Information processing program, information processing method, and information processing apparatus
By employing different threshold values and adjusting them based on input device directional changes, the system effectively prevents unintended state transitions, ensuring accurate user-intended actions in input device operations.
Patent Information
- Application Number
- JP2024086622
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2024-05-28
- Publication Date
- 2025-12-10
AI Technical Summary
Existing systems transition the state of an object operated by an input device unintentionally due to using the same threshold for both directions, leading to unintended state changes.
Implementing different threshold values for transitioning the state of an object from one state to another, and adjusting these thresholds based on the input device's directional changes, to prevent unintended state transitions.
Prevents unintended state transitions by using distinct threshold values and adjusting them according to input device directional changes, ensuring intended user actions are accurately reflected.
Smart Images

Figure 2025179700000001_ABST
Abstract
Description
[Technical Field]
[0001] The present disclosure relates to an information processing program, an information processing method, and an information processing device. [Background technology]
[0002] Patent Document 1 discloses a technique for transitioning the operational state of an object between a plurality of states. [Prior art documents] [Patent documents]
[0003] [Patent Document 1] Japanese Patent Application Laid-Open No. 2001-101439 Summary of the Invention [Problem to be solved by the invention]
[0004] Incidentally, the state of an object operated by an input device is transitioned by comparing an input value of the input device with a threshold. For example, in a game, when the tilt amount of a joystick exceeds a threshold, the state of the object to be operated may be transitioned from a walking state to a running state. In this case, if the threshold used to transition the character from a walking state to a running state is the same as the threshold used to transition the character from a running state to a walking state, a state transition unintended by the user may occur.
[0005] The present disclosure aims to provide an information processing program, an information processing method, and an information processing device that can suppress the occurrence of state transitions unintended by the user when the state of an object to be operated by an input device is transitioned by comparing the input value of the input device with a threshold value. [Means for solving the problem]
[0006] An information processing program of a first aspect acquires an input value of an input device whose input value changes in stages in three or more stages, transitions a state of an object to be operated between a first state and a second state by comparing the acquired input value with a threshold value, and causes a computer to execute processing using different threshold values when transitioning the state of the object to be operated from the first state to the second state and when transitioning from the second state to the first state.
[0007] The information processing program of the second aspect causes a computer to execute a process in the information processing program of the first aspect, in which if the acquired input value exceeds a first threshold, the state of the operation object is transitioned from the first state to the second state, and if the acquired input value is equal to or less than a second threshold that is smaller than the first threshold, the state of the operation object is transitioned from the second state to the first state.
[0008] An information processing program of a third aspect is the information processing program of the second aspect, wherein the input device is a device in which an input value is input by tilting in multiple directions, and when the state of the object to be operated is the second state, the information processing program causes the computer to execute a process of reducing the second threshold value in accordance with the amount of directional change of the input device based on the acquired input value.
[0009] An information processing program of a fourth aspect is the information processing program of the first aspect, wherein the input device is a device in which an input value is input by tilting in multiple directions, and when the state of the object to be operated is the second state, the information processing program causes the computer to execute a process of reducing the threshold value according to the amount of directional change of the input device based on the acquired input value.
[0010] An information processing program of a fifth aspect is an information processing program of any one of the first to fourth aspects, wherein the operation object is a player character operated by a player, the first state is a state in which the player character is walking, and the second state is a state in which the player character is running.
[0011] An information processing program of a sixth aspect is an information processing program of any one of the first to fourth aspects, wherein the operation object is a virtual camera corresponding to the player's field of view in a virtual space, the first state is a state having lower operation sensitivity than the second state, and the second state is a state having higher operation sensitivity than the first state.
[0012] In a seventh aspect of the information processing method, a computer acquires an input value of an input device whose input value changes in three or more stages, compares the acquired input value with a threshold value to transition the state of an object to be operated between a first state and a second state, and uses different threshold values when transitioning the state of the object to be operated from the first state to the second state and when transitioning from the second state to the first state.
[0013] An information processing device of an eighth aspect includes a processor, which acquires an input value of an input device whose input value changes gradually in three or more stages, and transitions the state of an object to be operated between a first state and a second state by comparing the acquired input value with a threshold value, and uses different threshold values when transitioning the state of the object to be operated from the first state to the second state and when transitioning from the second state to the first state. [Effects of the Invention]
[0014] According to the present disclosure, it is possible to prevent the occurrence of state transitions unintended by the user when the state of an object to be operated by an input device is transitioned by comparing an input value of the input device with a threshold value. [Brief explanation of the drawings]
[0015] [Figure 1] FIG. 2 is a block diagram illustrating an example of a hardware configuration of an information processing device. [Figure 2] FIG. 2 is a plan view illustrating an example of the configuration of an input device. [Figure 3] FIG. 2 is a diagram for explaining an input value of an input device. [Figure 4]FIG. 2 is a diagram for explaining a first state and a second state. [Figure 5] FIG. 10 is a diagram for explaining a state transition using one threshold value according to a comparative example of the first embodiment. [Figure 6] FIG. 2 is a block diagram illustrating an example of a functional configuration of an information processing device. [Figure 7] FIG. 4 is a diagram for explaining a state transition using two thresholds according to the first embodiment. [Figure 8] FIG. 4 is a diagram for explaining a state transition using two thresholds according to the first embodiment. [Figure 9] 6 is a flowchart showing an example of a state transition process according to the first embodiment. [Figure 10] FIG. 10 is a diagram for explaining a state transition when changing direction according to a comparative example of the second embodiment. [Figure 11] 10A and 10B are diagrams for explaining a direction change amount of an input device. [Figure 12] FIG. 10 is a diagram illustrating a state transition when changing direction according to the second embodiment. [Figure 13] 10 is a flowchart showing an example of a state transition process according to the second embodiment. [Figure 14] FIG. 10 is a diagram for explaining a state transition when changing direction according to a modified example. [Figure 15] FIG. 10 is a diagram for explaining an operation target according to a modified example. DETAILED DESCRIPTION OF THE INVENTION
[0016] Hereinafter, examples of embodiments for carrying out the technology of the present disclosure will be described in detail with reference to the drawings.
[0017] [First embodiment] First, the hardware configuration of an information processing device 10 according to this embodiment will be described with reference to Fig. 1. The information processing device 10 is, for example, a home game console, a portable game console, an arcade game console, a smartphone, a tablet terminal, a personal computer, etc. In this embodiment, as an example, a home game console will be described as the information processing device 10. The information processing device 10 is an example of a computer.
[0018] 1, the information processing device 10 includes a CPU (Central Processing Unit) 11, a memory 12, a storage 13, an external I / F (Interface) 14, a communication I / F 15, and an input I / F 16. The CPU 11, the memory 12, the storage 13, the external I / F 14, the communication I / F 15, and the input I / F 16 are connected to each other via a bus 20 so as to be able to communicate with each other.
[0019] The CPU 11 is a central processing unit that executes various programs and controls each part. The CPU 11 is an example of a processor. The memory 12 serves as a working area and temporarily stores programs or data. The storage 13 is composed of a storage device such as an HDD (Hard Disk Drive), an SSD (Solid State Drive), or a flash memory, and stores various programs and data.
[0020] The storage 13 stores an information processing program 30 for executing a predetermined game on the information processing device 10. The CPU 11 reads the information processing program 30 from the storage 13 and executes the information processing program 30 using the memory 12 as a work area. Note that the information processing program 30 is not limited to being stored in the storage 13, and may be stored in a recording medium such as an optical disc, a USB (Universal Serial Bus) memory, or an SD memory card. Furthermore, the information processing program 30 may be downloadable to the information processing device 10 via the communication I / F 15.
[0021] The external I / F 14 is an interface for connecting various external devices to the information processing device 10. In this embodiment, a speaker 21 and a display 22 are connected to the external I / F 14.
[0022] The speaker 21 outputs various sounds. The speaker 21 may be integrated with the information processing device 10, or may be integrated with the display 22. The display 22 is, for example, a liquid crystal display or an organic EL (Electro Luminescence) display, and displays various types of information. The display 22 may have an integrated touch panel. Furthermore, the display 22 may be integrated with the information processing device 10.
[0023] The communication I / F 15 is an interface for connecting the information processing device 10 to a network. The communication I / F 15 uses, for example, a wired communication standard such as Ethernet (registered trademark) or FDDI (Fiber Distributed Data Interface), or a wireless communication standard such as 4G, 5G, or Wi-Fi (registered trademark).
[0024] The input I / F 16 is an interface for connecting the input device 23 to the information processing device 10. The input device 23 is a game controller having operation buttons and directional keys, a mouse, a keyboard, or the like, and is used for various inputs. A user operates the game using the input device 23. Operation information indicating the content of the input operation performed by the user using the input device 23 is stored in the memory 12. The input device 23 may be integrated with the information processing device 10. Alternatively, the input device 23 may be detachable from the information processing device 10. The number of input devices 23 may be one or more. Alternatively, the input device 23 may be a touch panel integrated with the display 22. In this embodiment, an example in which a game controller is used as the input device 23 will be described.
[0025] As shown in FIG. 2, the input device 23 according to this embodiment includes an analog stick 24. The analog stick 24 is tilted in multiple directions to input an input value. The analog stick 24 has an input value that changes in three or more stages depending on the angle at which the player tilts the analog stick 24. The analog stick 24 is an example of an input device in which the input value changes in three or more stages. As shown in FIG. 3, in this embodiment, the input value of the analog stick 24 is acquired as coordinates on an XY plane (hereinafter referred to as "XY coordinates"), with the left-right direction in a planar view of the input device 23 being the X axis and the up-down direction being the Y axis. On the XY plane, the position of the analog stick 24 when the player is not touching it (i.e., the default position) is defined as the origin O. Point P in the example of FIG. 3 represents the input value when the analog stick 24 is tilted to the right to the maximum extent. In this embodiment, the CPU 11 acquires the XY coordinates and the distance from the origin O as the input value of the analog stick 24.
[0026] The information processing device 10 according to this embodiment provides a game in which a character (hereinafter referred to as a "player character") operated by a player, who is a user of the information processing device 10, battles a character different from the player character (hereinafter referred to as an "enemy character") in a virtual space within the game. The enemy character may be an NPC (Non-Player Character), a character operated by a player different from the player operating the player character, or a combination of the character and an NPC. The player character is an example of an object operated by a player via an input device. A game is a collection of activities and rules for playing or competing. For example, a game is played by a player utilizing strategy and skill to achieve a specific objective. A game is played to achieve various objectives, for example, a competitive objective such as winning, a combat objective such as defeating an enemy, an educational objective such as learning, or a narrative objective such as completing the progression of a scenario. A game may be competitive or non-competitive.
[0027] In the game provided by the information processing device 10 according to this embodiment, the state of the player character transitions between a first state and a second state by comparing the input value of the analog stick 24 with a threshold value. As shown in Fig. 4, this embodiment will be described taking as an example a case where the first state is a state in which the player character is walking, and the second state is a state in which the player character is running.
[0028] Referring to FIG. 5, a case will be described in which the same threshold value L is used when the player character's state transitions from the first state to the second state and when the player character's state transitions from the second state to the first state. When the analog stick 24 is at point P1, the distance from the origin O, which is the input value of the analog stick 24, is less than or equal to the threshold value L, so the player character's state is the first state. Next, when the player tilts the analog stick 24 more to the right so that the position of the analog stick 24 reaches point P2, the distance from the origin O exceeds the threshold value L, so the player character's state transitions to the second state. After the player character's state transitions to the second state, the player may unintentionally tilt the analog stick 24 slightly back. In this case, the distance from the origin O becomes less than or equal to the threshold value L, so the player character's state transitions from the second state to the first state. This results in a state transition unintended by the player. Furthermore, after the player character's state transitions to the first state, the player increases the amount by which the analog stick 24 is tilted to the right to change the player character's state to the second state. In this way, the player character may repeatedly transition between the first state and the second state within a short period of time.
[0029] The information processing device 10 according to this embodiment has a function for suppressing the occurrence of state transitions that are not intended by the player.
[0030] Next, the functional configuration of the information processing device 10 will be described with reference to Fig. 6. As shown in Fig. 6, the information processing device 10 includes an acquisition unit 40 and a transition unit 42. The CPU 11 executes the information processing program 30, thereby functioning as the acquisition unit 40 and the transition unit 42.
[0031] The acquisition unit 40 acquires XY coordinates and a distance from the origin O as input values of the analog stick 24. In this embodiment, the acquisition unit 40 acquires the input value of the analog stick 24 at each preset timing. Examples of the preset timing include the timing when an input value is input from the analog stick 24, the timing when the input value of the analog stick 24 is changed, and regular timing such as once every predetermined number of frames.
[0032] The transition unit 42 transitions the state of the player character, which is the operation target, between a first state and a second state by comparing the distance from the origin O acquired by the acquisition unit 40 with a threshold. At this time, the transition unit 42 uses different thresholds when transitioning the state of the player character from the first state to the second state and when transitioning from the second state to the first state after transitioning from the first state to the second state. The transition unit 42 may set different thresholds by dynamically changing the threshold, or may set different thresholds by setting multiple thresholds in advance.
[0033] As an example, as shown in FIGS. 7 and 8, the transition unit 42 uses a threshold value L12 when transitioning the state of the player character from a first state to a second state. Furthermore, the transition unit 42 uses a threshold value L21 that is smaller than the threshold value L12 when transitioning the state of the player character from the second state to the first state. The threshold value L12 is an example of a first threshold value according to the disclosed technology, and the threshold value L21 is an example of a second threshold value according to the disclosed technology. Note that the solid line in FIG. 7 represents the default position of the analog stick 24, and the dashed line represents the position of the analog stick 24 when tilted to the maximum angle. Furthermore, the line segment in FIG. 7 shows an example in which the distance from the origin O when the analog stick 24 is tilted to the maximum angle is set to 1.
[0034] Specifically, the transition unit 42 transitions the state of the player character from the first state to the second state when the distance from the origin O acquired by the acquisition unit 40 exceeds a threshold L12. Furthermore, the transition unit 42 transitions the state of the player character from the second state to the first state when the distance from the origin O acquired by the acquisition unit 40 is equal to or smaller than a threshold L21. Furthermore, the transition unit 42 maintains the second state as the state of the player character when the distance from the origin O acquired by the acquisition unit 40 exceeds the threshold L21.
[0035] 8, when the analog stick 24 is positioned at point P1, the distance from the origin O, which is the input value of the analog stick 24, is equal to or less than threshold L12, so the state of the player character is in the first state. Next, when the player tilts the analog stick 24 to the right more to bring the position of the analog stick 24 to point P2, the distance from the origin O exceeds threshold L12, so the state of the player character transitions to the second state.
[0036] After the state of the player character has transitioned from the first state to the second state, the transition unit 42 transitions the state of the player character from the second state to the first state by comparing the distance from the origin O with a threshold L21 that is smaller than the threshold L12. In other words, if the player unintentionally tilts the analog stick 24 back slightly from the position of point P2, the distance from the origin O exceeds the threshold L21, and the state of the player character continues to be the second state. This prevents state transitions that the player does not intend to occur.
[0037] Next, the operation of the information processing device 10 will be described with reference to Fig. 9. When the CPU 11 executes the information processing program 30, the state transition process shown in Fig. 9 is performed.
[0038] 9, the acquisition unit 40 acquires X and Y coordinates and a distance from the origin O as input values of the analog stick 24. In step S12, the transition unit 42 determines whether the state of the player character is in the first state. If this determination is affirmative, the process proceeds to step S14.
[0039] In step S14, the transition unit 42 determines whether the distance from the origin O acquired in step S10 exceeds the threshold value L12. If this determination is affirmative, the process proceeds to step S16. In step S16, the transition unit 42 transitions the state of the player character from the first state to the second state. When the process of step S16 ends, the process returns to step S10. If the determination of step S14 is negative, the process of step S16 is not executed, and the process returns to step S10.
[0040] On the other hand, if the state of the player character is the second state, the determination in step S12 is negative, and the process proceeds to step S18. In step S18, the transition unit 42 determines whether the distance from the origin O acquired in step S10 is equal to or less than the threshold value L21. If this determination is positive, the process proceeds to step S20. In step S20, the transition unit 42 transitions the state of the player character from the second state to the first state. When the process of step S20 ends, the process returns to step S10. If the determination in step S18 is negative, the process of step S20 is not executed, and the process returns to step S10.
[0041] The above-described processing of steps S10 to S20 is executed at a predetermined time interval, for example, once every predetermined number of frames.
[0042] As described above, according to this embodiment, by comparing the input value of the analog stick 24 with a threshold value, it is possible to prevent the occurrence of state transitions that are not intended by the player when transitioning the state of the player character using the analog stick 24.
[0043] [Second embodiment] A second embodiment of the disclosed technology will be described below. Note that the hardware configuration of the information processing device 10 according to the second embodiment (see FIG. 1) is the same as that of the first embodiment, and therefore a description thereof will be omitted.
[0044] A case where the player changes the direction of the player character when the player character is in the second state will be described with reference to Fig. 10. As shown in Fig. 10, the case where the position of the analog stick 24 changes in the order of point P1, point P2, point P3, and point P4 by the player's operation will be described as an example.
[0045] When the analog stick 24 is positioned at point P1, the distance from the origin O, which is the input value of the analog stick 24, is less than or equal to threshold L12, so the state of the player character is state 1. Next, when the player tilts the analog stick 24 more to the right so that the position of the analog stick 24 is at point P2, the distance from the origin O exceeds threshold L12, so the state of the player character transitions to state 2. As a result, the player character enters a state of running to the right.
[0046] Next, suppose that the player attempts to turn the player character upward while the character is running, tilting the analog stick 24 to point P3 and then to point P4. In this case, when the analog stick 24 is at point P3, the distance from the origin O, which is the input value of the analog stick 24, becomes equal to or less than the threshold value L21, and the state of the player character transitions to the first state.
[0047] Furthermore, when the analog stick 24 is positioned at point P4, the distance from the origin O, which is the input value of the analog stick 24, exceeds threshold L12, and therefore the state of the player character transitions to the second state. That is, although the player intends to change direction while the player character remains in the second state, a situation may arise in which the state of the player character transitions in the order of the second state, the first state, and the second state. The information processing device 10 according to this embodiment has a function for suppressing the occurrence of state transitions that the player does not intend when changing direction when the player character is in the second state.
[0048] To achieve this function, the information processing device 10 uses the amount of direction change of the analog stick 24. The amount of direction change of the analog stick 24 will be described with reference to FIG. 11. In this embodiment, the information processing device 10 uses the history of input values of the analog stick 24 to derive the amount of direction change of the analog stick 24. The amount of direction change of the analog stick 24 is an index value that indicates how much the direction in which the analog stick 24 is tilted has changed.
[0049] As shown in FIG. 11, an example will be described in which the position of the analog stick 24 transitions from point P1 to point P2, point P3, and point P4 in this order. Each point is represented by a vector connecting the most recently acquired point before the transition to that point. The information processing device 10 according to this embodiment uses the absolute value of the angle α between the vector representing each point and the most recently acquired vector representing the point before the transition as the amount of change in direction of the analog stick 24. The example in FIG. 11 shows the angle α between the vector representing point P2 and the vector representing point P3, and the angle α between the vector representing point P3 and the vector representing point P4. In this embodiment, the angle α is represented by a value between 0 degrees and 180 degrees.
[0050] Next, the functional configuration of the information processing device 10 will be described with reference to Fig. 6. Note that functional units having the same functions as those of the information processing device 10 according to the first embodiment are denoted by the same reference numerals and descriptions thereof will be omitted. As shown in Fig. 6, the information processing device 10 includes an acquisition unit 40 and a transition unit 42A. The CPU 11 executes the information processing program 30, thereby functioning as the acquisition unit 40 and the transition unit 42A.
[0051] The transition unit 42A has the following functions in addition to the functions of the transition unit 42 according to the first embodiment. The transition unit 42A derives a vector of a point representing the first XY coordinates based on the first XY coordinates acquired by the acquisition unit 40 and the second XY coordinates acquired immediately before the first XY coordinates. The transition unit 42A also derives the absolute value of the angle α formed between the vector representing the first XY coordinates and the vector representing the second XY coordinates as the amount of change in direction of the analog stick 24.
[0052] Then, when the state of the player character is the second state, the transition unit 42A reduces the threshold value L21 in accordance with the derived amount of change in direction. Specifically, when the amount of change in direction is equal to or greater than a predetermined threshold, the transition unit 42A reduces the threshold value L21 by setting the threshold value L21 to a value obtained by multiplying a predetermined initial value by a predetermined rate that is less than 1. Note that, when the amount of change in direction is the upper limit value of 180, the transition unit 42A may set the threshold value L21 to zero. Also, the transition unit 42A may set the threshold value L21 to a smaller value as the amount of change in direction increases.
[0053] Furthermore, when the distance from the origin O acquired by the acquisition unit 40 exceeds the threshold L12, the transition unit 42A resets the threshold L21 to set the threshold L21 to its initial value.
[0054] A case in which the player changes the direction of the player character when the player character is in the second state in this embodiment will be described with reference to Fig. 12. As shown in Fig. 12, the case in which the position of the analog stick 24 transitions in the order of point P1, point P2, point P3, and point P4 by the player's operation will be described as an example.
[0055] When the analog stick 24 is positioned at point P1, the distance from the origin O, which is the input value of the analog stick 24, is less than or equal to threshold L12, so the state of the player character is state 1. Next, when the player tilts the analog stick 24 more to the right so that the position of the analog stick 24 is at point P2, the distance from the origin O exceeds threshold L12, so the state of the player character transitions to state 2. As a result, the player character enters a state of running to the right.
[0056] Next, suppose that the player attempts to turn the player character upward while the character is running, tilting the analog stick 24 to point P3, and then tilting it to point P4. At the point when the player tilts the analog stick 24 to point P3, the amount of direction change is greater than or equal to the predetermined threshold, so the transition unit 42A reduces the threshold L21. As a result, the distance from the origin O, which is the input value of the analog stick 24, exceeds the threshold L21, so the state of the player character continues to be the second state.
[0057] Furthermore, when the analog stick 24 is positioned at point P4, the distance from the origin O, which is the input value of the analog stick 24, exceeds the threshold L21, so the state of the player character continues to be in the second state. In this case, the transition unit 42A resets the threshold L21. As described above, the player can change direction while the player character continues to be in the second state.
[0058] Next, the operation of the information processing device 10 will be described with reference to Fig. 13. The CPU 11 executes the information processing program 30, thereby executing the state transition process shown in Fig. 13. Note that steps in Fig. 13 that execute the same processes as those in Fig. 9 are given the same reference numerals, and their description will be omitted.
[0059] 13 is completed, the process proceeds to step S17A. In step S17A, the transition unit 42A resets the threshold L21 to set the threshold L21 to its initial value. When the process of step S17A is completed, the process returns to step S10.
[0060] If the determination in step S12 is negative, the process proceeds to step S17B. In step S17B, the transition unit 42A derives a vector of a point representing the first XY coordinates based on the first XY coordinates acquired in the most recently executed step S10 and the second XY coordinates acquired in the immediately preceding executed step S10. The transition unit 42A then derives the absolute value of the angle α formed between the vector representing the first XY coordinates and the vector representing the second XY coordinates as the amount of direction change of the analog stick 24.
[0061] In step S18A, the transition unit 42A determines whether the distance from the origin O acquired in step S10 is equal to or less than the threshold value L21. At this time, the transition unit 42A reduces the threshold value L21 in accordance with the direction change amount derived in step S17B, as described above. If this determination is affirmative, the process proceeds to step S20, and if this determination is negative, the process of step S20 is not executed and the process returns to step S10.
[0062] As described above, according to this embodiment, it is possible to prevent the occurrence of a state transition that is not intended by the player when changing direction while the player character is in the second state.
[0063] As shown in FIG. 14, in the second embodiment, the transition unit 42A may compare the input value of the analog stick 24 with a single threshold value L. In this case, when the state of the player character is in the second state, the transition unit 42A may reduce the threshold value L according to the derived amount of direction change. With reference to FIG. 14, a case in which the player changes the direction of the player character when the player character is in the second state will be described below. As shown in FIG. 14, a case in which the position of the analog stick 24 transitions in this order from point P1 to point P2, point P3, and point P4 in response to the player's operation will be described below.
[0064] When the analog stick 24 is positioned at point P1, the distance from the origin O, which is the input value of the analog stick 24, is less than or equal to threshold L, so the state of the player character is the first state. Next, when the player tilts the analog stick 24 more to the right so that the position of the analog stick 24 is at point P2, the distance from the origin O exceeds threshold L, so the state of the player character transitions to the second state. This puts the player character in a state of running to the right.
[0065] Next, suppose that the player attempts to turn the player character upward while the character is running, tilting the analog stick 24 to point P3, and then tilting it to point P4. At the point when the player tilts the analog stick 24 to point P3, the amount of direction change is greater than or equal to the predetermined threshold, so the transition unit 42A reduces the threshold L. As a result, the distance from the origin O, which is the input value of the analog stick 24, exceeds the threshold L, and the state of the player character continues to be the second state.
[0066] Furthermore, when the position of the analog stick 24 is at point P4, the distance from the origin O, which is the input value of the analog stick 24, exceeds the threshold L, and therefore the state of the player character continues to be in the second state. In this case, because the distance from the origin O exceeds the initial value of the threshold L, the transition unit 42A resets the threshold L to set the threshold L to its initial value. In this embodiment as well, the player can change direction while the player character continues to be in the second state.
[0067] Furthermore, in the above-described embodiments, a player character is used as an object controlled by the player via the analog stick 24. However, the disclosed technology is not limited to this. As shown in FIG. 15 , a virtual camera 25 corresponding to the player's field of view in the virtual space may be used as an object to be controlled. In this case, a state in which the operation sensitivity of the virtual camera 25 is lower than that of the second state may be applied as the first state, and a state in which the operation sensitivity of the virtual camera 25 is higher than that of the first state may be applied as the second state. In this embodiment, as shown in FIG. 15 , when the player aims at an enemy character (i.e., aiming), the operation sensitivity of the virtual camera 25 is low, making it easier for the player to aim at the enemy character. On the other hand, when the player searches for an enemy character, the operation sensitivity of the virtual camera 25 is high, making it easier for the player to search for the enemy character.
[0068] In addition, in each of the above embodiments, the analog stick 24 is used as an input device in which the input value changes in three or more stages, but the disclosed technology is not limited to this. An input device in which the input value changes in three or more stages may be a button or the like that can acquire the amount of depression in three or more stages.
[0069] Furthermore, various processes executed by the CPU 11 after reading software (programs) in the above embodiments may be executed by various processors other than a CPU. Examples of such processors include programmable logic devices (PLDs) whose circuit configuration can be changed after fabrication, such as field-programmable gate arrays (FPGAs), and dedicated electrical circuits, such as application-specific integrated circuits (ASICs), which are processors with circuit configurations specifically designed to execute specific processes. Furthermore, various processes may be executed by one of these various processors, or by a combination of two or more processors of the same or different types (e.g., multiple FPGAs, or a combination of a CPU and an FPGA). Furthermore, the hardware structure of these various processors is, more specifically, an electrical circuit that combines circuit elements such as semiconductor devices. [Explanation of symbols]
[0070] 10. Information processing equipment 11 CPU 30 Information Processing Program 40 Acquisition Department 42, 42A transition section
Claims
1. acquiring an input value of an input device whose input value changes in three or more stages; transitioning a state of an operation target between a first state and a second state by comparing the acquired input value with a threshold value; A threshold value is used when the state of the operation target is transitioned from the first state to the second state and when the state of the operation target is transitioned from the second state to the first state. An information processing program that causes a computer to execute a process.
2. When the acquired input value exceeds a first threshold, the state of the operation target is transitioned from the first state to the second state; When the acquired input value is equal to or less than a second threshold value that is smaller than the first threshold value, the state of the operation target is transitioned from the second state to the first state.
2. The information processing program according to claim 1, for causing a computer to execute processing.
3. the input device is a device in which an input value is input by being tilted in a plurality of directions, When the state of the operation object is the second state, the second threshold is reduced in accordance with the amount of change in direction of the input device based on the acquired input value.
3. The information processing program according to claim 2, for causing a computer to execute the process.
4. the input device is a device in which an input value is input by being tilted in a plurality of directions, When the state of the operation object is the second state, the threshold is reduced in accordance with the amount of change in direction of the input device based on the acquired input value.
2. The information processing program according to claim 1, for causing a computer to execute processing.
5. the operation target is a player character operated by a player, the first state is a state in which the player character is walking; The second state is a state in which the player character is running.
5. The information processing program according to claim 1.
6. the operation target is a virtual camera corresponding to the player's field of view in the virtual space, the first state is a state in which the operation sensitivity is lower than that of the second state, The second state is a state in which the operation sensitivity is higher than that of the first state.
5. The information processing program according to claim 1.
7. acquiring an input value of an input device whose input value changes in three or more stages; transitioning a state of an operation target between a first state and a second state by comparing the acquired input value with a threshold value; A threshold value is used when the state of the operation target is transitioned from the first state to the second state and when the state of the operation target is transitioned from the second state to the first state. An information processing method in which processing is performed by a computer.
8. a processor, the processor comprising: acquiring an input value of an input device whose input value changes in three or more stages; transitioning a state of an operation target between a first state and a second state by comparing the acquired input value with a threshold value; A threshold value is used when the state of the operation target is transitioned from the first state to the second state and when the state of the operation target is transitioned from the second state to the first state. Information processing device.
Citation Information
Patent Citations
Device and method for processing information and program storage medium
JP2001101439A