Game device, game control program, and game control method
The game device enhances usability and enjoyment on touch-screen terminals by using a separate operation icon area for cursor control, allowing one-handed operation and avoiding finger obstruction, thus improving cursor positioning and gameplay smoothness.
Patent Information
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- KONAMI DIGITAL ENTERTAINMENT CO LTD
- Filing Date
- 2026-04-20
- Publication Date
- 2026-07-02
AI Technical Summary
Existing baseball games on touch-screen terminals face issues with finger obstruction of moving objects, requiring two-handed operations and reduced usability due to direct finger interaction with the display, which complicates accurate cursor positioning and enjoyment.
A game device and method that uses a separate operation icon display area for cursor control, allowing one-handed operation by moving an indicator object to control a cursor indirectly, with timing determined by releasing the indicator from the display, and applying actions based on overlapping cursors and objects.
Improves operability and enjoyment by preventing finger obstruction, enabling accurate cursor positioning and smooth one-handed gameplay on touch-screen devices.
Smart Images

Figure 2026110670000001_ABST
Abstract
Description
Technical Field
[0001] The present invention relates to a technique for controlling the progress of a game that virtually acts on a moving object moving within a game space.
Background Art
[0002] As a conventional baseball game, for example, as shown in Patent Document 1, the player operates the cross keys provided on the controller to move and display the meet cursor up, down, left, and right on the screen. When the center portion of the meet cursor matches the center portion of the ball object, the player presses a predetermined button on the controller to hit the ball object with the bat of the batter character. Such a baseball game is known.
[0003] [[ID=I5]] In recent years, a game device that allows a player to operate using a touch pen has also become known. As a baseball game executed by such a game device, for example, in Patent Document 2, a meet point is displayed by moving the touch pen in contact with the monitor, and when the ball object reaches the hitting surface, if the ball object is located within a predetermined range centered on the meet point, a baseball game device that causes the batter character to hit the ball is disclosed.
[0004] By the way, in recent years, touch-type terminal devices such as smartphones and tablet terminals that allow a user to touch the touch panel with a finger and input various operation commands to the user have become widely popular.
Prior Art Documents
Patent Documents
[0005] [[ID=I9]]
Patent Document 1
Patent Document 2
Summary of the Invention
[0006] However, if a baseball game were to be run on a touch-screen information terminal, the player would have to move their finger across the display to control the batting cursor. In this case, it is anticipated that the player's finger, while controlling the batting cursor, would obstruct the display of the moving ball object. This would force the player to rely on intuition to control the batting cursor, making it difficult to accurately position the cursor on the moving ball object, thus worsening usability and significantly reducing the enjoyment of the game.
[0007] Furthermore, in the baseball game described above, it is necessary to have the player input batting commands. However, if a batting button for inputting these commands is displayed on a touch-screen terminal, the player would have to use a finger on a different hand than the one controlling the batting cursor to touch the batting button. This type of operation, which requires the use of both hands, is not suitable for touch-screen terminals such as smartphones, which are designed for one-handed input.
[0008] The object of the present invention is to provide a game device, a game control program, and a game method that can prevent a finger or other pointing object from interfering with the display of a moving object on the display unit, thereby improving the operability of the player. [Means for solving the problem]
[0009] (1) The game device according to the present invention is a game device that controls the progress of a game in which a virtual action is applied to a moving object moving in a game space, and comprises: an operation display unit equipped with a touch panel display unit; a targeting cursor display unit that displays a targeting cursor for determining the position to apply an action to the moving object in the game space in a targeting cursor display area of the display unit; an operation icon display unit that displays an operation icon for operating the targeting cursor in an operation icon display area different from the targeting cursor display area in the display unit, and moves and displays the operation icon in response to the contact movement of an indicator object to the operation icon; and a movement command input by the contact movement of the indicator object to the operation icon, The system includes: an operation command receiving unit that receives a timing determination command input when the indicator is separated from the display unit after contact movement; a aiming cursor linkage control unit that moves and displays the aiming cursor on the display unit in conjunction with the movement of the operation icon displayed by the operation icon display unit; an action application timing determination unit that determines the timing for applying an action to the moving object based on the timing at which the timing determination command is received by the operation command receiving unit; and an action application unit that applies an action to the moving object when at least a part of the moving object and the aiming cursor overlap at the action application timing determined by the action application timing determination unit. Note that the game control program and game control method according to the present invention are the same as described above and will not be explained.
[0010] In this configuration, the player can control the aiming cursor by touching an operation icon with the object, rather than directly touching the aiming cursor with the object. The operation icon is displayed in an operation icon display area separate from the aiming cursor display area. Therefore, the object does not obstruct the view of the moving object, and the player can accurately position the operation icon on the moving object.
[0011] Taking a baseball game as an example, to move the batting cursor (aiming cursor), which serves as a guide for hitting the incoming ball object (moving object), the player can move the cursor indirectly by moving an operation icon displayed in a different area, without directly touching the batting cursor with their finger. Therefore, it is possible to avoid the batting cursor being obscured by the player's finger. As a result, the operability when positioning the batting cursor on the ball object is improved.
[0012] The batting cursor has the following function: In baseball games, it is possible to change the type of pitch and trajectory of the ball object thrown by the pitcher character. However, in that case, it becomes very difficult to hit the ball object with the bat as its position changes moment by moment. Therefore, in order to make batting enjoyable for the player, the batting cursor is provided as a guide for when to hit the ball object with the bat. The player can hit the ball object by moving the batting cursor to overlap it with the incoming ball object and swinging the bat at the moment the ball object passes near the base. At this time, if the bat is swung when the batting cursor is not overlapping with the ball object, it will be a miss.
[0013] Furthermore, a distinctive feature of this configuration is that a timing determination command is input when the indicator is released from the display unit after it has made contact and moved on the display unit. Taking a baseball game as an example, the bat swing is triggered by releasing the finger (indicator) that is in contact with the game screen (display unit).
[0014] Furthermore, combining this point with the ability to move the aforementioned batting cursor to a different location, this configuration allows for a very smooth and easy execution of a series of batting operations, significantly improving operability, especially when playing games while holding the device in one's hand, such as on a smartphone or tablet.
[0015] Let's take a specific example: a player playing a baseball game on a smartphone. Here, we assume the player is holding the smartphone in one hand (for example, their right hand) while playing the game. First, the player places the batting cursor over the ball object thrown by the pitcher character. However, as mentioned earlier, the player does not directly touch the batting cursor on the screen, but rather moves the batting cursor to a desired position by moving the control icon displayed in a different area. This can be done, for example, by moving the control icon with the thumb of the right hand holding the smartphone. As the ball object gradually approaches the batter (base), the player, without timing it, releases only the thumb that was touching the game screen when the ball object reaches near the base.
[0016] When the thumb is released, the batter character performs a bat swing. In conventional stationary game devices, the movement of the batting cursor was controlled, for example, with the left hand using the analog switch on the controller, while the bat swing was performed by pressing the corresponding button on the controller with the right hand. However, in this configuration, both the movement of the batting cursor and the bat swing can be controlled with the fingers of the hand holding the device.
[0017] Furthermore, with larger tablet devices than smartphones, it may be difficult to operate the device with the fingers of the hand holding it (for example, the screen is large and fingers cannot reach it). However, even in such cases, for example, striking operations do not require the use of both hands as in conventional methods, and can be performed with only one hand (for example, holding the device with the left hand and operating it with the right hand), resulting in excellent operability.
[0018] Furthermore, regarding the bat swing, instead of pressing a button with your finger as in conventional controls, the trigger is actually the release of your finger. This means that, especially with game devices held in the hand, there is no vibration or shaking of the device itself that would occur with a pressing motion, allowing for stable gameplay.
[0019] (2) The aiming cursor linkage control unit moves and displays the aiming cursor within the aiming cursor display area at a constant ratio to the movement speed of the operation icon, and it is preferable that the ratio is set to a value such that when the operation icon moves from its initial position within the operation icon display area to the edge of the operation icon display area, the aiming cursor moves from its initial position to the edge of the aiming cursor display area.
[0020] With this configuration, even if the sizes of the aiming cursor display area and the operation icon display area are different, the player can move the aiming cursor to the entire area of the aiming cursor display area. For example, if the aiming cursor display area is larger than the operation icon display area, but the movement speeds of the aiming cursor and operation icons are set to be the same, a situation may occur where the aiming cursor has not reached the edge of the aiming cursor display area, but the operation icons have reached the edge of the operation icon display area. In this case, a dead space is created within the aiming cursor display area where the aiming cursor cannot be moved, and the player will not be able to hit any moving objects that have reached this dead space.
[0021] Therefore, by setting the moving speed of the aiming cursor to a certain ratio that satisfies the above conditions with respect to the moving speed of the operation icon, it is possible to prevent the occurrence of a dead space in the aiming cursor display area.
[0022] (3) When the timing determination command is received by the operation command reception unit, it is preferable that the operation icon display unit hides the operation icon.
[0023] If the operation icon continues to be displayed after the input of the timing determination command, there is a risk of misleading the player into thinking that the operation icon can be operated. Therefore, by adopting a mode of hiding the operation icon when the timing determination command is input, it is possible to prevent giving such a misunderstanding to the player. Also, unnecessary images can be erased from the display unit to improve the operability.
[0024] (4) The apparatus further includes a moving object control unit that moves the moving object from a predetermined movement start position to a predetermined movement end position within the game space. When the timing determination command is not input by the player before the moving object reaches the movement end position, it is preferable that the operation icon display unit hides the operation icon when the moving object reaches the movement end position.
[0025] If the operation icon continues to be displayed even after the moving object reaches the movement end position, the operation icon is displayed although there is no need to operate it, which gives the player a sense of discomfort. Therefore, the operation icon is hidden when the moving object reaches the movement end position to prevent giving such a sense of discomfort to the player.
[0026] (5) The game is a baseball game. The moving object is a ball object that is thrown by a pitcher character performing a pitching motion after performing a wind-up motion. When the pitcher character performs the wind-up motion, the moving object control unit causes the display unit to display the predicted arrival position of the ball object in a hitting zone set between the movement start position and the movement end position, and it is preferable to make the predicted arrival position non-displayed when the ball object reaches the movement end position.
[0027] In a conventional baseball game, the predicted arrival position was displayed immediately after the pitcher character threw the ball object. In this configuration, as described in (1), instead of directly operating the aiming cursor, a mode is adopted in which the aiming icon is operated via an operation icon. Therefore, there is a possibility that players accustomed to directly operating the aiming cursor may feel that it is difficult to position the aiming cursor on the ball object. Thus, in the configuration of (5), the predicted arrival position is displayed when the pitcher character performs a wind-up motion. As a result, the display time of the predicted arrival position becomes longer than the conventional display time, and the player can calmly grasp the predicted arrival position, making it easier to position the aiming cursor on the ball object. Note that the predicted arrival position does not indicate the final arrival position where the ball object passes over the base when it is first displayed on the screen, but appears at a position somewhat away from there. And as the ball object moves, its position gradually changes, and when the ball object finally passes over the base, it matches the passing point. Therefore, as a player, one has to predict the final arrival point while observing the appearance position of the predicted arrival position and the way it moves.
[0028] (6) The operation command receiving unit receives a handedness setting operation command input by the player to specify whether the player is left-handed or right-handed, and the operation icon display unit preferably sets the aiming cursor display area to the left end of the display unit when the player is left-handed, and sets the aiming cursor display area to the right end of the display unit when the player is right-handed.
[0029] Depending on the player's dominant hand, the control icon display area is set to either the right or left edge of the display unit, allowing the player to operate the control icons with their dominant hand without crossing the aiming cursor display area. As a result, the player can accurately determine the trajectory of the ball object, improving operability. For example, if the player is left-handed, and the control icon display area is set to the right edge of the display unit, the player would need to cross the aiming icon display area with their left hand to operate the control icons, obstructing the view of the moving object. Therefore, if the player is left-handed, setting the control icon display area to the left side of the display unit avoids this problem and improves operability.
[0030] (7) Preferably, the operation icon is a circle having an area that is a predetermined size larger than the area of the region in contact between the indicator and the display unit.
[0031] In this configuration, the size of the operation icon is slightly larger than the area of contact between the indicator and the display. Therefore, the indicator does not obstruct the view of the operation icon, improving usability. Furthermore, by making the operation icon circular, the indicator can be easily accessed from any direction. [Effects of the Invention]
[0032] According to the present invention, the player can operate the aiming cursor by touching an operation icon with the object, rather than directly touching the aiming cursor with the object. The operation icon is displayed in an operation icon display area separate from the aiming cursor display area. Therefore, the object does not obstruct the view of the moving object, and the player can accurately position the operation icon on the moving object. As a result, the operability when positioning the aiming cursor on a moving object is improved, and the enjoyment of the game can be enhanced. [Brief explanation of the drawing]
[0033] [Figure 1] This is a block diagram of a game device according to one embodiment of the present invention. [Figure 2] Figure 1 is a functional block diagram of the game device shown. [Figure 3] This flowchart shows the operation of a game device according to an embodiment of the present invention. [Figure 4] This flowchart shows the game device's processing when a player inputs a command to set their dominant hand. [Figure 5] This diagram shows an example of a targeting cursor displayed on the display unit. [Figure 6] This diagram shows an example of an operation icon displayed on the display unit. [Figure 7] This is an explanatory diagram showing an example of the processing of the aiming cursor linkage control unit, where (A) shows the aiming cursor at a certain position within the aiming cursor display area, and (B) shows the operation icon at a certain position within the operation icon display area. [Figure 8] This is a screenshot showing the moment just before the bat object hits the ball object, after the player has entered a timing command. [Figure 9] This diagram shows the position of the aiming cursor within the game space. [Figure 10] This is an explanatory diagram of the impact detection process performed by the action application unit. [Figure 11] This diagram illustrates the process for calculating the direction of the initial velocity of a struck ball object. (A) shows the aiming cursor, (B) shows the ball object immediately after being struck as viewed from the x-direction, and (C) shows the ball object immediately after being struck as viewed from the z-direction. [Figure 12] This image clearly shows that the ball object has been hit by the bat object. [Modes for carrying out the invention]
[0034] Hereinafter, a game device according to one embodiment of the present invention will be described with reference to the drawings. Figure 1 is a block diagram of a game device according to one embodiment of the present invention. In this embodiment, a touch-type information processing device such as a smartphone or tablet terminal equipped with a touch panel display is used as the game device. However, this is just an example, and a portable game device equipped with a touch panel display may also be used.
[0035] Furthermore, this embodiment employs a baseball game in which a ball object BL (an example of a moving object) that moves within the game space is positioned using a aiming cursor (corresponding to the batting cursor in conventional games; hereafter referred to as the aiming cursor) and the player virtually hits it back.
[0036] The game device shown in Figure 1 includes a gyro sensor 101, a CPU (Central Processing Unit) 102, a communication control circuit 103, a RAM (Random Access Memory) 104, a ROM (Read-Only Memory) 105, a sound processing circuit 106, an image processing circuit 107, a monitor 108, a microphone 110, and a speaker 111. Each block from the gyro sensor 101 to the speaker 111 shown in Figure 1 is interconnected via a bus line BS.
[0037] The gyro sensor 101 is configured as a gyro sensor capable of detecting the orientation of the game device in the roll direction and the orientation in the pitch direction, and detects the angular velocity in the roll direction and pitch direction and outputs an angular velocity signal.
[0038] The CPU 102 interprets instructions from the game control program stored in the ROM 105 and performs various data processing and control operations. The communication control circuit 103 processes the data to be transmitted generated by the CPU 102, spreading it using methods such as CDMA (Code Division Multiple Access), then modulating it using methods such as QAM (Quadrature Amplitude Phase Modulation), PSK (Phase Shift Keying), or QPSK (Quadrature Phase Shift Keying) before transmission. It also demodulates the received data, despreads it, and outputs the resulting data to the CPU 102.
[0039] RAM104 is a workspace for CPU102. ROM105 stores programs and other data necessary for the basic control of the game device (e.g., startup control).
[0040] The sound processing circuit 106 generates an analog audio signal in response to a sound output command from the CPU 102 and outputs it to the speaker 111. The image processing circuit 107 controls the monitor 108 in response to a drawing command from the CPU 101 and displays a predetermined image on the monitor 108. The microphone 110 converts the audio from the player into an electrical signal.
[0041] The image processing circuit 107 includes a touch input detection circuit 109 and displays various images on the monitor 108. When an object such as a stylus or a player's finger directly touches the monitor 108, the touch input detection circuit 109 outputs coordinate data of the contact position to the CPU 102, allowing the CPU 102 to recognize the contact position.
[0042] Furthermore, when the indicator is directly touched at the location of the object displayed on the monitor 108, the touch input detection circuit 109 outputs the coordinate data of the object to the CPU 102, allowing the CPU 2 to recognize that the object has been touched.
[0043] Monitor 108 is composed of, for example, a touch panel type liquid crystal display. The touch panel may employ, for example, a capacitive or resistive touch panel. Furthermore, the touch panel may utilize liquid crystal displays such as TFT (Thin Film Transistor) or STN (Super Twisted Nematic), and may be capable of displaying, for example, 4096 colors.
[0044] Figure 2 shows a functional block diagram of the game device shown in Figure 1. As shown in Figure 2, the game device comprises an operation display unit 210, a control unit 220, and a storage unit 240.
[0045] The operation display unit 210 consists of the touch input detection circuit 109 and monitor 108 shown in Figure 1, and receives various operation instructions input by the player and displays various images. In this embodiment, the operation display unit 210 receives operation commands when the player touches an object to the display unit 211 of the operation display unit 210. Here, a stylus may be used as the object, but in this embodiment, the player's finger is used. The display unit 211 refers to the rectangular area on the operation display unit 210 where the image is displayed.
[0046] The control unit 220 is composed of, for example, the CPU 102, RAM 104, ROM 105, and image processing circuit 107 shown in Figure 1, and includes a targeting cursor display unit 221, an operation icon display unit 222, an operation command reception unit 223, a targeting cursor linkage control unit 224, an action application timing determination unit 225, an action application unit 226, a moving object control unit 227, a character control unit 228, and a display control unit 229. These functions are realized when the CPU 102 executes a game control program according to an embodiment of the present invention.
[0047] The aiming cursor display unit 221 supplies a drawing command to the display control unit 229 to display an aiming cursor in the aiming cursor display area of the display unit 211, which is used to determine the position at which to apply an action to a ball object in the game space. Here, the aiming cursor display unit 221 is periodically supplied with coordinate data indicating the position of the aiming cursor from the aiming cursor linkage control unit 224, and supplies a drawing command to the display control unit 229 to update the display of the aiming cursor according to this coordinate data.
[0048] Figure 5 shows an example of a targeting cursor K displayed on the display unit 211. As shown in Figure 5, the targeting cursor K is displayed within a rectangular targeting cursor display area DM1 provided on the display unit 211. The targeting cursor display area DM1 is located approximately in the center of the display unit 211. The targeting cursor display area DM1 is slightly larger than the strike zone SZ, which is located approximately directly above home plate HB. The strike zone SZ is a virtual representation of the strike zone set directly above home plate in actual baseball, and has a rectangular shape.
[0049] By making the aiming cursor display area DM1 larger than the size of the strike zone SZ, the player can make the batter character CL1 hit balls that are outside the strike zone SZ. In this embodiment, the aiming cursor display area DM1 is set to have its center at the same position as the center of the strike zone SZ and has a shape similar to the rectangular strike zone SZ.
[0050] The aiming cursor K has a central region K2 and a peripheral region K1. The central region K2 is circular, and the peripheral region K1 is donut-shaped, surrounding the central region K2. In the example in Figure 5, the central region K2 is displayed in a darker color than the peripheral region K1.
[0051] When the player touches the high-vibration button BU displayed at the bottom of the display unit 211, and the high-vibration mode is set, the size of the aiming cursor K becomes the size consisting only of the central area K2. When the player touches the high-vibration button BU again, and the high-vibration mode is deactivated, the size of the aiming cursor K becomes the size consisting of the central area K2 and the peripheral area K1.
[0052] In other words, when Power Swing mode is enabled, the size of the aiming cursor K becomes smaller compared to when Power Swing mode is disabled, making it more difficult to position the aiming cursor K on the ball object. However, as a trade-off, when Power Swing mode is enabled, the batting power of the batter character CL1 increases compared to when Power Swing mode is disabled.
[0053] The size of the aiming cursor K changes according to the predetermined ability values for each batter character CL1. Specifically, the aiming cursor display unit 211 reads the ability values of batter character CL1 from the ability value storage unit 242, and sets the size of the aiming cursor K to be larger the greater the ability value.
[0054] Returning to Figure 2, the operation icon display unit 222 supplies a drawing command to the display control unit 229 so that the operation icon CM for operating the aiming cursor K is displayed in the operation icon display area DM2, which is different from the aiming cursor display area DM1 in the display unit 211. The operation icon display unit 222 also supplies a drawing command to the display control unit 229 so that the operation icon CM moves in response to the contact movement of finger YB to the operation icon CM.
[0055] Figure 6 shows an example of an operation icon CM displayed on the display unit 211. As shown in Figure 6, the operation icon CM is displayed within a rectangular operation icon display area DM2 provided on the display unit 211. The operation icon CM is a circle with an area that is a predetermined size larger than the area of the contact area between the finger YB and the display unit 211. By making the size of the operation icon CM slightly larger than the area of the contact area between the finger YB and the display unit 211, it is possible to prevent the operation icon CM from being hidden by the finger YB, thereby improving operability.
[0056] When the player touches the operation icon CM with their finger YB and moves their finger YB in contact with the display unit 211 within the operation icon display area DM2, the operation icon CM can be moved in accordance with the movement of the finger YB. Specifically, when the pitcher character CL2 performs a motion such as winding up to throw the ball object BL, the operation icon display unit 222 supplies a drawing command to the display control unit 229 to display the operation icon CM at a predetermined initial position within the operation icon display area DM2. Here, the initial position is, for example, the center of the operation icon display area DM2.
[0057] When the player's finger YB touches the operation icon CM, and the operation command receiving unit 223 receives a movement command to move the operation icon CM, the operation icon display unit 222 receives coordinate data of the contact position of finger YB on the display unit 211 from the operation command receiving unit 223. The operation icon display unit 222 then supplies a drawing command to the display control unit 229 to display the operation icon CM on the display unit 211 so that the center of the operation icon CM is positioned at the coordinate data supplied from the operation command receiving unit 223. The operation icon display unit 222 then supplies a drawing command to the display control unit 229 each time coordinate data is periodically supplied from the operation command receiving unit 223, updating the display of the operation icon CM. As a result, the operation icon CM moves and is displayed in accordance with the movement of the finger YB that is being moved by contact. The coordinate data has a two-dimensional data structure that has vertical coordinate values and horizontal coordinate values defined in the display unit 211.
[0058] The operation icon display area DM2 is located to the right of the aiming cursor display area DM1 and is situated at the right edge of the display unit 211. By setting the operation icon display area DM2 at the right edge in this way, the player can operate the aiming cursor K by using the operation icon CM with their right hand without having to cross the strike zone SZ. Therefore, the player can prevent their right hand from obstructing their view of the ball object BL and accurately determine the trajectory of the ball object BL until it reaches the strike zone SZ.
[0059] When the operation command receiving unit 223 receives a dominant hand setting operation command, the operation icon display unit 222 receives information from the operation command receiving unit 223 indicating whether the player is left-handed or right-handed. When the operation command receiving unit 223 provides information indicating that the player is left-handed, the operation icon display unit 222 sets the operation icon display area DM2 to the left of the aiming cursor display area DM1 and to the left edge of the display unit 211.
[0060] On the other hand, when the operation icon display unit 222 receives information indicating the player is right-handed from the operation command reception unit 223, it sets the operation icon display area DM2 to the right edge of the display unit 211. In this way, the operation icon display area DM2 is set to the right or left edge of the display unit 211 according to the player's dominant hand, so the player can operate the operation icon CM using the finger YB of their dominant hand without crossing the aiming cursor display area DM1. As a result, the player can accurately determine the course of the ball object BL, improving operability.
[0061] Furthermore, when the operation icon display unit 222 receives a timing determination command from the operation command reception unit 223, it supplies a drawing command to the display control unit 229 to hide the operation icon CM.
[0062] In this embodiment, after inputting a timing determination command, the player is not allowed to operate the aiming cursor K. Therefore, if the operation icon CM is displayed continuously after inputting the timing determination command, the player may mistakenly believe that they can operate the operation icon CM. By hiding the operation icon CM when the timing determination command is input, it is possible to prevent the player from making such a mistake. In addition, unnecessary images can be removed from the display unit 211 to improve operability.
[0063] Furthermore, if the player has not input a timing determination command by the time the ball object BL reaches the end of movement position PE (see Figure 9), the operation icon display unit 222 supplies a drawing command to the display control unit 229 to hide the operation icon CM when the ball object BL reaches the end of movement position PE.
[0064] In this embodiment, after inputting a timing determination command, the player is not required to operate the aiming cursor K. However, the player may not input a timing determination command in order to have the batter character CL1 let the ball object BL go by. In this case, if the operation icon CM continues to be displayed even after the ball object BL reaches its final movement position PE, the operation icon CM will be displayed even though there is no need to operate it, which may cause discomfort to the player. To prevent this, in this embodiment, the operation icon CM is hidden when the ball object BL reaches its final movement position PE.
[0065] Note that in Figures 5 and 6, the aiming cursor display area DM1 and the operation icon display area DM2 are shown for illustrative purposes, but they may actually be hidden. Doing so can suppress the decrease in visibility due to an increase in the number of graphics displayed on the display unit 211. However, both areas may be displayed on the display unit 211 in order to clearly indicate the aiming cursor display area DM1 and the operation icon display area DM2 to the player. In addition, the aiming cursor display area DM1 and the operation icon display area DM2 may be displayed for a certain period of time before the pitcher character CL2 starts the pitching motion. Doing so can clearly indicate both areas to the player and suppress the decrease in visibility.
[0066] Furthermore, in this embodiment, the size of the operation icon display area DM2 is smaller than the size of the aiming cursor display area DM1. Also, the shape of the operation icon display area DM2 is similar to the shape of the aiming cursor display area DM1.
[0067] Returning to Figure 2, the operation command receiving unit 223 receives a movement command input by the contact and movement of finger YB to the operation icon CM, and a timing determination command input when finger YB is released from the display unit 211 after the contact and movement.
[0068] Here, the operation command receiving unit 223 receives coordinate data indicating the current display position of the operation icon CM from the operation icon display unit 222 as needed, and recognizes the current display position of the operation icon CM. In addition, the operation command receiving unit 223 receives coordinate data indicating the current contact position between finger YB and display unit 211 from the operation display unit 210, and recognizes the current contact position.
[0069] Therefore, the operation command receiving unit 223 determines that the player has started inputting a movement command if the current contact position is within a predetermined range (the range of the operation icon CM) relative to the current display position of the operation icon CM. After determining that a movement command has been input, the operation command receiving unit 223 tracks the contact position of finger YB until finger YB leaves the display unit 211, and periodically supplies the coordinate data of the contact position to the operation icon display unit 222. As a result, the operation icon CM moves and is displayed in accordance with the finger YB being moved by contact.
[0070] Here, the operation display unit 210 periodically supplies coordinate data of the contact position to the operation command receiving unit 223 while finger YB is in contact with the display unit 211. Therefore, if the periodic supply of coordinate data from the operation display unit 210 is interrupted, the operation command receiving unit 223 can determine that the input of a movement command has ended and a timing determination command has been input. When the operation command receiving unit 223 determines that a timing determination command has been input, it stops supplying coordinate data indicating the contact position of finger YB to the operation icon display unit 222.
[0071] The aiming cursor linkage control unit 224 moves and displays the aiming cursor K on the display unit 211 in conjunction with the movement of the operation icon CM, which is displayed by the operation icon display unit 222. As shown in Figure 6, if the player moves finger YB in the direction of the arrow, and the operation icon CM moves in the direction of the arrow, the aiming cursor K will also move in the same direction indicated by the arrow. If the player directly manipulates the aiming cursor K by touching it with finger YB, finger YB will be located within the strike zone SZ, obstructing the view of the ball object BL, making it difficult for the player to accurately position the aiming cursor K relative to the ball object BL.
[0072] Therefore, in this embodiment, the player does not directly manipulate the aiming cursor K by touching it with their finger YB, but rather manipulates the aiming cursor K by touching the operation icon CM with their finger YB. The operation icon CM is displayed in an operation icon display area DM2, which is located separately from the aiming cursor display area DM1. As a result, even if the player touches the operation icon CM with their finger YB, the finger YB does not obstruct the view of the ball object BL, and the player can accurately position the operation icon CM on the ball object BL. Consequently, the operability when positioning the aiming cursor K on the ball object BL is improved, and the enjoyment of the game can be enhanced.
[0073] Figure 7 is an explanatory diagram showing an example of the processing of the aiming cursor linkage control unit 224, where (A) shows the aiming cursor K shown at a certain position KO in the aiming cursor display area DM1, and (B) shows the operation icon CM shown at a certain position CMO in the operation icon display area DM2.
[0074] Assume that at position CMO, the operation icon CM is moved at velocity vb by the player's finger YB. In this case, the aiming cursor linkage control unit 224 multiplies the velocity component vb_V of the vertical coordinate of velocity vb by the coefficient kV to obtain the velocity component va_V (=vb_V·kV) of the vertical coordinate of aiming cursor K. The aiming cursor linkage control unit 224 also multiplies the velocity component vb_H of the horizontal coordinate of velocity vb by the coefficient kH to obtain the velocity component va_H (=vb_H·kH) of the horizontal coordinate of aiming cursor K. Then, the aiming cursor linkage control unit 224 instructs the aiming cursor display unit 221 to display position KO', which is a vertical coordinate distance of velocity component va_V and a horizontal coordinate distance of velocity component va_H from position KO, as the next display position for aiming cursor K, and displays aiming cursor K at position KO'. As a result, aiming cursor K moves from position KO to position KO'. Simultaneously, the operation icon CM is moved from position CMO to position CMO' by the operation icon display unit 222. As a result, the aiming cursor K moves in conjunction with the movement of the operation icon CM.
[0075] Furthermore, the aiming cursor linkage control unit 224 receives, for example, coordinate data of the operation icon CM periodically from the operation icon display unit 222. Each time coordinate data is supplied, it calculates the velocity vb of the operation icon CM and then calculates the velocity va of the aiming cursor K from the calculated velocity vb.
[0076] As shown in Figure 6, the coefficient kV has the relationship kV = H12 / H22, where H12 is the length of the vertical side of the aiming cursor display area DM1 and H22 is the length of the vertical side of the operation icon display area DM2. Also, if H11 is the length of the horizontal side of the aiming cursor display area DM1 and H21 is the length of the horizontal side of the operation icon display area DM2, then kH = H11 / H21. In other words, the velocity va of the aiming cursor K and the velocity vb of the operation icon CM have a constant ratio RT(coefficient kV, kH).
[0077] Furthermore, the aiming cursor linkage control unit 224 sets the initial position of the aiming cursor K to the center of the aiming cursor display area DM1, and the operation icon display unit 222 sets the initial position of the operation icon CM to the center of the operation icon display area DM2. Therefore, the ratio RT is set to a value such that when the aiming cursor K moves from its initial position to the edge of the aiming cursor display area DM1, the operation icon CM moves from its initial position to the edge of the operation icon display area DM2.
[0078] Therefore, even if the aiming cursor display area DM1 and the operation icon display area DM2 are different in size, the player can move the aiming cursor K to the entire area of the aiming cursor display area DM1. For example, if the aiming cursor display area DM1 is larger than the operation icon display area DM2, but the speed va is set to be equal to the speed vb, it is possible that the aiming cursor K has not reached the edge of the aiming cursor display area DM1, while the operation icon CM has reached the edge of the operation icon display area DM2. In this case, a dead space is created within the aiming cursor display area DM1 where the aiming cursor K cannot be moved, and the player will not be able to have the batter character CL1 hit the ball object that has reached the dead space.
[0079] Therefore, in this embodiment, the ratio RT is set as described above, and the initial position of the operation icon CM is set to the center of the operation icon display area DM2, while the initial position of the aiming cursor K is set to the center of the aiming cursor display area DM1, thereby preventing the occurrence of dead space.
[0080] The initial position of the operation icon CM may be set to a position other than the center of the operation icon display area DM2. In this case, the initial position of the aiming cursor K in the aiming cursor display area DM1 should be set to the corresponding position to the initial position of the operation icon CM in the operation icon display area DM2. Here, the corresponding position refers to a position where the relative position in the aiming cursor display area DM1 and the relative position in the operation icon display area DM2 are the same.
[0081] In this embodiment, since the aiming cursor display area DM1 and the operation icon display area DM2 are similar, the coefficient kV is set to equal the coefficient vH.
[0082] Returning to Figure 2, the action application timing determination unit 225 determines the action application timing for applying an action to the ball object BL, based on the timing at which the timing determination command is received by the operation command reception unit 223.
[0083] Figure 8 is a screenshot of the screen immediately before the bat object BT hits the ball object BL, after the player has input a timing determination command. When the player inputs a timing determination command, the batter character CL1 starts the swing motion of the bat object BT. Therefore, the action application timing determination unit 225 determines the action application timing as the time elapsed from when the timing determination command is input until the bat object BT reaches the hitting zone located directly above home plate HB.
[0084] When the player inputs a timing determination command, the operation icon CM disappears as shown in Figure 8, the aiming cursor K is locked, and the player is unable to operate the aiming cursor K. In this case, the aiming cursor K is displayed semi-transparently, allowing the player to recognize that the aiming cursor K is locked.
[0085] In this embodiment, the player touches and moves the operation icon CM with finger YB to predict the arrival position of the ball object BL in the hitting zone, positions the aiming cursor K at the predicted arrival position, and inputs a hitting command by lifting finger YB away from the display unit 211.
[0086] Returning to Figure 2, the action application unit 226 performs a hit determination process to determine whether at least a portion of the ball object BL and the aiming cursor K overlap at the action application timing determined by the action application timing determination unit 225. If this hit determination process determines that at least a portion of the ball object BL and the aiming cursor K overlap, the action is applied to the ball object BL.
[0087] Figure 9 shows the position of the aiming cursor K within the game space. In this embodiment, a virtual three-dimensional space defined by three mutually orthogonal axes, the x, y, and z axes, is used as the game space.
[0088] In Figure 9, the y-axis is set parallel to the line L3 connecting the center O2 of the pitcher's mound and the center O3 of home plate HB in the virtual 3D space, the z-axis is set vertically, and the x-axis is set perpendicular to both the vertical and the line L3.
[0089] In this embodiment, the aiming cursor K moves, for example, along the batting zone SF which passes through the center O3 of the home plate HB and is parallel to the xz plane. The aiming cursor display area DM1 shown in Figure 8 represents the area when the batting zone SF shown in Figure 9 is displayed on the display unit 211. In Figure 9, the pitcher character CL2 is positioned at the center O2 of the pitcher's mound, and the batter character CL1 is positioned in the batter's box BX located to the left or right of the home plate in the x direction. The pitcher character CL2 then winds up and begins the pitching motion, throwing the ball object BL towards the home plate HB. In this embodiment, the position where the pitcher character CL2 releases the ball object BL is defined as the starting position PS of the ball object BL's movement. A catcher character (not shown) is positioned behind the home plate HB in the y-axis direction, and the position where this catcher character catches the ball object BL is defined as the ending position PE of the ball object BL's movement.
[0090] Therefore, it can be seen that the striking zone SF is located between the starting position PS and the ending position PE.
[0091] Figure 10 is an explanatory diagram of the impact determination process performed by the action application unit 226. Note that Figure 10 represents the virtual three-dimensional space shown in Figure 9 as viewed in the x-axis direction. Specifically, when a timing determination command is input, the action application unit 226 queries the mobile object control unit 227 to obtain the position of the ball object BL at the action application timing determined by the action application timing determination unit 225.
[0092] Furthermore, if the ball object BL intersects with or touches the aiming cursor K on the hitting zone SF at the timing of the effect application, it is determined that the ball object BL has been hit.
[0093] However, this could make the game too difficult and less interesting. Therefore, in this embodiment, for example, at the timing of applying the effect, if the y component of the ball object BL lies between a position d1 away from the hitting zone SF in the -y direction and a position d2 away from the hitting zone SF in the +y direction, and the extension of the ball object BL at that time intersects with the aiming cursor K on the hitting zone SF, then it can be determined that the ball object BL has been hit.
[0094] Here, as an extension of the ball object BL, for example, a straight line can be adopted that extends from the center of gravity G1 of the ball object BL in the direction of the velocity of the ball object BL when a timing determination command is input.
[0095] Alternatively, when a timing determination command is input, if the y-component of the ball object BL lies between a position d1 away from the hitting zone SF and a position d2 away from the hitting zone SF, a plane SF' parallel to the hitting zone SF and passing through the center of gravity G1 of the ball object BL may be set, the aiming cursor K on the hitting zone SF may be projected onto the set plane SF', and if the ball object BL is within the area of the projected aiming cursor K, it may be determined that the ball object BL has been hit.
[0096] For d1 and d2, you can use distances equal to the length of the y component of the strike zone from the hitting zone SF, or distances with a small margin added or subtracted.
[0097] Furthermore, the action application unit 226 sets the striking power to be larger the closer the position where the center of gravity of the ball object BL passes relative to the aiming cursor K is to the center of gravity of the aiming cursor K when the action application timing determination unit 225 acquires the timing signal.
[0098] Figure 11 shows the process for calculating the direction of the initial velocity of the struck ball object BL, where (A) shows the aiming cursor K, (B) shows the ball object BL immediately after being struck as viewed from the x direction, and (C) shows the ball object BL immediately after being struck as viewed from the z direction.
[0099] As shown in Figure 11(A), assume that the centroid G1 of the ball object BL passes through point P4(u,v) within the aiming cursor K. Here, u is a coordinate axis that passes through the center O1 of the aiming cursor K and is parallel to the x-axis, and v is a coordinate axis that passes through the center O1 and is parallel to the z-axis.
[0100] In this case, the action application unit 226 can determine the distance ds between point P4 and center O1, find a correction coefficient β1 to set the reference initial velocity Vref smaller as the distance ds increases, and correct the magnitude of the reference initial velocity Vref by multiplying it by this correction coefficient β1 (β1·Vref), and set the magnitude of the corrected reference initial velocity Vref as the magnitude of the initial velocity V0.
[0101] The action application unit 226 can calculate the correction coefficient β1 using a predetermined function that takes the correction coefficient β1 as an output and the distance ds as an input, and increases the correction coefficient β1 as the distance ds decreases.
[0102] Next, using Figures 11(A) to (C), we will explain the method for calculating the direction of the initial velocity V0 of the ball object BL. As shown in Figure 11(A), if v at point P4 is negative, it is determined that the point of contact by the bat object BT is located below the sweet spot of the bat object BT. As shown in Figure 11(B), the pitch angle θ1 of the reference initial velocity Vref is reduced according to the value of v, and the reduced pitch angle θ1 of the reference initial velocity Vref is set as the pitch angle of the initial velocity V0.
[0103] On the other hand, if v at point P4 is positive, it is determined that the point of contact by the bat object BT is located above the sweet spot, and the pitch angle θ1 of the reference initial velocity Vref is increased according to the value of v, and the increased pitch angle θ1 of the reference initial velocity Vref is set as the pitch angle of the initial velocity V0.
[0104] Furthermore, if u at point P4 is positive, in the case of a right-handed batter, it is determined that the point of contact by the bat object BT is located on the tip side opposite the grip end from the sweet spot. As shown in Figure 11(C), the yaw angle θ2 of the reference initial velocity Vref is changed to +θ2 according to the value of u, and the changed yaw angle θ2 of the reference initial velocity Vref is set as the yaw angle of the initial velocity V0.
[0105] On the other hand, if u at point P4 is negative, in the case of a right-handed batter, the point of contact by the bat object BT is located closer to the grip end than the sweet spot. Therefore, the yaw angle θ2 of the reference initial velocity Vref is changed to -θ2 according to the value of u, and the changed yaw angle θ2 of the reference initial velocity Vref is set as the yaw angle of the initial velocity V0.
[0106] Furthermore, as shown in Figure 10, when the ball object BL is located -y side of the hitting zone SF at the timing of action application, that is, when the hitting timing of the ball object BL is early, as shown in Figure 11(C), for a right-handed batter, the yaw angle θ2 of the reference initial velocity Vref is increased to the -θ2 side according to the value of d, and the increased yaw angle θ2 of the reference initial velocity Vref is set as the yaw angle of the initial velocity V0.
[0107] On the other hand, when the timing of the action is applied, if the ball object BL is located on the +y side of the hitting zone SF, that is, if the timing of the ball object BL's hit is late, then, as shown in Figure 11(C), for a right-handed batter, the yaw angle θ2 of the reference initial velocity Vref is increased to the +θ2 side according to the value of d, and the increased yaw angle θ2 of the reference initial velocity Vref is set as the yaw angle of the initial velocity V0.
[0108] Returning to Figure 2, the moving object control unit 227 moves the ball object BL from a predetermined starting position PS to a predetermined ending position PE in the game space. Here, if the player is the attacking side and the game device is the defending side, the moving object control unit 227 determines the type of pitch and course of the ball object BL by a lottery process according to predetermined lottery probabilities for each pitch type and course. Here, the pitch type may be, for example, a straight, curve, or slider, and the course may be, for example, a predetermined position within the batting zone SF.
[0109] Furthermore, the predetermined probability of drawing each type of pitch and location can be determined by using the ability values of pitcher character CL2 or predetermined values depending on the game situation.
[0110] The moving object control unit 227 then modifies the trajectory of the ball object BL, which is predetermined for each type of ball, so that it reaches the determined course, thereby determining the trajectory of the ball object BL. The moving object control unit 227 then moves the ball object BL in the game space according to the determined trajectory.
[0111] Furthermore, when the pitcher character CL2 winds up, the moving object control unit 227 outputs a drawing command to the display control unit 229 to display the expected arrival position YP of the ball object BL in the batting zone SF, which is set between the movement start position PS and the movement end position PE, on the display unit 211. Then, when the ball object BL reaches the movement end position PE, the moving object control unit 227 hides the expected arrival position YP.
[0112] In Figure 6, it can be seen that the predicted arrival position YP is displayed. Here, the predicted arrival position YP can be, for example, the course determined in the hitting zone SF. This allows the player to operate the aiming cursor K using not only the ball object BL but also the displayed position of the predicted arrival position YP as a guide.
[0113] In conventional baseball games, the estimated arrival position YP was displayed immediately after the pitcher character CL2 threw the ball object BL. In this embodiment, instead of directly manipulating the aiming cursor K, the aiming cursor K is controlled via the operation icon CM. Therefore, players who are accustomed to directly manipulating the aiming cursor K may find it difficult to position the aiming cursor K on the ball object BL. To address this, in this embodiment, the estimated arrival position YP is displayed when the pitcher character CL2 winds up to throw. This increases the display time of the estimated arrival position YP compared to conventional displays, allowing the player to calmly grasp the estimated arrival position YP and making it easier to position the aiming cursor K on the ball object BL.
[0114] Furthermore, as the predicted arrival position YP, the initial position in the hitting zone SZ or a slightly separated position should be displayed. While the ball object BL is moving, the position projected onto the hitting zone SF of the ball object BL should be displayed. In this case, the predicted arrival position YP will also move in accordance with the movement of the ball object BL, making it more difficult to position the aiming cursor K on the ball object BL compared to the case where the predicted arrival position YP is stationary, thus increasing the fun of the game.
[0115] Returning to Figure 2, the character control unit 228 controls various characters within the game space. In this embodiment, the character control unit 228 controls the characters within the game space by controlling the three-dimensional models of the characters stored in the image data storage unit 241. For example, the character control unit 228 controls the pitcher character CL2 to perform a wind-up motion and, after winding up, throw the ball object BL. Similarly, the character control unit 228 controls the batter character CL1 to perform an action such as holding the bat object BT and then swinging the bat object BT.
[0116] The display control unit 229 places three-dimensional models of a baseball field, batter character CL1, pitcher character CL2, and other virtual light sources and virtual cameras in the game space, applies textures to the three-dimensional models, and renders them to generate two-dimensional rendered image data representing the game space, which is then displayed on the display unit 211. Here, the display control unit 229 generates the rendered image data at a predetermined frame rate and writes it to the drawing RAM (not shown) at the predetermined frame rate. As a result, the batter character CL1, pitcher character CL2, ball object BL, etc. are displayed as animations on the display unit 211.
[0117] Furthermore, the display control unit 229 superimposes the image data of the aiming cursor K and the operation icon CM onto the rendered image data in accordance with drawing commands from the aiming cursor display unit 221 and the operation icon display unit 222. As a result, the aiming cursor K and the operation icon CM are displayed on the display unit 211. In addition, the display control unit 229 superimposes the image data of the expected arrival position YP onto the rendered image data in accordance with drawing commands from the moving object control unit 227. As a result, the expected arrival position YP is displayed on the display unit 211.
[0118] The memory unit 240 includes an image data memory unit 241 and a stat value memory unit 242. The image data memory unit 241 stores various image data such as a 3D model and texture of the baseball field, a 3D model and texture of the player characters, and a 3D model and texture of the ball object BL. The stat value memory unit 242 stores predetermined stat values for each player character.
[0119] Next, the operation of the game device according to this embodiment will be described. Figure 3 is a flowchart showing the operation of the game device according to this embodiment of the present invention. This flowchart shows the process when a ball object BL is thrown by the pitcher character CL2. Furthermore, in the following description, the case in which the player is the offensive side and the game device is the defensive side will be used as an example.
[0120] First, in step S1, the display control unit 229 places three-dimensional models of the batter character CL1, baseball field, pitcher character CL2, and fielder characters in the game space, performs texture mapping, and other initial settings. The display control unit 229 also starts the process of periodically generating rendered image data. In this case, the operation display unit 210 displays an image such as the one shown in Figure 5.
[0121] Next, the moving object control unit 227 determines the type of ball and the course by a lottery process, and then determines the trajectory of the ball object BL according to the determined type of ball and course (step S2).
[0122] Next, the character control unit 228 causes the pitcher character CL2 to wind up (step S3). Next, the moving object control unit 227 starts displaying the expected arrival position YP (step S4). Next, the character control unit 228 causes the pitcher character CL2 to perform a pitching motion, and the moving object control unit 227 starts moving the ball object BL in the game space (step S5). As a result, the ball object BL moves according to the trajectory determined in step S2.
[0123] Next, when the operation command receiving unit 223 receives a movement command (YES in step S6), the operation icon display unit 222 outputs a drawing command to the display control unit 229 to move and display the operation icon CM according to the movement command, causing the display unit 211 to move and display the operation icon CM (step S7).
[0124] Next, the aiming cursor linkage control unit 224 moves and displays the aiming cursor K on the display unit 211 in conjunction with the movement of the operation icon CM that is displayed (step S8).
[0125] In step S6, if the operation command receiving unit 223 does not receive a movement command (NO in step S6), it skips steps S7 and S8 and proceeds to step S9.
[0126] Next, when the finger YB is released from the operation icon CM and a timing determination command is input by the player (YES in step S9), the action timing determination unit 225 proceeds to step S13.
[0127] On the other hand, if the finger YB is not released from the operation icon CM and no timing determination command is input by the player (NO in step S9), the action timing determination unit 225 proceeds to step S10.
[0128] In step S10, if the moving object control unit 227 determines that the ball object BL has not reached the end position PE (NO in step S10), it returns to step S6.
[0129] In other words, if the player does not input a timing determination command, the operation icon CM moves and is displayed according to the movement command until the ball object BL reaches the end position PE, and the aiming cursor K moves and is displayed in conjunction with that movement display. Then, when the player inputs a timing determination command (YES in step S9), the action application unit 226 executes the hit determination process (step S13).
[0130] Then, if the action application unit 226 determines that the player was able to hit the ball object BL (YES in step S13), it performs a process to set the hitting power (step S14) and calculates the direction and magnitude of the initial velocity V0 of the ball object BL.
[0131] In this case, the action application unit 226 causes the display unit 211 to display an image on the display unit 211 that clearly indicates that the ball object BL has been struck by the bat object BT, as shown in Figure 12.
[0132] Next, the moving object control unit 227 hides the expected arrival position YP (step S15) and performs a striking process to calculate the trajectory of the struck ball object BL (step S16). In this case, the moving object control unit 227 can calculate the trajectory of the ball object BL by repeatedly calculating the position of the ball object BL and solving the equation of motion of the mass using the initial velocity V0 of the ball object BL calculated in step S14, with the center of gravity of the ball object BL as a point mass.
[0133] On the other hand, if the action granting unit 226 determines that the player was unable to hit the ball object BL (NO in step S13), that is, if the player swung and missed the ball object BL, the moving object control unit 227 hides the expected arrival position YP (step S17).
[0134] Next, the character control unit 228 causes the pitcher character CL2 to swing and miss with the bat object BT, and the catcher character to catch the ball object BL, and executes the swing and miss process (step S18).
[0135] In step S10, if the player does not input a timing determination command before the ball object BL reaches the end position PE (YES in step S10), that is, if the player has the batter character CL1 let the ball object BL go by, the moving object control unit 227 hides the expected arrival position YP (step S11). Next, the character control unit 228 performs a let-go process to have the catcher character catch the ball object BL without having the batter character CL1 swing the bat object BT (step S12).
[0136] In this way, each time pitcher character CL2 throws ball object BL, the flowchart in Figure 3 is executed and the game progresses. Note that the flowchart in Figure 3 uses the case where the player is on the offensive side and the game device is on the defensive side as an example. However, if the player is on the defensive side and the game device is on the offensive side, pitcher character CL2 should simply throw ball object BL according to the course and pitch type entered by the player. In this case, since the player is on the defensive side, the operation icon CM should be hidden.
[0137] Next, we will explain the processing of the game device when a dominant hand setting command is input by the player. Figure 4 is a flowchart showing the processing of the game device when a dominant hand setting command is input by the player.
[0138] First, the operation command receiving unit 223 receives a dominant hand setting command from the player (step S31). This dominant hand setting command is input to the player according to the dominant hand setting screen displayed on the display unit 211 when the player starts a match, for example. This dominant hand setting screen is provided with, for example, "left" and "right" buttons.
[0139] Therefore, when the player touches the "left" button, the operation command receiving unit 223 determines that the player has entered a dominant hand setting command to set the left hand as the dominant hand (left in step S31). The operation icon display unit 222 then sets the operation icon display area DM2 to the left side of the display unit 211 (step S32). On the other hand, when the player touches the "right" button, the operation command receiving unit 223 determines that the player has entered a dominant hand setting command to set the right hand as the dominant hand (right in step S31). The operation icon display unit 222 then sets the operation icon display area DM2 to the right side of the display unit 211 (step S33).
[0140] The reason why the display of the operation icon display area DM2 can be set to either the right or left side of the display unit 211 depending on the dominant hand is that this embodiment assumes that the game device will be held in one hand and operated with the same hand.
[0141] Figures 5, 6, and 8 show a configuration in which the device is held in the right hand and operated with the thumb of the same right hand. In this case, the player is naturally right-handed. In this case, the operation icon display area DM2 is also displayed on the right side of the screen, as shown in Figure 6.
[0142] Therefore, if a left-handed player were to hold this device with their left hand, it would be difficult to extend their left thumb to the opposite side (right) to operate it. Furthermore, the left thumb would cross the screen, reducing visibility, making it practically impossible to hold and operate the device with one hand. However, with this configuration, the operation icon display area DM2 can be displayed on the left side, enabling left-handed players to hold and operate the device with one hand.
[0143] If the player does not input a dominant hand setting command before the start of the match, the operation icon display unit 222 should set the operation icon display area DM2 to the right of the display unit 211.
[0144] The above embodiment illustrates the case of playing a baseball game, but is not limited to this. The present invention is also applicable to ball games other than baseball, such as tennis, table tennis, and squash, where a racket is used to hit the ball back. In this case, a targeting cursor display area DM1 is provided at the point where the racket hits the ball object BL. An operation icon display area DM2 is provided to the left or right of the targeting cursor display area DM1. The player can then operate the operation icon CM displayed in the operation icon display area DM2 to move the targeting cursor K.
[0145] Furthermore, the present invention may be applied to, for example, a penalty shootout in a soccer game. In this case, a game mode is adopted in which the player positions the aiming cursor K on the ball object BL and has the goalkeeper character catch the ball object BL. In this embodiment, an operation icon display area DM2 is displayed to the left or right of the goalkeeper, and the player operates the operation icon CM to operate the aiming cursor K.
[0146] Furthermore, in the above embodiment, the ratio RT of the movement speed between the operation icon CM and the aiming cursor K may be changed according to the player's preference. In this case, for example, if a request is made by the player before the start of a match or during a match, an operation image for setting the ratio RT can be displayed, and the player can set the ratio RT using this operation image. Then, the areas of the aiming cursor display area DM1 and the operation icon display area DM2 can be changed so that the above-mentioned dead space does not occur with the changed ratio RT. [Explanation of symbols]
[0147] 210 Operation display section 211 Display section 220 Control Unit 221 Aiming cursor display section 222 Operation Icon Display Section 223 Operation Command Reception Unit 224 Aiming cursor linkage control unit 225 Action application timing determination unit 226 Action-applying part 227 Mobile Object Control Unit 228 Character Control Unit 229 Display Control Unit 240 Storage section 241 Image data storage unit 242 Ability Value Storage Unit BL Ball Object BT Bat Object CL1 Batter Character CL2 Pitcher Character CM operation icon DM1 Aim cursor display area DM2 Operation Icon Display Area K Aim cursor PE movement end position PS Movement start position RT ratio YB finger (an example of a pointing object) YP Estimated Arrival Location
Claims
[Claim 1] A game device that controls the progress of a game by virtually interacting with moving objects that move within the game space, An operation display unit equipped with a touch panel display, A targeting cursor display unit that displays a targeting cursor in the targeting cursor display area of the display unit for determining the position to apply an action to the moving object in the game space, An operation icon display unit displays an operation icon for operating the aiming cursor in an operation icon display area different from the aiming cursor display area within the display unit, and moves the operation icon in response to the movement of an indicator object touching the operation icon. An operation command receiving unit that receives a movement command input by the contact movement of the indicator body to the operation icon, and a timing determination command input when the indicator body is released from the display unit after the contact movement, A targeting cursor linkage control unit moves and displays the targeting cursor on the display unit in conjunction with the movement of the operation icons displayed on the operation icon display unit, An action application timing determination unit determines the timing for applying an action to the moving object based on the timing at which the timing determination command is received by the operation command receiving unit, A game device comprising: an action application unit that applies an action to the moving object when at least a portion of the moving object and the aiming cursor overlap at the action application timing determined by the action application timing determination unit.