Game control device, game system, and program
Patent Information
- Application Number
- JP2025120440
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2025-07-17
- Publication Date
- 2026-02-27
AI Technical Summary
In baseball games, the operation of selecting a button to change the cursor display size is separate from moving the cursor, which can feel cumbersome to users.
A game control device and system that integrates cursor size change with touch pressure, allowing users to adjust cursor size and swing power through a single touch operation on a touch panel, eliminating the need for separate button presses.
Simplifies the process of changing cursor size and swing power, reducing user inconvenience and optimizing game interface space, particularly on devices with limited display areas.
Smart Images

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Abstract
Description
[Technical Field]
[0001] The present invention relates to a game control device, a game system, and a program.
[0002] There is known a game in which a first object and a second object that move in response to a user's operation are displayed on a game screen, and when it is determined that the first object overlaps with the second object, a process related to the second object is executed. One example of such a game is a baseball game that imitates baseball. For example, in a scene in which a batter character operated by a user is about to hit the ball, a cursor (first object) that moves in response to the user's operation and a ball (second object) thrown by a pitcher character are displayed, and the user moves the cursor to overlap the ball to make the batter character hit the ball.
[0003] In such baseball games, a button for changing the display size of the cursor may be displayed, and the user may be able to select the display size of the cursor by selecting (pressing) the button. For example, a button may be displayed to select between a "normal hit," in which the cursor is displayed at the normal display size, and a "powerful hit," in which the cursor is displayed at a size smaller than the normal display size but the ball is hit hard when the bat hits the ball, and the user may be able to select the display size of the cursor and the strength of the swing (hit) by the batter character by selecting the button. [Prior art documents] [Patent documents]
[0004] [Patent Document 1] Japanese Patent Application Laid-Open No. 2015-213771 Summary of the Invention [Problem to be solved by the invention]
[0005] In baseball games like the one described above, the operation of selecting (pressing) a button to change the cursor display size must be performed separately from the operation to move the cursor, which can sometimes feel cumbersome to users.
[0006] The present invention has been made in consideration of the above-mentioned problems, and its purpose is to provide a game control device, game system, and program that can reduce the effort required to change the display size of an object. [Means for solving the problem]
[0007] In order to solve the above problem, a game control device according to one embodiment of the present invention includes a display control means for controlling the display of a first object and a second object on a display means, an acquisition means for acquiring contact position information relating to a contact position by a contact operation and pressure information relating to a pressure force generated by the contact operation, a setting means for setting a display size of the first object, a moving means for moving the first object based on the contact position information, a determination means for determining whether the position of the first object and the position of the second object satisfy a predetermined condition, and a processing execution means for executing a process related to the second object based on the determination result of the determination means, wherein the setting means includes a means for setting the display size of the first object based on the pressure information.
[0008] A game system according to one embodiment of the present invention includes a display control means for controlling the display of a first object and a second object on a display means, an acquisition means for acquiring contact position information relating to a contact position by a contact operation and pressure information relating to a pressure force generated by the contact operation, a setting means for setting a display size of the first object, a moving means for moving the first object based on the contact position information, a determination means for determining whether the position of the first object and the position of the second object satisfy a predetermined condition, and a processing execution means for executing a process related to the second object based on the determination result of the determination means, wherein the setting means includes a means for setting the display size of the first object based on the pressure information. [Brief explanation of the drawings]
[0009] [Figure 1] 1 is a diagram showing a configuration of a game system according to an embodiment of the present invention. [Figure 2] FIG. 1 is a diagram illustrating an example of the appearance of a game terminal. [Figure 3] FIG. 10 is a diagram illustrating an example of a game image. [Figure 4] FIG. 10 is a diagram showing another example of a game image. [Figure 5] FIG. 10 is a diagram showing another example of a game image. [Figure 6] 10 is a diagram showing an example of a correspondence relationship between pressure, cursor size, and swing power. [Figure 7] FIG. 10 is a diagram showing another example of a game image. [Figure 8] 1 is a functional block diagram of a game system according to an embodiment of the present invention. [Figure 9A] FIG. 10 is a diagram illustrating an example of processing executed in the game system. [Figure 9B] FIG. 10 is a diagram illustrating an example of processing executed in the game system. [Figure 9C] FIG. 10 is a diagram illustrating an example of processing executed in the game system. [Figure 9D] FIG. 10 is a diagram illustrating an example of processing executed in the game system. DETAILED DESCRIPTION OF THE INVENTION
[0010] Hereinafter, an example of an embodiment of the present invention will be described with reference to the drawings.
[0011] [1. Configuration of the Game System] Figure 1 shows the configuration of a game system according to an embodiment of the present invention. As shown in Figure 1, the game system 1 according to this embodiment includes a game terminal 10 and a server 30. The game terminal 10 can communicate data with the server 30 via a network N.
[0012] Game terminal 10 is a computer used by a user to play a game. For example, game terminal 10 is a mobile phone (including a smartphone), a personal digital assistant (including a tablet computer), a desktop computer, a laptop computer, a home game console (stationary game console), a portable game console, or an arcade game console installed in an amusement facility or the like.
[0013] 1, game terminal 10 includes control unit 11, storage unit 12, communication unit 13, operation unit 14, display unit 17, and audio output unit 18. Operation unit 14, display unit 17, and audio output unit 18 may be provided in game terminal 10 itself, or may be provided as external devices connected to game terminal 10.
[0014] The control unit 11 includes at least one microprocessor and executes information processing according to programs stored in the memory unit 12. The memory unit 12 includes a main memory unit (e.g., RAM) and an auxiliary memory unit (e.g., non-volatile semiconductor memory, a hard disk drive, or a solid state drive) and stores programs and data. The communication unit 13 is used to communicate data with other devices via the network N.
[0015] The operation unit 14 is used by the user to perform various operations. The operation unit 14 accepts touch operations by the user. The operation unit 14 has a surface that is touched by the user and accepts touch operations on that surface. That is, the user performs touch operations by touching the surface with a finger (or a touch pen, etc.). As shown in FIG. 1, the operation unit 14 includes a touch position detection unit 15 and a pressure detection unit 16. The contact position detection unit 15 detects the position on the surface that is touched by the user, and provides contact position information indicating that position to the control unit 11. The pressure detection unit 16 detects the pressure applied to the surface by the user's touch, and provides pressure information indicating the pressure to the control unit 11.
[0016] The display unit 17 is for displaying various images and is, for example, a liquid crystal display or an organic EL display, etc. The audio output unit 18 is for outputting audio data and is, for example, a speaker or headphones, etc.
[0017] Fig. 2 shows an example of the appearance of game terminal 10. While Fig. 1 shows operation unit 14 and display unit 17 separately, as shown in Fig. 2, operation unit 14 and display unit 17 may be integrally configured as touch panel T. For example, touch panel T is configured by sequentially stacking a backlight, a display panel, and glass incorporating a second sensor for detecting a contact position on a substrate on which first sensors for detecting pressure are arranged.
[0018] Here, the first sensor is a capacitance sensor that detects the distance between the user's finger and the glass. The glass is configured to bend slightly when the user touches and presses firmly. The greater the pressure applied to the glass, the greater the curvature of the glass, resulting in a shorter distance between the user's finger and the capacitance sensor. Since the distance and the pressure are correlated, the detection result of the first sensor indicates the pressure. That is, a short distance detected by the first sensor indicates a large pressure, and a long distance indicates a small pressure. Therefore, in this case, the first sensor corresponds to the pressure detection unit 16. The position touched by the user is detected by a second sensor built into the glass, and the second sensor corresponds to the contact position detection unit 15.
[0019] The configuration of the touch panel T is not limited to the above configuration, and other configurations are also possible. Furthermore, it is not essential that the operation unit 14 and the display unit 17 are integrally configured as the touch panel T, and the operation unit 14 may be provided separately from the display unit 17, for example, as a touchpad (trackpad). Furthermore, the operation unit 14 may include buttons (keys), levers (sticks), or the like.
[0020] The server 30 is, for example, a server computer. As shown in FIG. 1, the server 30 includes a control unit 31, a storage unit 32, and a communication unit 33. The control unit 31, the storage unit 32, and the communication unit 33 are similar to the control unit 11, the storage unit 12, and the communication unit 13 of the game terminal 10. The server 30 can access a database DB. The database DB may be built within the server 30, or may be built in a server computer separate from the server 30.
[0021] Programs and data are supplied to game terminal 10 or server 30 from a remote location via network N and stored in storage unit 12 or storage unit 32. Game terminal 10 or server 30 may be provided with a component (such as an optical disk drive or a memory card slot) for reading programs and data stored on an information storage medium (such as an optical disk or a memory card). Then, the programs and data may be supplied to game terminal 10 or server 30 via the information storage medium.
[0022] [2. Overview of the Game] Various games can be executed in game system 1. The games may be standalone games executed by game terminal 10 alone, or client / server games executed by data communication between game terminal 10 and server 30.
[0023] A baseball game based on baseball will be described below as an example of a game executed by the game system 1. In this baseball game, a match is played between a user team, which is a team operated by a user, and an opposing team. For example, when the user team is on offense, the user performs a batting operation or a base-running operation to cause a player character (a game character representing a player) belonging to the user team to bat or run the bases, and when the user team is on defense, the user performs a pitching operation or a fielding operation to cause a player character belonging to the user team to pitch or play defense.
[0024] 3 to 5 show examples of game images (game screen images) of a baseball game displayed on the display unit 17. Note that Figs. 3 to 5 show game images when the user team is at bat, and show scenes in which the user performs a batting operation.
[0025] As shown in Figure 3, the game image G10 displays a batter character P11 who is the batter for the user's team and a pitcher character P12 who is the pitcher for the opposing team. In this scene, the user controls the batter character P11. Figure 3 shows the game image G10 before the pitcher character P12 starts pitching.
[0026] The game image G10 includes a game situation display P13 and a name display P14. The game situation display P13 shows the current game situation, and the name display P14 shows the name of the batter character P11.
[0027] Furthermore, the game image G10 includes a frame P15 and a cursor P16 as operation images for causing the batter character P11 to hit the ball. The frame P15 is set on home base and indicates the strike zone. The cursor P16 indicates the position or area where the batter character P11 will hit with the bat. In other words, the cursor P16 is the position or area where the bat will pass when the batter character P11 swings the bat. The cursor P16 also includes a center part P17. The center part P17 indicates the position or area where the bat will hit with the center of the bat. In other words, the center part P17 indicates the position or area where a specific part of the bat (the center part) will pass when the batter character P11 swings the bat.
[0028] The cursor P16 moves in response to a movement instruction operation by the user. A "movement instruction operation" is, for example, an operation of moving a finger in contact with the touch panel T. In other words, when the user is touching the touch panel T, the cursor P16 moves in response to movement of the position touched by the user. In other words, the user can move the cursor P16 by moving the finger in contact with the touch panel T. Note that the position where the user touches the finger may be anywhere within the touch panel T. Furthermore, the cursor P16 moves within a range that can be reached by the bat of the batter character P11.
[0029] Fig. 4 shows an example of a game image G10 after the pitcher character P12 has thrown the ball. The game image G10 shown in Fig. 4 displays a ball P18 thrown by the pitcher character P12.
[0030] When the user performs a swing instruction operation, the batter character P11 swings the bat toward the hitting position indicated by the cursor P16. The "swing instruction operation" is, for example, an operation of lifting a finger from the touch panel T. In other words, when the user lifts his finger from the touch panel T at or near the time when the ball P18 thrown by the pitcher character P12 passes through a plane including the frame P15, the batter character P11 hits the ball P18 according to the positional relationship between the cursor P16 and the ball P18.
[0031] For example, if the cursor P16 is overlapping with the ball P18 at the time a swing instruction operation is performed, the ball P18 is hit. In this baseball game, the batter character P11 is made to hit the ball P18 thrown by the pitcher character P12 by overlapping the cursor P16 with the ball P18. If the cursor P16 is not overlapping with the ball P18 at the time a swing instruction operation is performed, a swing and a miss occurs. Also, if a swing instruction operation is performed at the timing when the ball P18 passes through and leaves the plane including the frame P15, a swing and a miss occurs.
[0032] 5 shows an example of a game image G10 after the batter character P11 hits the ball P18. The direction of movement and strength of the hit ball (ball P18 hit by batter character P11) are determined according to the positional relationship (degree of overlap, etc.) between cursor P16 and ball P18 at the time the swing instruction operation is performed. For example, if the center part P17 overlaps with ball P18, the ball will fly hard.
[0033] The game image G10 shown in FIGS. 3 to 5 is generated using three-dimensional computer graphics technology. For example, the game image G10 is generated by generating an image of a virtual three-dimensional space in which the batter character P11, pitcher character P12, frame P15, cursor P16, ball P18, etc. are arranged, viewed from a viewpoint set on the catcher character side, and then superimposing the game situation display P13 and name display P14 on the image. Alternatively, the game image G10 is generated by generating an image of a virtual three-dimensional space in which the batter character P11, pitcher character P12, ball P18, etc. are arranged, viewed from a viewpoint set on the catcher character side, and then superimposing the game situation display P13, name display P14, frame P15, and cursor P16 on the image. The game image G10 may also be generated without using three-dimensional computer graphics technology.
[0034] In the baseball game, the user can change the display size of the cursor P16. Specifically, the user can change the display size of the cursor P16 by changing the pressure on the touch panel T. Note that the swing power of the batter character P11 also changes in accordance with the change in the display size of the cursor P16.
[0035] Here, "swing power" is a parameter related to the strength of the bat swing of the batter character P11. In other words, "swing power" is a parameter related to the strength with which the batter character P11 hits the ball P18. Generally, the larger the value of swing power, the greater the strength with which the batter character P11 hits the ball P18. Swing power affects the momentum (strength or flight distance) of the ball P18 hit by the batter character P11. The greater the swing power, the more likely the momentum of the ball P18 hit by the batter character P11 will be strong and the longer the flight distance will be.
[0036] FIG. 6 shows an example of the relationship between pressure, cursor size (display size of cursor P16), and swing power. In the example shown in FIG. 6, when the pressure is weak (i.e., when the pressure is less than a threshold), the display size of cursor P16 is set to a standard size, and the swing power is set to a standard value. Hereinafter, for convenience, this state will be referred to as the "standard state." On the other hand, when the pressure is strong (i.e., when the pressure is equal to or greater than a threshold), the display size of cursor P16 is set to a size smaller than the standard size, and the swing power is set to a value greater than the standard value. Hereinafter, for convenience, this state will be referred to as the "strong swing state."
[0037] 6, when the user simply touches the touch panel T with his / her finger, the pressure applied to the touch panel T is weak, so the display size of the cursor P16 is set to the standard size and the swing power is set to a standard value. In the baseball game, a basic value of swing power is set for each player character, and in this case, the swing power is set to the basic value set for the batter character P11.
[0038] On the other hand, when the user presses down on the touch panel T with his / her finger, the pressure applied to the touch panel T increases (i.e., the pressure exceeds the threshold), so the display size of the cursor P16 is changed to a size smaller than the standard size, and the swing power is changed to a value larger than the standard value. FIG. 7 shows an example of a game image G10 in this case. As shown in FIG. 7, in this case, a cursor P16 that is a reduced version of the cursor P16 in the standard state (FIG. 3) is displayed. In this case, because the display size of the cursor P16 is smaller than the standard size (FIG. 3), it becomes more difficult to hit the ball P18. However, on the other hand, because the swing power increases, if the user is able to hit the ball P18, the ball is more likely to be hit with force and fly farther.
[0039] When the display size of the cursor P16 is in the strong swing state, the display size of the cursor P16 is maintained in the strong swing state even if the user reduces the pressure applied to the touch panel T (i.e., even if the pressure becomes less than the threshold). In this way, the user is not required to move their finger while maintaining a strong pressure on the touch panel T, which allows the cursor P16 to move smoothly. When the user releases their finger from the touch panel T before the pitcher character P12 starts pitching, the display size of the cursor P16 returns to the standard state. As described above, when the user releases their finger from the touch panel T after the pitcher character P12 starts pitching, a swing instruction operation is performed, and the batter character P11 swings the bat toward the batting position indicated by the cursor P16.
[0040] As described above, the user can change the display size of the cursor P16 only before the pitcher character P12 starts pitching. In other words, the display size of the cursor P16 is fixed when the pitcher character P12 starts pitching. For example, the display size of the cursor P16 cannot be changed in the game image G10 shown in FIG. 4 . Note that the display size of the cursor P16 may be fixed not when the pitcher character P12 starts pitching, but when the pitcher character P12 throws the ball P18. In other words, the display size of the cursor P16 may be changeable even after the pitching start until the ball P18 leaves the hand of the pitcher character P12. Then, when the user releases his / her finger from the touch panel T after the pitcher character P12 throws the ball P18, the batter character P11 may swing the bat toward the batting position indicated by the cursor P16.
[0041] In the game system 1 described above, the user can move the cursor P16 by moving a finger that is in contact with the touch panel T. Furthermore, the user can change the display size of the cursor P16 by pressing the touch panel T relatively firmly with the finger.
[0042] For example, a method of displaying a button for changing the display size of the cursor P16 on the game image G10 as a user interface for changing the display size of the cursor P16 may be considered. However, in this case, the operation of selecting (pressing) the button to change the display size of the cursor P16 must be performed separately from the operation for moving the cursor P16, which may be cumbersome for the user. According to the game system 1, both operations can be performed with a single touch on the touch panel T, thereby making it possible to prevent such inconvenience from occurring.
[0043] Furthermore, in cases where the display unit 17 (touch panel T) is small and the display area is limited, such as in a smartphone, there may not be enough space to display the buttons, or the game image G10 may become cluttered if the buttons are forced to be displayed. The game system 1 eliminates the need to display the buttons, making it possible to prevent such inconveniences from occurring.
[0044] In the game image G10 shown in Fig. 7, the core portion P17 is also reduced in size as the entire cursor P16 is reduced, but the core portion P17 may not be reduced. Also, in the game image G10 shown in Fig. 7, only the core portion P17 may be displayed as the cursor P16. That is, in the game image G10 shown in Fig. 7, the part other than the core portion P17 may be removed from the cursor P16 in the standard state (Fig. 3).
[0045] In the above description, the display size of the cursor P16 is changed in two stages depending on the pressure on the touch panel T, but the display size of the cursor P16 may be changed in three or more stages. Similarly, the swing power may be changed in three or more stages.
[0046] Furthermore, the above describes a baseball game in which the user causes the batter character P11 to hit the ball P18 thrown by the pitcher character P12 of the opposing team by hovering the cursor P16 over the ball P18, but the games executed by the game system 1 are not limited to such baseball games.
[0047] For example, a soccer game in which a user controls a goalkeeper character may be executed in the game system 1. Specifically, a soccer game may be executed in which a user places a cursor over a soccer ball shot by a player character of an opposing team, thereby causing the goalkeeper character to catch or punch the ball.
[0048] For example, an FPS (first-person shooter) game may be executed in the game system 1. Specifically, an FPS game may be executed in which a user attacks (fires a gun, etc.) an object to be attacked (an enemy character, etc.) by placing a cursor (such as an aiming cursor) on the object to be attacked.
[0049] [3. Functional Blocks] Next, functional blocks realized in the game system 1 will be described. FIG. 8 shows an example of functional blocks realized in the game system 1. As shown in FIG. 8, the game system 1 includes a display control unit 100, an acquisition unit 110, a setting unit 120, a movement unit 130, a determination unit 140, and a process execution unit 150. For example, these functional blocks are realized by a control unit 11 of the game terminal 10 (an example of a game control device). Alternatively, these functional blocks may be realized by a control unit 31 of the server 30 (an example of a game control device). Alternatively, some functional blocks may be realized by the control unit 11 of the game terminal 10, and the remaining functional blocks may be realized by the control unit 31 of the server 30.
[0050] [3-1] The display control unit 100 performs control to display the first object and the second object on the display means.
[0051] Here, the "display means" refers to, for example, a display device (such as a liquid crystal display or organic EL display) provided on a terminal used by a user. For example, it refers to a display device provided on a mobile phone (including a smartphone), a tablet computer, a laptop computer, or a portable game console. It is also, for example, a display device connected to a terminal used by a user. For example, it is a display device connected to a stationary game console or a desktop computer.
[0052] "Performing control to display an object on a display means" means, for example, generating an image (screen image) in which the object is displayed and displaying the image on the display means. Also, for example, generating data necessary for displaying an image in which the object is displayed and transmitting the data to the display means, thereby displaying the image on the display means. Furthermore, in the case where the display control unit 100 is realized by a server, "performing control to display an object on a display means" may also mean generating data necessary for displaying an image in which the object is displayed and transmitting the data to a terminal connected to the display means, thereby displaying the image on the display means. The "data necessary for displaying an image" may be data indicating the image itself, or data necessary for generating the image.
[0053] A "first object" is an object that can be displayed on the display means and can be operated by the user. It is an object that moves within an image (screen image) displayed on the display means in response to a user's operation. For example, it is an object that moves in response to an operation on an operation means having a surface that is touched by the user. Here, "operation means having a surface that is touched by the user" is, for example, a touch panel that is superimposed on or integrated with the display means (such as a liquid crystal display or an organic EL display). Note that "operation means having a surface that is touched by the user" may also be a touchpad that is provided separately from the display means. For example, a cursor or a game character is an example of a "first object."
[0054] The "second object" is an object that can be displayed on the display means. For example, it is an object that moves within the image (screen image) displayed on the display means in response to instructions from a computer or operations by another user. It may also be an object that is displayed at a fixed position without moving within the image displayed on the display means.
[0055] For example, in the case of the aforementioned baseball game, that is, a baseball game in which a user causes a batter character P11 to hit a ball P18 pitched by a pitcher character P12 of the opposing team by hovering a cursor P16 over the ball P18, the cursor P16 corresponds to an example of a "first object." Note that a center portion P17 of the cursor P16 may also correspond to an example of a "first object." Furthermore, the ball P18 pitched by the pitcher character P12 corresponds to an example of a "second object."
[0056] In short, the display control unit 100 in the aforementioned baseball game performs control to display the game image G10 on the display unit 17. That is, the display control unit 100 performs control to display on the display unit 17 a cursor P16 that moves in response to an operation on the touch panel T and a ball P18 thrown by a pitcher character P12.
[0057] For example, in the case of the soccer game mentioned above, in which a user places a cursor over a soccer ball shot by a player character of the opposing team to cause a goalkeeper character to catch or punch the ball, the cursor is an example of the "first object," and the soccer ball shot by the player character is an example of the "second object."
[0058] For example, in the case of the aforementioned FPS game, that is, an FPS game in which an attack (such as a gunshot) is made to an attack target object (such as an enemy character) by hovering a cursor (such as an aiming cursor) over the attack target object, the cursor is an example of the "first object," and the attack target object is an example of the "second object."
[0059] [3-2] The acquisition unit 110 acquires contact position information relating to the contact position caused by the contact operation and pressure information relating to the pressure caused by the contact operation.
[0060] Here, "contact position information" is information indicating a contact position by a contact operation. The "contact position by a contact operation" is, for example, a position on the surface of the operating means that is touched by the user. Furthermore, "pressure information" is information indicating a pressure generated by a contact operation. The "pressure generated by a contact operation" is a pressure applied to the surface of the operating means by contact by the user. For example, "pressure information" is information indicating a pressure applied to a position on the surface that is touched by the user. Specifically, for example, it is information indicating the pressure in two stages. That is, it is information indicating whether the pressure is less than a predetermined threshold or greater than a predetermined threshold. Furthermore, for example, it may be information indicating the pressure in three or more stages. For example, it may be information indicating the pressure in four stages (0 to 3) or information indicating the pressure in 256 stages (0 to 255).
[0061] Specifically, the acquisition unit 110 acquires contact position information supplied by the contact position detection unit 15 and pressure information supplied by the pressure detection unit 16.
[0062] [3-3] The setting unit 120 sets the display size of the first object. The setting unit 120 sets the display size of the first object based on the pressure information acquired by the acquisition unit 110.
[0063] Here, the "display size of the first object" refers to the size of the area portion of the image (screen image) displayed on the display means that is occupied by the first object. For example, it refers to the number of pixels in which the first object is depicted in the image displayed on the display means.
[0064] "Setting the display size of the first object based on pressure information" means, for example, setting the display size of the first object to a display size corresponding to the pressure based on a predetermined correspondence between the pressure and the display size. For example, when the pressure is large, the display size of the first object is made smaller than when the pressure is small. In other words, the greater the pressure, the smaller the display size of the first object. Also, for example, when the pressure is large, the display size of the first object may be made larger than when the pressure is small. In other words, the greater the pressure, the larger the display size of the first object. Note that in a case where an image (screen image) showing a virtual three-dimensional space as viewed from a viewpoint is displayed on the display means, "setting the display size of the first object" may mean setting the display size of the first object by setting the size of the first object placed in the virtual three-dimensional space.
[0065] For example, the setting unit 120 sets the display size and parameters of the first object based on the pressure information.
[0066] Here, the "parameter" refers to a parameter used in a process (a process related to the second object) executed by the process execution unit 150 (described later). In other words, it is a parameter that affects the result of a process (a process related to the second object) executed by the process execution unit 150 (described later).
[0067] "Setting the display size and parameters of the first object based on pressure information" means, for example, setting the display size of the first object to a display size corresponding to the pressure based on a predetermined correspondence between pressure and display size, and setting the value of the parameter to a value corresponding to the pressure based on a predetermined correspondence between pressure and parameter.
[0068] Alternatively, "setting the display size and parameters of the first object based on the pressure information" may mean, for example, setting the display size of the first object based on the pressure information, and then setting the parameters based on the set display size. That is, based on a predetermined correspondence between the pressure and the display size, the display size of the first object may be set to a display size corresponding to the pressure, and based on the predetermined correspondence between the display size and the parameter, the value of the parameter may be set to a value corresponding to the set display size.
[0069] Alternatively, "setting the display size and parameters of the first object based on the pressure information" may mean, for example, setting parameters based on the pressure information, and then setting the display size of the first object based on the set parameters. That is, based on a predetermined correspondence between the pressure and the parameters, the value of the parameters may be set to a value corresponding to the pressure, and based on the predetermined correspondence between the display size and the parameters, the display size of the first object may be set to a value corresponding to the set parameters.
[0070] For example, the setting unit 120 sets parameters so that when the display size of the first object is small, the result of the processing (processing related to the second object) executed by the processing execution unit 150 described below is more advantageous than when the display size of the first object is large, as it will result in a specific result.
[0071] Here, "setting parameters to be advantageous for the result of processing to be a specific result" means setting parameters to make the result of processing more likely to be a specific result. Also, a "specific result" is a result that is generally desirable for users (in other words, a result that users should generally aim for).
[0072] In the case of the baseball game mentioned above, for example, the process of controlling the hit of the ball by the batter character P11 corresponds to an example of a "process," and the hit of the ball by the batter character P11 becoming a long hit (such as a home run) corresponds to an example of a "specific result." In this case, for example, setting a parameter (swing power) indicating the strength with which the ball P18 is hit so that the strength with which the ball P18 is hit increases corresponds to an example of "setting a parameter to be advantageous so that the result of the process will be a specific result."
[0073] In the case of the soccer game mentioned above, for example, the process of determining whether a soccer ball shot by a player character of the opposing team will be caught or punched by a goalkeeper character corresponds to an example of a "process related to a second object," and determining that the soccer ball will be caught by the goalkeeper character corresponds to an example of a "specific result." In this case, for example, setting a parameter indicating the probability that the soccer ball will be caught by the goalkeeper character so as to increase the probability corresponds to an example of "setting a parameter so as to be advantageous for the processing to result in a specific result."
[0074] In the case of the FPS game mentioned above, for example, the process of attacking an attack target object with an attack means corresponds to an example of a "process related to a second object," and inflicting great damage on the attack target object corresponds to an example of a "specific result." In this case, for example, setting a parameter indicating the attack power of the attack means (in other words, the damage the attack means inflicts on the attack target object) so that the attack power is high (or the damage is large) corresponds to an example of "setting a parameter to be advantageous for the process to result in a specific result." In the case of the FPS game mentioned above, for example, attacking a distant attack target object with an attack means corresponds to an example of a "specific result." In this case, for example, setting a parameter indicating the flight distance of the attack means so that the flight distance is long corresponds to an example of "setting a parameter to be advantageous for the process to result in a specific result."
[0075] For example, when a contact operation is performed (in other words, when the surface of the operating means is touched by the user), the setting unit 120 changes the display size of the first object from the initial size based on the pressure information. Furthermore, after the display size of the first object is changed from the initial size, when a contact operation is not performed (in other words, when the surface of the operating means is not touched by the user), the setting unit 120 returns the display size of the first object to the initial size. Furthermore, after the display size of the first object is returned to the initial size, when a contact operation is performed (in other words, when the surface of the operating means is touched by the user), the setting unit 120 changes the display size of the first object from the initial size based on the pressure information.
[0076] The "initial size" is the initial display size when the first object is displayed. The "initial size" can also be called the standard size.
[0077] For example, in the aforementioned baseball game, when the user touches the touch panel T before the pitcher character P12 starts pitching (or before the pitcher character P12 throws the ball P18), the setting unit 120 changes the display size of the cursor P16 from the standard size based on pressure information.
[0078] Here, "before the pitcher character P12 starts pitching" means, for example, before the playback of animation data or motion data of the pitching motion starts if the pitcher character P12 pitches by playing animation data or motion data of the pitching motion. Also, "before the pitcher character P12 throws the ball P18" means before the ball P18 leaves the hand of the pitcher character P12 (is released).
[0079] Furthermore, after the display size of the cursor P16 has been changed from the standard size and before the pitcher character P12 starts the pitching motion (or before the pitcher character P12 throws the ball P18), if the user no longer touches the touch panel T, the setting unit 120 returns the display size of the cursor P16 to the standard size. Furthermore, after the display size of the cursor P16 has been returned to the standard size and before the pitcher character P12 starts the pitching motion (or before the pitcher character P12 throws the ball P18), if the user touches the touch panel T, the setting unit 120 changes the display size of the cursor P16 from the standard size based on the pressure information.
[0080] Furthermore, after the pitcher character P12 starts pitching (or after the pitcher character P12 throws the ball P18), the setting unit 120 restricts changes to the display size of the cursor P16. Here, "restricting changes to the display size of the cursor P16" means that the display size of the cursor P16 is not changed.
[0081] [3-4] The moving unit 130 moves the first object based on the contact position information acquired by the acquiring unit 110.
[0082] Here, "moving the first object based on contact position information" means, for example, moving the first object in accordance with a change (movement) of the contact position. Specifically, it means moving the first object in a direction corresponding to the direction of change (movement direction) of the contact position. Also, for example, it means moving the first object toward the contact position.
[0083] For example, the moving unit 130 may move the first object in response to a change in the contact position, regardless of whether the contact position is included in the display area of the first object (the area in which the first object is displayed). That is, the moving unit 130 may move the first object in response to a change in the contact position, regardless of whether the user is touching (pointing at) the first object. That is, the moving unit 130 may move the first object in response to a change in the contact position, even if the contact position is not included in the display area of the first object (if the user is not touching the first object).
[0084] Alternatively, the moving unit 130 may move the first object based on a change in the contact position only when the contact position is included in the display area of the first object. That is, the moving unit 130 may move the first object in accordance with a change in the contact position only when the user is in contact with (pointing at) the first object.
[0085] The movement unit 130 in the baseball game described above moves the cursor P16 in accordance with changes in the user's contact position. Also, the movement unit 130 in the soccer game or FPS game described above moves the cursor in accordance with changes in the user's contact position.
[0086] [3-5] The determination unit 140 determines whether the positions of the first object and the second object satisfy a predetermined condition.
[0087] Here, the "predetermined condition" refers to a condition relating to the position of the first object and the position of the second object. The "predetermined condition" refers to a condition relating to the display position of the first object on the display means (in other words, the position of the first object on the image (screen image) displayed on the display means) and the display position of the second object on the display means. Note that in cases where an image (screen image) showing the virtual three-dimensional space as viewed from a viewpoint is displayed on the display means, the "predetermined condition" may also be a condition relating to the position of the first object in the virtual three-dimensional space and the position of the second object in the virtual three-dimensional space.
[0088] For example, the "predetermined condition" is a condition as to whether or not a first object and a second object have a predetermined positional relationship. The "predetermined positional relationship" is, for example, a positional relationship in which the first object overlaps the second object. "The first object overlaps the second object" is, for example, a case in which at least a portion of the first object and at least a portion of the second object are displayed overlapping the other. Note that the first object may be determined to overlap the second object when a portion of the first object overlaps the second object, or the first object may be determined to overlap the second object only when the entire first object overlaps the second object.
[0089] The determination unit 140 in the baseball game described above determines whether or not the cursor P16 (or the center portion P17) overlaps with the ball P18 thrown by the pitcher character P12. The determination unit 140 in the soccer game described above determines whether or not the cursor overlaps with the soccer ball shot by a player character of the opposing team. The determination unit 140 in the FPS game described above determines whether or not the cursor overlaps with the object to be attacked.
[0090] [3-6] The processing execution unit 150 executes processing related to the second object based on the determination result of the determination unit 140.
[0091] Here, "executing processing based on the determination result of the determination unit 140" means, for example, executing processing related to the second object when it is determined that the positions of the first object and the second object at a predetermined time satisfy a predetermined condition.
[0092] Note that "executing processing based on the determination result of the determination means" may mean, for example, unconditionally (immediately) executing processing related to the second object when it is determined that the positions of the first object and the second object satisfy a predetermined condition, or may mean, when it is determined that the positions of the first object and the second object satisfy a predetermined condition, executing processing related to the second object under a predetermined condition (for example, when a predetermined time has elapsed in that state, or when a predetermined operation has been performed in that state).
[0093] For example, if it is determined that the positions of the first object and the second object satisfy a predetermined condition, the process execution unit 150 executes a process related to the second object based on the parameters.
[0094] As mentioned above, the "parameter" is a parameter used when executing a process related to a second object, in other words, a parameter that affects the result of the process related to the second object.
[0095] Furthermore, "processing related to the second object" is, for example, processing for changing the state of the second object. Specifically, processing for determining whether or not to change the state of the second object and processing for changing the state of the second object are examples of "processing related to the second object." Furthermore, for example, processing for moving the second object is an example of "processing for changing the state of the second object." In other words, processing for changing the position, movement direction, movement speed, etc. of the second object is an example of "processing for changing the state of the second object."
[0096] [3-6-1] In the case of the baseball game mentioned above, the process of determining whether the batter character P11 has hit the ball P18 thrown by the pitcher character P12 is an example of a "processing related to a second object." In addition, when it is determined that the batter character P11 has hit the ball P18 thrown by the pitcher character P12, the process of controlling the behavior (movement speed, movement direction, trajectory, etc.) of the ball P18 hit by the batter character P11 is also an example of a "processing related to a second object."
[0097] Furthermore, swing power corresponds to an example of a "parameter." That is, the "parameter" is a parameter that indicates the strength of the bat swing or the strength with which the ball P18 is hit. In other words, the "parameter" is a parameter that indicates whether it is a normal swing or a strong swing in which the bat is swung harder than a normal swing. Note that if the strength with which the ball P18 is hit is strong, the ball P18 hit by the batter character P11 will fly farther than if the strength with which the ball P18 is hit is weak. In other words, the stronger the strength with which the ball P18 is hit, the longer the flight distance of the ball hit by the batter character P11.
[0098] Also, for example, the time when a swing instruction operation (an operation to make the batter character P11 perform a swing motion) is performed corresponds to an example of a “predetermined time point.” Also, for example, the time when the ball P18 thrown by the pitcher character P12 reaches home base corresponds to an example of a “predetermined time point.”
[0099] An example of the operation of the process execution unit 150 in this baseball game is as follows: That is, after the pitcher character P12 starts pitching (or after the pitcher character P12 throws the ball P18), when the user performs a swing instruction operation (i.e., when the user is no longer touching the touch panel T), the process execution unit 150 causes the batter character P11 to perform a swing action (a batting action) based on the position of the cursor P16.
[0100] Here, "making the batter character perform a swinging motion" means, for example, if the batter character is made to perform a swinging motion by playing animation data or motion data of the swinging motion, making the batter character swing the bat by starting playback of the animation data or motion data for the batter character.
[0101] Furthermore, when the batter character P11 performs a swing motion, the process execution unit 150 determines whether the batter character P11 has hit the ball P18 thrown by the pitcher character P12, based on the determination result of the determination unit 140. For example, if it is determined that the cursor P16 overlaps with the ball P18 at the time the swing instruction operation is performed (i.e., when the user releases his / her finger from the touch panel T) and the ball P18 is located within the hittable area at the time the swing instruction operation is performed, the process execution unit 150 determines that the batter character P11 has hit the ball P18. Here, the "hittable area" refers to an area that the batter character P11's bat can reach, including the strike zone on home base and its vicinity. For example, it refers to an area whose normal distance to the plane of the frame P15 is within a predetermined distance.
[0102] Furthermore, when it is determined that the batter character P11 has hit the ball P18 thrown by the pitcher character P12, the processing execution unit 150 executes processing for moving the ball P18 hit by the batter character P11.
[0103] In this case, the process execution unit 150 controls the movement (behavior) of the ball P18 hit by the batter character P11 based on the degree of overlap between the cursor P16 (the center of gravity portion P17) and the ball P18 and the swing power of the batter character P11. For example, when the center of gravity portion P17 overlaps with the ball P18, the process execution unit 150 sets the initial velocity, acceleration, movement angle (angle with respect to the ground), etc. of the ball P18 so that the ball is hit harder (or so that the ball flies farther). Also, for example, the process execution unit 150 sets the initial velocity, acceleration, movement angle, etc. of the ball P18 so that the greater the swing power of the batter character P11, the stronger the hit (or so that the ball flies farther).
[0104] [3-6-2] In the case of the soccer game mentioned above, the process of determining whether the soccer ball has been caught or punched by the goalkeeper character is an example of the “processing related to the second object.” Also, when it is determined that the soccer ball has been punched by the goalkeeper character, the process of moving the soccer ball punched by the goalkeeper character is also an example of the “processing related to the second object.”
[0105] Furthermore, a parameter indicating the probability that the soccer ball will be caught by a goalkeeper character corresponds to an example of a "parameter."
[0106] Also, for example, the time when the shot soccer ball reaches the vicinity of the goalkeeper character corresponds to an example of a "predetermined time point."
[0107] An example of the operation of the process execution unit 150 in this soccer game is as follows. That is, if the cursor overlaps with the soccer ball when a shot soccer ball reaches the vicinity of the goalkeeper character, the process execution unit 150 determines that the situation is such that the goalkeeper character can catch or punch the soccer ball. Furthermore, if it is determined that the situation is such that the goalkeeper character can catch or punch the soccer ball, the process execution unit 150 determines whether or not the goalkeeper character can catch the soccer ball based on the above parameters. Then, if it is determined that the goalkeeper character can catch the soccer ball, the process execution unit 150 causes the goalkeeper character to catch the soccer ball. On the other hand, if it is not determined that the goalkeeper character can catch the soccer ball, the process execution unit 150 causes the goalkeeper character to punch the soccer ball and starts controlling the movement (behavior) of the punched soccer ball.
[0108] [3-6-3] In the case of the FPS game mentioned above, the process of determining whether an attacking means such as a bullet or a laser beam has hit an attacking object is an example of a "processing related to a second object." Also, the process of changing the state of the attacking object when it is determined that the attacking means has hit the attacking object is also an example of a "processing related to a second object." For example, the process of damaging the attacking object, the process of rendering the attacking object (enemy character, etc.) immobile, or the process of destroying the attacking object (vehicle, etc.) are examples of a "processing of changing the state of the attacking object."
[0109] Furthermore, a parameter indicating the attack power of an attack means (in other words, the damage that the attack means inflicts on the attack target object) is an example of the above-mentioned "parameter." A parameter indicating the flight distance of an attack means is also an example of the above-mentioned "parameter." If the flight distance indicated by this parameter is less than the distance to the attack target object, the attack means will not hit the attack target object, and if the flight distance indicated by the parameter is equal to or greater than the distance to the attack target object, the attack means will hit the attack target object with a predetermined probability (or unconditionally).
[0110] Furthermore, for example, the time when an operation to execute an attack on an attack target object (an operation to fire a bullet, a laser beam, or the like) is performed corresponds to an example of the above-mentioned "predetermined time."
[0111] An example of the operation of the process execution unit 150 in this FPS game is as follows. That is, for example, if the cursor overlaps with the attack target object at the time an operation to execute an attack on the attack target object is performed, and if it is determined based on the above parameters indicating the flight distance of the attack means that the flight distance of the attack means is equal to or greater than the distance to the attack target object, the process execution unit 150 determines that the attack means will hit the attack target object. Furthermore, if it is determined that the attack means will hit the attack target object, the process execution unit 150 determines the damage that the attack means will inflict on the attack target object based on the above parameters indicating the attack power of the attack means (in other words, the damage that the attack means will inflict on the attack target object). Then, the process execution unit 150 executes processing to inflict that damage on the attack target object.
[0112] [4. Processing] Next, the processing executed by the game system 1 will be described. FIGS. 9A to 9D show an example of processing executed when the user team is at bat in the baseball game described above. For example, the control unit 11 of the game terminal 10 executes the processing shown in FIGS. 9A to 9D in accordance with a program, causing the control unit 11 to function as the functional block shown in FIG. 8. Note that FIGS. 9A to 9D mainly show processing related to the present invention, and for convenience, omit processing less relevant to the present invention. For example, if the opposing team is controlled by a computer (CPU), processing for controlling player characters (such as pitcher character P12) belonging to the opposing team will also be executed, but such processing is omitted in FIGS. 9A to 9D.
[0113] As shown in FIG. 9A, first, the control unit 11 of the game terminal 10 displays the game image G10 (FIG. 3) on the display unit 17 (S100). The control unit 11 also sets the cursor size and swing power to standard states (S102). That is, the control unit 11 sets the display size of the cursor P16 to the standard size and sets the swing power of the batter character P11 to a standard value. Thereafter, the control unit 11 determines whether the pitcher character P12 has started pitching (S104).
[0114] If it is determined that the pitching motion has started, control unit 11 executes the process shown in Fig. 9D. On the other hand, if it is determined that the pitching motion has not started, control unit 11 determines whether the state of touch panel T has changed from a non-touch state (a state not touched by the user) to a touch state (a state touched by the user) based on the detection result of contact position detection unit 15 or pressure detection unit 16 (S106).
[0115] If it is determined that the state of the touch panel T has not changed to the contact state, the control unit 11 executes step S104 again. On the other hand, if it is determined that the state of the touch panel T has changed to the contact state, the control unit 11 determines whether the cursor size and swing power are in the standard state (S108).
[0116] If it is determined that the cursor size and swing power are not in the standard state, the control unit 11 executes step S114 described below. On the other hand, if it is determined that the cursor size and swing power are in the standard state, the control unit 11 determines whether the pressure applied to the touch panel T is equal to or greater than a threshold based on the detection result of the pressure detection unit 16 (S110).
[0117] If it is determined that the pressure is not equal to or greater than the threshold, the control unit 11 executes step S114, which will be described later. On the other hand, if it is determined that the pressure is equal to or greater than the threshold, the control unit 11 changes the cursor size and swing power to a strong swing state (S112). That is, the control unit 11 sets the display size of the cursor P16 to a size smaller than the standard size, and sets the swing power of the batter character P11 to a value greater than the standard value.
[0118] After executing step S112, the control unit 11 updates the position of the cursor P16 (S114). That is, the control unit 11 updates the position of the cursor P16 in accordance with the change in the user's touch position. That is, the control unit 11 moves the cursor P16 by a predetermined distance from its current position in a direction corresponding to the change in the user's touch position.
[0119] The control unit 11 also determines whether the pitcher character P12 has started pitching (S116). If it is determined that the pitching motion has not started, the control unit 11 determines whether the state of the touch panel T has changed from a contact state to a non-contact state (S118). If it is determined that the state of the touch panel T has changed to a non-contact state, the control unit 11 sets the cursor size and swing power to the standard state (S120). If the cursor size and swing power were in the strong swing state, the cursor size and swing power are returned to the standard state. On the other hand, if it is determined that the state of the touch panel T has not changed to the non-contact state, that is, if the contact state is still maintained, the control unit 11 executes step S108 again.
[0120] The case where it is determined in step S116 that a pitching motion has started means that a pitching motion has started with touch on touch panel T. In this case, control unit 11 executes the process shown in FIG. 9B.
[0121] That is, as shown in Fig. 9B, the control unit 11 starts controlling the movement of the ball P18 thrown by the pitcher character P12 (S130). The control unit 11 also updates the position of the cursor P16 (S132). Step S132 is the same as step S114. The control unit 11 also determines whether the state of the touch panel T has changed from a contact state to a non-contact state (S134). That is, the control unit 11 determines whether a swing instruction operation has been performed.
[0122] If it is determined that the state of the touch panel T has not changed to a non-contact state, i.e., if a swing instruction operation has not been performed, the control unit 11 determines whether the ball P18 thrown by the pitcher character P12 has reached the catcher character (S136).
[0123] If it is determined that the ball P18 has not reached the catcher character, the control unit 11 executes step S132 again. On the other hand, if it is determined that the ball P18 has reached the catcher character, it means that the batter character P11 has missed the ball P18 without hitting it. In this case, the control unit 11 executes a miss process (S138). For example, the control unit 11 determines whether the ball is a strike or a ball.
[0124] Then, the control unit 11 updates the game situation (S140). For example, the control unit 11 updates the strike count or the ball count. For example, if the strike count is not "3" and the ball count is not "4," the control unit 11 re-executes this process from step S100 to start the next pitch. For example, if the ball count is "4," the control unit 11 updates the base situation, and then, to start the next turn at bat, the batter character P11 is replaced by the next batter, and the control unit 11 re-executes this process from step S100. For example, if the strike count is "3," the control unit 11 updates the out count. Then, if the out count is not "3," the control unit 11 is replaced by the batter character P11 by the next batter, and the control unit 11 re-executes this process from step S100 to start the next turn at bat. On the other hand, if the out count is "3," the control unit 11 ends the user team's offense.
[0125] If it is determined in step S134 that the state of the touch panel T has changed to the non-touch state, that is, if a swing instruction operation has been performed, the control unit 11 executes the process shown in FIG. 9C.
[0126] 9C, the control unit 11 determines whether or not the ball P18 is located within the hittable area (S150). As described above, the "hittable area" is the area that the bat of the batter character P11 can reach, for example, the strike zone on home base and the area around it.
[0127] The case where it is determined that the ball P18 is not located within the hittable area is when the timing at which the user performs the swing instruction operation is too early or too late. In this case, the control unit 11 executes a swing and miss process (S154). For example, the control unit 11 causes the batter character P11 to swing and miss.
[0128] Then, the control unit 11 updates the game situation (S156). For example, the control unit 11 updates the strike count. If the strike count is not "3," the control unit 11 re-executes this process from step S100 to start the next pitch. On the other hand, if the strike count is "3," the control unit 11 updates the out count. If the out count is not "3," the control unit 11 changes the batter character P11 to the next batter and re-executes this process from step S100 to start the next turn at bat. On the other hand, if the out count is "3," the control unit 11 ends the user team's offense.
[0129] If it is determined in step S150 that the ball P18 is located within the hittable area, the control unit 11 determines whether the cursor P16 overlaps the ball P18 (S152). For example, the control unit 11 determines whether the cursor P16 and the ball P18 overlap on the game image G100. Alternatively, for example, if the game image G10 is generated by generating an image of a virtual three-dimensional space in which the batter character P11, the pitcher character P12, the frame P15, the cursor P16, the ball P18, etc. are arranged, viewed from a viewpoint, the control unit 11 may determine whether the cursor P16 and the ball P18 overlap in the virtual three-dimensional space.
[0130] If it is determined that the cursor P16 does not overlap the ball P18, the control unit 11 executes a swing and miss process (S154) and updates the game situation (S156). On the other hand, if it is determined that the cursor P16 overlaps the ball P18, the control unit 11 determines whether or not the center portion P17 of the cursor P16 overlaps the ball P18 (S158). This determination is made in the same manner as the overlap determination between the cursor P16 and the ball P18 (step S152). For example, if at least a portion of the center portion P17 overlaps at least a portion of the ball P18, the control unit 11 determines that the center portion P17 overlaps the ball P18.
[0131] If it is determined that the center portion P17 does not overlap the ball P18, the control unit 11 executes the first hitting process (S160).
[0132] For example, the control unit 11 causes the batter character P11 to perform a swing motion, causing the batter character P11 to hit the ball P18. The control unit 11 also starts controlling the movement of the ball P18 hit by the batter character P11. In this case, the control unit 11 sets the movement direction, initial velocity, acceleration, and the like of the ball P18 based on the degree of overlap between the cursor P16 and the ball P18. For example, the control unit 11 sets the movement direction, and the like of the ball P18 based on which area of the cursor P16 overlaps with the ball P18. The control unit 11 also sets the movement direction, and the like of the ball P18 based on whether the ball P18 is located on a plane including the frame P15, on the pitcher character P12 side of the plane, or on the catcher character side of the plane. Furthermore, the control unit 11 sets the initial velocity, and the like of the ball P18 based on the value of the swing power of the batter character P11. For example, the control unit 11 sets the initial velocity and the like of the ball P18 so that the greater the value of the swing power, the stronger the hit (so that the hit ball flies farther).
[0133] On the other hand, if it is determined in step S158 that the core portion P17 overlaps with the ball P18, the control unit 11 executes a second hitting process (S162).
[0134] For example, similar to the first hitting process (S160), the control unit 11 causes the batter character P11 to perform a swing motion, causing the batter character P11 to hit the ball P18. The control unit 11 also starts controlling the movement of the ball P18 hit by the batter character P11. However, in the second hitting process, the ball is set to be hit harder (so that the ball flies farther) than in the first hitting process. For example, the control unit 11 increases the value of the swing power of the batter character P11, and sets the initial velocity, etc. of the ball P18 based on the increased value. For example, the control unit 11 sets the initial velocity, etc. of the ball P18 so that the larger the value, the stronger the hit (so that the ball flies farther).
[0135] After executing step S160 or S162, the control unit 11 updates the game situation (S164). For example, the control unit 11 updates the out count, the base situation, the score situation, etc. according to the batting result of the batter character P11. If the out count is not "3," the control unit 11 changes the batter character P11 to the next batter to start the next turn at bat, and then executes this process again from step S100. On the other hand, if the out count is "3," the control unit 11 ends the user team's offense.
[0136] Finally, the process executed when it is determined in step S104 of Fig. 9A that a pitching motion has started will be described. When it is determined in step S104 that a pitching motion has started, this means that a pitching motion has started without touching the touch panel T. As mentioned above, in this case, the control unit 11 executes the process shown in Fig. 9D.
[0137] 9D, the control unit 11 starts controlling the movement of the ball P18 thrown by the pitcher character P12 (S170). The control unit 11 also determines whether the state of the touch panel T has changed from a non-contact state to a contact state (S172).
[0138] If it is determined that the state of the touch panel T has changed to the contact state, the control unit 11 executes step S132 in Fig. 9B. On the other hand, if it is determined that the state of the touch panel T has not changed to the contact state, the control unit 11 determines whether the ball P18 thrown by the pitcher character P12 has reached the catcher character (S174).
[0139] If it is determined that the ball P18 has not reached the catcher character, the control unit 11 executes step S172 again. On the other hand, if it is determined that the ball P18 has reached the catcher character, it means that the batter character P11 has missed the ball P18 without hitting it. In this case, the control unit 11 executes a miss process (S176) and updates the game situation (S178). Steps S176 and S178 are the same as steps S138 and S140 in FIG. 9B.
[0140] [5. Summary] In the game system 1 described above, the cursor P16 moves in accordance with changes in the position of the touch panel T touched by the user, and the display size of the cursor P16 is set based on the pressure applied by the user to the touch panel T. This allows the user to both move the cursor P16 and change the display size of the cursor P16 with a single touch on the touch panel T. As a result, it is no longer necessary to perform an operation for changing the display size of the cursor P16 separately from an operation for moving the cursor P16, thereby reducing the effort required to change the display size of the cursor P16.
[0141] Furthermore, in the game system 1, the display size of the cursor P16 and the swing power of the batter character P11 are set based on the pressure applied by the user to the touch panel T, so there is no need to perform operations to change the display size and swing power of the cursor P16 separately from the operations to move the cursor P16, thereby reducing the effort required to change the display size and swing power of the cursor P16.
[0142] In the game system 1, when the display size of the cursor P16 is reduced, it becomes difficult to place the cursor P16 on the ball P18 thrown by the pitcher character P12, making it more difficult to hit the ball P18. However, when the display size of the cursor P16 is small, the swing power is set to a value greater than the standard value so that the ball can be hit harder (so that the ball can fly farther) compared to when the display size of the cursor P16 is large. Therefore, according to the game system 1, the user can select whether to keep the display size of the cursor P16 unchanged to make it easier to hit the ball P18, or to reduce the display size of the cursor P16 to make the ball P18 hit harder (so that the ball can fly farther). As a result, it is possible to provide the user with the enjoyment of making such a selection.
[0143] Furthermore, in the game system 1, even if the display size of the cursor P16 is changed from the standard size, if the user stops touching the touch panel T before the pitcher character P12 starts the pitching motion (or before the pitcher character P12 throws the ball), the display size of the cursor P16 returns to the standard size. Therefore, according to the game system 1, the user can return the display size of the cursor P16 to the original size before the pitcher character P12 starts the pitching motion (or before the pitcher character P12 throws the ball P18).
[0144] Furthermore, in the game system 1, after the display size of the cursor P16 has returned to the standard size, if the user again touches and presses the touch panel T firmly before the pitcher character P12 starts pitching (or before the pitcher character P12 throws the ball P18), the display size of the cursor P16 is changed from the standard size. Therefore, according to the game system 1, the user can redo the change in the display size of the cursor P16 before the pitcher character P12 starts pitching (or before the pitcher character P12 throws the ball P18).
[0145] Furthermore, in the game system 1, if the touch panel T is no longer in contact with the user after the pitcher character P12 has started pitching (or after the pitcher character P12 has thrown the ball P18), the batter character P11 will perform a swing motion based on the position of the cursor P16. With the game system 1, a series of operations involving touching and releasing the touch panel T can be used to set the display size of the cursor P16, move the cursor P16 (to set the position where the batter character P11 will hit the ball with the bat), and make the batter character P11 perform a swing motion. As a result, the effort required for batting operations in a baseball game can be reduced.
[0146] [6. Modifications] The present invention is not limited to the above-described embodiments.
[0147] Although the present invention has been described above as being applied to baseball games, soccer games, and FPS games, it can also be applied to games other than those described above. For example, the present invention can also be applied to games in which a "weapon or armament for attacking or capturing an enemy" that moves in response to a user's operation and an "enemy (such as a wild animal or fighter plane to be attacked or captured)" are displayed on the game screen, and a process for attacking or capturing the enemy is executed when it is determined that the weapon or the like overlaps with the enemy. In this case, the "weapon or armament for attacking or capturing an enemy" corresponds to the above-mentioned "first object," and the "enemy (such as a wild animal or fighter plane to be attacked or captured)" corresponds to the above-mentioned "second object." In other words, the present invention can be applied to any game genre as long as a "first object and a second object that move in response to a user's operation are displayed on the game screen, and a process related to the second object is executed when it is determined that the first object overlaps with the second object." In other words, the present invention can be applied to any game genre as long as a "process related to the second object is executed when the user overlaps the first object with the second object."
[0148] [7. Supplementary Note] From the above description, the present invention can be understood, for example, as follows: In order to facilitate understanding of the present invention, reference numerals shown in the drawings are written in parentheses as appropriate, but this does not mean that the present invention is limited to the illustrated embodiments.
[0149] 1) A game control device (10 or 30) according to one aspect of the present invention includes: a display control means (100) that controls the display of a first object (P16 or P17) and a second object (P18) on a display means (17); an acquisition means (110) that acquires contact position information relating to a contact position by a contact operation and pressure information relating to a pressure generated by the contact operation; a setting means (120) that sets a display size of the first object; a moving means (130) that moves the first object based on the contact position information; a determination means (140) that determines whether the positions of the first object and the second object satisfy a predetermined condition; and a processing execution means (150) that executes processing related to the second object (e.g., processing to move the second object) based on a determination result of the determination means (140), wherein the setting means (120) includes a means for setting the display size of the first object based on the pressure information.
[0150] 8) A game system (1) according to one aspect of the present invention includes a display control means (100) that controls the display of a first object (P16 or P17) and a second object (P18) on a display means (17), an acquisition means (110) that acquires contact position information relating to a contact position by a contact operation and pressure information relating to a pressure generated by the contact operation, a setting means (120) that sets a display size of the first object, a moving means (130) that moves the first object based on the contact position information, a determination means (140) that determines whether the positions of the first object and the second object satisfy a predetermined condition, and a processing execution means (150) that executes processing related to the second object (e.g., processing to move the second object) based on a determination result of the determination means (140), and the setting means (120) includes a means for setting the display size of the first object based on the pressure information.
[0151] 9) A game control device (10 or 30) according to one aspect of the present invention includes: a display control means (100) that controls displaying on a display means (17) a first object (P16 or P17) that moves in response to an operation on an operation means (T) having a surface that is contacted by a user, and a second object (P18); an acquisition means (110) that acquires contact position information regarding a position on the surface that is contacted by the user and pressure information regarding a pressure being applied to the surface by the contact by the user; a setting means (120) that sets a display size of the first object; a moving means (130) that moves the first object in response to a change in the contact position information; a determination means (140) that determines whether the first object overlaps with the second object; and a process execution means (150) that executes a process related to the second object (e.g., a process to move the second object) based on a determination result of the determination means (140), wherein the setting means (120) includes means for setting the display size of the first object based on the pressure information.
[0152] 10) A game system (1) according to one aspect of the present invention includes: a display control means (100) that controls the display of a first object (P16 or P17) and a second object (P18) on a display means (17), the first object (P16 or P17) moving in response to an operation on an operation means (T) having a surface that is contacted by a user; an acquisition means (110) that acquires contact position information regarding a position on the surface that is contacted by the user and pressure information regarding a pressure applied to the surface by the contact by the user; a setting means (120) that sets a display size of the first object; a moving means (130) that moves the first object in response to a change in the contact position information; a determination means (140) that determines whether the first object overlaps with the second object; and a processing execution means (150) that executes processing related to the second object based on a determination result of the determination means (140), wherein the setting means (120) includes means for setting the display size of the first object based on the pressure information.
[0153] 11) Furthermore, a program according to one aspect of the present invention is a program for causing a computer to function as a game control device (10 or 30) described in any one of 1) to 7) and 9), or as a game system (1) described in 8) and 10).
[0154] 12) Furthermore, an information storage medium according to one aspect of the present invention is a computer-readable information storage medium having the program according to 11) recorded thereon.
[0155] 13) A control method for a game control device (10 or 30) according to one embodiment of the present invention includes a display control step (S100) of controlling the display of a first object (P16 or P17) and a second object (P18) on a display means (17), an acquisition step (S110, etc.) of acquiring contact position information relating to a contact position by a contact operation and pressure information relating to a pressure generated by the contact operation, a setting step (S112) of setting a display size of the first object, a moving step (S114) of moving the first object based on the contact position information, a determination step (S152) of determining whether the positions of the first object and the second object satisfy a predetermined condition, and a processing execution step (S160 or S162) of executing processing related to the second object (e.g., processing to move the second object) based on the determination result in the determination step (S152), wherein the setting step (S112) includes a step of setting the display size of the first object based on the pressure information.
[0156] 14) A control method for a game system (1) according to one aspect of the present invention includes a display control step (S100) of controlling the display of a first object (P16 or P17) and a second object (P18) on a display means (17), an acquisition step (S110, etc.) of acquiring contact position information relating to a contact position by a contact operation and pressure information relating to a pressure generated by the contact operation, a setting step (S112) of setting a display size of the first object, a moving step (S114) of moving the first object based on the contact position information, a determination step (S152) of determining whether the positions of the first object and the second object satisfy a predetermined condition, and a processing execution means (S160 or S162) of executing a process related to the second object (e.g., a process of moving the second object) based on the determination result in the determination step (S152), wherein the setting step (S112) includes a step of setting the display size of the first object based on the pressure information.
[0157] 15) Furthermore, a control method for a game control device (10 or 30) according to one aspect of the present invention includes a display control step (S100) of performing control to display on a display means (17) a first object (P16 or P17) and a second object (P18) that move in response to an operation on an operation means (T) having a surface that is touched by a user; an acquisition step (S110, etc.) of acquiring contact position information regarding a position on the surface that is touched by the user and pressure force information regarding a pressure force being applied to the surface by the user's contact; The method includes a setting step (S112) of setting a display size, a moving step (S114) of moving the first object in accordance with a change in the contact position information, a determination step (S152) of determining whether the first object overlaps with the second object, and a processing execution step (S160 or S162) of executing processing related to the second object based on the determination result in the determination step (S152), wherein the setting step (S112) includes a step of setting the display size of the first object based on the pressure information.
[0158] 16) Furthermore, a control method for a game system (1) according to one aspect of the present invention includes a display control step (S100) of performing control to display on a display means (17) a first object (P16 or P17) that moves in response to an operation on an operating means (T) having a surface that is contacted by a user, and a second object (P18); an acquisition step (S110, etc.) of acquiring contact position information regarding a position on the surface that is contacted by the user and pressure information regarding a pressure applied to the surface by the contact by the user; a setting step (S112) of setting a display size of the first object; a moving step (S114) of moving the first object in response to a change in the contact position information; a determination step (S152) of determining whether the first object overlaps with the second object; and a processing execution step (S160 or S162) of executing processing related to the second object based on a determination result in the determination step (S152), wherein the setting step (S112) includes a step of setting the display size of the first object based on the pressure information.
[0159] According to the inventions described in 1), 8) to 16) above, the first object moves based on contact position information, and the display size of the first object is set based on pressure information, so that the user can both move the first object and change the display size of the first object with a single contact (for example, a single contact on a surface provided on the operating means). As a result, it is no longer necessary to perform an operation for changing the display size of the first object separately from an operation for moving the first object, which reduces the effort required to change the display size of the first object.
[0160] 2) In one aspect of the present invention, the setting means (120) may change the display size of the first object from its initial size based on the pressure information when the contact operation is performed, and may return the display size of the first object to its initial size when the contact operation is no longer being performed after the display size of the first object has been changed from its initial size.
[0161] According to the invention described in 2), even if the display size of the first object is changed from the initial size, when the user stops the touch operation, the display size of the first object returns to the initial size. Therefore, according to the present invention, the user can return the display size of the first object to its original size.
[0162] 3) In one aspect of the present invention, when the contact operation is performed after the display size of the first object has been returned to the initial size, the setting means (120) may change the display size of the first object from the initial size based on the pressure information.
[0163] According to the invention described in 3), when the user performs a contact operation again after the display size of the first object has returned to its initial size, the display size of the first object is changed from its initial size based on the pressure information. Therefore, according to the present invention, the user can redo the change in the display size of the first object.
[0164] 4) In one aspect of the present invention, the game control device (10 or 30) executes a baseball game, the second object represents a ball thrown by a pitcher character, and the first object represents a position or area where a batter character hits with a bat, and the setting means (120) may change the display size of the first object from the initial size based on the pressure information when the contact operation is performed before the pitcher character starts pitching or before the pitcher character throws the ball, and may return the display size of the first object to the initial size when the contact operation is not performed after the display size of the first object has been changed from the initial size and before the pitcher character starts pitching or before the pitcher character throws the ball.
[0165] According to the invention described in 4), in a baseball game, even if the display size of the first object is changed from its initial size, if the user stops the contact operation before the pitcher character starts the pitching motion (or before the pitcher character throws the ball), the display size of the first object returns to its initial size. Therefore, according to the present invention, the user can return the display size of the first object to its original size before the pitcher character starts the pitching motion (or before the pitcher character throws the ball).
[0166] 5) In one aspect of the present invention, the setting means (120) may change the display size of the first object from the initial size based on the pressure information when the contact operation is performed after the display size of the first object has been returned to the initial size and before the pitcher character starts pitching or before the pitcher character throws the ball.
[0167] According to the invention described in 5), after the display size of the first object has returned to its initial size, if the user performs a contact operation again before the pitcher character starts pitching (or before the pitcher character throws the ball), the display size of the first object will be changed from its initial size based on the pressure information. Therefore, according to the present invention, the user can redo the change in the display size of the first object before the pitcher character starts pitching (or before the pitcher character throws the ball).
[0168] 6) In one aspect of the present invention, the setting means (120) restricts changes to the display size of the first object after the pitcher character has started pitching or after the pitcher character has thrown the ball, and the game control device includes means (150) for causing the batter character to perform a batting motion based on the position of the first object when the contact operation is no longer being performed after the pitcher character has started pitching or after the pitcher character has thrown the ball, and the processing execution means (150) may, when the batter character has performed a batting motion, determine whether the batter character has hit the ball thrown by the pitcher character based on the determination result of the determination means, and, when it is determined that the batter character has hit the ball thrown by the pitcher character, execute processing to move the ball hit by the batter character.
[0169] According to the invention described in 6), if the user is no longer performing a contact operation after the pitcher character has started pitching (or after the pitcher character has thrown the ball), the batter character will perform a batting motion based on the position of the first object. According to this invention, by performing a series of operations of contacting and releasing the operating means (touch panel, etc.), it is possible to perform an operation to set the display size of the first object (an operation to set the display size of the object to be superimposed on the ball thrown by the pitcher character), an operation to move the first object (an operation to set the position where the batter character will hit the ball with the bat), and an operation to have the batter character perform a batting motion. As a result, it is possible to reduce the effort required for batting operations in a baseball game.
[0170] 7) In one aspect of the present invention, the processing execution means (150) executes the processing based on parameters, and the setting means (120) sets the display size of the first object and the parameters based on the pressure information, and the setting means (120) may set the parameters so that when the display size of the first object is small, it is more advantageous for the result of the processing to be a specific result than when the display size of the first object is large.
[0171] According to the invention described in 7), the display size of the first object and the parameters used in the processing executed when the first object is overlapped with the second object are set based on pressure information, so there is no need to perform the operation for changing the display size of the first object and the above parameters separately from the operation for moving the first object, thereby reducing the effort required to change the display size of the first object and the above parameters.
[0172] However, according to the present invention, when the display size of the first object is small, parameters are set to make it more favorable for the result of the processing to become a specific result than when the display size of the first object is large, and the processing is executed in a state favorable for the result of the processing to become a specific result. According to the present invention, the user can select whether to keep the display size of the first object without reducing it so that the position of the first object and the position of the second object are more likely to satisfy the specific condition (for example, a state in which the first object is more likely to overlap the second object), or to keep the display size of the first object smaller so that it is more difficult to make the position of the first object and the position of the second object satisfy the specific condition (for example, a state in which the first object is more likely to overlap the second object) but still favor the result of the processing to become a specific result (a state in which the result of the processing is more likely to become a specific result). As a result, it becomes possible to give the user the interest of making such a selection. [Explanation of symbols]
[0173] 1 Game system, N network, DB database, 10 Game terminal, 11 Control unit, 12 Memory unit, 13 Communication unit, 14 Operation unit, 15 Contact position detection unit, 16 Pressure detection unit, 17 display unit, 18 audio output unit, T touch panel, 30 server, 31 control unit, 32 memory unit, 33 communication unit, 100 display control unit, 110 acquisition unit, 120 setting unit, 130 movement unit, 140 judgment unit, 150 processing execution unit, G10 game image, P11 batter character, P12 pitcher character, P13 game status display, P14 name display, P15 frame, P16 cursor, P17 center part, P18 ball.
Claims
1. a display control means for controlling the display of the first object and the second object on the display means; an acquiring means for acquiring contact position information relating to a contact position by a contact operation and pressure information relating to a pressure generated by the contact operation; a setting means for setting a display size of the first object; a moving means for moving the first object based on the contact position information; a determination means for determining whether a predetermined condition regarding overlap between the first object and the second object is satisfied; a process execution means for executing a process to change a state of the second object based on a determination result of the determination means; Including, the setting means includes means for setting the display size of the first object based on pressure information relating to a pressure applied by a contact operation when the first object is moved. A game control device characterized by:
2. A display control means for controlling the display of a first object and a second object on a display means; an acquiring means for acquiring contact position information relating to a contact position by a contact operation and pressure information relating to a pressure generated by the contact operation; a setting means for setting a display size of the first object; a moving means for moving the first object based on the contact position information; a determination means for determining whether a predetermined condition regarding overlap between the first object and the second object is satisfied; a process execution means for executing a process to change a state of the second object based on a determination result of the determination means; Including, the setting means includes means for setting the display size of the first object based on pressure information relating to a pressure applied by a contact operation when the first object is moved. A game system characterized by:
3. A control method for controlling a computer, comprising: a display control step of performing control to display the first object and the second object on a display means; an acquiring step of acquiring contact position information relating to a contact position by a contact operation and pressure information relating to a pressure generated by the contact operation; a setting step of setting a display size of the first object; a moving step of moving the first object based on the contact position information; a determination step of determining whether a predetermined condition regarding overlap between the first object and the second object is satisfied; a process execution step of executing a process to change a state of the second object based on the determination result; Including, the setting step includes setting the display size of the first object based on pressure information relating to a pressure applied by a contact operation when moving the first object. A control method comprising:
4. A program for causing a computer to function as a game control device as described in claim 1 or a game system as described in claim 2.