TI6 in a color different from that of the other areas. In the example of FIG. 12, the "position based on character C" corresponds to a circular range centered on the position of character C (the range from the position of character C to the maximum radius of circle Sb2).

[0092] By displaying the touch position image TI in a manner based on the first direction, as in display example 2-3, the user can understand in which direction to move the touch position P when wanting to stop a moving character C without directly viewing the touch position P, thereby reducing erroneous operations and improving the operability of the game.

[0093] [C: Third embodiment] Next, a third embodiment of the present invention will be described. In the following examples, for elements whose functions are similar to those of the first or second embodiment, the reference numerals used in the description of the first or second embodiment will be used, and detailed descriptions of each will be omitted as appropriate. In the first and second embodiments, the case where the touch position image TI is displayed when the touch position P is located in the movement instruction region RD is described. In the third embodiment, the case where the touch position image TI is displayed even when the touch position P is located in the neutral region RN is described. That is, in the third embodiment, when the touch position P is located in the neutral area RN, the display control unit 166 displays the touch position image TI in a manner based on the distance between the touch position P and the movement instruction area RD at a position based on the character C.

[0094] The "distance between the touch position P and the movement instruction area RD" may be, for example, the shortest distance between the touch position P and the movement instruction area RD, or the distance between the touch position P and a predetermined position based on the movement instruction area RD. The predetermined position based on the movement instruction area RD may be, for example, a reference point of the movement instruction area RD, a point having a predetermined positional relationship with respect to the reference point, or any point within the movement instruction area RD. The reference point of the movement instruction area RD may be, for example, the center of gravity of the movement instruction area RD, or one point on the outer edge of the movement instruction area RD. The one point on the outer edge of the movement instruction area RD may be, for example, a point closest to the touch position.

[0095] The "aspect based on the distance between the touch position P and the movement instruction region RD (hereinafter referred to as the "second distance")" may mean, for example, that the touch position image TI has a length or area proportional to the second distance, or that the visual effect of the touch position image TI changes based on the second distance. The visual effect of the touch position image TI may be, for example, the transparency or display color of the touch position image TI.

[0096] The touch position image TI in the third embodiment will be specifically described below with reference to FIGS. 13A, 13B, 14A, and 14B. In the following example, the second distance (the distance between the touch position P and the movement instruction area RD) is defined as the shortest distance Di (Di1, Di2) between the touch position P and the movement instruction area RD. In this embodiment, since the neutral area RN is a perfect circle, the point in the movement instruction area RD closest to the touch position P (closest point N) is the intersection of the vector V directed from the reference point Q toward the touch position and the circle Sa2 that is the inner edge of the movement instruction area RD.

[0097] <Display example 3-1> FIG. 13 is a diagram showing a first display example (display example 3-1) of the touch position image TI in the third embodiment. In FIGS. 13A and 13B, the touch position P (Pd) in the operation area R is in the neutral area RN. 13A, touch position Pd1 is located in the neutral area RN, close to the inner edge (circle Sa2) of the movement instruction area RD. The shortest distance between touch position Pd1 and movement instruction area RD in FIG. 13A is defined as Di1. The closest point N is the point of intersection between the direction of extension of vector Vd1 directed from reference point Q toward touch position Pd1 and the inner edge (circle Sa2) of movement instruction area RD, and shortest distance Di1 is the distance between closest point N and touch position Pb1. Note that in FIG. 13B, distance Di1 and distance Dj1, which will be described later, are shown as straight lines rather than double-headed arrows for ease of visibility. 13B is located in the neutral area RN, close to the reference point Q and far from the inner edge (circle Sa2) of the movement instruction area RD. The shortest distance between the touch position Pd2 and the movement instruction area RD is Di2 (>Di1). The shortest distance Di2 is the distance between the closest point N and the touch position Pd2.

[0098] The touch position image TI7 shown in FIG. 13 has a circular ring shape surrounded by two circles Sd1 and Sd2 with the position of the character C (for example, the position of the center of gravity) at its center. Both of the two circles Sd1 and Sd2 have radii large enough to surround the entire character C, but the circle Sd1 has a larger radius than the circle Sd2. The radius of the circle Sd1, which is the outer of the two circles, is fixed. On the other hand, the radius of the circle Sd2, which is the inner of the two circles, varies depending on the shortest distance Di between the touch position P and the movement instruction area RD. More specifically, the distance Dj between the circle Sd1 and the circle Sd2 (the width of the circular ring shape) is proportional to the shortest distance Di between the touch position P and the movement instruction area RD.

[0099] 13B, when the touch position Pd2 is located at a position (near the reference point Q) away from the inner edge (circle Sa2) of the movement instruction region RD, the display control unit 166 relatively increases the distance Dj2 between the circle Sd1 and the circle Sd2. As a result, the display area of ​​the touch position image TI7 becomes relatively larger. 13A, when the touch position Pd1 is close to the inner edge (circle Sa2) of the movement instruction region RD, the display control unit 166 relatively shortens the distance Dj1 between the circle Sd1 and the circle Sd2. As a result, the display area of ​​the touch position image TI7 becomes relatively smaller. For example, if the touch position Pd approaches the movement instruction area RD even closer than in FIG. 13A and overlaps with the circle Sa2, which is the inner edge of the movement instruction area RD, that is, if the shortest distance Di between the touch position P and the movement instruction area RD becomes zero, the display control unit 166 may set the distance Dj between the circle Sd1 and the circle Sd2 to zero and terminate the display of the touch position image TI7.

[0100] That is, in the example of FIG. 13, the "aspect based on the second distance" corresponds to the touch position image TI7 having a length (the width of the annular shape) proportional to the second distance and an area according to the square of the second distance. In the example of FIG. 13, the "position based on character C" corresponds to a circular range centered on the position of character C (the range of the radius of circle Sd1 from the position of character C).

[0101] As described above, in the third embodiment, when the touch position P is located in the neutral area RN, a touch position image TI is displayed in a manner based on the distance between the touch position P and the movement instruction area RD. This allows the user to know how far the current touch position P is from the movement instruction area RD without directly viewing the touch position P. Therefore, for example, when the user wants to move a stationary character C, the user can know how far the touch position P should be moved without directly viewing the touch position P, thereby improving the operability of the game.

[0102] 13, when the touch position P is in the movement instruction region RD, the touch position image TI1 shown in Fig. 6 may be displayed. In this case, if the circle Sb2 in the touch position image TI1 corresponds to the circle Sd1 in the touch position image TI7, continuity in the series of displays is ensured, and the displays can be performed without giving the user a sense of incongruity. In this case, the touch position image TI1 displayed when the touch position P is in the movement instruction area may have a different display color from the touch position image TI7 displayed when the touch position P is in the neutral area RN. For example, when the movement instruction area RD and the neutral area RN have different display colors in the display of the operation area R, the touch position image TI1 may be displayed in the display color of the movement instruction area RD, and the touch position image TI7 may be displayed in the display color of the neutral area RN. This allows the user to more clearly understand the meaning of the touch position image TI1 and the touch position image TI7.

[0103] <Display example 3-2> FIG. 14 is a diagram showing a second display example (display example 3-2) of the touch position image TI in the third embodiment. In the first display example shown in Fig. 13, the touch position image TI7 is an image showing the distance between the touch position P and the movement instruction area RD. In the second display example shown in Fig. 14, the touch position image TI is displayed in a manner based on the direction between the touch position P and the movement instruction area RD in addition to the distance between the touch position P and the movement instruction area RD. That is, in the third embodiment, when the touch position P is located in the neutral area RN, the display control unit 166 may display the touch position image TI in a manner based on the direction defined by the touch position P and the movement instruction area RD (hereinafter referred to as the "second direction"). In display example 3-2, the second direction is the extension direction of the virtual line IL (IL3, IL4) connecting the touch position P and the closest point N of the movement instruction area RD. In this embodiment, since the neutral area RN is a perfect circle, the virtual line IL connecting the touch position P and the closest point N coincides with the extension direction of the vector V directed from the reference point Q toward the touch position P.

[0104] The touch position Pe1 in FIG. 14A is located in the neutral area RN, close to the inner edge (circle Sa2) of the movement instruction area RD. The touch position Pe1 in FIG. 14A is located to the upper right of the reference point Q. The shortest distance between the touch position Pe1 and the movement instruction area RD is Dg1. The nearest point N is the point of intersection between the direction of extension of a vector Ve1 directed from the reference point Q to the touch position Pe1 and the outer edge (circle Sa2) of the neutral area RN. The shortest distance Dg1 is the distance between the nearest point N and the touch position Pc1. The second direction in FIG. 14A is the direction of extension of an imaginary line IL3 connecting the touch position Pe1 and the nearest point N. The direction of extension of the imaginary line IL3 is along the direction of extension of the vector Ve1. On the other hand, the touch position Pe2 in FIG. 14B is located in the neutral area RN, close to the reference point Q and far from the inner edge (circle Sa2) of the movement instruction area RD. Also, the touch position Pe2 in FIG. 14B is located to the right of the reference point Q. The shortest distance between the touch position Pe2 and the movement instruction area RD is Dg2 (>Dg1). The nearest point N is the intersection of the extension direction of a vector Ve2 directed from the reference point Q toward the touch position Pe2 and the inner edge (circle Sa2) of the movement instruction area RD. The shortest distance Dg2 is the distance between the nearest point N and the touch position Pe2. Also, the second direction in FIG. 14B is the extension direction of an imaginary line IL4 connecting the touch position Pe2 and the nearest point N. The extension direction of the imaginary line IL4 is along the extension direction of the vector Ve2. 14B, the distance Dg1 is shown as a straight line instead of a double-headed arrow for ease of visibility. Also, in FIGS. 14A and 14B, the arrowhead at the end point of the vector Ve2 is omitted for ease of visibility.

[0105] The touch position image TI8 shown in FIG. 14 has a circular ring portion TI8a surrounded by two circles Se1 and Se2 centered on the position of the character C (for example, the position of the center of gravity), and a protrusion portion TI8b protruding inward from the circle Se2. Of the two circles that make up the annular portion TI8a, the inner circle Se2 has a radius large enough to surround the entire character C. Furthermore, the outer circle Se1 has a radius larger than that of the circle Se2. In FIG. 14, the radii of the circles Se1 and Se2 are both fixed.

[0106] The protrusion TI8b has a shape resembling an isosceles triangle with its base located near the circle Se2 and its apex angle inside the circle Se2. The height of the protrusion TI8b is defined as Dh (Dh1, Dh2). The extension direction of the height Dh of the protrusion TI8b is parallel to the second direction. Therefore, the extension direction of the protrusion TI8b in Fig. 14A is parallel to the extension direction of the imaginary line IL3, and the extension direction of the protrusion TI8b in Fig. 14B is parallel to the extension direction of the imaginary line IL4.

[0107] The height Dh of the protrusion TI8b is proportional to the shortest distance Dg between the touch position Pe and the movement instruction region RD, that is, the second distance. Therefore, when the touch position Pe2 is located far from the inner edge (circle Sa2) of the movement instruction region RD as shown in FIG. 14B, the height of the protrusion TI8b becomes relatively high. Also, for example, when the touch position Pe1 is located near the inner edge (circle Sa2) of the movement instruction region RD as shown in FIG. 14A, the height of the protrusion TI8b becomes relatively low. 14A and overlaps with the inner edge (circle Sa2) of the movement instruction region, that is, when the shortest distance Dg between the touch position Pe and the movement instruction region RD becomes 0, the height of the protrusion TI8b may be set to 0. At this time, the display control unit 166 may continue to display only the annular portion TI8a, or may stop displaying the annular portion TI8a and end displaying the touch position image TI8.

[0108] That is, in the example of FIG. 14, the "second direction" corresponds to the direction in which the imaginary line IL connecting the touch position Pe and the closest point N extends. In the example of FIG. 14, the "mode based on the second direction" corresponds to the protrusion TI8b of the touch position image TI8 extending in the same direction as the second direction. In the example of FIG. 14, the "mode based on the second distance" corresponds to the protrusion TI8b of the touch position image TI8 having a length (height Dh) proportional to the second distance. In the example of FIG. 14, the "position based on character C" corresponds to a predetermined range centered on the position of character C (the range of the annular portion TI8a and the protruding portion TI8b).

[0109] 14, the touch position image TI is displayed in a manner based on the direction between the touch position P and the movement instruction area RD in addition to the distance between the touch position P and the movement instruction area RD, so that the user can know in which direction the current touch position P is located with respect to the movement instruction area RD without directly viewing the touch position P. Therefore, for example, when the user wants to move a stopped character C, the user can know not only how far (distance) the touch position P should be moved but also in which direction it should be moved without directly viewing the touch position P, which can suppress erroneous operations and improve the operability of the game.

[0110] 14, when the touch position P is in the movement instruction region RD, the touch position image TI4 shown in Fig. 10 may be displayed. In this case, if the circular portion TI4a in the touch position image TI4 corresponds to the circular portion TI8a in the touch position image TI8, continuity in the series of displays is ensured, and the displays can be performed without giving the user a sense of incongruity.

[0111] <Other display examples> In the above-mentioned display example 3-2, the second distance (the distance between the touch position P and the movement instruction area RD) is the distance (shortest distance) between the touch position P and the closest point N, which is the point in the movement instruction area RD closest to the touch position P, and the touch position P, and the second direction (the direction defined by the touch position P and the movement instruction area RD) is the extension direction of the virtual line IL connecting the touch position P and the closest point N. Without being limited to this, for example, the second distance may be the distance between the touch position P on the movement instruction area RD just before the touch position P enters the neutral area RN (hereinafter referred to as the "pre-stop touch position") and the current touch position P, and the direction of the virtual line IL connecting the pre-stop touch position and the touch position P may be the second distance. The pre-stop touch position is a point on the circle Sa2, which is the inner edge of the movement instruction area RD. The pre-stop touch position indicates the direction of movement of the character C just before it stopped moving. By setting the second distance and the second direction based on the pre-stop touch position, the user can perform an accurate operation when specifying the same movement direction as just before it stopped when resuming the movement of the character C.

[0112] <Flowchart> Next, an example of the operation of the control unit 160 of the information processing device 10 in the third embodiment will be described with reference to Fig. 15. The flowchart in Fig. 15 describes processing for a case where, when the touch position P is in the neutral region RN, a touch position image based on the second distance and the second direction is displayed as in display example 3-2 shown in Fig. 14, and when the touch position P is in the movement instruction region RD, a touch position image based on the first distance and the first direction is displayed as in display example 2-1 shown in Fig. 10. The operation shown in FIG. 15 is started when a predetermined start operation is performed.

[0113] The touch position acquisition unit 162 acquires touch position information indicating the touch position P on the touch panel 12 (step S200). If the touch position P indicated by the touch position information is in the movement instruction area RD (step S202: YES), the game control unit 164 specifies the movement direction of the character C based on the touch position and moves the character C in the game space G (step S204). Furthermore, the display control unit 166 determines the display mode of the touch position image TI based on the distance (first distance) between the touch position P and the neutral area RN and the extending direction (first direction) of the virtual line IL connecting the touch position P and the neutral area RN (step S206). For example, when displaying the touch position image TI4 in the mode shown in Figures 10A and 10B, the display control unit 166 determines the height De of the protrusion TI4b based on the first distance, and determines the extending direction of the height De of the protrusion TI4b based on the first direction.

[0114] Also, in step S202, if the touch position P indicated by the touch position information is not in the movement instruction area RD (step S202: NO), that is, if the touch position P is in the neutral area RN, or if the touch position P is in a location on the touch panel 12 other than the operation area R, or if no touch is made on the touch panel 12, the game control unit 164 stops the movement of the character C in the game space G (step S208).

[0115] If the touch position P is not in the neutral area RN (step S210: NO), that is, if the touch position P is in a location on the touch panel 12 other than the operation area R, or if the touch panel 12 is not being touched, the control unit 160 returns to step S200. On the other hand, if the touch position P is in the neutral region RN (step S210: YES), the display control unit 166 determines the display mode of the touch position image TI based on the distance (second distance) between the touch position P and the movement instruction region RD and the extending direction (second direction) of the virtual line IL connecting the touch position P and the movement instruction region RD (step S212). For example, when displaying the touch position image TI8 in the mode shown in Figures 14A and 14B, the display control unit 166 determines the height Dh of the protrusion TI4b based on the second distance and determines the extending direction of the height Dh of the protrusion TI8b based on the second direction. The display control unit 166 displays the touch position image TI in the display mode determined in step S206 or S212 at a position based on the character C (step S214), and returns to step S200.

[0116] [D: Other variations] In each embodiment of the present invention, for example, the following exemplary configurations may be employed.

[0117] [Modification D1] The modification D1 relates to the display of the touch position image TI when the touch position P is not within the operation area R (the movement instruction area RD or the neutral area RN). The touch position P is not within the operation area R when, for example, the touch position P is located at a position other than the operation area R on the touch panel 12, or when no touch operation is performed on the touch panel 12. In either case, the character C stops moving, and particularly in the latter case, the distance between the touch position P and the neutral area RN (or the movement instruction area RD) cannot be determined. Therefore, when the touch position P is not within the operation region R, the display control unit 166 may, for example, stop displaying the touch position image TI. Furthermore, the display control unit 166 may, for example, increase the transparency of the touch position image TI or lighten the display color (reduce the brightness or saturation) so that images other than the touch position image TI become more visible. For example, the display control unit 166 may asymptotically limit the display so that the display of the touch position image TI gradually fades out after the touch position P is no longer within the operation region R.

[0118] That is, the display control unit 166 may restrict the display of the touch position image if touch position information indicating that the touch position P is in the operation area R (instruction area) consisting of the movement instruction area RD and the neutral area RN is no longer acquired while the touch position image TI is being displayed.

[0119] "When touch position information indicating that the touch position P is in the operation area R consisting of the movement instruction area RD and the neutral area RN is no longer acquired" means, for example, when the touch position P is in an area of ​​the touch panel 12 other than the movement instruction area RD and the neutral area RN, or when a touch operation on the touch panel 12 is no longer being performed. "When the touch position P is in an area of ​​the touch panel 12 other than the movement instruction area RD and the neutral area RN" means, for example, when the touch position indicated by the touch position information is in a position other than the movement instruction area RD and the neutral area RN on the touch panel 12. Furthermore, "when a touch operation on touch panel 12 is no longer being performed" may be, for example, when information indicating that a touch operation on touch panel 12 is not being performed is acquired, or when information indicating that a touch operation on touch panel 12 is being performed is not being acquired. "When information indicating that there is no touch operation on touch panel 12 is obtained" means, for example, when there is no touch operation on touch panel 12, and touch panel 12 outputs information indicating "no touch position," when information indicating "no touch position" is obtained. "When information indicating that there is a touch operation on the touch panel 12 is not acquired" means, for example, when there is no touch operation on the touch panel 12, the touch panel 12 does not output touch position information, and the touch position acquisition unit 162 cannot acquire the touch position information.

[0120] "Restricting the display of the touch position image TI" may mean, for example, ceasing the display of the touch position image TI, or changing the display mode of the touch position image TI so that images other than the touch position image TI are easier to see than before the restriction (hereinafter referred to as "changing the display mode"). The change in the display mode may be, for example, increasing the transparency of the touch position image TI or decreasing at least one of the brightness and saturation of the display color of the touch position image TI. Furthermore, the change in the display mode may be, for example, displaying only a part of the touch position image TI.

[0121] According to variant example D1, when a touch operation is not performed on either the movement instruction area RD or the neutral area RN, the display of the touch position image TI is limited compared to when a touch operation is performed on the movement instruction area RD or the neutral area RN. Therefore, the user can understand whether or not a touch operation has been performed on the operation area R consisting of the movement instruction area RD and the neutral area RN by whether or not there is a restriction on the display of the touch position image TI, and can understand whether or not a touch operation has been performed more clearly than by relying on his or her own senses. For example, when the character C is stopped in the game space G, the user can know whether the character C is stopped because the neutral area RN is being touched or because the user's hand is removed from the touch panel 12, based on whether or not there is a restriction on the display of the touch position image TI. Therefore, the user can easily notice an erroneous operation, such as removing a finger from the touch panel 12 at an unintended timing. Furthermore, for example, the user can intentionally limit the display of the touch position image TI by removing his / her finger from the touch panel 12. This allows the user to improve the visibility of the game space G around the character C at any timing, thereby improving the operability of the game.

[0122] [Variation D2] The modification example D2 relates to the display of the touch position image TI when the touch position P is stationary. If the touch position P is located in the operation area R but there is no change (movement) in the touch position P, it is presumed that the user wants to prioritize checking the game situation over moving the character C. In this case, the display control unit 166 may improve the visibility of the game space G by limiting the display of the touch position image TI, for example, by increasing the transparency of the touch position image TI.

[0123] That is, when the amount of change in the touch position P remains equal to or less than a predetermined amount for a predetermined period of time or more while the touch position image TI is being displayed, the display control unit 166 may limit the display of the touch position image TI.

[0124] The phrase "when the amount of change in the touch position P remains equal to or less than a predetermined amount for a predetermined period of time" may refer to, for example, a state in which the touch position P can be considered to be stationary. The phrase "when the amount of change in the touch position P remains equal to or less than a predetermined amount for a predetermined period of time" may refer to, for example, a state in which the coordinates on the touch panel 12 detected as the touch position P (hereinafter referred to as "touch position coordinates") do not change for a predetermined period of time or more, or a state in which the touch position coordinates are concentrated around a specific coordinate or a specific coordinate, or a state in which the touch position coordinates move but the amount of change in the touch position coordinates per unit time remains equal to or less than a predetermined amount for a predetermined period of time or more.

[0125] According to modification example D2, when the touch position P remains unchanged and the possibility that the user will change the touch position P is low, that is, when there is little need for the touch position image TI, the display of the touch position image TI is limited. This improves the visibility of the game space G around the character C, and improves the operability of the game.

[0126] [Modification D3] In the first embodiment described above, the display control unit 166 displayed the touch position image TI based on the distance between the touch position P and the neutral area RN. In the second embodiment described above, the display control unit 166 displayed the touch position image TI based on the direction between the touch position P and the neutral area RN. However, the display control unit 166 may display a touch position image TI based on the touch position P and the position of the neutral area RN.

[0127] That is, when the touch position P is located in the movement instruction area RD, the display control unit 166 may display the touch position image TI in a manner based on the position of the neutral area RN and the touch position P at a position based on the character C.

[0128] The "aspect based on the position of the neutral area RN and the touch position P" may be, for example, a mode based on the distance between the neutral area RN and the touch position P, or a mode based on the direction between the touch position P and the neutral area RN, or a mode including both of these. Also, the "aspect based on the position of the neutral area RN and the touch position" may be, for example, a mode based on the relationship between the coordinates of the reference point of the neutral area RN and the coordinates of the touch position P, or a mode based on the vector connecting the reference point of the neutral area RN and the touch position P.

[0129] In the third embodiment described above, the display control unit 166 displays the touch position image TI based on the distance (and also the direction depending on the display example) between the touch position P and the movement instruction region RD. However, the display control unit 166 may display a touch position image TI based on the touch position P and the position of the movement instruction region RD.

[0130] That is, when the touch position P is located in the neutral area RN, the display control unit 166 may display the touch position image TI in a manner based on the position of the movement instruction area RD and the touch position P at a position based on the character C.

[0131] [Variation D4] In the above-described embodiment, the operation area R is used for the movement operation of the character C. That is, in the above-described embodiment, the operation area R is used for the operation of instructing the movement action of the character C. However, the operation area R may be used for an operation to instruct the character C to perform any action. Other actions include, for example, attacks on other characters in the game (for example, enemy characters), defense against attacks from enemy characters, movement of items in the game, etc. In particular, in the operation area R where a direction can be specified as in this embodiment, actions may be performed by specifying a direction.

[0132] An attack may be, for example, throwing an attack element (item) such as a bomb in a specified direction, or directing an attack element such as a beam in a specified direction. Note that, for example, destroying block B by hitting it with an attack element such as a bomb or a beam, and changing the shape of land L, may also be considered as a form of attack. Defense may involve, for example, destroying attack elements such as bombs or beams moving toward character C from a specific direction, or placing defensive elements such as a shield to prevent attack elements from reaching character C's position.

[0133] For example, if the other action is "attack," the operation area R has a neutral area and an attack instruction area. The neutral area corresponds to the neutral area RN in the above-described embodiment, and the attack instruction area corresponds to the movement instruction area RD in the above-described embodiment. When the user touches the attack instruction area, the game control unit 164 specifies an attack in the same direction as a vector V that points from a reference point Q of the operation area R toward the touch position P. Specifically, the game control unit 164 controls the game so that, for example, the character C throws a bomb or irradiates a beam in the direction of the vector V. Furthermore, the display control unit 166 displays a touch position image TI at a position based on the character C, for example, around the character C. The touch position image TI is a display based on the touch position P and the position of the neutral area, and specifically, is a display in the manner shown in the first or second embodiment described above. Furthermore, when the user touches the neutral area, the game control unit 164 causes character C to stop attacking. Furthermore, the display control unit 166 displays a touch position image TI in a manner based on the touch position P and the position of the attack instruction area at a position based on the character C. Specifically, the touch position image is displayed in a manner similar to that of the third embodiment described above.

[0134] That is, in variant example D4, the touch position acquisition unit 162 acquires touch position information indicating a touch position P on the touch panel 12, and the game control unit 164, when the touch position P indicated by the touch position information is in a first area set on the touch panel 12, specifies a first behavioral mode of the character C in the game space G, and when the touch position P indicated by the touch position information is in a second area set on the touch panel 12, specifies a second behavioral mode of the character C in the game space G, and when the touch position P indicated by the touch position information is in a second area set on the touch panel 12, the display control unit 166, when the touch position P is located in one of the first area or the second area, displays a touch position image TI in a position based on the character C, the mode being based on the touch position P and the position of the other of the first area or the second area.

[0135] The "(character C's) movement mode" may include, for example, the type of movement of character C, the speed of the movement, the direction of the movement, the strength of the movement, and the like. The type of action may be, for example, movement of the character C in the game space G, an attack by the character C against another character (for example, an enemy character), or defense by the character C against an attack from an enemy character. The speed of the movement may be, for example, the movement speed of character C if the type of movement is "movement," or the number of attacks per unit time if the type of movement is "attack." The direction of movement may be, for example, the direction in which character C moves if the type of movement is "movement," or the direction in which character C attacks or defends if the type of movement is "attack" or "defense." The strength of the action may be, for example, the strength of the attack or defense by character C when the type of action is "attack" or "defense."

[0136] According to modification D4, even when the operation area R is used for an operation to instruct an action of the character C other than movement, it is possible to obtain the same effects as those of the above-described embodiments or modifications.

[0137] [Variation D5] In the above-described embodiment, the character C moves at a constant speed in the game space G. That is, the game in the above-described embodiment is a constant speed operation mode in which the moving speed of the character C does not change regardless of where the touch position P is in the movement instruction area RD. On the other hand, the touch position image TI may also be displayed in a game with a speed gradient operation mode in which the moving speed of the character C changes depending on where the touch position P is located in the movement instruction region RD. As described above, in a game with a speed gradient type operation mode, the user can grasp the distance to the neutral area RN based on the movement speed, so the need for a touch position image TI is less than in a game with a constant speed type operation mode. However, for example, in a mode in which the touch position image TI is displayed when the touch position P is in the neutral area RN, as in the third embodiment, the same effect as that of the touch position image TI in the constant speed operation mode can be obtained. Furthermore, even in the case of displaying the touch position image TI when the touch position P is in the movement instruction area RD, as in the first or second embodiment, the touch position image TI explicitly displays the distance and direction to the neutral area RN, which is effective for beginners who are not familiar with the game controls, for example.

[0138] [Variation D6] In the above-described embodiment, the information processing device 10 is provided with the memory 14 (storage unit 140) that stores the game application program, and the processor 16 (control unit 160) that executes the game application. However, the present invention is not limited to this, and a memory that stores a game application program and a processor that executes the game application may be provided in an external device that can communicate with information processing device 10. More specifically, for example, a memory that stores a game application program and a processor that executes the game application may be provided in a cloud server (server device) that can communicate with information processing device 10 via a communication line such as the Internet.

[0139] [E: Notes] From the above description, the present invention can be understood, for example, as follows: Note that, in order to facilitate understanding of each aspect, reference numerals in the drawings are conveniently placed in parentheses below, but this is not intended to limit the present invention to the illustrated aspects.

[0140] [Appendix 1-1] A program according to one aspect of the present invention causes a processor (e.g., processor 16) to function as an acquisition unit (e.g., touch position acquisition unit 162) that acquires touch position information indicating a touch position on a touch panel (e.g., touch panel 12), a designation unit (e.g., game control unit 164) that, if the touch position indicated by the touch position information is in a movement instruction area (e.g., movement instruction area RD) set on the touch panel, designates a constant speed movement of an object (e.g., character C) in a game space (e.g., game space G), and, if the touch position indicated by the touch position information is in a stop instruction area (e.g., neutral area RN) set on the touch panel, designates a stop of the movement of the object, and, if the touch position is located in the movement instruction area, a display control unit that displays a touch position image (e.g., touch position image TI) in a position based on the object, in a manner based on the distance between the touch position and the stop instruction area, when the touch position is located in the movement instruction area.

[0141] According to this configuration, when the touch position is located in the movement instruction area, a touch position image based on the distance between the touch position and the stop instruction area is displayed, so that the user can grasp how far the current touch position is from the stop instruction area without directly viewing the touch position. Therefore, for example, when the user wants to stop a moving object, the user can grasp how far the touch position should be moved without directly viewing the touch position, and erroneous operations during game play can be suppressed. In addition, generally, a user who is playing a game often focuses on an object that is the target of operation. According to the above configuration, since the touch position image is displayed at a position based on the object, the user can check the touch position image without significantly shifting their line of sight from the object, thereby enabling the user to continue operating the game without losing concentration.

[0142] In the above aspect, an "object" is an object to be operated using a touch panel. The object may be, for example, a character related to the game or an object related to the game. Here, a "character related to the game" may be, for example, a virtual living thing that can progress the game. Also, a "object related to the game" may be, for example, a virtual inanimate object that can progress the game.

[0143] In the above aspect, the "movement instruction area" and the "stop instruction area" are, for example, areas set in a part of the touch panel that accept touch operations from the user. The positions of the movement instruction area and the stop instruction area may be fixed on the touch panel or may be variable.

[0144] In the above embodiment, the "distance between the touch position and the stop instruction area" may be, for example, the shortest distance between the touch position and the stop instruction area, or the distance between the touch position and a predetermined position based on the stop instruction area. For example, if the touch position information acquired by the acquisition unit is information specifying a point on the touch panel, the touch position may be the touch position indicated by the touch position information, or if the touch position information is information specifying an area having a spread on the touch panel, the touch position may be a point included in the area. The point included in the area may be, for example, the center of gravity of the area or a point on the outer edge of the area, and among these, the point on the outer edge of the area may be, for example, the point closest to the reference point of the stop instruction area. The predetermined position based on the stop instruction area may be, for example, a reference point of the stop instruction area, a point having a predetermined positional relationship with the reference point, or any point within the stop instruction area. The reference point of the stop instruction area may be, for example, the center of gravity of the stop instruction area or one point on the outer edge of the stop instruction area. The one point on the outer edge of the stop instruction area may be, for example, a point closest to the touch position.

[0145] In the above embodiment, "aspect based on the distance between the touch position and the stop instruction area (hereinafter referred to as "first distance")" may mean, for example, that the touch position image has a length or area proportional to the first distance, or that the visual effect of the touch position image changes based on the first distance. The visual effect of the touch position image may be, for example, the transparency or display color of the touch position image.

[0146] In the above embodiment, the "touch position image" may be, for example, an image that presents a relative change in the touch position to the user in a visually recognizable manner by changing the display mode based on a change in the touch position on the touch panel.

[0147] In the above aspect, the "object-based position" may be, for example, a position having a predetermined positional relationship with the object, a position within a predetermined distance from the object, or a position in a predetermined direction relative to the object. Specifically, the "object-based position" may be, for example, the current position of the object in the game space, or a position forward or backward in the direction of travel of the object. Furthermore, the "object-based position" may dynamically change on the touch panel based on the display position of the object. For example, when the object is displayed at the right edge of the touch panel, the touch position image may also be displayed at the right edge of the touch panel accordingly.

[0148] [Appendix 1-2] Another aspect of the program of the present invention is characterized in that, in the program described in Appendix 1-1, the display control unit displays the touch position image in a manner based on a direction defined by the touch position and the stop instruction area when the touch position is located in the movement instruction area.

[0149] According to this configuration, the touch position image is displayed in a manner based on the direction defined by the touch position and the stop instruction area in addition to the distance between the touch position and the stop instruction area, so that the user can know the direction in which the current touch position is located relative to the stop instruction area without directly viewing the touch position. Therefore, for example, when the user wants to stop a moving object, the user can know the direction in which to move the touch position without directly viewing the touch position, thereby improving the operability of the game.

[0150] In the above embodiment, the "direction defined by the touch position and the stop instruction area" may be, for example, the extension direction of a virtual line when the virtual line is set based on the touch position and the virtual line intersects with the stop instruction area, or the direction between the touch position and an arbitrary point within the stop instruction area. The direction between the touch position and the arbitrary point within the stop instruction area may be, for example, a direction from the touch position toward the arbitrary point within the stop instruction area, a direction from an arbitrary point within the stop instruction area toward the touch position, or a direction toward both the touch position and the arbitrary point within the stop instruction area. The arbitrary point within the stop instruction area may be, for example, the center of gravity of the stop instruction area or a point on the outer edge of the stop instruction area. The point on the outer edge of the stop instruction area may be, for example, a point closest to the touch position.

[0151] In the above embodiment, the "aspect based on the direction of the stop instruction area (hereinafter simply referred to as "direction")" may mean, for example, that the touch position image extends along the direction, that the touch position image has a shape based on the direction, or that the visual effect of the touch position image changes based on the direction. The visual effect of the touch position image may be, for example, the transparency or display color of the touch position image. Furthermore, the "direction" does not have to completely match the direction defined by the touch position and the stop instruction area.

[0152] [Appendix 1-3] A program according to another aspect of the present invention is characterized in that, in the program described in Appendix 1-1 or 1-2, when the touch position is located in the stop instruction area, the display control unit displays a touch position image in a manner based on the distance between the touch position and the move instruction area at a position based on the object.

[0153] According to this configuration, when the touch position is located in the stop instruction area, a touch position image based on the distance between the touch position and the move instruction area is displayed, so that the user can grasp how far the current touch position is from the move instruction area without directly viewing the touch position. Therefore, for example, when the user wants to move a stopped object, the user can grasp how far the touch position should be moved without directly viewing the touch position, thereby improving the operability of the game.

[0154] In the above embodiment, the "distance between the touch position and the movement instruction area" may be, for example, the shortest distance between the touch position and the movement instruction area, or the distance between the touch position and a predetermined position based on the movement instruction area. The predetermined position based on the movement instruction area may be, for example, a reference point of the movement instruction area, a point having a predetermined positional relationship with the reference point, or any point within the movement instruction area. The reference point of the movement instruction area may be, for example, the center of gravity of the movement instruction area, or one point on the outer edge of the movement instruction area. The one point on the outer edge of the movement instruction area may be, for example, a point closest to the touch position.

[0155] In the above embodiment, "aspect based on the distance between the touch position and the movement instruction area (hereinafter referred to as "second distance")" may mean, for example, that the touch position image has a length or area proportional to the second distance, or that the visual effect of the touch position image changes based on the second distance. The visual effect of the touch position image may be, for example, the transparency or display color of the touch position image.

[0156] [Appendix 1-4] A program according to another aspect of the present invention is characterized in that, in the program described in any one of Appendices 1-1 to 1-3, the display control unit restricts the display of the touch position image when, during the display of the touch position image, the touch position information indicating that the touch position is in an instruction area consisting of the move instruction area and the stop instruction area is no longer acquired.

[0157] According to this configuration, when a touch operation is not performed on either the movement instruction area or the stop instruction area, the display of the touch position image is limited compared to when a touch operation is performed on the movement instruction area or the stop instruction area. Therefore, the user can understand whether or not a touch operation has been performed on the instruction area consisting of the movement instruction area and the stop instruction area by whether or not there is a restriction on the display of the touch position image, and can understand whether or not a touch operation has been performed more clearly than by relying on his or her own senses. For example, when an object is stopped in the game space, the user can know whether the object is stopped because the stop instruction area is touched or because the user's hand is removed from the touch panel, based on whether or not the display of the touch position image is restricted. This makes it easier for the user to notice an erroneous operation, such as removing a finger from the touch panel at an unintended timing. Furthermore, for example, the user can intentionally limit the display of the touch position image by removing their finger from the touch panel, which allows the user to improve the visibility of the game space around the object at any time, thereby improving the operability of the game.

[0158] In the above embodiment, "when touch position information indicating that the touch position is in the instruction area consisting of the movement instruction area and the stop instruction area is no longer acquired" may mean, for example, when the touch position is in an area of ​​the touch panel other than the movement instruction area and the stop instruction area, or when touch operations on the touch panel are no longer being performed. "When the touch position is in an area of ​​the touch panel other than the movement instruction area and the stop instruction area" may mean, for example, when the touch position indicated by the touch position information is in a position other than the movement instruction area and the stop instruction area on the touch panel. Furthermore, "when touch operations on the touch panel are no longer being performed" may be, for example, when information indicating that no touch operations are being performed on the touch panel is acquired, or when information indicating that a touch operation is being performed on the touch panel is not acquired. "When information indicating that there is no touch operation on the touch panel is obtained" may be, for example, when information indicating "no touch position" is obtained in a mode in which the touch panel outputs information indicating "no touch position" when there is no touch operation on the touch panel. "When information indicating that there is a touch operation on the touch panel is not acquired" may mean, for example, that when there is no touch operation on the touch panel, the touch panel does not output touch position information, and the acquisition unit is unable to acquire touch position information.

[0159] In the above embodiment, "restricting the display of the touch position image" may mean, for example, ceasing the display of the touch position image, or changing the display mode of the touch position image so that images other than the touch position image are easier to see than before the restriction (hereinafter referred to as "changing the display mode"). The change in the display mode may be, for example, increasing the transparency of the touch position image, decreasing at least one of the brightness and saturation of the display color of the touch position image, or displaying only a part of the touch position image.

[0160] [Appendix 1-5] A program according to another aspect of the present invention is characterized in that, in the program described in any one of Appendices 1-1 to 1-4, the display control unit restricts the display of the touch position image if, during display of the touch position image, the amount of change in the touch position remains below a predetermined amount for a predetermined period of time or more.

[0161] With this configuration, when the touch position remains unchanged and the user is unlikely to change the touch position, i.e., when the need for the touch position image is low, the display of the touch position image is limited, thereby improving the visibility of the game space around the object and the operability of the game.

[0162] In the above-described embodiment, "when the state in which the amount of change in the touch position is equal to or less than a predetermined amount continues for a predetermined period of time" may mean, for example, a state in which the touch position can be considered to be stationary. "When the amount of change in the touch position is equal to or less than a predetermined amount continues for a predetermined period of time" may mean, for example, that the coordinates on the touch panel detected as the touch position (hereinafter referred to as "touch position coordinates") do not change for a predetermined period of time or more, or that the state in which the touch position coordinates are concentrated around a specific coordinate or a specific coordinate continues for a predetermined period of time or more, or that the touch position coordinates move but the amount of change in the touch position coordinates per unit time is equal to or less than a predetermined amount continues for a predetermined period of time or more.

[0163] [Appendix 1-6] An information processing device according to another aspect of the present invention is characterized by comprising: an acquisition unit that acquires touch position information indicating a touch position on a touch panel; a designation unit that, when the touch position indicated by the touch position information is in a movement instruction area set on the touch panel, designates a constant speed movement of an object in a game space, and, when the touch position indicated by the touch position information is in a stop instruction area set on the touch panel, designates a stop of the constant speed movement of the object; and a display control unit that, when the touch position is located in the movement instruction area, displays a touch position image in a manner based on the distance between the touch position and the stop instruction area, at a position based on the object.

[0164] [Appendix 1-7] An information processing system according to another aspect of the present invention is an information processing system comprising: a game device equipped with a touch panel and displaying game-related images on the touch panel; and a server device capable of communicating with the game device, the information processing system comprising: an acquisition unit that acquires touch position information indicating a touch position on the touch panel; a designation unit that, when the touch position indicated by the touch position information is in a movement instruction area set on the touch panel, designates uniform movement of an object in a game space; and, when the touch position indicated by the touch position information is in a stop instruction area set on the touch panel, designates a stop of the uniform movement of the object; and, when the touch position is located in the movement instruction area, displays a touch position image in a manner based on the distance between the touch position and the stop instruction area at a position based on the object.

[0165] [Appendix 1-8] A server device according to another aspect of the present invention is a server device capable of communicating with a game device, and is characterized by comprising: an acquisition unit that acquires touch position information indicating a touch position on a touch panel provided on the game device; a designation unit that, when the touch position indicated by the touch position information is in a movement instruction area set on the touch panel, designates a constant speed movement of an object in a game space of a game executed on the terminal device, and, when the touch position indicated by the touch position information is in a stop instruction area set on the touch panel, designates a stop of the constant speed movement of the object; and a display control unit that, when the touch position is located in the movement instruction area, displays a touch position image in a manner based on the distance between the touch position and the stop instruction area at a position based on the object on the touch panel.

[0166] [Appendix 1-9] An information processing method according to another aspect of the present invention is characterized in that a processor acquires touch position information indicating a touch position on a touch panel, and if the touch position indicated by the touch position information is in a movement instruction area set on the touch panel, specifies a constant speed movement of an object in a game space, if the touch position indicated by the touch position information is in a stop instruction area set on the touch panel, specifies a stop of the constant speed movement of the object, and if the touch position is located in the movement instruction area, displays a touch position image in a manner based on the distance between the touch position and the stop instruction area at a position based on the object.

[0167] [Appendix 2] A program according to another aspect of the present invention is characterized in that it causes a processor to function as an acquisition unit that acquires touch position information indicating a touch position on a touch panel, a designation unit that, when the touch position indicated by the touch position information is in a movement instruction area set on the touch panel, designates a constant speed movement of an object in a game space, and, when the touch position indicated by the touch position information is in a stop instruction area set on the touch panel, designates a stop of the constant speed movement of the object, and, when the touch position is located in the movement instruction area, displays a touch position image in a manner based on the position of the stop instruction area and the touch position, at a position based on the object.

[0168] In the above embodiment, the "aspect based on the position of the stop instruction area and the touch position" may be, for example, a mode based on the distance between the stop instruction area and the touch position, a mode based on the direction defined by the touch position and the stop instruction area, or a mode including both of these. Furthermore, the "aspect based on the position of the stop instruction area and the touch position" may be, for example, a mode based on the relationship between the coordinates of the reference point of the stop instruction area and the coordinates of the touch position, or a mode based on a vector connecting the reference point of the stop instruction area and the touch position.

[0169] According to this configuration, when the touch position is located in the movement instruction area, a touch position image based on the touch position and the position of the stop instruction area is displayed, so that the user can understand the position of the current touch position relative to the stop instruction area without directly viewing the touch position. Therefore, for example, when the user wants to stop a moving object, the user can understand how to move the touch position without directly viewing the touch position, and erroneous operations during game play can be suppressed. In addition, generally, a user who is playing a game often focuses on an object that is the target of operation. According to the above configuration, since the touch position image is displayed at a position based on the object, the user can check the touch position image without significantly shifting their line of sight from the object, thereby enabling the user to continue operating the game without losing concentration.

[0170] [Appendix 3] 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, a designation unit that, when the touch position indicated by the touch position information is in a first area set on the touch panel, designates a first behavioral mode of an object in a game space, and, when the touch position indicated by the touch position information is in a second area set on the touch panel, designates a second behavioral mode of the object in the game space, and, when the touch position is located in one of the first area or the second area, displays a touch position image of a mode based on the touch position and the position of the other of the first area or the second area, at a position based on the object.

[0171] According to this configuration, when the touch position is located in one of the two areas (the first area or the second area), a touch position image based on the touch position and the position of the other area is displayed. This allows the user to understand the position of the current touch position relative to the other area without directly viewing the touch position. Therefore, for example, when the user wants to specify an operation mode that can be specified in the other area, the user can understand how far the touch position should be moved without directly viewing the touch position, thereby reducing operational errors during game play. In addition, generally, a user who is playing a game often focuses on an object that is the target of operation. According to the above configuration, since the touch position image is displayed at a position based on the object, the user can check the touch position image without significantly shifting their line of sight from the object, thereby enabling the user to continue operating the game without losing concentration.

[0172] In the above embodiment, the "motion mode (of the object)" may include, for example, the type of motion of the object, the speed of the motion, the direction of the motion, the strength of the motion, and the like. The type of action may be, for example, movement of an object in the game space, an attack by an object against another object, or defense of an object against an attack by another object. The speed of the action may be, for example, the movement speed of the object if the action type is "movement," or the number of attacks per unit time if the action type is "attack." The direction of movement may be, for example, the direction in which the object moves if the type of movement is "movement," or the direction in which the object attacks or defends if the type of movement is "attack" or "defense." The strength of the action may be, for example, the strength of the attack or defense by the object when the type of action is "attack" or "defense." [Explanation of symbols]

[0173] 10...information processing device, 12...touch panel, 14...memory, 16...processor, 120...display unit, 122...input unit, 140...storage unit, 160...control unit, 162...touch position acquisition unit, 164...game control unit, 166...display control unit, B...block, C...character, L...land.

Claims

1. The processor, an acquisition unit that acquires touch position information indicating a touch position on a touch panel; If the touch position indicated by the touch position information is within a movement instruction area set on the touch panel, designating a movement of an object in the game space; a designation unit that designates a stop of movement of the object when the touch position indicated by the touch position information is in a stop designation area set on the touch panel; when the touch position is located in the move instruction area, a display control unit that displays a touch position image in a manner based on a direction defined by the touch position and the stop instruction area at a position based on the object; the stop instruction area is set based on a reference point determined by a user operation, the display control unit, when the touch position is in the stop instruction area, does not display the touch position image. A program characterized by:

2. The stop instruction area is a circular area centered on the reference point.

2. The program according to claim 1 .

3. an acquisition unit that acquires touch position information indicating a touch position on a touch panel; If the touch position indicated by the touch position information is within a movement instruction area set on the touch panel, designating a movement of an object in the game space; a designation unit that designates a stop of the movement of the object when the touch position indicated by the touch position information is in a stop designation area set on the touch panel; a display control unit that, when the touch position is located in the move instruction area, displays a touch position image in a manner based on a direction defined by the touch position and the stop instruction area at a position based on the object, the stop instruction area is set based on a reference point determined by a user operation, the display control unit, when the touch position is in the stop instruction area, does not display the touch position image.

1. An information processing device comprising:

4. The processor: acquire touch position information indicating a touch position on the touch panel; If the touch position indicated by the touch position information is within a movement instruction area set on the touch panel, designating a movement of an object in the game space; If the touch position indicated by the touch position information is in a stop instruction area set on the touch panel, designating a stop of the movement of the object; When the touch position is located in the movement instruction area, a touch position image in a manner based on a direction defined by the touch position and the stop instruction area is displayed at a position based on the object; the stop instruction area is set based on a reference point determined by a user operation, When the touch position is in the stop instruction area, the touch position image is hidden. An information processing method comprising:

Citation Information

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