Terminal device, control method and control program
Patent Information
- Application Number
- JP2024017807
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- Filing Date
- 2024-02-08
- Publication Date
- 2025-02-25
- Estimated Expiration
- 2038-10-22
AI Technical Summary
【0019】 本発明に係る端末装置、制御方法及び制御プログラムによって、プレイヤにとって直感的な操作により、プレイヤによるキャラクタの操作を支援することが可能となる。
Smart Images

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Abstract
Description
[Technical field]
[0001] The present invention relates to a terminal device, a control method, and a control program. [Background technology]
[0002] Conventionally, games in which a player operates a character located in a virtual space have become widespread. In such games, the character moves in the virtual space by the player's operation of specifying the movement direction. The player then progresses through the game by fighting enemy characters that the character encounters and by overcoming events that occur.
[0003] In such games, the player operates the character to a predetermined destination position, whereby the player encounters an enemy character or causes an event to occur. The game progresses by visiting the destination positions in a predetermined order. As a method for supporting the player in operating the character, Patent Document 1 describes a movement control method for automatically moving the character to a destination position designated by the player. [Prior art documents] [Patent documents]
[0004] [Patent Document 1] JP 2005-176878 A Summary of the Invention [Problem to be solved by the invention]
[0005] In the movement control method described in Patent Document 1, the player specifies a destination position in order to move the character to the destination position. However, the operation of specifying the destination position is not as intuitive for the player as the operation of moving the character by specifying the moving direction. In addition, in the movement control method described in Patent Document 1, the player needs to know the destination position in advance in order to specify the destination position. However, there are cases where the player does not have accurate knowledge of the destination position, such as when the player has never visited the destination position or when the player knows only the direction of the destination position but not the exact location. In such cases, the player cannot specify the destination position, and the movement control method described in Patent Document 1 cannot support the player in operating the character.
[0006] The present invention has been made to solve the above-mentioned problems, and has an object to assist a player in controlling a character through operations that are intuitive to the player. [Means for solving the problem]
[0007] In order to solve the above-mentioned problems, the terminal device of the present invention includes a display unit that displays a game medium located within a virtual space, a memory unit that stores information regarding a predetermined position in the virtual space, an acquisition unit that acquires a movement instruction from a player including a movement direction, a calculation unit that calculates a path from the position of the game medium in the virtual space to the predetermined position, a determination unit that determines whether the calculated path satisfies a predetermined condition regarding the movement direction, and a display control unit that controls the display of the game medium so that the game medium moves to the predetermined position according to the path when it is determined that the path satisfies the predetermined condition.
[0008] In addition, in the terminal device of the present invention, it is preferable that the route is composed of a plurality of element routes, and the specified condition is that the angle between the direction of movement and the direction of the element route connecting to the position of the game medium is less than or equal to a specified angle.
[0009] In the terminal device according to the present invention, it is preferable that the movement instruction includes information relating to an operation position, and the calculation unit does not calculate the route when the information relating to the operation position is within a predetermined range.
[0010] In addition, in the terminal device of the present invention, it is preferable that, when it is determined that the route does not satisfy a predetermined condition, the display control unit controls the display of the game medium so that the game medium moves in the movement direction.
[0011] In the terminal device according to the present invention, it is preferable that, when it is determined that the route satisfies a predetermined condition, the display control unit displays at least a part of the route in the virtual space.
[0012] In addition, in the terminal device of the present invention, it is preferable that the display control unit displays information on the display unit prompting the player to input a movement command when the game medium moving along a route stops before reaching a specified position.
[0013] Furthermore, it is preferable that the terminal device according to the present invention includes an operation unit that detects contact by a player, the acquisition unit acquires the contact position where the player is in contact with the operation unit at a predetermined time interval, and the movement direction is a direction based on the contact position acquired immediately before the last contact position acquired by the acquisition unit.
[0014] In addition, in the terminal device according to the present invention, it is preferable that the calculation unit calculates a plurality of routes from the position of the game medium and parameters associated with each of the plurality of routes.
[0015] In addition, in the terminal device of the present invention, when it is determined that multiple routes satisfy a specified condition, it is preferable that the display control unit controls the display of the game medium so that the game medium moves along the route with the smallest parameter among the routes determined to satisfy the specified condition.
[0016] In addition, in the terminal device according to the present invention, it is preferable that the calculation unit calculates a route to a predetermined position that has a predetermined relationship with the position of the game medium.
[0017] In order to solve the above-mentioned problems, the control method of the present invention is a control method for a terminal device having a memory unit and a display unit that displays game media located in a virtual space, and includes storing information regarding a predetermined position in the virtual space in the memory unit, acquiring a movement instruction from a player including a movement direction, calculating a route from the position of the game media in the virtual space to the predetermined position, determining whether the calculated route satisfies a predetermined condition regarding the movement direction, and, if it is determined that the route satisfies the predetermined condition, controlling the display of the game media so that the game media moves to the predetermined position according to the route.
[0018] In order to solve the above-mentioned problems, the control program of the present invention is a control program for a terminal device having a memory unit and a display unit that displays game media located in a virtual space, and causes the terminal device to execute the following: storing information regarding a predetermined position in the virtual space in the memory unit, acquiring a movement instruction from a player including a movement direction, calculating a route from the position of the game media in the virtual space to the predetermined position, determining whether the calculated route satisfies a predetermined condition regarding the movement direction, and, if it is determined that the route satisfies the predetermined condition, controlling the display of the game media so that the game media moves to the predetermined position according to the route. Effect of the Invention
[0019] The terminal device, the control method, and the control program according to the present invention make it possible to assist the player in controlling a character through operations that are intuitive to the player. [Brief description of the drawings]
[0020] [Figure 1] FIG. 2 is a schematic diagram for explaining an overview of a game provided by a terminal device. [Diagram 2]FIG. 2 is a schematic diagram for explaining an overview of a game provided by a terminal device. [Diagram 3] 1 is a diagram illustrating an example of a schematic configuration of a terminal device 1. [Figure 4] 1A is a diagram showing an example of a field screen 410 displayed on the display unit 13 of the terminal device 1, and FIG. 1B is a diagram showing an example of a field screen 420 displayed on the display unit 13 of the terminal device 1. FIG. [Diagram 5] 1A is a diagram showing an example of a field screen 510 displayed on the display unit 13 of the terminal device 1, and FIG. 1B is a diagram showing an example of a field screen 520 displayed on the display unit 13 of the terminal device 1. FIG. [Figure 6] 1A is a schematic diagram of the terminal device 1 viewed from the side with the operation unit 12 on top, and FIG. 1B is a schematic diagram of the terminal device 1 viewed from above with the operation unit 12 on top. [Figure 7] 1 is a schematic diagram of terminal device 1 viewed from above with operation unit 12 facing upward. [Figure 8] 1A is a diagram showing an example of a process in which the terminal device 1 divides a movable area 413, and FIG. 1B is a diagram showing an example of a process in which the terminal device 1 generates a path calculation graph and calculates a path from the position of the game medium 411 to a destination position in the path calculation graph. [Figure 9] 9 is a diagram showing the calculated route and movement direction displayed on a field screen 910. FIG. [Figure 10] FIG. 10A shows an example of the data structure of a region table 1010, and FIG. 10B shows an example of the data structure of a destination position table 1020. [Figure 11] 11 is a flow diagram showing an example of a movement process in the terminal device 1. FIG. [Figure 12] 11 is a flow diagram showing an example of a movement instruction acquisition process in the terminal device 1. FIG. [Figure 13] 10 is a flow chart showing an example of a route calculation process in the terminal device 1. FIG. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS
[0021] Various embodiments of the present invention will be described below with reference to the drawings. However, it should be noted that the technical scope of the present invention is not limited to these embodiments, but extends to the inventions described in the claims and their equivalents.
[0022] (Outline of this embodiment) 1 and 2 are schematic diagrams for explaining an overview of a game provided by a terminal device.
[0023] First, Fig. 1 will be described. The terminal device displays game media located in a virtual space and stores information regarding a destination position in the virtual space (Fig. 1 (1)). In the example shown in Fig. 1 (1), the game media is a character operated by a player. The game media is electronic data used in various games or various services provided by the game device, and may be, for example, a card or an avatar.
[0024] The game media may be items, points, virtual currency, tickets, or parameters. Furthermore, the game media may be level information, status information, parameter information (such as stamina and attack power), or ability information (skills, abilities, spells, jobs, etc.). The game media may be any electronic data that can be acquired, possessed, used, managed, exchanged, synthesized, strengthened, sold, discarded, and / or donated by a player in the game. Furthermore, the manner of use of the game media is not limited to those explicitly stated in this specification.
[0025] The destination position represents a position in the virtual space to which the player should operate the game medium to reach. The destination position is, for example, the position of an enemy game medium or a position where an event occurs. The destination position may be a parameter change position for changing the parameters of the game medium, a branching point of a passage provided in the virtual space, or an installation position of an object such as a monument provided in the virtual space. The destination position may also be any position in the virtual space that the game medium can reach. The destination position may be arbitrarily set by the player. Furthermore, a destination position may be newly added or deleted depending on the progress of the game.
[0026] By the game medium reaching the destination position, the player can play a competitive game against an enemy game medium or progress in other events. Although the destination position is displayed in the example shown in FIG. 1(1), the terminal device does not have to display the destination position. The destination position is an example of a predetermined position.
[0027] Next, the terminal device acquires a movement instruction from the player, including a movement direction ((2) in FIG. 1). The movement instruction is an instruction for automatically moving the game medium to a destination position. The movement direction is the direction input by the player in which the game medium should first move to reach the destination position. In other words, the movement instruction including the movement direction is an instruction for moving the game medium to a destination position in the virtual space. In the example shown in (2) in FIG. 1, the movement instruction including the movement direction is acquired by the terminal device when the player touches an operation unit, which is a touch panel, and performs an operation to change the contact position.
[0028] Next, a description will be given of Fig. 2. The terminal device calculates a route from the position of the game content in the virtual space to the destination position ((3) in Fig. 2). The route is any route by which the game content can reach the destination position. For example, the route may be the shortest route.
[0029] Next, the terminal device determines whether the calculated path satisfies a predetermined condition regarding the moving direction, and if it is determined that the path satisfies the predetermined condition, controls the display of the game content so that the game content moves to the destination position along the path ((4) in FIG. 2). For example, the predetermined condition is that the angle between the direction in which the game content initially moves along the calculated path and the moving direction included in the movement instruction is equal to or smaller than a predetermined angle.
[0030] As described above with reference to FIGS. 1 and 2, the terminal device displays the game medium located in the virtual space and stores information regarding a destination position in the virtual space. The terminal device also acquires a movement instruction from the player, including a movement direction. The terminal device also calculates a route from the position of the game medium in the virtual space to the destination position. The terminal device also determines whether the calculated route satisfies a predetermined condition regarding the movement direction, and when it is determined that the route satisfies the predetermined condition, controls the display of the game medium so that the game medium moves to the destination position according to the route. In this way, even when the player does not accurately grasp the destination position, the terminal device enables the player to automatically move the game medium to the destination position by intuitive operation, thereby supporting the player's operation of the game medium.
[0031] 1 and 2 are merely for the purpose of providing a better understanding of the present invention. The present invention is specifically embodied in the following embodiments, and may be embodied in various modified forms without substantially departing from the principles of the present invention. All such modified forms are included within the scope of the present invention and the disclosure of this specification.
[0032] (Configuration of Terminal Device 1) FIG. 3 is a diagram illustrating an example of a schematic configuration of the terminal device 1. As shown in FIG.
[0033] The terminal device 1 may be a communication terminal such as a multi-function mobile phone (a so-called "smartphone"). The terminal device 1 may be a mobile phone (a so-called "smartphone"), a personal digital assistant (PDA), a tablet terminal, a tablet PC (Personal Computer), etc. The terminal device 1 may be a portable game machine, a portable music player, a notebook PC, etc.
[0034] The terminal device 1 provides a game in which the player operates a character to progress the game. To this end, the terminal device 1 includes a storage unit 11, an operation unit 12, a display unit 13, and a processing unit .
[0035] The storage unit 11 includes, for example, a semiconductor memory device such as a ROM (Read Only Memory) or a RAM (Random Access Memory). The storage unit 11 stores an operating system program, a driver program, an application program, data, and the like used for processing in the processing unit 14. The driver programs stored in the storage unit 11 include an input device driver program that controls the operation unit 12 and an output device driver program that controls the display unit 13. The application programs stored in the storage unit 11 include a control program that controls the progress of a game. The data stored in the storage unit 11 include various data (for example, information related to game media, etc.) used when a game is executed. The storage unit 11 may also temporarily store data related to a predetermined process.
[0036] The operation unit 12 is a pointing device such as a touch panel. The operation unit 12 may also be an input key or the like. The player can use the operation unit 12 to input letters, numbers, and symbols, or positions on the display screen of the display unit 13, etc. When operated by the player, the operation unit 12 generates a signal corresponding to the operation. The generated signal is then supplied to the processing unit 14 as an instruction from the player.
[0037] The display unit 13 is a liquid crystal display. The display unit 13 may be an organic EL (Electro-Luminescence) display, etc. The display unit 13 displays a video corresponding to the video data supplied from the processing unit 14, an image corresponding to the image data, etc.
[0038] The processing unit 14 may be configured as a circuit including one or more processors that operate according to a computer program, one or more dedicated hardware circuits that execute at least a part of various processes, or a combination thereof. The processing unit 14 generally controls the overall operation of the terminal device 1, and is, for example, a CPU (Central Processing Unit). The processing unit 14 executes various information processes in an appropriate order based on the programs stored in the storage unit 11 and various instructions input in response to the operation of the operation unit 12 by the player, and controls the operation of the display unit 13. The processing unit 14 executes various information processes based on the operating system program, driver program, and application program stored in the storage unit 11. The processing unit 14 can also execute multiple programs in parallel.
[0039] (Explanation of each screen) Hereinafter, examples of various screens displayed on the display unit 13 of the terminal device 1 will be described with reference to FIGS.
[0040] FIG. 4(a) is a diagram showing an example of a field screen 410 displayed on the display unit 13 of the terminal device 1. The field screen 410 is a screen for a player to operate a game medium located in a virtual space to progress through a game. In the example shown in FIG. 4(a), the field screen 410 includes an image of a two-dimensional screen surface when a three-dimensional virtual space is projected onto a predetermined two-dimensional screen surface at a predetermined viewpoint position and a predetermined line of sight direction in the virtual space. For example, the predetermined viewpoint position is in the vicinity of the game medium. Also, for example, the predetermined line of sight direction is the direction of the position of the game medium based on the predetermined viewpoint position.
[0041] The field screen 410 may be displayed when the terminal device 1 acquires a game start instruction from the player on a main menu screen (not shown). The main menu screen may be displayed following a predetermined title screen or the like when an application program for executing a game is started by the player operating the operation unit 12.
[0042] The field screen 410 includes a game medium 411, a destination position 412a, a destination position 412b, a movable area 413, an operation instruction object 414, and a menu screen display instruction object 415. In the following description, the destination position 412a and the destination position 412b may be collectively referred to as the destination position 412.
[0043] The game medium 411 is located in a virtual space and is operated by a player. The player operates the game medium 411 via the operation unit 12 to progress through the game.
[0044] The destination position 412 represents a position in the virtual space to be reached by the player operating the game medium. In the example shown in FIG. 4(a), the destination position 412 is displayed by a predetermined object so that the player can visually recognize the position. The destination position 412 does not have to be displayed so that the player can visually recognize the position. This makes it possible to improve the user's operability while expressing a situation close to reality in a game including a more realistic expression such as a 3D game. In addition, whether or not the destination position 412 is displayed may be changed depending on the progress of the game by the player. For example, the destination position 412 may not be displayed until a predetermined event occurs. This makes it impossible for the player to grasp the destination position 412, and therefore makes it impossible to predict the content of the event based on the destination position 412, which allows the player to enjoy the game more.
[0045] For example, the destination position 412 may be a position where an enemy game medium is placed. In this case, when the game medium 411 reaches the destination position 412, a battle game screen with the enemy game medium (not shown) is displayed, and the player can play a battle game with the enemy game medium. Also, for example, the destination position 412 may be a position set as a position where an event occurs. In this case, when the game medium 411 reaches the destination position 412, an event screen (not shown) is displayed, and the player can view a scenario corresponding to the event.
[0046] Furthermore, the destination position 412 may be any position within the virtual space. For example, the destination position 412 may be a branching point of a passage provided within the virtual space. As a result, the game medium 411 stops at the branching point of the passage, and the player can determine for himself which branch to select, and can experience the sensation of progressing through the game by the player's own choice.
[0047] The movable area 413 is an area in the virtual space in which the game content 411 can move. The movable area 413 may be set so that its shape changes depending on the progress of the player's game. For example, the movable area 413 may be set so that, in response to the occurrence of a predetermined event, the movable area 413 expands and the game content 411 can reach a new destination position 412. This allows the player to progress through the game in an appropriate order.
[0048] The operation instruction object 414 is an object for inputting a manual operation instruction for the player to operate the game medium 411. When the player operates the operation unit 12 to input an input with an input position within the display area of the operation instruction object 414, the terminal device 1 acquires a manual operation instruction including a direction according to the input position as an operation direction. The terminal device 1 that has acquired the manual operation instruction controls the display of the game medium 411 so that the game medium 411 moves in the operation direction on the field screen 410. The direction according to the input position is the direction of the input position relative to the center of the display area of the operation instruction object 414. The player can manually operate the game medium 411 using the operation instruction object 414.
[0049] In the following description, when the player operates the operation unit 12 to perform an input with an input position within the display area of the object, this may be referred to as the player selecting an object.
[0050] The menu screen display instruction object 415 is an object for the player to input a menu screen display instruction for displaying a menu screen. When the player selects the menu screen display instruction object 415, the terminal device 1 acquires a menu screen display instruction for displaying a menu screen. The terminal device 1 that has acquired the menu screen display instruction displays a menu screen (not shown). The menu screen displays information that is useful for the player to progress through the game. For example, the menu screen displays information about the game medium 411, information about the position of the game medium 411, information about the destination position, information about the movable area 413, information about the progress of the game, and the like.
[0051] 4(b) is a diagram showing an example of a field screen 420 displayed on the display unit 13 of the terminal device 1. The field screen 420 is a screen displayed when the terminal device 1 acquires a movement instruction including a movement direction on the field screen 410. Note that the same components as those described above are given the same reference numerals, and the description thereof will be omitted. The movement instruction including the movement direction is acquired by the terminal device 1, for example, when the player touches the operation unit 12, which is a touch panel, and performs an operation to change the contact position. The details of the movement instruction including the movement direction will be described later.
[0052] The field screen 420 includes a movement instruction acquisition effect 421. The movement instruction acquisition effect 421 is a display effect indicating that the movement instruction input by the player has been acquired by the terminal device 1. The movement instruction acquisition effect 421 may display the movement direction included in the movement instruction. In the example shown in FIG. 4(b), the movement instruction acquisition effect 421 displays the movement direction by an arrow. This allows the player to confirm whether the input movement instruction has been acquired by the terminal device 1. The player can also confirm what movement direction the input movement instruction includes. The player can then quickly recognize that the game medium 411 is moving to a destination position unintended by the player due to an erroneous operation by the player.
[0053] In addition, the movement instruction acquisition effect 421 may be a display effect that disappears after a predetermined time has elapsed. This makes it possible to prevent the movement instruction acquisition effect 421 from reducing the visibility of the field screen 420.
[0054] 5(a) is a diagram showing an example of a field screen 510 displayed on the display unit 13 of the terminal device 1. The field screen 510 is a screen that is displayed when the terminal device 1 controls the display of the game medium 411 so that the game medium 411 moves to a destination position 412 according to a route.
[0055] When a movement instruction including a movement direction is input on the field screen 420, the terminal device 1 calculates a route from the position of the game medium 411 to the destination position 412. The terminal device 1 then determines whether or not the calculated route satisfies a predetermined condition related to the movement direction. If it is determined that the route satisfies the predetermined condition, the terminal device 1 controls the display of the game medium 411 so that the game medium 411 moves to the destination position 412 according to the route. The process of the terminal device 1 calculating the route and the process of determining whether or not the predetermined condition is satisfied will be described in detail later. In the example shown in FIG. 5(a), it is determined that the route to the destination position 412a satisfies the predetermined condition.
[0056] The field screen 510 includes a path display effect 511. The path display effect 511 is a display effect that displays in a virtual space at least a portion of a path that is determined to satisfy a predetermined condition. The path display effect 511 is displayed when the game content 411 is moving to a destination position along a path. This allows the player to confirm that the game content 411 is moving toward the destination position. The player can also confirm what path the game content 411 is moving along.
[0057] In addition, the route display effect 511 may display in the virtual space only the portion of the route from the current position of the game content 411 to the destination position. This makes it possible to prevent the route display effect 511 from reducing the visibility of the field screen 420.
[0058] Note that even when the game medium 411 is moving along a path, the terminal device 1 can obtain a manual operation instruction including an operation direction. In this case, the terminal device 1 stops controlling the display of the game medium so that the game medium 411 moves along the path. Then, the terminal device 1 controls the display of the game medium 411 so that the game medium 411 moves in the operation direction on the field screen 510.
[0059] Furthermore, even when the game medium 411 is moving along a route, the terminal device 1 can acquire a new movement instruction including a movement direction. In this case, the terminal device 1 calculates a route corresponding to each of the destination positions 412 from the position of the game medium 411 at the time the movement instruction is input. Then, the terminal device 1 performs the same process as when a movement instruction is input on the field screen 420. In this way, when the game medium 411 is moving to a destination position 412 and the player wants to move the game medium 411 to another destination position 412, the player can move the game medium 411 to the other destination position 412 with a simple operation.
[0060] FIG. 5B is a diagram showing an example of a field screen 520 displayed on the display unit 13 of the terminal device 1. The field screen 520 is a screen displayed when the game medium 411 moving along the path on the field screen 510 comes into contact with an obstacle object before reaching the destination position 412. As the game medium 411 moves, the field screen 520 includes an image projecting a three-dimensional virtual space at a viewpoint position near the game medium 411, which is different from the field screen 510. The obstacle object is, for example, an enemy game medium. When the game medium 411 moving along the path comes into contact with an obstacle object before reaching the destination position 412, the terminal device 1 controls the display of the game medium 411 so that the game medium 411 stops. The case where the game medium 411 comes into contact with the obstacle object includes the case where the game medium 411 is included within a predetermined range from the obstacle object.
[0061] The field screen 520 includes an obstacle object 521 and a movement instruction input instruction effect 522. The obstacle object 521 is an object that is set so that the game medium 411 cannot pass through and move. The obstacle object 521 may move in the virtual space under the control of the terminal device 1. The movement instruction input instruction effect 522 is information that prompts the player to input a movement instruction. In the example shown in FIG. 5(b), the movement instruction input instruction effect 522 displays information that prompts the player to use an arrow and a finger to touch the operation unit 12, which is a touch panel, and to change the contact position. This allows the player to recognize that he or she must further operate the operation unit 12.
[0062] If the game medium 411 moving along the path comes into contact with an obstacle object 521, which is an enemy game medium, before reaching a destination position, a competitive game with the enemy game medium may be started. The competitive game may be progressed by displaying a competitive game screen (not shown) on the display unit 13 of the terminal device 1, or may be progressed on the field screen 520. In this case, after the competitive game ends, the terminal device 1 controls the display of the game medium 411 so that the game medium 411 stops.
[0063] Furthermore, the movement instruction input instruction effect 522 may be a display effect that prompts the input of a movement instruction including, as a movement direction, a direction on the path along which the game medium 411 moved immediately before the game medium 411 stopped. For example, the movement instruction input instruction effect 522 may be a display effect including an arrow that indicates a direction on the path along which the game medium 411 moved immediately before the game medium 411 stopped. This allows the player to recognize a movement direction that allows the game medium 411 to reach a desired destination position. Furthermore, when the game medium 411 stops at a position that is not on the path, the direction indicated by the movement instruction input instruction effect 522 may be a direction for the game medium 411 to return to a position on the path. A case in which the game medium 411 stops at a position that is not on the path is, for example, a case in which the game medium 411 moves from a position on the path due to the game medium 411 coming into contact with an obstacle object 521, etc., and a competitive game, an event, or the like being started.
[0064] (Description of the process in which a terminal device acquires a movement instruction) The process in which the terminal device 1 acquires a movement instruction from a player will be described below with reference to FIGS.
[0065] Fig. 6(a) is a schematic diagram of the terminal device 1 viewed from the side with the operation unit 12 facing up. Fig. 6(b) is a schematic diagram of the terminal device 1 viewed from above with the operation unit 12 facing up. Below, with reference to Figs. 6(a) and 6(b), an example of a process in which the terminal device 1 acquires a movement instruction from a player when the operation unit 12 is a touch panel will be described.
[0066] First, the terminal device 1 determines whether or not the operation unit 12 detects a touch of the player to the operation unit 12. In the example shown in Fig. 6(a), the player touches the position 611a of the operation unit 12. Therefore, the terminal device 1 determines that the operation unit 12 detects a touch of the player to the operation unit 12.
[0067] Next, when it is determined that the operation unit 12 has detected contact, the terminal device 1 acquires the contact position where the player touches the operation unit 12 as an input position at a predetermined time interval (for example, 1 / 30 seconds). In the example shown in FIG. 6(a), the player changes the contact position from position 611a to position 611d. Then, the terminal device 1 acquires positions 611a, 611b, 611c, and 611d, which the player contacted in the process of changing the contact position, as input positions at a predetermined time interval.
[0068] Next, the terminal device 1 determines whether or not the operation unit 12 detects an end of the player's contact with the operation unit 12. In the example shown in Fig. 6(a), the player touches position 611d of the operation unit 12 and then ends the contact. Therefore, after acquiring position 611d as the input position, the terminal device 1 determines that the operation unit 12 detects an end of the player's contact with the operation unit 12.
[0069] Next, the terminal device 1 determines whether or not the last input position acquired and the input position acquired immediately before are apart by a predetermined distance or more. In the example shown in FIG. 6(b), the last input position acquired by the terminal device 1 is position 611d. Also, the input position acquired immediately before the terminal device 1 acquires position 611d is position 611c. Therefore, the terminal device 1 determines whether or not the positions 611d and 611c are apart by a predetermined distance or more. The determination may be made based on the position coordinates of the position 611d on the operation unit 12 and the position coordinates of the position 611c on the operation unit 12.
[0070] Next, when it is determined that the last acquired input position and the input position acquired immediately before are apart by a predetermined distance or more, the terminal device 1 acquires an operation instruction. The operation instruction includes the position coordinates of the first acquired input position on the operation unit 12 as the coordinates of the operation position. The operation instruction also includes the direction of the last acquired input position based on the input position acquired immediately before it as the moving direction. In the example shown in FIG. 6(b), the coordinates of the operation position are the position coordinates of position 611a on the operation unit 12. The moving direction is the direction based on position 611c of position 611d. The coordinates of the operation position are an example of information related to the operation position.
[0071] If it is determined that the last input position acquired and the input position acquired immediately before are not separated by a predetermined distance or more, the terminal device 1 does not acquire an operation instruction. This allows the game medium 411 to automatically move to the target position when the speed at which the player changes the position of the player's contact is high, enabling an intuitive operation for the player. In addition, the player can input different game operations depending on the speed at which the player changes the position of the player's contact. Thus, the terminal device 1 can provide a variety of game operations.
[0072] Next, in response to acquiring an operation instruction from the player, the terminal device 1 determines whether or not the coordinates of the operation position included in the operation instruction are within a predetermined range.
[0073] Fig. 7 is a schematic diagram of the terminal device 1 viewed from above with the operation unit 12 facing upward. Below, a process in which the terminal device 1 determines whether or not the coordinates of the operation position included in the operation instruction are within a predetermined range will be described with reference to Fig. 7. In the example shown in Fig. 7, the rectangular operation unit 12 is divided into an upper region 711a above two diagonal lines, a lower region 711b below the two diagonal lines, and a side region 711c that is not included in the upper region 711a and the lower region 711b.
[0074] The terminal device 1 determines whether the coordinates of the operation position included in the operation instruction are included in the side area 711c. For example, the terminal device 1 determines whether the coordinates of the operation position are included in the side area 711c by determining whether the coordinates of the operation position are located above one of the diagonal lines of the operation unit 12 and below the other diagonal line. If it is determined that the coordinates of the operation position are not included in the side area 711c, the terminal device 1 determines that the operation instruction is a movement instruction. That is, the terminal device 1 acquires the operation instruction as a movement instruction including the coordinates of the operation position and the movement direction. If it is determined that the coordinates of the operation position are included in the side area 711c, the terminal device 1 does not acquire the operation instruction as a movement instruction. Note that the coordinates of the operation position being included in the side area 711c is an example of the coordinates of the operation position being within a predetermined range.
[0075] In this way, the player can input different game operations according to the coordinates of the operation position included in the movement instruction, and the terminal device 1 can provide a variety of game operations. If it is determined that the coordinates of the operation position are not included in the side area 711c, the terminal device 1 may acquire the operation instruction as a viewpoint movement instruction. The terminal device 1 that has acquired the viewpoint movement instruction changes the display of the field screen so that at least one of the viewpoint position and the line of sight direction moves according to the movement direction included in the movement instruction.
[0076] (Description of the process by which the terminal device calculates a route) The process in which the terminal device 1 calculates a route from the position of the game medium in the virtual space to the destination position will be described below with reference to FIG.
[0077] First, in response to receiving a movement instruction from the player, the terminal device 1 calculates a route from the position of the game medium in the virtual space to a destination position, as described below.
[0078] Fig. 8(a) is a diagram showing an example of a process in which the terminal device 1 divides the movable area 413. Also, Fig. 8(b) is a diagram showing an example of a process in which the terminal device 1 generates a path calculation graph and calculates a path from the position of the game content 411 to a destination position in the path calculation graph.
[0079] The terminal device 1 that has received the movement instruction identifies a polygonal area that includes the position of the game content 411 from among a plurality of polygonal areas obtained by dividing the movable area 413. In the example shown in Fig. 8(a), the terminal device 1 identifies that, from among polygonal areas 413a to 413e obtained by dividing the movable area 413, polygonal area 413a is the polygonal area that includes the position of the game content.
[0080] The multiple polygonal regions obtained by dividing the movable area 413 may be stored in advance in the storage unit 11, or may be calculated by the terminal device 1 in response to a determination that the coordinates of the operation position included in the movement instruction are within a predetermined range. For example, the terminal device 1 may calculate the multiple polygonal regions obtained by dividing the movable area 413 using a known algorithm such as the Delaunay algorithm.
[0081] Next, the terminal device 1 extracts, from among the destination positions 412, destination positions 412 that have a predetermined relationship with the position of the game content 411. For example, a destination position 412 that has a predetermined relationship with the position of the game content 411 means that the distance in the virtual space from the position of the game content 411 is equal to or less than a predetermined distance. In the example shown in FIG. 8(a), destination positions 412a and 412b are assumed to have been extracted as destination positions 412 that have a predetermined relationship with the position of the game content 411.
[0082] Next, the terminal device 1 specifies polygonal areas including each of the extracted destination positions 412. In the example shown in Fig. 8(a), polygonal area 413b is specified as the polygonal area including destination position 412a. Also, polygonal area 413c is specified as the polygonal area including destination position 412b.
[0083] Next, the terminal device 1 generates a path calculation graph including a plurality of nodes and at least one link connecting the plurality of nodes. The nodes of the path calculation graph include the position of the game content, the destination position, and the vertices of a plurality of polygonal regions. In the example shown in FIG. 8(b), the nodes of the path calculation graph include the vertices 822 of the polygonal regions 413a to 413e, a node 823 corresponding to the position of the game content 411, and nodes 824a and 824b corresponding to the destination positions 412a and 412b. In addition, the links of the path calculation graph include the sides of the plurality of polygonal regions and straight lines connecting the vertices of the polygonal regions including the position of the game content or the destination position and the nodes corresponding to the position of the game content or the destination position. In the example shown in FIG. 8(b), the links of the path calculation graph include the sides of the polygonal regions 413a to 413e and straight lines connecting the vertices of the polygonal region 413a including the position of the game content 411 and the node 823 corresponding to the position of the game content 411. Similarly, the links of the route calculation graph include a straight line connecting the vertices of the polygonal region 413b and the node 824a, and a straight line connecting the vertices of the polygonal region 413c and the node 824b. In this way, by making the route calculation graph a graph including only the extracted destination positions as nodes, the load of the calculation process required for route calculation can be reduced.
[0084] Next, the terminal device 1 calculates the shortest path from the position of the game content 411 to each of the extracted destination positions 412. For example, the terminal device 1 may calculate the shortest path from the position of the game content to the destination position using a known algorithm for obtaining a shortest path, such as Dijkstra's algorithm or A* algorithm. In the example shown in FIG. 8(b), the terminal device 1 calculates a path 825a from a node 823 corresponding to the position of the game content 411 to a node 824a corresponding to the destination position 412a, and a path 825b from the node 823 to a node 824b corresponding to the destination position 412b.
[0085] The shortest route is the route with the smallest route cost. The route cost is the total cost of the links included in the route. The cost of a link is the straight-line distance in virtual space between the nodes at both ends of the link (the length of the link). In this way, the time required for the game medium 411 to move to the destination position can be shortened, and the player's motivation to continue playing the game can be maintained and improved. The route cost is an example of a parameter related to the route.
[0086] Furthermore, by using a known algorithm for finding the shortest route as described above, the terminal device 1 calculates multiple routes from the position of the game content 411 and the route costs associated with each of the multiple routes.
[0087] The terminal device 1 may be configured to calculate only routes whose route costs are equal to or less than a predetermined cost. For example, the terminal device 1 may calculate only routes whose route costs are equal to or less than a predetermined cost by extracting only routes whose route costs are equal to or less than a predetermined cost from among the shortest routes to each of the calculated and extracted destination positions. In this way, it is possible to reduce the processing load and processing time of the process of determining whether or not a route satisfies a predetermined condition, which will be described later.
[0088] The cost of a link may be a value other than the length of the link. For example, the cost of a link may be a value obtained by multiplying the length of the link by a predetermined coefficient. The predetermined coefficient may be determined according to an event or a game effect that occurs when the game medium 411 moves between the nodes at both ends of the link. For example, when an effect that is disadvantageous to the player occurs when the game medium 411 moves between the nodes, the predetermined coefficient may be determined to a value greater than 1. An effect that is disadvantageous to the player is, for example, an effect that a parameter such as the vitality value of the game medium 411 decreases, the moving speed of the game medium decreases, or the game medium comes into contact with an enemy game medium. When an effect that is advantageous to the player occurs when the game medium 411 moves between the nodes, the predetermined coefficient may be determined to a value smaller than 1. An effect that is advantageous to the player is, for example, an effect that a parameter of the game medium increases, the moving speed of the game medium increases, or the game medium such as an item can be acquired. In this way, the game content 411 moves to the destination position along a route that is advantageous to the player, which motivates the player to input movement instructions.
[0089] The route calculated according to the above description is the shortest route in the route calculation graph. The terminal device 1 may calculate the shortest route in the movable region 413 by further performing a smoothing process on the calculated route.
[0090] (Description of the process by which a terminal device determines whether a route satisfies a predetermined condition) Hereinafter, with reference to FIG. 9, a process in which the terminal device 1 determines whether the calculated path satisfies a predetermined condition regarding the moving direction will be described. FIG. 9 is a diagram showing a calculated path and a moving direction displayed on a field screen 910. FIG. 9 shows a field screen 910, a moving direction 911, a path 912a from the position of the game medium to a destination position 412a, and a path 912b from the position of the game medium to a destination position 412b. The path 912a includes an element path 912a1 that connects to the position of the game medium and an element path 912a2 that connects to the element path 912a1. The path 912b includes an element path 912b1 that connects to the position of the game medium and an element path 912b2 that connects to the element path 912b1. The element path refers to a straight line portion that constitutes the path, and corresponds to one link in the path calculation graph. In addition, hereinafter, the element path that connects to the position of the game medium among the element paths that constitute the path is referred to as a first element path. 9, among the element paths constituting the path 912a, the first element path is element path 912a1. Also, among the element paths constituting the path 912b, the first element path is element path 912b1. Note that the movement direction 911, the path 912a, and the path 912b are illustrated for the purpose of explanation, and may not be displayed on the field screen 910.
[0091] First, the terminal device 1 calculates the magnitude of an angle between a moving direction 911 included in the moving instruction and the direction of a first element path among the element paths constituting the calculated path. In the example shown in Fig. 9, the terminal device 1 calculates the magnitude of an angle 913a between the moving direction 911 and the direction of an element path 912a1. Similarly, the terminal device 1 calculates the magnitude of an angle 913b between the moving direction 911 and the direction of an element path 912b1.
[0092] Next, the terminal device 1 determines whether or not the magnitude of the calculated angle is equal to or less than a predetermined angle. In the example shown in FIG. 9, it is assumed that the terminal device 1 determines that the magnitude of the angle 913a is equal to or less than a predetermined angle, and that the magnitude of the angle 913b is not equal to or less than the predetermined angle. In this manner, the terminal device 1 determines whether or not the magnitude of the angle between the movement direction and the direction of the first element path is equal to or less than a predetermined angle. Note that the magnitude of the angle between the movement direction and the direction of the first element path being equal to or less than a predetermined angle is an example of satisfying a predetermined condition regarding the movement direction.
[0093] Next, the terminal device 1 controls the display of the game content so that the game content moves to the destination position along a path whose angle is determined to be equal to or smaller than a predetermined angle. This reduces the difference between the movement direction included in the movement instruction and the direction in which the game content initially moves, enabling intuitive operation.
[0094] If it is determined that the angle between the movement direction and the direction of the first component path for the multiple paths is equal to or smaller than a predetermined angle, the terminal device 1 controls the display of the game content 411 so that the game content moves to the destination position along the path with the smallest path cost. As a result, when multiple destination positions exist in the same direction, the game content 411 moves to the closest destination position, thereby reducing the travel time.
[0095] In the above description, the direction of the first element path is the direction of the first element path on a two-dimensional screen when the first element path defined in the three-dimensional virtual space is projected onto the two-dimensional screen at a predetermined viewpoint position and a predetermined line of sight direction. In other words, the direction of the first element path is not the direction in the three-dimensional virtual space, but the direction of the first element path on the field screen displayed on the display unit 13. By defining the direction in this way, the player only needs to input a movement instruction based on the direction displayed on the display unit 13, which allows for more intuitive operation.
[0096] (Explanation of various data) Various data stored in the storage unit 11 will be described below with reference to FIG.
[0097] 10A is a diagram showing an example of the data structure of a region table 1010 that manages information related to polygon regions. In the region table 1010, a region ID 1011, a vertex 1012, an adjacent region ID 1013, etc. are stored in association with each other.
[0098] The area ID 1011 is identification information that can uniquely identify a polygonal area. The vertex 1012 is information that can uniquely identify a vertex of the polygonal area. In the example shown in FIG. 10(a), the vertex 1012 is the coordinate of a vertex of the polygonal area. In the example shown in FIG. 10(a), three coordinates are stored for the vertex 1012. That is, in the example shown in FIG. 10(a), the polygonal area is a triangle. In the example shown in FIG. 10(a), the coordinates of each vertex are described in a two-dimensional coordinate system, but may be described in a three-dimensional coordinate system or other coordinate system. The adjacent area ID 1013 is identification information of another polygonal area adjacent to the polygonal area. An adjacent polygonal area refers to a polygonal area that shares at least one side.
[0099] 10(b) is a diagram showing an example of a data structure of a destination position table 1020 that manages information about destination positions. In the destination position table 1020, a destination position ID 1021, a position 1022, an area ID 1023, etc. are stored in association with each other. The data stored in the destination position table 1020 is an example of information about a destination position in a virtual space.
[0100] The destination position ID 1021 is identification information that can uniquely identify the destination position. The position 1022 is a coordinate that indicates the position of the destination position. The area ID 1023 is identification information of a polygonal area that includes the destination position.
[0101] (Explanation of Processing Unit 14) The processing unit 14 of the terminal device 1 will now be described.
[0102] 3, the processing unit 14 includes, as its functional blocks, an acquisition unit 141, a calculation unit 142, a determination unit 143, and a display control unit 144. Each of these units is a functional module realized by a program executed by a processor included in the processing unit 14. Each of these units may be implemented in the terminal device 1 as firmware.
[0103] The acquisition unit 141 acquires a movement instruction including a movement direction by the player. For example, the acquisition unit 141 determines whether or not the operation unit 12 detects a contact of the player with the operation unit 12. When it is determined that a contact has been detected, the acquisition unit 141 acquires a contact position where the player touches the operation unit 12 as an input position at a predetermined time interval.
[0104] Next, the acquisition unit 141 determines whether the operation unit 12 has detected an end of the player's contact with the operation unit 12. If it is determined that the end of the contact has been detected, the acquisition unit 141 determines whether the last acquired input position and the input position acquired immediately before are separated by a predetermined distance or more. If it is determined that they are separated by the predetermined distance or more, the acquisition unit 141 acquires an operation instruction. The operation instruction includes, as the operation position coordinates, the position coordinates on the operation unit 12 of the initially acquired input position. The operation instruction also includes, as the movement direction, the direction of the last acquired input position relative to the input position acquired immediately before.
[0105] Next, the acquisition unit 141 determines whether or not the coordinates of the operation position included in the operation instruction are within a predetermined range. If it is determined that the coordinates of the operation position are not within the predetermined range, the acquisition unit 141 acquires the operation instruction as a movement instruction. If it is determined that the coordinates of the operation position are within the predetermined range, the acquisition unit 141 does not acquire a movement instruction. Note that if it is determined that the coordinates of the operation position are within the predetermined range, the acquisition unit 141 may acquire the operation instruction as a viewpoint movement instruction.
[0106] Furthermore, the acquisition unit 141 acquires a manual operation instruction by the player to operate the game medium 411. For example, when the player operates the operation unit 12 and performs an input on the field screen 410 with the input position being within the display area of the operation instruction object 414, the acquisition unit 141 acquires a manual operation instruction including a direction according to the input position as an operation direction.
[0107] In addition, the acquisition unit 141 acquires a menu screen display instruction for displaying a menu screen from the player. For example, the acquisition unit 141 acquires the menu screen display instruction in response to the player operating the operation unit 12 and selecting a menu screen display object on the field screen 410.
[0108] In response to the acquisition unit 141 acquiring a movement instruction from the player, the calculation unit 142 identifies a polygonal area including the position of the game content 411 from among a plurality of polygonal areas divided into the movable area 413. Then, the calculation unit 142 refers to the destination position table 1020 to extract destination positions 412 whose distance in the virtual space from the position of the game content is equal to or less than a predetermined distance. Then, the calculation unit 142 refers to the destination position table 1020 to identify a polygonal area including each of the extracted destination positions 412. Then, the calculation unit 142 generates a path calculation graph. Then, the calculation unit 142 calculates a path from the position of the game content 411 to each of the extracted destination positions 412. In addition, the calculation unit 142 calculates a path cost for each path.
[0109] Furthermore, the calculation unit 142 may calculate only routes whose route costs are equal to or less than a predetermined cost among the extracted routes to the destination position 412. For example, the calculation unit 142 calculates only routes whose route costs are equal to or less than a predetermined cost by extracting only routes whose route costs are equal to or less than a predetermined cost among the calculated shortest routes to each of the extracted destination positions.
[0110] As described above, when the coordinates of the operation position included in the movement instruction by the player are within a predetermined range, the calculation unit 142 does not calculate a route from the position of the game medium 411 to each of the extracted destination positions 412.
[0111] The determination unit 143 determines whether the calculated path satisfies a predetermined condition regarding the moving direction. For example, the predetermined condition is that the angle between the moving direction and the direction of a first element path that connects to the position of the game medium 411 among the element paths that make up the path is a predetermined angle (for example, 60 degrees) or less. Note that, when multiple paths are calculated by the calculation unit 142, the determination unit 143 determines whether each of the calculated multiple paths satisfies the predetermined condition regarding the moving direction.
[0112] When it is determined that the path satisfies a predetermined condition, the display control unit 144 controls the display of the game medium so that the game medium moves to a destination position along the path. For example, the display control unit 144 controls the display of the game medium by supplying to the display unit 13 display data for displaying an image in which the game medium appears to be walking in the direction of movement.
[0113] Furthermore, when it is determined that the route satisfies a predetermined condition, the display control unit 144 controls the display unit 13 to display at least a portion of the route in the virtual space. For example, the display control unit 144 may display only a portion of the route from the current position of the game medium 411 to the destination position 412 in the virtual space.
[0114] In addition, when it is determined that multiple routes satisfy a specified condition, the display control unit 144 controls the display of the game medium so that the game medium moves along the route with the smallest route cost among the routes determined to satisfy the specified condition.
[0115] Furthermore, the display control unit 144 controls the display of the game medium so that, when the game medium moving along the path comes into contact with an obstacle object before reaching the destination position, the game medium stops.
[0116] Furthermore, when the game medium moving along the route stops before reaching the destination position, the display control unit 144 displays information on the display unit that prompts the player to input a movement command.
[0117] Furthermore, when it is determined that the path does not satisfy the predetermined condition, the display control unit 144 controls the display unit 13 to control the display of the game medium so that the game medium moves straight in the movement direction included in the movement instruction input by the player. This allows the player to move the game medium in the movement direction even if the destination position does not exist in the movement direction, providing a more intuitive operation for the player. When the game medium moving straight reaches the outer edge of the movable area, the display control unit 144 controls the display of the game medium so that the game medium stops.
[0118] Furthermore, in response to the acquisition unit 141 acquiring a manual operation instruction from a player, the display control unit 144 controls the display of the game medium so that the game medium moves in the operation direction included in the manual operation instruction.
[0119] Furthermore, the display control unit 144 controls the display unit 13 to display the menu screen in response to the acquisition unit 141 acquiring a menu screen display instruction from the player. For example, the display control unit 144 acquires display data for displaying the menu screen from the storage unit 11 and supplies the display unit 13 with the display data.
[0120] Furthermore, in response to the acquisition unit 141 acquiring a viewpoint movement instruction from the player, the display control unit 144 controls the display unit 13 to change the display of the field screen so that at least one of the viewpoint position and the line of sight direction is moved. For example, the display control unit 144 moves the viewpoint position in the movement direction included in the viewpoint movement instruction, and changes the display of the field screen so that the direction of the game medium based on the viewpoint position after the movement becomes the viewpoint direction.
[0121] (Explanation of the processing flow by the terminal device) The flow of processing by the terminal device 1 will be described below with reference to FIGS.
[0122] FIG. 11 is a flow diagram showing an example of the flow of movement processing by the terminal device 1. As shown in FIG.
[0123] First, the storage unit 11 of the terminal device 1 stores information about a destination position in the virtual space (S1101). Next, the display unit 13 of the terminal device 1 displays the game media located in the virtual space (S1103). Next, the acquisition unit 141 of the terminal device 1 executes a movement instruction acquisition process (S1105). The movement instruction acquisition process will be described in detail later. Next, the calculation unit 142 of the terminal device 1 executes a route calculation process (S1107). The route calculation process will be described in detail later.
[0124] Next, the determination unit 143 of the terminal device 1 determines whether or not the magnitude of the angle between the moving direction included in the moving instruction and the direction of the first element path that is connected to the position of the game medium among the element paths that constitute the calculated path is equal to or smaller than a predetermined angle (S1109). If it is determined that the magnitude of the angle is equal to or smaller than the predetermined angle (S1109-Y), the display control unit 144 of the terminal device 1 controls the display of the game medium so that the game medium is moved along the path (S1111). Next, the display control unit 144 determines whether or not the game medium moving along the path has reached the destination position (S1113). If it is determined that the destination position has not been reached, that is, if it is determined that the game medium moving along the path has stopped before reaching the destination position (S1113-N), the display control unit 144 displays information instructing the player to input a moving instruction (S1115), and proceeds to S1105. If it is determined that the destination position has been reached (S1113-Y), the series of processes ends. Also, if it is determined that the size of the angle is not equal to or less than a predetermined angle (S1109-N), the display control unit 144 controls the display of the game medium so that the game medium moves straight in the movement direction included in the movement instruction (S1117), and ends the series of processes.
[0125] FIG. 12 is a flow diagram showing an example of the flow of the movement instruction acquisition process in the terminal device 1. First, the acquisition unit 141 of the terminal device 1 judges whether or not the operation unit 12 detects the touch of the player on the operation unit 12 (S1201). If it is judged that the touch is not detected (S1201-N), the process proceeds to S1201. If it is judged that the touch is detected (S1201-Y), the acquisition unit 141 acquires the touch position where the player touches the operation unit as an input position at a predetermined time interval (S1203). Next, the acquisition unit 141 judges whether or not the operation unit 12 detects the end of the player's touch on the operation unit 12 (S1205). If it is judged that the end of the touch is not detected (S1205-N), the process proceeds to S1203. When it is determined that the end of the contact has been detected (S1205-Y), the acquisition unit 141 determines whether or not the last acquired input position and the input position acquired immediately before are apart by a predetermined distance or more (S1207). When it is determined that they are apart by a predetermined distance or more (S1207-Y), the acquisition unit 141 acquires an operation instruction including the coordinates of the operation position and the movement direction (S1209). When it is determined that they are not apart by a predetermined distance or more (S1207-N), the process proceeds to S1201. Next, the acquisition unit 141 determines whether or not the coordinates of the operation position included in the operation instruction are within a predetermined range (S1211). When it is determined that the coordinates of the operation position are not within the predetermined range (S1211-N), the acquisition unit 141 acquires the operation instruction as a movement instruction (S1213), and ends a series of processes. When it is determined that the coordinates of the operation position are within the predetermined range (S1211-Y), the process proceeds to S1201.
[0126] FIG. 13 is a flow diagram showing an example of the flow of a path calculation process in the terminal device 1. First, the calculation unit 142 of the terminal device 1 specifies a polygonal area including the position of the game content (S1301). Next, the calculation unit 142 extracts, from among the destination positions, destination positions that have a predetermined relationship with the position of the game content 411 (S1303). Next, the calculation unit 142 specifies a polygonal area including each of the extracted destination positions (S1305). Next, the calculation unit 142 generates a path calculation graph (S1307). Next, the calculation unit 142 calculates the shortest path from the position of the game content to each of the extracted destination positions and the path cost associated with each path (S1309), and ends the series of processes.
[0127] As described above, the terminal device 1 according to the present invention includes a display unit 13 that displays the game medium located in the virtual space. The terminal device 1 according to the present invention also includes a storage unit 11 that stores information about a destination position in the virtual space. The terminal device 1 according to the present invention also includes an acquisition unit 141 that acquires a movement instruction, including a movement direction, from a player. The terminal device 1 according to the present invention also includes a calculation unit 142 that calculates a path from the position of the game medium in the virtual space to the destination position. The terminal device 1 according to the present invention also includes a determination unit 143 that determines whether or not the calculated path satisfies a predetermined condition related to the movement direction. The terminal device 1 according to the present invention also includes a display control unit 144 that controls the display of the game medium so that the game medium moves to the destination position according to the path when it is determined that the path satisfies the predetermined condition. With such a configuration, the terminal device 1 according to the present invention can assist the player in operating a character.
[0128] Furthermore, in the terminal device 1 according to the present invention, the path may be composed of a plurality of element paths. Furthermore, the predetermined condition may be that the angle between the movement direction and the direction of the element path connecting the position of the game content is equal to or smaller than a predetermined angle. In this way, the game content moves in a direction close to the movement direction included in the movement command input by the player, thereby realizing an intuitive operation for the player.
[0129] Furthermore, in the terminal device 1 according to the present invention, the movement instruction may include information on the operation position. Furthermore, the calculation unit 142 does not need to calculate a route when the information on the operation position is within a predetermined range. In this way, when the information on the operation position is within a predetermined range, it becomes possible to assign different game operations, thereby increasing the variety of game operations.
[0130] Furthermore, in the terminal device 1 according to the present invention, the display control unit 144 may control the display of the game content so that the game content moves in the movement direction when it is determined that the path does not satisfy a predetermined condition. In this way, even if the path does not satisfy the predetermined condition, the game content moves in a direction close to the movement direction included in the movement instruction input by the player, thereby realizing a more intuitive operation for the player.
[0131] Furthermore, in the terminal device 1 according to the present invention, when it is determined that the route satisfies a predetermined condition, the display control unit 144 may display at least a part of the route in the virtual space. In this way, the player can easily confirm the route along which the game content will move.
[0132] Furthermore, in the terminal device 1 according to the present invention, when the game medium moving along a route stops before reaching a predetermined position, the display control unit 144 may display information on the display unit that prompts the player to give a movement instruction. In this way, the player can recognize that he or she must further operate the operation unit 12.
[0133] Furthermore, the terminal device 1 according to the present invention may include an operation unit 12 that detects contact by a player. Furthermore, in the terminal device 1 according to the present invention, the acquisition unit 141 may acquire a contact position where the player touches the operation unit 12 at a predetermined time interval. Furthermore, the movement direction may be a direction based on the contact position acquired immediately before the last contact position acquired by the acquisition unit 141. In this way, the player can move the game medium by changing the contact position in the direction in which the player wants to move the game medium, enabling more intuitive operation.
[0134] Furthermore, in the terminal device 1 according to the present invention, when it is determined that multiple routes satisfy a predetermined condition, the display control unit 144 may control the display of the game medium so that the game medium moves outside the game medium along the route with the smallest route cost among the routes determined to satisfy the predetermined condition. In this way, when multiple destination positions exist in the same direction, the game medium moves to the closest destination position, thereby reducing the travel time.
[0135] Furthermore, in the terminal device 1 according to the present invention, the calculation unit 142 may calculate a route to a destination position that has a predetermined relationship with the position of the game content. In this way, it is possible to reduce the load of the calculation process required for calculating the route.
[0136] Furthermore, a control method of a terminal device 1 according to the present invention, which includes a storage unit 11 and a display unit 13 that displays game media located in a virtual space, includes storing information about a predetermined position in the virtual space in the storage unit 11. The control method according to the present invention also includes acquiring a movement instruction from a player, including a movement direction. The control method according to the present invention also includes calculating a path from the position of the game media in the virtual space to a destination position. The control method according to the present invention also includes determining whether the calculated path satisfies a predetermined condition regarding the movement direction. The control method according to the present invention also includes controlling the display of the game media so that the game media moves to a predetermined position according to the path when it is determined that the path satisfies the predetermined condition. With such a configuration, the control method according to the present invention makes it possible to assist the player in operating a character.
[0137] Furthermore, the control program of the terminal device 1 according to the present invention, which includes a storage unit 11 and a display unit 13 that displays a game medium located in a virtual space, causes the terminal device 1 to execute a process including storing information about a predetermined position in the virtual space in the storage unit 11. Furthermore, the control method of the present invention causes the terminal device 1 to execute a process including acquiring a movement instruction from a player, including a movement direction. Furthermore, the control method of the present invention causes the terminal device 1 to execute a process including calculating a path from the position of the game medium in the virtual space to a destination position. Furthermore, the control method of the present invention causes the terminal device 1 to execute a process including determining whether or not the calculated path satisfies a predetermined condition regarding the movement direction. Furthermore, the control method of the present invention causes the terminal device 1 to execute a process including controlling the display of the game medium so that the game medium moves to a predetermined position according to the path when it is determined that the path satisfies the predetermined condition. With such a configuration, the control program of the present invention makes it possible to assist the player in operating a character.
[0138] (Variation 1) In the above description, the calculation unit 142 extracts a destination position whose distance in virtual space from the position of the game content is equal to or less than a predetermined distance, but this is not limited to the above. For example, the calculation unit 142 may calculate paths and path costs from the position of the game content to all destination positions in the path calculation graph, and then extract a destination position whose path cost is equal to or less than a predetermined value. In addition, when a value other than the length of a link is used as the cost of a link, the calculation unit 142 may extract a destination position whose total length of links included in the path is equal to or less than a predetermined value.
[0139] Moreover, the polygonal region may be associated with any one of a plurality of region groups. Then, the calculation unit 142 may extract a destination position included in a polygonal region associated with a region group to which a polygonal region including the position of the game content is associated. In this case, the storage unit 11 stores identification information for identifying a region group in the region table 1010 in association with each polygonal region. Then, after identifying a polygonal region including the position of the game content, the calculation unit 142 refers to the region table 1010 and acquires identification information of the region group associated with the identified polygonal region. Next, the calculation unit 142 acquires region ID 1011 of another polygonal region associated with the identification information of the acquired region group. Next, the calculation unit 142 refers to the destination position table 1020 and acquires destination position ID 1021 of the destination position associated with the acquired region ID 1023, thereby extracting the destination position. In this manner, it is possible to flexibly set destination positions to which the game content can move automatically and destination positions to which the game content cannot move automatically.
[0140] (Variation 2) In the above description, the display control unit 144 controls the display of the game medium so that the game medium stops when the game medium moving along a path comes into contact with an obstacle object before reaching a destination position, but this is not limited to the above. For example, the game medium may be prevented from coming into contact with an obstacle object.
[0141] In this case, the storage unit 11 stores a plurality of polygonal regions obtained by dividing an area excluding a predetermined area centered on the obstacle object from the movable area, so that the game medium moving along the path does not come into contact with the obstacle object before reaching the destination position.
[0142] Also, the game medium may be set so that whether or not it comes into contact with the obstacle object varies depending on the type of the obstacle object. For example, the obstacle object may include an enemy game medium, which starts a fighting game when it comes into contact with the game medium, and an NPC (non-player character), which starts an event when it comes into contact with the game medium. The storage unit 11 stores a plurality of polygonal regions obtained by dividing an area obtained by excluding a predetermined range of an area centered on an obstacle object that is an NPC from the movable area. This allows the game medium moving along the path to not come into contact with an obstacle object that is an NPC before reaching a destination position, but to come into contact with an obstacle object that is an enemy game medium. Then, the player can enjoy a fighting game with the enemy game medium while omitting an event with the NPC by inputting a movement instruction. Also, the game medium moving along the path may be set so that it does not come into contact with an obstacle object that is an enemy game medium, but to come into contact with an obstacle object that is an NPC. This allows the player to enjoy an event with the NPC while omitting a fighting game.
[0143] (Variation 3) In the above description, it is determined that the path satisfies the predetermined condition when the angle between the direction of the first element path, which is an element path that connects to the position of the game medium, and the movement direction included in the movement instruction is equal to or smaller than a predetermined angle, but this is not limited to the above. Whether or not the path satisfies the predetermined condition may be determined by whether or not the deviation between the first element path and the movement instruction input by the player is equal to or smaller than a predetermined value.
[0144] In this case, the acquisition unit 141 of the terminal device 1 acquires a movement instruction including the acquired series of input positions instead of the operation position and the movement direction. The determination unit 143 of the terminal device 1 calculates the distance between the line segment representing the first element path and the coordinates of each of the acquired series of input positions. Next, the determination unit 143 calculates the deviation degree by averaging each of the calculated distances. Next, the determination unit 143 determines whether the deviation degree is equal to or less than a predetermined value, thereby determining whether the path satisfies a predetermined condition. As a result, the game medium first moves along the input position included in the movement instruction input by the player, thereby realizing a more intuitive operation for the player.
[0145] The deviation degree is not limited to the above method and may be calculated by any method. For example, the deviation degree may be the sum of the distances between the line segment representing the first element path and the coordinates of each of the acquired series of input positions. The determination unit 143 may also extract a predetermined number of distances with small or large values from among the distances between the line segment representing the element path connecting with the position of the game medium and the coordinates of each of the acquired series of input positions, and use the average or sum of these distances as the deviation degree.
[0146] Furthermore, whether or not a predetermined condition is satisfied may be determined based on whether or not the degree of agreement between the first element path and the movement instruction input by the player is equal to or greater than a predetermined value. The degree of agreement may be, for example, an inner product of a vector corresponding to the first element path and a vector corresponding to the movement instruction input by the player. The vector corresponding to the first element path is, for example, a vector whose start point is one of the two end points of the first element path, which is the position of the game medium, and whose end point is the other end point. The vector corresponding to the movement instruction input by the player is, for example, a vector whose end point is the last input position obtained among the input positions included in the movement instruction, and whose start point is the input position obtained immediately before that. The vector corresponding to the movement instruction may be a vector determined based on another input position.
[0147] In addition, the determination unit 143 may determine that, among the calculated routes, only the route that has the smallest deviation between the first component route constituting the route and the movement instruction, or the route that has the greatest degree of agreement between the first component route constituting the route and the movement instruction, satisfies a specified condition.
[0148] (Variation 4) In the above description, the movement direction included in the movement instruction is the direction of the last acquired input position relative to the input position acquired immediately before, but is not limited to this. For example, the movement direction may be the direction of the last acquired input position relative to the first acquired input position. Furthermore, the movement direction may be the direction of a straight line calculated based on the series of acquired input positions. In this case, the calculated straight line may be, for example, a straight line that minimizes the total value of the distance (or a value based on the distance, such as the square of the distance) to the coordinates of the series of acquired input positions.
[0149] This reduces the possibility of the game medium moving in a direction unintended by the player even if the player makes a mistake just before finishing touching the operation unit 12, thereby enabling the player to perform operations in line with his or her will.
[0150] (Variation 5) In the above description, when it is determined that a plurality of paths satisfy a predetermined condition regarding the moving direction, the display control unit 144 controls the display of the game medium so that the game medium moves along the path with the smallest path cost, but this is not limited to the above. For example, when there are a plurality of paths in which the angle between the first element path constituting the path and the moving direction is equal to or smaller than a predetermined angle, the display control unit 144 may control the display of the game medium so that the game medium moves along the path with the smallest angle.
[0151] In this way, the game content moves along a path that minimizes the difference from the movement direction included in the movement instruction, resulting in a more intuitive operation for the player.
[0152] (Variation 6) Furthermore, when determining whether or not the magnitude of the angle between the direction of a first element path constituting a path and the movement direction included in the movement instruction is equal to or smaller than a predetermined angle, the determination unit 143 may determine a different predetermined angle for each path. For example, the determination unit 143 may determine the predetermined angle such that the greater the path cost, the greater the predetermined angle. Furthermore, the determination unit 143 may determine the predetermined angle such that the greater the distance in the virtual space between the position of the game medium and the destination position reached by the path, the greater the predetermined angle. Furthermore, the determination unit 143 may determine the predetermined angle such that the greater the length of the first element path, the greater the predetermined angle.
[0153] When a player attempts to move the game content to a distant destination position, it is difficult for the player to predict the shortest route, and therefore the direction of movement included in the movement instruction is likely to differ from the direction of the first element path. By configuring the determination unit 143 as described above, even when the game content is moved to a distant destination position, the angle between the first element path and the direction of movement is likely to be equal to or smaller than a predetermined angle, so that the player can easily move the game content to the distant destination position.
[0154] (Variation 7) The present invention may be provided by cooperation between the terminal device and the server device. In this case, the terminal device 1 includes a communication unit and is communicably connected to the server device. Some of the functions of the terminal device 1 are provided by the server device. For example, the processing unit 14 of the terminal device 1 acquires a signal corresponding to a movement instruction by the player and transmits it to the server device via the communication unit. The server device then generates display data that displays the game medium moving in response to the received movement instruction and transmits it to the terminal device 1. The processing unit 14 of the terminal device 1 then controls the display unit 13 to display the game medium moving based on the received display data. In this way, the game according to the present invention can be provided regardless of the processing power of the terminal device 1.
[0155] It should be understood by those skilled in the art that various changes, substitutions, and modifications can be made to the present invention without departing from the spirit and scope of the present invention. For example, within the spirit and scope of the present invention, the functions of the above-described parts may be combined or divided as appropriate. Furthermore, the processing of the above-described parts may be performed in a different order. Furthermore, the above-described embodiments and modifications may be implemented in appropriate combination.
Claims
1. a display unit that displays game media located within a virtual space; A storage unit that stores information regarding a predetermined position in the virtual space; Acquire a movement instruction including a movement direction from a player; calculating a route from the position of the game medium in the virtual space to the predetermined position; a processing unit that, when the calculated path satisfies a predetermined condition related to the movement direction included in the movement instruction, controls display of the game medium so that the game medium moves to the predetermined position along the path; Equipped with The predetermined position is a branch point connecting at least three links among a plurality of links that may be partly configured as the path. A terminal device comprising:
2. A display unit that displays game media located within a virtual space; A storage unit that stores information regarding a predetermined position in the virtual space; A processing unit that executes a game content transfer process; Equipped with The game medium transfer process includes: Obtaining a movement instruction including a movement direction from a player; calculating a route from a position of the game medium in the virtual space at the time when the movement instruction is acquired to the predetermined position; If the path satisfies a condition related to the movement direction included in the movement instruction, a display of the game medium is controlled so that the game medium moves along the path, when a new movement instruction is given by the player during the movement of the game medium, the processing unit executes the game medium movement process in accordance with the new movement instruction. A terminal device comprising:
3. The terminal device described in Claim 2, wherein the processing unit calculates the route corresponding to one or more of a plurality of links that may be configured as the route.
4. The terminal device according to claim 1 or 2, wherein when the game medium moving along the path is included within a predetermined range related to a specific object in the virtual space, a specific game related to the specific object is executed.
5. The terminal device according to claim 1 or 3, wherein the processing unit calculates the route based on a plurality of the links within a movable area of the game medium and parameters of each of the links.
6. The terminal device according to claim 5 , wherein the processing unit calculates the route according to a sum of the parameters of one or more of the links that constitute the route.
7. 7. The terminal device according to claim 5, wherein the link is a line segment between vertices of a plurality of polygonal regions when the movable area is divided into the plurality of polygonal regions.
8. The terminal device described in claim 7, wherein the link is a line segment connecting a point corresponding to the specified position and a vertex of the polygonal area including the specified position, and a line segment connecting a point corresponding to the position of the game medium and a vertex of the polygonal area including the position of the game medium.
9. A method for controlling a terminal device including a storage unit and a display unit that displays game media located in a virtual space, the method comprising: storing information regarding a predetermined position in the virtual space in the storage unit; Obtaining a movement instruction including a movement direction from a player; calculating a route from the position of the game medium in the virtual space to the predetermined position; When the calculated path satisfies a predetermined condition related to the movement direction included in the movement instruction, controlling a display of the game medium so that the game medium moves to the predetermined position according to the path; Including, The predetermined position is a branch point connecting at least three links among a plurality of links that may be partly configured as the path. A control method comprising:
10. A method for controlling a terminal device having a storage unit and a display unit that displays a game medium located in a virtual space, comprising: A storage process for storing information regarding a predetermined position in the virtual space in the storage unit; Executing a game media transfer process; Including, The game medium transfer process includes: Obtaining a movement instruction including a movement direction from a player; calculating a route from a position of the game medium in the virtual space at the time when the movement instruction is acquired to the predetermined position; If the path satisfies a condition related to the movement direction included in the movement instruction, a display of the game medium is controlled so that the game medium moves along the path, when a new movement instruction is given by the player during the movement of the game medium, executing the game medium movement process in response to the new movement instruction; A control method comprising:
11. A control program for a terminal device including a storage unit and a display unit that displays a game medium located in a virtual space, storing information regarding a predetermined position in the virtual space in the storage unit; Obtaining a movement instruction including a movement direction from a player; calculating a route from the position of the game medium in the virtual space to the predetermined position; When the calculated path satisfies a predetermined condition related to the movement direction included in the movement instruction, controlling a display of the game medium so that the game medium moves to the predetermined position according to the path; causing the terminal device to execute the The predetermined position is a branch point connecting at least three links among a plurality of links that may be partly configured as the path. A control program comprising:
12. A control program for a terminal device having a storage unit and a display unit that displays a game medium located in a virtual space, A storage process for storing information regarding a predetermined position in the virtual space in the storage unit; Game media transfer processing; causing the terminal device to execute the The game medium transfer process includes: Obtaining a movement instruction including a movement direction from a player; calculating a route from a position of the game medium in the virtual space at the time when the movement instruction is acquired to the predetermined position; If the path satisfies a condition related to the movement direction included in the movement instruction, a display of the game medium is controlled so that the game medium moves along the path, When a new movement instruction is given by the player during the movement of the game medium, the terminal device executes the game medium movement process in response to the new movement instruction. A control program comprising:
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