Information processor, information processing method, and program
The information processing device enhances breakout games by changing the moving object's direction based on player object positions during a turning operation, using a guide object for intuitive control, addressing the lack of engaging mechanics in existing games.
Patent Information
- Application Number
- JP2025122541
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2025-07-22
- Publication Date
- 2025-09-30
AI Technical Summary
Breakout games lack engaging gameplay mechanics as users can only control where the ball hits on the bar, limiting the game's entertainment value.
An information processing device with a player object control unit and a moving object control unit that changes the moving object's direction based on the positions of the player object and moving object at the time of a turning operation, regardless of the pre-turning direction, and includes a guide object to indicate the new direction.
Enhances gameplay control and engagement by allowing precise manipulation of the moving object's direction, improving the game's appeal and intuitiveness.
Smart Images

Figure 2025142248000001_ABST
Abstract
Description
[Technical Field]
[0001] The present invention relates to a computer program such as a game program and an information processing device capable of executing the program. [Background technology]
[0002] Generally, in breakout games, a bar that can be moved left and right is located at the bottom of the screen, and by operating this bar to hit the ball back, the blocks located at the top of the screen are destroyed.
[0003] As described in Patent Document 1, in many of these games, the rules are such that when the ball hits the center of the bar, it bounces back in a specular manner, and when the ball hits the edge of the bar, it bounces back at a shallow angle to the horizontal. [Prior art documents] [Patent documents]
[0004] [Patent Document 1] Japanese Patent Application Laid-Open No. 2001-286673 Summary of the Invention [Problem to be solved by the invention]
[0005] In such games, the only thing the user can control is where on the bar the ball hits, so it's not necessarily a very entertaining game.
[0006] The present invention has been made in view of the above circumstances, and aims to provide an information processing device that can provide games with excellent ideas. [Means for solving the problem]
[0007] According to the present invention, an information processing device is provided which includes a player object control unit that controls a player object placed in a virtual space based on a player's operation, and a moving object control unit that controls the movement of a moving object that moves within the virtual space, wherein when a turning operation is input by the player, the moving object control unit changes the movement direction of the moving object to a second direction based on the positions of the player object and the moving object at the time the turning operation is input, regardless of a first direction which is the movement direction of the moving object before the turning operation is input.
[0008] In the present invention, the moving direction of the moving object is determined based on the positions of the player object and the moving object at the time of inputting the turning operation, regardless of the moving direction of the moving object before inputting the turning operation, so that the moving direction of the moving object can be highly controlled. , and has excellent taste.
[0009] Various embodiments of the present invention will be described below as examples, and the embodiments shown below can be combined with each other. Preferably, in the information processing device described above, the moving object control unit sets the moving object direction connecting the player object and the moving object to the second direction when the turning operation is input and the moving object direction is within a predetermined angle range. Preferably, in the information processing device described above, the moving object control unit determines the second direction so that it falls within the specified angle range if the moving object direction is not within the specified angle range at the time the turning operation is input. Preferably, in the information processing device described above, the moving object control unit changes the movement direction of the moving object to the second direction when the turning operation is input while the moving object is within a turning area set for the player object. Preferably, the information processing device described above further comprises a guide object control unit that is arranged in the virtual space and controls display of a guide object that indicates the second direction. Preferably, in the information processing device described above, the guide object control unit moves the guide object along an arc centered on the player object. Preferably, in the information processing device described above, at least a portion of the guide object is arranged to overlap the turning area. Preferably, the moving object control unit is an information processing device as described above that controls at least one of the moving speed of the moving object or the effect activated by the moving object based on the position of the moving object within the turning area at the time the turning operation is input. Preferably, in the information processing device described above, the moving object control unit sets the moving object direction to the second direction in normal mode when the moving object direction is within a predetermined angle range at the time the turning operation is input, and sets a direction other than the moving object direction to the second direction in special mode. Preferably, in the information processing device described above, the player object control unit accepts a slide operation on a touch panel as a movement operation that moves the player object, and the moving object control unit accepts a touch release operation that releases touch on the touch panel as the turning operation. Preferably, the computer program causes a computer to execute a player object control step and a moving object control step, wherein in the player object control step, a player object placed in a virtual space is controlled based on an operation by a player, and in the moving object control step, movement of a moving object moving in the virtual space is controlled, and in the moving object control step, when a turning operation is input by the player, the moving direction of the moving object is changed to a second direction based on the positions of the player object and the moving object at the time the turning operation is input, regardless of a first direction which is the moving direction of the moving object before the turning operation is input. [Brief explanation of the drawings]
[0010] [Figure 1] 1 is a hardware configuration diagram of an information processing device 10. FIG. [Figure 2] 1 is a functional block diagram showing the electrical configuration of an information processing device 10. FIG. [Figure 3] 2 is a functional block diagram of a main control unit 24 of the information processing device 10. FIG. [Figure 4] 1 shows a virtual space 1 displayed on a touch panel display 14. [Figure 5] 10 is an explanatory diagram of the moving direction of the moving object 3 after a turning operation. FIG. [Figure 6] 10 is an explanatory diagram of the moving direction of the moving object 3 after a turning operation. FIG. DETAILED DESCRIPTION OF THE INVENTION
[0011] Hereinafter, embodiments of the present invention will be described with reference to the accompanying drawings. Various features shown in the following embodiments can be combined with each other. Furthermore, each feature can be an invention independently.
[0012] 1. Configuration of information processing device 10 An information processing device 10 capable of executing a computer program according to one embodiment of the present invention will now be described. As shown in Fig. 1, a housing 12 of the information processing device 10 is provided on its front surface 12A with a touch panel display 14, which is an image display means for displaying images on a screen. The touch panel display 14 includes, for example, an LCD (Liquid Crystal Display) and a touch sensor. The LCD displays various images, and the touch sensor accepts various input operations performed using a pointing device such as a finger, a stylus, or a pen.
[0013] Furthermore, a microphone 16 for inputting sound, a speaker 18 for outputting sound, and a camera 20 for capturing an image of a subject are provided on the front surface 12A of the housing 12. The camera 20 is provided not only on the front surface 12A of the housing 12 but also on the rear surface of the housing 12. Furthermore, a side surface 12B of the housing 12 is provided with operation buttons 22 such as a power button for starting or stopping the information processing device 10 and a button for adjusting the volume of the sound output by the speaker 18.
[0014] The housing 12 of the information processing device 10 is also provided with a slot into which a memory card is inserted, a USB (Universal Serial Bus) terminal, and the like.
[0015] FIG. 2 is a functional block diagram showing the electrical configuration of the information processing device 10. As shown in FIG.
[0016] In addition to the above configuration, the information processing device 10 includes a main control unit 24, a main memory unit 26, an auxiliary memory unit 28, and a communication unit 30.
[0017] The main control unit 24 is, for example, a CPU (Central Processing Unit), a microprocessor, a DSP (Digital Signal Processor), or the like, and controls the overall operation of the information processing device 10.
[0018] The main storage unit 26 is configured with, for example, a RAM (Random Access Memory) or a DRAM (Dynamic Random Access Memory), and is used as a work area when the main control unit 24 executes processes based on various programs.
[0019] The auxiliary storage unit 28 is, for example, a non-volatile memory such as a flash memory, and stores various data such as images, as well as programs used for processing by the main control unit 24. The programs stored in the auxiliary storage unit 28 include, for example, an operating system (OS) for implementing the basic functions of the information processing device 10, drivers for controlling various hardware, and application programs for implementing email, web browsing, and various other functions. The auxiliary storage unit 28 also stores in advance a program for executing the game according to this embodiment, the details of which will be described later.
[0020] The communication unit 30 is, for example, a NIC (Network Interface Controller) and has a function of connecting to a communication network such as a mobile phone network. Note that the communication unit 30 may have a function of connecting to a wireless LAN (Local Area Network) or a function of connecting to a wireless WAN (Wide Area Network) instead of or together with the NIC. For example, the wireless communication device may have a function that enables short-range wireless communication such as Bluetooth (registered trademark), infrared communication, and the like.
[0021] The main control unit 24, main memory unit 26, auxiliary memory unit 28, communication unit 30, touch panel display 14, microphone 16, speaker 18, camera 20, and operation buttons 22 are electrically connected to one another via a system bus 33. Therefore, the main control unit 24 can access the main memory unit 26 and auxiliary memory unit 28, display images on the touch panel display 14, grasp the operation status of the touch panel display 14 and operation buttons 22 by the user, input sound to the microphone 16, output sound from the speaker 18, control the camera 20, and access various communication networks and other information processing devices via the communication unit 30.
[0022] 2. Functional block diagram of the game according to this embodiment FIG. 3 is a functional block diagram relating to the game according to this embodiment.
[0023] The main control unit 24 includes a player object control unit 24a, a moving object control unit 24b, and a guide object control unit 24c. The control units 24a to 24c control the player object 2, the moving object 3, and the guide object 4, respectively (see FIG. 4).
[0024] Each functional block of the main control unit 24 is realized by a computer program stored in the auxiliary storage unit 28. The computer program may be stored on a computer-readable non-transitory recording medium, and this computer program may be read into the main storage unit 26 and executed, or may be installed in the auxiliary storage unit 28 and then read from the auxiliary storage unit 28 into the main storage unit 26 and executed. An information processing device 10 capable of executing the game of this embodiment can be configured by installing a computer program downloaded over a network.
[0025] 3. Game Details In the game that is the subject of the present invention, a player object 2 and a moving object 3 are placed in a virtual space 1 displayed on a touch panel display 14, as shown in Figure 4. The virtual space 1 is a space in which objects related to the game are placed, and may be a two-dimensional space or a three-dimensional space. In the following description, the positions (coordinates) of the player object 2 and the moving object 3 refer to the positions of predetermined reference points (e.g., centers) within the player object 2 and the moving object 3.
[0026] The player object 2 is an object that can be operated by a player playing the game, and is controlled by the player object control unit 24a. Examples of operations performed on the player object 2 include a movement operation that moves the player object 2, and a turning operation that changes the direction of movement of a moving object 3. A turning operation is, for example, a hitting operation that hits back a moving object such as a ball.
[0027] The degree of freedom of movement of the player object 2 is set appropriately depending on the game content, and may be immovable, movable only in one dimension, movable only in two dimensions, or movable in three dimensions. A movement operation can be performed, for example, by a slide operation in which an indicator is slid across the touch panel display 14. A turning operation can be performed, for example, by a touch release operation in which touch on the touch panel display 14 is released. Therefore, for example, the player object 2 can be moved by sliding a finger across the touch panel display 14, and a turning operation can be performed by releasing the finger from the touch panel display 14 at a predetermined timing.
[0028] The moving object 3 is an object that moves within the virtual space 1 regardless of the player's operation of the player object 2, and is controlled by the moving object control unit 24b. The moving object 3 is preferably a moving body such as a ball. The moving object 3 preferably moves in a straight line, but may also move in a curved line. Furthermore, when the moving object 3 collides with a reflective object 5 such as a wall or the edge of the screen, it is preferably reflected and its direction of movement is changed. At this time, it is preferable that the moving object 3 changes its direction of movement so as to be specularly reflected.
[0029] A turning area 2a is set for the player object 2. The turning area 2a is preferably an area adjacent to the player object 2, and more preferably a circular or sector-shaped area within a predetermined distance from the player object 2. The turning area 2a also moves as the player object 2 moves. The turning area 2a is preferably set in an area where a return shot is possible, and in a tennis game, for example, it is preferably set within the reach of a racket.
[0030] 5, when the player inputs a turning operation while the moving object 3 is located on the turning area 2a, the moving object control unit 24b changes the moving direction of the moving object 3 to a second direction D2 based on the positions of the player object 2 and the moving object 3 at the time the turning operation is input, regardless of the first direction D1, which is the moving direction of the moving object 3 before the turning operation is input. The second direction D2 is, for example, the direction connecting the center of the player object 2 and the center of the moving object 3 (hereinafter referred to as the "moving object direction").
[0031] When a turning operation is input, the player object control unit 24a preferably controls the player object 2 to perform a hitting action such as swinging a racket. If a turning operation is input when the moving object 3 is not located on the turning area 2a, the input may be ignored, or the moving object 3 may perform an action such as a whiff.
[0032] The moving object control unit 24b preferably controls at least one of the moving speed of the moving object 3 or the effect activated by the moving object 3 based on the position of the moving object 3 within the turning area 2a at the time of inputting a turning operation. The "effect activated by the moving object" is, for example, a specific effect for advancing the game advantageously, such as burning, freezing, or doubling damage. The turning area 2a is provided with an optimal area 2b indicating the optimal timing for a turning operation. For example, when a turning operation is performed while the moving object 3 is located within the optimal area 2b, the moving speed of the moving object 3 can be increased or the moving object 3 can activate the above-mentioned effect. The optimal area 2b is preferably provided in an arc shape centered on the player object 2.
[0033] Normally, the moving object 3 and the player object 2 are constantly moving, so the direction of the moving object is constantly changing, and it may be difficult to intuitively understand in which direction the moving object 3 will be turned by a turning operation (i.e., in which direction the ball will be returned). To solve this problem, a guide object 4 is provided that indicates the second direction D2, which is the moving direction of the moving object 3 after the turning operation. The display of the guide object 4 is controlled by the guide object control unit 24c.
[0034] The guide object 4 is arranged so that at least a part of it overlaps with the turning area 2a, and when the moving object 3 or the player object 2 moves, the guide object control unit 24c moves the guide object 4 along an arc centered on the player object 2. This makes it possible to intuitively know the direction in which the moving object 3 moves after a turning operation. This makes it easier to understand and improves the appeal of the game. It is preferable that the guide object 4 is moved along the optimum area 2b. In one aspect of this embodiment, the direction connecting the player object 2 and the guide object 4 becomes the second direction D2, which is the moving direction of the moving object 3 after the turning operation.
[0035] It is preferable that the guide object control unit 24c changes the display of the guide object 4 according to the optimum degree of the timing of the turning operation. For example, it is preferable that the display of the guide object 4 is emphasized (by changing color, size, blinking, etc.) as the optimal point is approached. When there are multiple moving objects 3, it is preferable to provide multiple guide objects 4.
[0036] As shown in FIG. 6 , a turning operation may be performed when the moving object 3 is located close to the side of the player object 2. In this case, turning the moving object 3 toward the moving object 3 results in the moving object 3 moving almost directly sideways. Depending on the content of the game, this movement direction may not be desirable. In this case, the moving object control unit 24b preferably determines the moving object direction as the second direction D2 if the moving object direction is within a predetermined angular range between the directions α and β at the time of inputting the turning operation. If the moving object direction is not within the predetermined angular range, the moving object control unit 24b preferably determines the second direction D2 so that the second direction D2 falls within the predetermined angular range. In the latter case, for example, it is preferable to determine the direction α or β, whichever is closer to the moving object 3, as the second direction D2. In this case, it is preferable to position the guide object 4 in the direction α or β, whichever is closer to the moving object 3.
[0037] The moving object control unit 24b may change the turning direction of the moving object 3 in response to a turning operation between the normal mode and the special mode. Specifically, if the moving object direction is within a predetermined angle range at the time of input of the turning operation, the moving object control unit 24b may set the moving object direction as the second direction D2 in the normal mode, and set a direction other than the moving object direction as the second direction D2 in the special mode. For example, in a game in which the objective is to defeat an enemy, the direction toward the enemy may be set as the second direction D2 in the special mode, regardless of the moving object direction. For example, the special mode may be started when a specific condition is met in the game. Examples of the specific condition include the use of a specific item or a special move.
[0038] 4. Other embodiments The above embodiment has been described assuming touch operations on the touch panel display 14, but operations may also be performed using a button-type controller. In this case, the player object 2 can be moved by operating the directional keys (e.g., cross key) and turned by inputting to the buttons. In the above embodiment, the information processing device 10 is mainly assumed to be a portable information processing device, but the information processing device 10 may also be a stationary information processing device. [Explanation of symbols]
[0039] 1: Virtual space 2: Player object 2a: Conversion area 2b: Optimal region 3: Moving objects 4: Guide object 5: Reflection objects 10: Information processing device 12: Housing 12A:Front 12B: Side 14: Touch panel display 16: Microphone 18: Speaker 20: Camera 22: Operation button 24: Main control unit 24a: Player object control section 24b: Moving object control section 24c: Guide object control section 26: Main memory 28: Auxiliary storage 30: Communications Department 33: System bus
Claims
1. a player object control unit that controls a player object placed in the virtual space based on an operation by a player; a moving object control unit that controls the movement of a moving object that moves within the virtual space, an information processing device, wherein when a turning operation is input by the player, the moving object control unit changes the moving direction of the moving object to a second direction based on the positions of the player object and the moving object at the time the turning operation is input, regardless of a first direction which is the moving direction of the moving object before the turning operation is input;
2. 2 . The information processing device according to claim 1 , wherein the moving object control unit sets the moving object direction as the second direction when a moving object direction connecting the player object and the moving object is within a predetermined angle range at the time of input of the turning operation.
3. 3. The information processing device according to claim 2, wherein, when the direction of the moving object is not within the predetermined angle range at the time of input of the turning operation, the moving object control unit determines the second direction so that the second direction is within the predetermined angle range.
4. 4. The information processing device according to claim 1, wherein the moving object control unit changes the moving direction of the moving object to the second direction when the turning operation is input in a case where the moving object is within a turning area set for the player object.
5. The information processing apparatus according to claim 4 , further comprising a guide object control unit that is arranged in the virtual space and controls display of a guide object that indicates the second direction.
6. The information processing device according to claim 5 , wherein the guide object control unit moves the guide object along an arc centered on the player object.
7. The information processing device according to claim 5 or 6, wherein at least a part of the guide object is arranged to overlap the turning area.
8. 7. An information processing device according to claim 4, wherein the moving object control unit controls at least one of the moving speed of the moving object or the effect activated by the moving object based on the position of the moving object within the turning area at the time the turning operation is input.
9. 3. The information processing device according to claim 2, wherein, when the direction of the moving object is within a predetermined angular range at the time of inputting the turning operation, the moving object control unit sets the direction of the moving object as the second direction in normal mode, and sets a direction other than the direction of the moving object as the second direction in special mode.
10. the player object control unit receives a slide operation on a touch panel as a movement operation for moving the player object; The information processing device according to claim 1 , wherein the moving object control unit accepts a touch release operation for releasing touch on the touch panel as the turning operation.
11. A computer program causing a computer to execute a player object control step and a moving object control step, the player object control step controls a player object placed in a virtual space based on an operation by a player; In the moving object control step, movement of a moving object moving within the virtual space is controlled, In the moving object control step, when a turning operation is input by the player, the moving direction of the moving object is changed to a second direction based on the positions of the player object and the moving object at the time the turning operation is input, regardless of a first direction which is the moving direction of the moving object before the turning operation is input.
Citation Information
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