Information processing device, control method for information processing device, and information processing system

The information processing device improves object movement processing by using movement control units and user operation inputs to enhance user interaction and engagement in three-dimensional space manipulation.

JP7611953B2Active Publication Date: 2025-01-10NINTENDO CO LTD
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Patent Information

Application Number
JP2023031075
Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
Filing Date
2023-03-01
Publication Date
2025-01-10
Estimated Expiration
2041-03-19

AI Technical Summary

Technical Problem

Conventional methods for manipulating objects in three-dimensional space lack interest and engagement in user interaction.

Method used

An information processing device with a first movement control unit for controlling multiple objects, a second movement control unit for managing item objects, an acquisition unit for acquiring objects, and a management unit for decreasing owned objects, along with user operation inputs like touch and flick gestures, to enhance object movement processing.

Benefits of technology

Enhances user interaction and engagement by allowing diverse and interesting ways to move and acquire objects, maintaining motivation and interest in the game process.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

To provide an information processing device capable of performing processing for moving an object with high amusement.SOLUTION: An information processing device includes: a first movement control unit configured to control movement of any one of a plurality of first objects arranged on a field; a second movement control unit configured to place, based on a first operation input, a second object acquired by the first object on the field and move the second object on the field; an erasure unit configured to erase the second object from the field based on a second operation input; and an acquisition unit configured to perform control such that a first object which is one of the plurality of first objects and has a predetermined proximity relationship with the second object, acquires the second object.SELECTED DRAWING: Figure 2
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Description

[Technical field]

[0001] The present disclosure relates to an information processing device, and more particularly to an information processing device that executes a process of moving an object in accordance with an operation input. [Background technology]

[0002] Conventionally, methods for manipulating objects using input devices have been proposed. For example, Japanese Patent Application Laid-Open No. 2006-119774 discloses a method for determining the position coordinates of an object in a three-dimensional space based on a pressed position on a touch panel. [Prior art documents] [Patent documents]

[0003] [Patent Document 1] JP 2006-119774 A Summary of the Invention [Problem to be solved by the invention]

[0004] On the other hand, while conventional techniques disclose methods for moving objects in three-dimensional space, there is room for improvement in terms of entertainment value.

[0005] An object of the present disclosure has been made to solve the above-mentioned problems, and is to provide an information processing device, a control method for an information processing device, and an information processing system capable of processing the movement of highly interesting objects. [Means for solving the problem]

[0006] According to one example of the present disclosure, an information processing device includes a first movement control unit that controls the movement of one of a plurality of first objects arranged on a field, a second movement control unit that arranges a second object acquired by the first object on the field based on a first operation input and moves the second object on the field, an erasure unit that erases the second object from the field based on the second operation input, and an acquisition unit that controls a first object that has become a predetermined neighboring relationship with a second object among the plurality of first objects to acquire the second object.

[0007] The information processing device further includes a management unit that manages a plurality of second objects held by the user, The management unit reduces the number of second objects held by the user every time the acquisition unit acquires the second object into the first object.

[0008] The erasing unit erases the second objects from the field when the management unit sets the number of second objects owned by the user to 0.

[0009] The first movement control unit moves at least some of the multiple first objects so as to be in a predetermined proximity to the second object when the second object is placed on the field.

[0010] The first movement control unit moves at least a portion of the first objects capable of acquiring the second object so as to be in a predetermined proximity to the second object when the second object is placed on the field.

[0011] The first movement control unit moves all first objects capable of acquiring the second object so as to be in a predetermined proximity relationship with the second object when the second object is placed on the field.

[0012] The first operation input includes a touch-on input to a predetermined area of ​​a touch panel provided on the display screen, and a movement input in which the touch position is moved on the touch panel by continuing the touch-on input.

[0013] The first operation input includes a continuous touch input for a predetermined period or longer from a touch-on input.

[0014] The second operation input is a touch-off input.

[0015] The first movement control unit controls the movement of any one of the plurality of first objects when no second object is placed on the field.

[0016] An information processing method according to another example of the present disclosure includes the steps of controlling movement of one of a plurality of first objects arranged on a field, placing on the field a second object to be acquired by the first object based on a first operation input, moving the second object on the field, erasing the second object from the field based on the second operation input, and controlling a first object that has become a predetermined proximity relationship with a second object among the plurality of first objects to acquire the second object.

[0017] The information processing method further includes a step of managing a plurality of second objects held by the user, The managing step includes a step of decreasing the number of second objects held by the user every time the second object is acquired by the first object.

[0018] An information processing system according to another example of the present disclosure includes a first movement control unit that controls the movement of one of a plurality of first objects arranged on a field, a second movement control unit that arranges a second object acquired by the first object on the field based on a first operation input and moves the second object on the field, an erasure unit that erases the second object from the field based on the second operation input, and an acquisition unit that controls a first object that has become a predetermined neighboring relationship with a second object among the plurality of first objects to acquire the second object.

[0019] The information processing system further includes a management unit that manages a plurality of second objects held by the user, the management unit decreasing the number of second objects held by the user every time the acquisition unit acquires the second object into the first object. Effect of the Invention

[0020] Based on the above, the information processing device, the control method for the information processing device, and the information processing system disclosed herein are capable of processing the movement of highly interesting objects. [Brief description of the drawings]

[0021] [Figure 1] FIG. 2 is a diagram illustrating a hardware configuration of an information processing device 100 based on an embodiment. [Diagram 2] FIG. 1 is a diagram illustrating functional blocks of an information processing device 100 based on an embodiment. [Diagram 3] FIG. 3 is a diagram illustrating a screen 300 during a game in game processing provided by the game program 122 based on the embodiment. [Figure 4] FIG. 13 is a diagram illustrating a case where an item object 304 is given by a first giving method in the game processing provided by the game program 122 based on the embodiment. [Diagram 5]13A to 13C are diagrams illustrating movement control of a character object 302 with respect to an item object 312 given in a first giving manner based on an embodiment. [Figure 6] FIG. 13 is a diagram illustrating a case where an item object 304 is given by the second giving method in the game processing provided by the game program 122 based on the embodiment. [Figure 7] 13A to 13C are diagrams illustrating movement control of a character object 302 with respect to an item object 322 given in a second giving manner based on an embodiment. [Figure 8] 1A to 1C are diagrams illustrating a touch operation on a touch panel according to an embodiment. [Figure 9] 2A to 2C are diagrams illustrating the relationship between a game field set in a three-dimensional virtual space and a first virtual plane and a second virtual plane according to an embodiment. [Figure 10] FIG. 13 is a diagram illustrating movement (part 1) of the virtual camera in the game processing provided by game program 122 based on the embodiment. [Figure 11] FIG. 13 is a diagram illustrating virtual camera movement (part 2) in the game processing provided by game program 122 based on the embodiment. [Figure 12] 11A to 11C are diagrams illustrating display control of item objects based on an embodiment. [Figure 13] 13 is a flow diagram illustrating the processing of a first movement control unit 200 provided by a game program 122 based on the embodiment. FIG. [Figure 14] FIG. 11 is a flow diagram illustrating selective movement control processing by a first movement control unit 200 based on the embodiment. [Figure 15] FIG. 11 is a flow diagram illustrating an acquisition movement control process by a first movement control unit 200 based on the embodiment. [Figure 16] FIG. 11 is a flow diagram illustrating the processing of a second movement control unit 201 provided by a game program 122 based on the embodiment. [Figure 17]FIG. 11 is a flow diagram illustrating a first grant control process by a first grant unit 202 based on the embodiment. [Figure 18] 13 is a flow diagram illustrating a second grant control process by a second grant unit 204 based on the embodiment. FIG. [Figure 19] FIG. 11 is a flow diagram illustrating an acquisition process by an acquisition unit 206 based on the embodiment. [Figure 20] FIG. 11 is a flow diagram illustrating movement control by a virtual camera movement control unit 208 based on the embodiment. [Figure 21] FIG. 11 is a diagram illustrating functional blocks of an information processing device 100 based on a modified example of the embodiment. [Figure 22] FIG. 5 is a diagram illustrating a screen 500 during a game in game processing provided by a game program 122 based on a modified embodiment. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS

[0022] This embodiment will be described in detail with reference to the drawings, in which the same or corresponding parts are designated by the same reference characters and description thereof will not be repeated.

[0023] [A. Configuration of information processing device] 1 is a diagram illustrating a hardware configuration of an information processing device 100 based on an embodiment. As an example, a configuration in which an information processing device according to an embodiment is implemented as a game device will be described.

[0024] 1, the information processing device 100 is any computer. The information processing device 100 may be, for example, a portable (also called mobile) device such as a portable game device, a mobile phone, or a smartphone, a stationary device such as a personal computer or a home game machine, or a large device such as an arcade game device for commercial use.

[0025] The hardware configuration of the information processing device 100 will be outlined below.

[0026] The information processing device 100 includes a CPU 102 and a main memory 108. The CPU 102 is an information processing unit for executing various types of information processing executed by the information processing device 100. The CPU 102 uses the main memory 108 to execute the various types of information processing.

[0027] The information processing device 100 has a storage unit 120. The storage unit 120 stores various programs (which may include an operating system in addition to the game program 122) executed in the information processing device 100. The storage unit 120 is any storage device (storage medium) accessible by the CPU 102. The storage unit 120 may be a storage unit built into the information processing device 100, such as a hard disk or memory, or may be a storage medium removable from the information processing device 100, such as an optical disk or cartridge, or may be both of these storage units and storage media. In such a case, the information processing device 100 may be configured as a game system, which is an example of an information processing system including the information processing device 100 and any storage medium.

[0028] The game program 122 includes computer-readable instructions for implementing game processing as described below, and may also include a program for executing data communication with a server (not shown) and a program for executing data communication with other information processing devices as part of the game processing.

[0029] The information processing device 100 has an input unit 110 that receives instructions from a user, such as a button or a touch panel. The information processing device 100 has a display unit 104 that displays an image generated by the above information processing. In this example, a configuration in which a touch panel, which is the input unit 110, is provided on the display unit 104, which is a screen, will be described as an example. Note that this configuration is not limited to this, and various input forms and display forms can be adopted.

[0030] The information processing device 100 includes a network communication unit 106. The network communication unit 106 is connected to a network (not shown) and may execute data communication processing with an external device (for example, a server or another information processing device).

[0031] The information processing device 100 may be configured by a plurality of devices. For example, the information processing device 100 may be configured such that a main body device having a CPU 102 and a device having an input unit 110 and / or a display unit 104 are separate entities. For example, in another embodiment, the information processing device 100 may be configured by a main body device and a terminal device having the input unit 110 and the display unit 104, or may be configured by a main body device and an operation device having the input unit 110. The information processing device 100 may not have the display unit 104, and may be configured to use a television as a display device.

[0032] In another embodiment, at least a part of the information processing executed in the information processing device 100 may be distributed and executed by a plurality of devices capable of communicating via a network (a wide area network and / or a local network).

[0033] [B. Functional configuration for realizing game processing] 2 is a diagram illustrating functional blocks of the information processing device 100 based on the embodiment. With reference to FIG. 2, the information processing device 100 includes a first movement control unit 200, a second movement control unit 201, an acquisition unit 206, and a virtual camera movement control unit 208.

[0034] The first movement control unit 200 controls the movement of any one of a plurality of character objects (first objects) arranged on the game field. The second movement control unit 201 controls the movement of an item object (second object) to be given to any one of the plurality of character objects. The acquisition unit 206 controls a character object among the plurality of character objects that has a predetermined proximity relationship with an item object to acquire the item object.

[0035] The second movement control unit 201 includes a first providing unit 202 and a second providing unit 204. The first providing unit 202 receives a first user operation input and launches an item object from a predetermined position onto the game field in a direction determined based on the first user operation input. The second providing unit 204 receives a second user operation input and moves the item object on the game field according to the second user operation input. In this example, the first and second user operation inputs include touch operation inputs to a touch panel provided on the display unit 104. Specifically, the first user operation input includes an operation of canceling the touch after moving the touch position (referred to as a flick operation in this example). In addition, the second user operation input includes an operation of moving the touch position (referred to as a touch movement operation in this example).

[0036] The first movement control unit 200 moves any one of the multiple character objects toward the item object projected onto the game field by the first imparting unit 202. The first movement control unit 200 also moves any one of the multiple character objects toward the item object moving on the game field by the second imparting unit 204.

[0037] The virtual camera movement control unit 208 disposes the virtual camera so that it has a predetermined positional relationship with the game field. The virtual camera movement control unit 208 moves the position of the virtual camera parallel to the game field, for example, in accordance with a touch movement operation (third user operation input) on the game field.

[0038] Moreover, the virtual camera movement control unit 208 moves the position of the virtual camera relative to the game field while maintaining the posture according to a pinch operation input (pinch in or pinch out) (fourth user operation input) to the game field. The pinch operation input indicates, as an example, an operation input in which a user touches a touch panel with two fingers and changes the distance between the touches. An operation of pinching two fingers together to narrow the distance is also called "pinch in". An operation of moving two fingers apart to widen the distance is also called "pinch out". In this example, in the case of a pinch in operation, the virtual camera movement control unit 208 moves the position of the virtual camera closer to the game field while maintaining the posture. In the case of a pinch out operation, the virtual camera movement control unit 208 moves the position of the virtual camera away from the game field while maintaining the posture.

[0039] [C. Game Processing Overview] Next, a game process provided by executing the game program 122 according to the embodiment will be outlined.

[0040] A game program 122 according to the embodiment provides a training game in which a user gives item objects to a plurality of character objects. As an example, an event that is advantageous to the user in the progress of the game may occur as a result of the item object being given to the character object. For example, the character object or the user may level up, learn a special skill, or acquire various items.

[0041] [D. Game processing screen display example] Next, a description will be given of examples of screen displays and operations of the game processing provided by executing game program 122 according to the embodiment. As an example, the screen display example is displayed on display unit 104 of information-processing device 100.

[0042] FIG. 3 is a diagram illustrating a screen 300 during a game in the game processing provided by the game program 122 based on the embodiment.

[0043] As shown in FIG. 3, a case where a plurality of character objects 302 are arranged on a screen 300 is shown. In this example, a game field is set in a three-dimensional virtual space. For example, a horizontal ground is set as an example, and a plurality of character objects 302 are arranged on the ground. As an example, a case where ten character objects 302 are displayed is shown. The virtual camera is placed at a position looking down diagonally on the game field, and the character object 302 at the top of the screen 300 is a character object farther from the user side, and the character object 302 at the bottom is a character object closer to the user side. Note that the game field does not have to be the ground, and may be a space having a height. Also, in this example, a case where a character object is arranged on a game field that is the ground as an example will be described, but the character object does not necessarily have to be in contact with the ground, and may be, for example, flying.

[0044] 3 shows a virtual boundary line 306. The virtual boundary line 306 may or may not be displayed on the screen 300. The area below the virtual boundary line 306 on the screen 300 is set as an initial area 308.

[0045] In the initial area 308, the item object 304 is displayed at an initial position, which is the center position. The item object 304 can be moved by the user's touch. Specifically, when the user moves the item object 304 left and right while touching it, the item object 304 moves left and right within the initial area 308 according to the touch position. When the user cancels the touch of the item object 304, the item object 304 returns to the center position, which is the initial position. Also, when the user moves the item object 304 up and down while touching it, the item object 304 moves within the initial area 308 and beyond the initial area 308. Then, when a flick operation input is made such that the touch position is canceled at a position beyond the virtual boundary line 306, the item object is ejected into the game field according to the flick operation input.

[0046] On the other hand, when the user touches the item object 304 and then moves the touch position beyond the virtual boundary line 306 while still touching, the item object 304 moves on the game field according to the touch position. When the user cancels the touch, the item object returns to its initial position.

[0047] In this example, the item object 304 can be given to the character object 302 in two ways.

[0048] The first imparting method (first imparting method) is a case where the user touches the item object 304 and then performs a flick operation input in which the touch is cancelled at a position beyond the virtual boundary line 306. In this case, the item object is ejected onto the game field in accordance with the flick operation input. The ejected item object moves on the game field. The character object 302 acquires the item object 304 when the character object 302 comes into a predetermined proximity relationship with the item object.

[0049] The second granting method (second granting method) is a method in which the user touches the item object 304, crosses the virtual boundary line 306, and then moves the touch position after, for example, a predetermined period of time has elapsed. In this case, the item object moves on the game field according to the touch position. The character object 302 acquires the item object when it comes into a predetermined proximity relationship with the item object.

[0050] Therefore, the user can arbitrarily select the method for granting the item object 304, which can increase the entertainment value of the game.

[0051] As the first imparting method, a case where a flick operation input is made in which the touch is cancelled at a position beyond the virtual boundary line 306 will be described, but the present invention is not limited to the flick operation input, and may be, for example, another operation input in which the direction is arbitrarily determined. For example, the item object 304 may be shot from an initial position toward the direction of the touch position. As the second imparting method, a case where an operation is made to move the touch position at a position beyond the virtual boundary line 306 will be described, but the present invention is not limited to the flick operation input, and may be, for example, another operation input in which the direction is arbitrarily determined.

[0052] FIG. 4 is a diagram illustrating a case where an item object 304 is given by the first giving method in the game processing provided by the game program 122 based on the embodiment.

[0053] 4 shows a case where the user touches an item object 304 on the screen 310 and then inputs a flick operation to cancel the touch at a position beyond the virtual boundary line 306. In this case, the item object 304 is ejected onto the game field in response to the flick operation input. In this example, it is assumed that the user (or the user's avatar, etc.) possesses multiple item objects 304. The user can eject multiple item objects 304 one by one onto the game field in response to the flick operation input.

[0054] In this example, a case is shown in which an item object 312 is shot as one of a plurality of item objects 304. The item object 312 is shot from a predetermined position and moves on the game field according to inertia, for example. In this example, a case is shown in which the item object 312 moves in a direction away from the user on the game field.

[0055] The item object 312 may be erased when it moves outside the area displayed on the screen 310 as the area on the game field. Alternatively, the item object 312 may be erased when it exists on the game field for a predetermined time without being acquired by the character object 302. The erased item object 312 may be replenished as an item object 304 owned by the user.

[0056] For example, suppose that the user possesses 10 item objects 304. When all 10 item objects 304 have been ejected, the number of item objects 304 becomes 0. In other words, the number of item objects 304 decreases with each ejection. When there are 0 item objects 304, no item objects 304 can be ejected. In this case, the item objects 304 may not be displayed at the initial position.

[0057] FIG. 5 is a diagram illustrating movement control of the character object 302 with respect to the item object 312 given in the first giving method based on the embodiment.

[0058] 5 shows a case where the user touches the item object 304 on the screen 320 and then performs a flick operation input to cancel the touch at a position beyond the virtual boundary line 306. In this case, an item object 312 is launched onto the game field from a predetermined position in accordance with the flick operation input.

[0059] The first movement control unit 200 controls the movement of the character object 302 .

[0060] When the character object 302 is within a first range with the item object 312 as a reference, the first movement control unit 200 moves the character object 302 in the direction of the item object 312 .

[0061] The character object 302 moves in the direction of the item object 312, and when it comes into a predetermined proximity relationship (in this example, within range 314 indicating that it is within a predetermined distance from the character object 302), it acquires the item object 312. When the character object 302 acquires the item object 312, the item object 312 is erased.

[0062] In addition, after starting to move toward the item object 312, if the item object 312 moves on the field at a high speed and moves out of the first range, the character object 302 may stop moving in the direction of the item object 312.

[0063] In this example, the movement of one character object 302 has been described, but a plurality of character objects 302 may be moved. Specifically, when a plurality of character objects 302 are present within a first range based on the item object 312, the plurality of character objects 302 may be moved toward the item object 312. When one of the plurality of character objects 302 has a predetermined proximity relationship with the item object 312, the character object 302 acquires the item object 312, and the item object 312 is erased. Therefore, the remaining character objects 302 of the plurality of character objects 302 may stop moving toward the item object 312 due to the erasure of the item object 312.

[0064] In addition, the movement of the character object 302 towards the item object 312 may begin, for example, from the time when the item object 312 is launched, or from the time when the item object 312 is launched and rolling on the game field, or from the time when the item object 312 comes to a stop.

[0065] The size of the range 314 indicating the predetermined neighborhood relationship can be changed as appropriate. In this example, the range 314 is displayed as a circle, but it does not have to be a circular area, and it may be a rectangular area or an area of ​​another shape.

[0066] FIG. 6 is a diagram illustrating a case where an item object 304 is given by the second giving method in the game processing provided by the game program 122 based on the embodiment.

[0067] 6, a case is shown in which the user touches the item object 304 on the screen 400, and then continues to touch the item object 304 and moves the touch position beyond the virtual boundary line 306. In this case, the item object 322 moves on the game field according to the touch position. Note that, if the user cancels the touch, the item object 322 is erased and the item object 304 is displayed at the initial position.

[0068] FIG. 7 is a diagram illustrating movement control of the character object 302 with respect to the item object 322 given in the second giving manner based on the embodiment.

[0069] 7, a screen 410 shows a case where the user touches the item object 304 and then moves the touch position while continuing the touch beyond the virtual boundary line 306. In this case, the item object 322 moves on the game field according to the touch position.

[0070] When the character object 302 is within a second range with the item object 322 as a reference, the first movement control unit 200 moves the character object 302 in the direction of the item object 322 .

[0071] As an example, a case is shown in which three character objects 302 move in the direction of an item object 322. The second range can be set to a range wider than the first range. This allows character objects 302 that are far from the item object 322 to move toward the item object 322. In this example, a case in which a character object 302 within the second range moves will be described, but in the case of the second imparting method, all character objects 302 may be moved toward the item object 322.

[0072] In this example, for example, if the user possesses 10 item objects 304, all of the three character objects 302 that have a predetermined proximity relationship with the item object 322 can acquire the item object 322. That is, the item object 322 can be said to be a collection of a plurality of item objects 304. When the item object 322 has a predetermined proximity relationship with the character object 302 and is acquired, the number of the 10 possessed item objects 304 is decreased by one. When the possessed item object 304 becomes zero, the item object 322 is erased. As another example, the possessed item objects 304 may be moved one by one on the field as the item object 322. That is, in this case, when the item object 322 is acquired by any of the character objects 302, the item object 322 is erased.

[0073] As described above, when giving item objects 304 to a plurality of character objects 302, the user can perform an operation of shooting the item object 312 in any direction in the first giving method, which can increase the interest of the game. Furthermore, the character object 302 moves relative to the shot item object 312. Therefore, even if the character object 302 is not in the direction from which the item object 312 is shot, the character object 302 is more likely to obtain the item object 312. Therefore, it is possible to suppress a decrease in the user's motivation to perform the operation of shooting the item object 312.

[0074] On the other hand, when a user intends to give an item object 304 to a specific character object 302, there is a possibility that the item object 304 may not be given to the specific character object 302 due to a misdetermination of the direction in which the item object 312 is fired, or an unintended character object 302 acquiring the fired item object 312.

[0075] In the second providing method, the item object 322 can be moved to any position on the game field according to the user's operation. Therefore, the item object 322 can be moved to the vicinity of a specific character object. This makes it possible to create a situation intended by the user, and to increase the interest of the game. On the other hand, when the item object 322 moves, other character objects 302 also move, so that the user needs to control the moving path of the item object 322 so that the item object 322 is not acquired by an unintended character object 302, and it is possible to make the operation of moving the item object 322 interesting. In this way, it is possible to make the game interesting by providing different operability and interest to both the first and second providing methods.

[0076] [E. Explanation of how to grant item objects] FIG. 8 is a diagram illustrating an operation of the touch panel according to the embodiment.

[0077] 8(A), a method for setting the launch direction and launch speed of the item object 304 will be described. The launch position of the item object 304 is set to a predetermined position Q on a first virtual plane L1 indicated by three-dimensional coordinates in a three-dimensional space, as will be described later.

[0078] In this example, as an example, a case is shown where a touch is cancelled at point q2 (x2, y2) in the touch panel coordinate system for the touch panel 13. At this time, point q1 (x1, y1), which is the touch position a predetermined time before the touch is cancelled, is referenced. Then, based on point q1 (x1, y1) and point q2 (x2, y2), a vector v (vx, vy) connecting point q1 to point q2 is calculated. Here, vx=x2-x1, vy=y2-y1.

[0079] Next, the two-dimensional vector v (vx, vy) is coordinate-transformed to calculate a three-dimensional vector V (Vx, Vy, Vz) in a three-dimensional space. Here, the coordinate transformation from the two-dimensional vector v (vx, vy) to the three-dimensional vector V (Vx, Vy, Vz) is performed based on a predetermined function. Vz may be a constant.

[0080] 8(B), a first virtual plane L1 is set at a predetermined position relative to the virtual camera position P. In this example, a case is shown in which an item object 312 is launched from a predetermined position Q on the first virtual plane L1 in the launch direction of a three-dimensional vector V.

[0081] Specifically, when the user touches the item object 304 and moves the touch position while continuing the touch beyond the virtual boundary line 306, the item object 304 moves on the first virtual plane L1 according to the movement. Note that moving on the first virtual plane L1 includes not only the case where the item object 304 moves while crossing the first virtual plane L1, but also the case where the item object 304 moves while in contact with the first virtual plane L1, or the case where the item object 304 moves while maintaining a predetermined positional relationship. Then, when the touch by the user is canceled, the item object 304 is projected with the position of the item object 304 at that time as the predetermined position Q. That is, in this example, the predetermined position Q moves on the first virtual plane L1. Here, the predetermined position Q is not limited to being on the first virtual plane L1 at the time when the touch is canceled, but may be a position in the vicinity thereof, or a position at a time before that time, or a position calculated separately based on the point q2 (x2, y2). Note that the predetermined position Q may be a fixed position. As an example, a specific position on the first virtual plane L1 corresponding to the position of the item object 304, which is the initial position, may be set as a predetermined position Q, from which the item object 312 is shot. In this example, as an example, the shot speed is set according to the magnitude of the three-dimensional vector V. Therefore, for example, when point q1 (x1, y1) is far from point q2 (x2, y2), the shot speed of the item object 312 becomes faster and it reaches a far distance from the shot position.

[0082] FIG. 9 is a diagram illustrating the relationship between a game field set in a three-dimensional virtual space and a first virtual plane and a second virtual plane according to an embodiment.

[0083] 9, a game field F is set in a three-dimensional virtual space. A virtual camera (position P0) is placed at a position that has a predetermined positional relationship with respect to the game field F. The virtual camera (position P0) is provided diagonally above the game field F. The range of the game field F captured by the virtual camera (position P0) is displayed on the display unit 104.

[0084] A first virtual plane L1 is set at a position that has a predetermined positional relationship with the virtual camera (position P0) in the three-dimensional virtual space. The second virtual plane L2 is set parallel to the game field F, for example.

[0085] As described above, the first virtual plane L1 is a plane used when shooting the item object 312. Specifically, the item object 312 is shot from a predetermined position Q on the first virtual plane L1. The shooting direction and shooting speed of the item object 312 are calculated based on a two-dimensional vector v according to a flick operation on the touch panel 13, as described in FIG.

[0086] When the user touches the item object 304 and then performs a flick operation input to cancel the touch at a position beyond the virtual boundary line 306, the first granting unit 202 calculates a predetermined position Q on the first virtual plane L1, a launch direction, and a launch speed according to the touch coordinates on the touch panel 13 at the time of the flick operation. The first granting unit 202 launches the item object 312 onto the game field, and controls the movement of the item object 312.

[0087] The second virtual plane L2 is a plane used by the second providing unit when moving the item object 322. Specifically, the item object 322 moves on the second virtual plane L2. The second providing unit 204 moves the item object 322 to a position on the second virtual plane L2 that is set according to the touch coordinates of the touch panel 13. Note that moving on the second virtual plane L2 includes not only the case where the item object 322 moves while intersecting with the second virtual plane L2, but also the case where the item object 322 moves while being in contact with the second virtual plane L2, or the case where the item object 322 moves while maintaining a predetermined positional relationship. In addition, the item object 312 projected from the first virtual plane may be controlled to move on the second virtual plane L2. That is, the item object 312 may be displayed as if it is moving on the game field F by moving on the second virtual plane L2.

[0088] When the user touches the item object 304 and then moves the touch position beyond the virtual boundary line 306, the second giving unit 204 calculates a position on the second virtual plane L2 by converting the touch coordinates according to the touch coordinates of the touch panel 13. As an example, when the touch time after crossing the virtual boundary line 306 exceeds a predetermined period, the second giving unit 204 places the item object 322 at the calculated position on the second virtual plane L2 and executes movement control to move the item object 322 on the second virtual plane L2 according to the touch position.

[0089] Therefore, the virtual plane on which the item object moves is switched according to the user's operation input. Specifically, in the case of the first imparting method, the first virtual plane L1 is used. In the case of the second imparting method, the second virtual plane L2 is used.

[0090] [F. Explanation of virtual camera movement] FIG. 10 is a diagram illustrating the movement (part 1) of the virtual camera in the game processing provided by game program 122 based on the embodiment.

[0091] 10, the virtual camera movement control unit 208 moves the virtual camera (position P0) parallel to the game field F in accordance with a movement operation input (third user operation input) for the game field F. If the touch is canceled after the movement operation input, the movement of the virtual camera is stopped. In this example, the case where the virtual camera is moved to position P1 is shown.

[0092] In this example, the first virtual plane L1 is also moved so that the relative positional relationship does not change as the virtual camera position P is moved by the virtual camera movement control unit 208. That is, when an item object 304 is positioned and displayed on the first virtual plane L1, the display position of the item object 304 does not change even if the virtual camera position P is moved. Therefore, a wide range can be set as the game field without impairing the user's operability, and the entertainment value of the game can be increased.

[0093] FIG. 11 is a diagram illustrating the movement (part 2) of the virtual camera in the game processing provided by game program 122 based on the embodiment.

[0094] 11, in accordance with a pinch operation input (pinch in or pinch out) (fourth user operation input) on the game field, virtual camera movement control unit 208 moves position P0 of the virtual camera while maintaining its posture so as to approach or move away from the game field F. In this example, a case is shown in which position P0 of the virtual camera moves to position P2 in accordance with a pinch operation input (pinch in).

[0095] In this example, the first virtual plane L1 is also moved so that the relative positional relationship does not change as the virtual camera position P is moved by the virtual camera movement control unit 208. Therefore, it is possible to enlarge or reduce the game field without impairing the user's operability, and it is possible to increase the interest of the game.

[0096] [G. Display control of item objects] 12 is a diagram illustrating display control of an item object based on an embodiment. As shown in FIG. 12, the display of an item object may be changed between the first and second granting methods.

[0097] 12(A) is a diagram for explaining the display of an item object 312 according to the first imparting method. As an example, a user's finger 150 manipulating an item object 304 is shown. In the case of the first imparting method, the item object 304 before being ejected is displayed at the touch position touched by the user.

[0098] When the user touches the item object 304 and then moves the finger 150 while continuing the touch, the item object 312 is displayed following the touch position. If the touch is cancelled from this point, the item object 312 is displayed as if it is being shot away from the touch position.

[0099] Immediately after the user touches the item object 304, the item object 304 may be highlighted, for example, by being enlarged or illuminated, to notify the user that the touch input has been accepted.

[0100] 12B is a diagram for explaining the display of the item object 322 according to the second imparting method. As an example, the user's finger 150 manipulating the item object 304 is shown. In the case of the second imparting method, the item object 322 is displayed at a position different from the touch position touched by the user.

[0101] Specifically, in the case of the second imparting method, the item object 304 is displayed at a position that does not overlap with the touch position touched by the user's finger 150. In the case of the second imparting method, the item object 322 moves on the second virtual plane L2, and is far from the virtual camera. Therefore, the display of the item object 322 becomes small. Therefore, by making the display position of the item object 304 not overlap with the touch position, it is possible to avoid a situation in which the item object 322 becomes difficult to see due to the finger 150, for example. In addition, the display allows the user to easily identify that the second imparting method is being used.

[0102] As an example, the item object 322 is moved to a position L2 on the second virtual plane such that the item object is displayed at a position to the upper left of the touch coordinates touched by the finger 150. However, the present invention is not limited to this, and the item object may be displayed at another position.

[0103] [H. Game Processing Procedures] Next, a description will be given of a processing procedure of the game processing provided by executing the game program 122 according to the embodiment.

[0104] FIG. 13 is a flow diagram illustrating the processing of first movement control unit 200 provided by game program 122 based on the embodiment.

[0105] With reference to FIG. 13, the first movement control unit 200 determines whether or not the character object 302 has been touched (step S2).

[0106] In step S2, when the first movement control unit 200 determines that the character object has been touched (YES in step S2), it executes a selection movement control process (step S4). The selection movement control process will be described in detail later.

[0107] Then, the first movement control unit 200 determines whether or not the game is to end (step S6).

[0108] In step S6, if the first movement control unit 200 determines that the game is to end (YES in step S6), it ends the processing (END).

[0109] On the other hand, in step S6, if the first movement control unit 200 determines that the game is not to end (NO in step S6), the process returns to step S2 and the above-mentioned processing is repeated.

[0110] On the other hand, if the first movement control unit 200 determines in step S2 that there has been no touch by the character object (NO in step S2), it determines whether or not there is an item object on the game field (step S8).

[0111] In step S8, when the first movement control unit 200 determines that an item object is present on the game field (YES in step S8), it executes an acquisition movement control process (step S10). The acquisition movement control process will be described in detail later.

[0112] Then, the process proceeds to step S6. If the first movement control unit 200 determines that the game is not to be ended (NO in step S6), the process returns to step S2 and the above-mentioned processing is repeated.

[0113] On the other hand, in step S8, if the first movement control unit 200 determines that there is no item or object on the game field (NO in step S8), it executes a normal movement control process (step S12). The first movement control unit 200 may move the character object 302 in a random direction as the normal movement control process.

[0114] Then, the process proceeds to step S6. If the first movement control unit 200 determines that the game is not to be ended (NO in step S6), the process returns to step S2 and the above-mentioned processing is repeated.

[0115] Fig. 14 is a flow diagram illustrating a selection movement control process by the first movement control unit 200 based on the embodiment. With reference to Fig. 14, the first movement control unit 200 selects a touched character object (step S20). Next, the first movement control unit 200 moves the selected character object 302 according to the movement of the touch position (step S22).

[0116] Next, the first movement control unit 200 judges whether the touch has been canceled (step S24). When the first movement control unit 200 judges that the touch has been canceled (YES in step S24), the first movement control unit 200 places the selected character object 302 at a position on the game field corresponding to the touch position where the touch has been canceled.

[0117] Then, the process ends (returns).

[0118] On the other hand, when the first movement control unit 200 determines that the touch is not canceled (NO in step S24), the process returns to step S22 and the above-described process is repeated.

[0119] That is, the first movement control unit 200 can move the character object 302 in response to a flick operation input to the character object 302. That is, the user can select any one of the multiple character objects 302 and move it to an arbitrary position, which increases the interest of the game.

[0120] This allows a specific character object 302 to be selected and moved to a position near the item object 312 or away from it.

[0121] On the other hand, it may be possible to prevent the selected character object 302 from being moved to the initial position where the item object 304 is provided. This makes it impossible to directly give the item object 304 to the selected character object 302. In other words, since it is necessary to give the item object 304 by either the first or second giving method, some ingenuity is required to give the item object 304 to the intended character object 302, and it is possible to maintain the interest of the game.

[0122] FIG. 15 is a flow diagram illustrating acquisition movement control processing by first movement control unit 200 based on the embodiment.

[0123] Referring to FIG. 15, the first movement control unit 200 determines whether or not there is an item object 312 provided by the first granting method on the game field (step S80).

[0124] When the first movement control unit 200 determines that there is an item object 312 using the first granting method on the game field (YES in step S80), it determines whether the character object 302 is within a first range set based on the item object 312 (step S82).

[0125] In step S82, when the first movement control unit 200 determines that the character object 302 is within the first range (YES in step S82), it executes an acquisition movement process for the character object 302 (step S86). The first movement control unit 200 controls the character object 302 to move toward the item object 312. At that time, the character object 302 may move toward the item object 312 faster than the movement speed in the normal movement control process.

[0126] Next, the first movement control unit 200 ends the process (returns).

[0127] On the other hand, when the first movement control unit 200 determines in step S82 that the character object 302 is not within the first range (NO in step S82), it executes a normal movement control process (step S90). The first movement control unit 200 may move the character object 302 in a random direction as the normal movement control process.

[0128] On the other hand, if the first movement control unit 200 determines that there is no item object 312 applied by the first application method on the game field (NO in step S80), this means that there is an item object 322 applied by the second application method on the game field (i.e., on the second virtual plane L2), and determines whether the character object 302 is within a second range set based on the item object 312 (step S87).

[0129] In step S87, when the first movement control unit 200 determines that the character object 302 is within the second range, it executes an acquisition movement process for the character object 302 (step S86). The first movement control unit 200 controls the character object 302 to move toward the item object 322. Note that the manner and speed of the acquisition movement of the character object 302 may be the same as or different from those when moving toward the item object 312 by the first granting method.

[0130] Next, the first movement control unit 200 ends the process (returns).

[0131] On the other hand, in step S87, if the first movement control unit 200 determines that the character object 302 is not within the second range (NO in step S87), it executes a normal movement control process (step S88). The subsequent processes are the same as those described above.

[0132] Next, the first movement control unit 200 ends the process (returns).

[0133] FIG. 16 is a flow diagram illustrating the processing of second movement control unit 201 provided by game program 122 based on the embodiment.

[0134] With reference to FIG. 16, the second movement control unit 201 determines whether or not there is a touch of an item object (step S30).

[0135] In step S30, when the second movement control unit 201 determines that the item object 304 has been touched (YES in step S30), the process proceeds to the next step S31.

[0136] In step S30, if the second movement control unit 201 determines that the item object 304 has not been touched (NO in step S30), the state of step S30 is maintained.

[0137] Next, in step S31, the second movement control unit 201 determines whether or not the touch position of the item object 304 is within the initial area.

[0138] In step S31, when the second movement control unit 201 determines that the touch position of the item object 304 is within the initial area (YES in step S31), it moves the item object 304 according to the touch position (step S32). When the second movement control unit 201 determines that the touch position of the item object 304 is within the initial area 308 as described in FIG. 3, it moves the item object 304 left and right within the initial area 308 according to the touch position.

[0139] Next, the second movement control unit 201 determines whether or not the touch on the item object 304 has been canceled (step S34).

[0140] In step S34, if the second movement control unit 201 determines that the touch of the item object 304 has been canceled (YES in step S34), it moves the item object 304 to its initial position (step S35). Then, it ends the process (END). As described in FIG. 3, in the case where the second movement control unit 201 determines that the touch of the item object 304 has been canceled, it moves the item object 304 to its initial position.

[0141] On the other hand, in step S34, when the second movement control unit 201 determines that the touch is not canceled (NO in step S34), the process returns to step S31, and the above-mentioned processing is repeated.

[0142] On the other hand, in step S31, if the second movement control unit 201 determines that the touch position of the item object 304 is not within the initial area, i.e., has crossed the virtual boundary line 306 (NO in step S31), it determines whether or not the touch of the item object 304 has continued outside the initial area for a predetermined period of time or more (step S36).

[0143] In step S36, when it is determined that the touch of the item object 304 continues for a predetermined period or more outside the initial area (YES in step S36), the second movement control unit 201 executes a second grant control process (step S38). The second grant control process will be described in detail later. Then, the process proceeds to step S34.

[0144] On the other hand, in step S36, when it is determined that the touch of the item object has not continued for a predetermined period or longer outside the initial area (NO in step S36), the second movement control unit 201 executes a first grant control process (step S40). The details of the first grant control process will be described later. Then, the process ends (END).

[0145] FIG. 17 is a flow diagram illustrating the first assignment control process by first assignment unit 202 based on the embodiment.

[0146] Referring to FIG. 17, the first adding unit 202 places an item object at a position on the first virtual plane L1 based on the touch position (step S50). Next, the first adding unit 202 judges whether the touch is canceled or not (step S52). When it is judged that the touch is canceled (YES in step S52), the first adding unit 202 sets the position of the item object 304 at that time to a predetermined position (step S54). As described in FIG. 8, when the user touches the item object 304 and moves the touch position while continuing the touch beyond the virtual boundary line 306, the item object 304 moves on the first virtual plane L1 according to the movement. When the touch by the user is canceled, the first adding unit 202 sets the position of the item object 304 at that time to a predetermined position Q.

[0147] Next, the first assigning unit 202 sets the injection direction and the injection speed (step S56). As described in FIG. 8, the first assigning unit 202 sets the injection direction and the injection speed based on the touch position where the touch was canceled as point q2 and the touch position a predetermined time before the cancellation as point q1.

[0148] Next, the first imparting unit 202 executes a process of injecting the item object 312 from the predetermined position Q in accordance with the set injection direction and injection speed (step S58).

[0149] Next, the first imparting unit 202 controls the ejected item object 312 so that it reaches the second virtual plane L2 according to inertia and moves on the second virtual plane L2.

[0150] Then, the process ends (returns).

[0151] On the other hand, if the first assigning unit 202 determines that the touch has not been canceled (NO in step S52), the process proceeds to "A." That is, the process returns to step S31 in Fig. 16, and the above process is repeated until the touch is canceled.

[0152] In the above, the positions of point q2 and point q1 may be the same (including substantially the same), and the two-dimensional vector v may not be calculated. For example, this is the case when the user moves the touch position outside the initial area, stops it temporarily, and cancels the touch (for example, when the user stops the finger outside the initial area for a while and then simply lifts it off).

[0153] In this case, the first attachment unit 202 may also set a predetermined position Q based on the touch position where the touch was cancelled, and launch the item object from there. As an example, when the first attachment unit 202 cannot calculate the two-dimensional vector v, it sets a launch direction and launch speed of preset initial values ​​and launches the item object from the predetermined position Q. On the other hand, when the first attachment unit 202 cannot calculate the two-dimensional vector v, it may also cancel the launch process. In this case, the item object may be returned to the initial position.

[0154] FIG. 18 is a flow diagram for explaining the second giving control process by the second giving unit 204 based on the embodiment. With reference to FIG. 18, the second giving unit 204 places the item object 322 at a position on the second virtual plane L2 that has been coordinate-converted based on the touch position (step S60). Then, the process ends (returns). Specifically, as described in FIG. 9, when the user touches the item object 304 and then moves the touch position beyond the virtual boundary line 306, the second giving unit 204 calculates the position on the second virtual plane L2 by converting the touch coordinates according to the touch coordinates of the touch panel 13. The second giving unit 204 places the item object 322 at the calculated position on the second virtual plane L2. As a result, the second giving unit 204 executes a movement control for moving the item object 322 to an arbitrary position on the second virtual plane L2 according to the touch position.

[0155] FIG. 19 is a flow diagram illustrating an acquisition process by acquisition unit 206 based on the embodiment.

[0156] 19, the acquisition unit 206 determines whether or not the character object 302 is present in the vicinity of the item object (step S100). Specifically, as described in FIG. 5, the acquisition unit 206 determines whether or not the character object 302 is present within the range 314 based on the item objects 312 and 322.

[0157] In step S100, if the obtaining section 206 determines that there is no character object in the vicinity of the item object (NO in step S100), the state of step S100 is maintained.

[0158] On the other hand, in step S100, if the acquisition unit 206 determines that the character object 302 is in the vicinity of the item object (YES in step S100), the nearby character object 302 acquires the item object (step S102). If the acquisition unit 206 determines that the character object 302 is within range 314 based on the item objects 312, 322, the acquisition unit 206 performs processing so that the character object 302 acquires the item object. Specifically, the character object 302 may be given the item object so that an event that is advantageous to the user in the progress of the game occurs.

[0159] Next, the acquisition unit 206 executes a process of erasing the item object (step S104). Specifically, when the item object 312 by the first granting method is acquired, the acquisition unit 206 executes a process of erasing the acquired item object 312. As a result, other character objects 302 cannot be acquired.

[0160] Then, the process ends (END).

[0161] On the other hand, when an item object 322 is acquired by the second imparting method, if the number of item objects 304 owned by the user is one, the acquisition unit 206 executes a process of deleting the item object 322. Note that, if the number of item objects 304 owned by the user is two or more, the number of items owned may be decreased by one, but the item object 322 may not be deleted. In this case, the acquisition unit 206 deletes the item object 322 when the number of item objects 304 owned by the user becomes zero.

[0162] Then, the process ends (END).

[0163] Fig. 20 is a flow diagram illustrating movement control by virtual camera movement control unit 208 based on the embodiment. With reference to Fig. 20, virtual camera movement control unit 208 determines whether or not there is a touch on the game field (step S70).

[0164] In step S70, when it is determined that the game field has been touched (YES in step S70), virtual camera movement control unit 208 determines whether or not a touch movement operation has been performed (step S71).

[0165] In step S71, when it is determined that a touch movement operation has been performed (YES in step S71), the virtual camera movement control unit 208 moves the position of the virtual camera parallel to the game field in accordance with the touch movement operation (step S72).

[0166] Then, the process ends (END).

[0167] On the other hand, in step S71, when it is determined that a touch movement operation has not been performed (NO in step S71), virtual camera movement control unit 208 determines whether or not a pinch operation has been performed (step S74).

[0168] In step S74, if the virtual camera movement control unit 208 determines that a pinch operation has been performed (YES in step S74), it moves the position of the virtual camera toward / away from the game field in accordance with the pinch operation while maintaining its posture (step S76).

[0169] Then, the process ends (END).

[0170] (Modification) Fig. 21 is a diagram illustrating functional blocks of an information processing device 100 based on a modification of the embodiment. With reference to Fig. 21, the information processing device 100 based on the modification of the embodiment differs from the functional blocks of Fig. 2 in that it further includes a third movement control unit 205. The other configurations are similar to those of Fig. 2, and therefore detailed description thereof will not be repeated.

[0171] The third movement control unit 205 controls the movement of an obstacle object (third object) arranged on the game field. The acquisition unit 206 controls a character object or an obstacle object that has a predetermined proximity relationship with an item object among a plurality of character objects to acquire the item object.

[0172] When the obstruction object acquires the item object, no event advantageous to the user occurs in the progress of the game due to the character object acquiring the item object. Note that it is also possible to prevent any event from occurring, or to cause an event disadvantageous to the user in the progress of the game.

[0173] FIG. 22 is a diagram illustrating a screen 500 during a game in the game processing provided by the game program 122 based on the modified embodiment.

[0174] 22, a screen 500 shows a case where an obstacle object 303 is arranged together with a plurality of character objects 302 and item objects 312. Note that, although a case where one obstacle object 303 is arranged is described in this example, a plurality of obstacle objects 303 may be provided.

[0175] The obstruction object 303, for example, obtains the item object 312, thereby obstructing the character object 302 from obtaining the item object 312. By providing the obstruction object 303, it is necessary to control the ejection of the item object 312, etc., so that the obstruction object 303 cannot obtain the item object 312, which can make the game more interesting.

[0176] The third movement control unit 205 controls the movement of the obstruction object 303 .

[0177] When the obstruction object 303 is within a third range based on the item object 312, the third movement control unit 205 moves the obstruction object 303 toward the item object 312. The third range may be the same as the first range or the second range, or may be a different range. The third movement control unit 205 may move the obstruction object 303 toward the item object 312 without setting a range. Note that the obstruction object 303 may be moved toward not only the item object 312, but also the item object 322. Then, the obstruction object 303 may obtain the item object 322.

[0178] The obstruction object 303 moves in the direction of the item object 312, and when it comes into a predetermined proximity relationship (for example, within a predetermined distance from the obstruction object 303), it acquires the item object 312. When the obstruction object 303 acquires the item object 312, the item object 312 is erased.

[0179] In addition, after starting to move toward the item object 312, if the speed of the item object 312 moving on the field is too fast and the obstruction object 303 goes out of the third range, the obstruction object 303 may stop moving toward the item object 312. In this example, a case where the obstruction object 303 moves will be described, but the obstruction object 303 may be fixed.

[0180] The obstacle object 303 may move toward the item object 312 faster than the moving speed of the character object 302 (the moving speed in the normal movement control process or the moving speed when moving toward the item objects 312, 322).

[0181] The obstruction object 303 may be removed from the game field, for example, by being touched. At this time, the obstruction object 303 may change into an item object, or the obstruction object 303 may eject the item object. At this time, the number of item objects that appear may change, and may change based on the number of item objects that the obstruction object 303 has acquired, for example.

[0182] [I. Notes] In the first imparting method, a method of calculating the ejection direction and ejection speed of the item object 312 based on the position a predetermined time before the canceled touch position and the canceled touch position has been described, but the present invention is not limited to this. For example, the first imparting unit 202 may execute movement control of the item object 312 by the first imparting method, taking into consideration the path and speed change until the canceled touch position.

[0183] In the above, we have described a case where item objects 312 that have moved outside the area displayed on the screen 310 as the area on the game field, or item objects 312 that have been on the game field for a predetermined period of time, are replenished and the number of item objects 304 returns to normal, but the number may not return to normal.

[0184] Although the case where the virtual camera movement control unit 208 controls the position of the virtual camera according to a touch movement operation or a pinch operation has been described, the position of the virtual camera may be controlled according to other operations. For example, the position of the virtual camera may be controlled by touching the game field multiple times. The position of the virtual camera may also be controlled by operating a direction input key or a button, without being limited to touch input. The virtual camera movement control unit 208 may also move the virtual camera closer to and up toward the touched character object 302 by touching the character object 302 multiple times.

[0185] Furthermore, when the position of the virtual camera is moved by the virtual camera movement control unit 208, the first virtual plane L1 is also moved, but the item object 304 may be moved as long as the relative positional relationship with the item object 304 does not change. Moreover, it is not limited to a movement process, and may be newly calculated and set. Furthermore, when the movement distance of the virtual camera is large, for example, when the first virtual plane L1 or the item object 304 enters the game field, the first virtual plane L1 or the item object 304 may not be moved any further. On the other hand, the relative positional relationship with the item object 304 may be allowed to change with the movement of the virtual camera position.

[0186] Further, in the above description, the first movement control unit 200 has been described as moving the character object 302 by a flick operation input, but the operation input is not limited to this, and the movement may be caused by another operation input.

[0187] In addition, in the above, a process for making it easier for the specific character object 302 to obtain the item object may be executed. For example, when the specific character object 302 is selected by touching or the like (sixth user operation input), the moving speed of the specific character object 302 toward the item object 312, 322 that exists at the time of selection or exists within a predetermined period after selection may be increased. Alternatively, the first range, the second range, or the predetermined neighborhood relationship regarding the specific character object 302 may be set wider than when not selected. Alternatively, the specific character object 302 may move toward the item object 312, 322 regardless of the first range or the second range. Note that a predetermined notification function may be executed or the specific character object 302 may be made to perform a predetermined action so that the user can know which specific character object 302 is selected or that the character object 302 has been selected. Also, simultaneously or alternatively, a process for making it difficult for character objects 302 other than the specific character object 302 to obtain the item object 312, 322 may be executed.

[0188] In the above, the character object 302 does not need to be of a single type, but may be of multiple types. In this case, the effect of acquiring the item object 312, 322 may be different or the same depending on the type of the character object 302.

[0189] In the above, an initial region 308 defined by a virtual boundary line 306 is provided, and the second movement control unit 201 executes the first or second imparting control process based on whether or not the touch position has crossed the virtual boundary line 306. However, it is also possible to adopt a configuration without providing the initial region 308. For example, the second movement control unit 201 may execute the first or second imparting control process based on whether or not the touch position is at the initial position, i.e., whether or not the touch position has moved from the initial position.

[0190] In the above, the method of executing the second application control process when the touch position crosses the virtual boundary line 306 and a predetermined period of time or more has elapsed has been described, but the present invention is not limited to this. For example, the second application control process may be executed when the touch time exceeds a predetermined period of time, regardless of the virtual boundary line 306. Alternatively, the second application control process may be executed when the touch position does not move (including the case where it does not substantially move) while being touched for a predetermined period of time, regardless of whether it crosses the virtual boundary line 306 or not. In addition, the second application control process may be executed according to a predetermined condition or input, regardless of the period of touch.

[0191] In the above, the first movement control unit 200 has been described as moving the character object 302 toward the item objects 312, 322 when the positional relationship between the character object 302 and the item objects 312, 322 becomes a predetermined relationship (for example, within the first or second range), but other conditions may be added. For example, the state of the character object 302 may be added as a condition. For example, when the character object 302 cannot be leveled up beyond its current level, the character object 302 may not move toward the item object.

[0192] In addition, in the above, the first movement control unit 200 has also explained a case where it is possible to move all of the character objects 302 toward the item object 322 when the item object 322 is on the game field, but in this case as well, it is also possible to prevent some of the character objects 302 from moving.

[0193] In the above, the first range and the second range based on the item objects 312, 322 are different between the first and second imparting methods, but the first range and the second range may be set based on the character object 302. Also, individual first ranges and second ranges may be set for each of the character objects 302. Note that the individual second ranges set for each of the character objects may be set wider than the first range.

[0194] In the above, the first movement control unit 200 has been described as moving the character object 302 toward the item objects 312, 322 when the positional relationship between the character object 302 and the item objects 312, 322 becomes a predetermined relationship (for example, within the first or second range). However, it is also possible to adopt a method in which the range is not set. For example, the first movement control unit 200 may determine whether or not to move the character object 302 toward the item objects 312, 322 using various conditions such as the preferences of the character object 302, the attributes of the item object, and the state of the game field, and execute movement control based on the determination. Note that, when the same condition is established, even if the character object 302 is farther away from the item object 322 by the second imparting method than the item object 312 by the first imparting method, the character object 302 may be allowed to move.

[0195] In the above description, the predetermined neighborhood relationship for acquiring an item object is the same in the first and second granting methods, but the present invention is not limited to this and the conditions may be different. For example, the range to be acquired may be different.

[0196] Although the above description is directed to a virtual three-dimensional space, the present invention is similarly applicable to a virtual two-dimensional space.

[0197] In the above, the case where the first imparting unit moves the item object on the first virtual plane and the case where the second imparting unit moves the item object on the second virtual plane have been described, but the process of controlling the movement of the item object using different virtual planes can be applied to games other than the game in which the item object is imparted to the character object in this example. For example, it can be applied to games in which an item object is shot or placed on a game field regardless of the character object.

[0198] The embodiments disclosed herein should be considered to be illustrative and not restrictive in all respects. The scope of the present invention is defined by the claims, not the above description, and is intended to include all modifications within the scope and meaning equivalent to the claims. [Explanation of symbols]

[0199] 13 touch panel, 100 information processing device, 104 display unit, 106 network communication unit, 108 main memory, 110 input unit, 120 storage unit, 122 game program, 150 finger, 200 first movement control unit, 201 second movement control unit, 202 first assignment unit, 204 second assignment unit, 206 acquisition unit, 208 virtual camera movement control unit, 300, 310, 320, 330, 400, 410 screen, 302 character object, 304, 312, 322 item object, 306 virtual boundary line, 308 initial area.

Claims

1. a first movement control unit that controls the movement of any one of a plurality of first objects arranged on the field; a second movement control unit that places a second object acquired by the first object on the field based on a first operation input and moves the second object on the field; an erasing unit that erases the second object from the field based on a second operation input; an acquisition unit configured to control a first object that has a predetermined proximity relationship with the second object among the plurality of first objects to acquire the second object.

2. A management unit for managing a plurality of the second objects owned by a user, The information processing apparatus according to claim 1 , wherein the management unit reduces the number of the second objects owned by the user each time the acquisition unit acquires the second object into the first object.

3. The information processing device according to claim 2 , wherein the deletion unit deletes the second object from the field when the number of the second objects owned by the user is set to 0 by the management unit.

4. The information processing device according to any one of claims 1 to 3, wherein the first movement control unit moves at least a portion of the plurality of first objects so as to be in the predetermined proximity relationship with the second object when the second object is placed on the field.

5. 5. The information processing device according to claim 4, wherein the first movement control unit moves at least a portion of the first objects capable of acquiring the second object so as to be in the predetermined proximity relationship with the second object when the second object is placed on the field.

6. 6. The information processing device according to claim 5, wherein the first movement control unit moves all of the first objects that can acquire the second object so as to be in the predetermined proximity relationship with the second object when the second object is placed on the field.

7. An information processing device according to any one of claims 1 to 6, wherein the first operation input includes a touch-on input to a predetermined area of ​​a touch panel provided on a display screen, and a movement input that continues the touch input from the touch-on input and moves the touch position on the touch panel.

8. The information processing apparatus according to claim 7 , wherein the first operation input includes a continuous touch input for a predetermined period or longer from the touch-on input.

9. The information processing apparatus according to claim 7 , wherein the second operation input is a touch-off input.

10. The information processing device according to any one of claims 1 to 9, wherein the first movement control unit controls the movement of any one of the plurality of first objects when the second object is not placed on the field.

11. controlling the movement of any one of a plurality of first objects arranged on a field; arranging a second object acquired by the first object on the field based on a first operation input; moving the second object on the field; erasing the second object from the field based on a second operation input; and performing control such that a first object that has a predetermined proximity relationship with the second object among the plurality of first objects acquires the second object.

12. The method further comprises the step of managing a plurality of the second objects owned by a user, The method of claim 11 , wherein the managing step includes a step of reducing the number of the second objects owned by the user every time the second object is acquired by the first object.

13. a first movement control unit that controls the movement of any one of a plurality of first objects arranged on the field; a second movement control unit that places a second object acquired by the first object on the field based on a first operation input and moves the second object on the field; an erasing unit that erases the second object from the field based on a second operation input; an acquisition unit configured to control a first object that has a predetermined proximity relationship with the second object among the plurality of first objects to acquire the second object.

14. A management unit for managing a plurality of the second objects owned by a user, The information processing system according to claim 13 , wherein the management unit reduces the number of the second objects owned by the user each time the acquisition unit acquires the second object into the first object.

Citation Information

Patent Citations

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