PROGRAM, INFORMATION PROCESSING APPARATUS AND INFORMATION PROCESSING METHOD
By assigning touch panel input regions based on initial touch position and virtual space information, the program improves operability by allowing direct and efficient input of instructions without the need for additional positioning steps.
Patent Information
- Application Number
- JP2023141446
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- Filing Date
- 2023-08-31
- Publication Date
- 2025-04-08
- Estimated Expiration
- 2039-05-30
AI Technical Summary
Existing touch panel systems require users to perform two steps to input instructions, reducing operability as users must start a touch and then move the touch position to the correct input area.
A program that acquires touch position information and assigns input regions to the touch panel upon initial touch, ensuring the touch position is within an input region associated with a specific operation direction based on virtual space information, thereby allowing immediate input of instructions.
This solution enhances operability by allowing users to input instructions more efficiently, as the touch position at the start of touch is automatically aligned with the correct input region, reducing the need for additional steps.
Smart Images

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Abstract
Description
[Technical field]
[0001] The present invention relates to a program, an information processing device, and an information processing method. [Background technology]
[0002] 2. Description of the Related Art Devices that use touch panels to accept input of instructions from a user are becoming widespread (see, for example, Patent Document 1). [Prior art documents] [Patent documents]
[0003] [Patent Document 1] JP 2014-044455 A Summary of the Invention [Problem to be solved by the invention]
[0004] However, each time touching on the touch panel is started, a predetermined input area for inputting an instruction of an operation direction related to a game may be assigned to the touch panel based on the touch position at the start of touching on the touch panel. For example, if the touch position at the start of touching on the touch panel is set to a neutral area that does not accept input of an instruction of an operation direction, the user must move the touch position to an input area for inputting an instruction of a desired operation direction while continuing the touch after touching the touch panel. In this way, the user must perform a two-step operation of starting touching on the touch panel and moving the touch position. This causes a problem of reduced operability.
[0005] The present invention has been made in consideration of the above-mentioned circumstances, and one of the problems to be solved is to provide a technology that makes it possible to improve operability when inputting instructions using an input area when an input area is assigned to a touch panel in response to the start of touching the touch panel. [Means for solving the problem]
[0006] In order to solve the above problems, a program according to one aspect of the present invention causes a processor to function as an acquisition unit that acquires touch position information indicating a touch position on a touch panel, an assignment unit that assigns a plurality of input areas associated with a plurality of operation directions related to a game to the touch panel when touch on the touch panel is started, and a progress unit that progresses the game based on the operation direction associated with the input area including the touch position indicated by the touch position information, and the assignment unit assigns the plurality of input areas to the touch panel such that the touch position at the start of touching on the touch panel is included in an input area associated with a specific operation direction among the plurality of operation directions, which is set based on information associated with a virtual space related to the game. [Brief description of the drawings]
[0007] [Figure 1] FIG. 2 is an explanatory diagram illustrating an example of the appearance of a terminal device according to the embodiment. [Diagram 2] 1 is an explanatory diagram illustrating an example of the external appearance of a terminal device when touching on a touch panel begins; [Diagram 3] 11 is an explanatory diagram showing an example of the external appearance of a terminal device when a touch position has moved; [Figure 4] 11 is an explanatory diagram showing another example of the appearance of the terminal device when the touch position has moved; FIG. [Diagram 5] FIG. 2 is a functional block diagram showing an example of a configuration of a terminal device. [Figure 6] FIG. 2 is a hardware configuration diagram showing an example of a hardware configuration of a terminal device. [Figure 7] 11 is an explanatory diagram showing another example of the appearance of the terminal device when touching on the touch panel begins; FIG. [Figure 8] 10 is a flowchart showing an example of an operation of the terminal device. [Figure 9] FIG. 11 is an explanatory diagram for explaining an example of a specific operation direction according to Modification 1. [Figure 10] FIG. 11 is an explanatory diagram for explaining an example of a specific operation direction according to Modification Example 2. [Figure 11] FIG. 13 is an explanatory diagram showing an example of display content according to Modification 3. [Figure 12] FIG. 13 is an explanatory diagram for explaining an example of an exceptional condition according to Modification 4. [Figure 13] FIG. 13 is an explanatory diagram for explaining another example of the exceptional condition according to the fourth modification example. [Figure 14] FIG. 13 is an explanatory diagram for explaining an example of the operation of a terminal device according to Modification 5. [Figure 15] FIG. 23 is an explanatory diagram showing an overview of an information processing system according to a thirteenth modification; DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS
[0008] Hereinafter, the embodiments of the present invention will be described with reference to the drawings. In each drawing, the dimensions and scale of each part are appropriately different from the actual ones. In addition, the embodiments described below are preferred examples of the present invention, and therefore various technically preferable limitations are attached, but the scope of the present invention is not limited to these embodiments unless otherwise specified in the following description to the effect that the present invention is limited.
[0009] [1. Embodiment] First, an example of an overview of a terminal device 10 according to an embodiment will be described with reference to FIGS. 1 to 4. FIG.
[0010] 1 is an explanatory diagram for explaining an example of the appearance of a terminal device 10 according to an embodiment. The terminal device 10 is a portable information processing device such as a smartphone, a tablet terminal, or a portable game device. However, the terminal device 10 may be a stationary information processing device such as a commercial game device or a desktop personal computer.
[0011] The terminal device 10 has a touch panel 12. The touch panel 12 has a function of displaying various images (for example, a display unit 120 shown in FIG. 5) and a function of receiving input of instructions from a user to the terminal device 10 (for example, an input unit 122 shown in FIG. 5). Specifically, as shown in FIG. 2, when an object such as a user's finger FG is in contact with the touch panel 12, the touch panel 12 detects a touch position P that is a contact position of the object on the touch panel 12, and periodically outputs touch position information indicating the detected touch position P. In the following, a case where the object in contact with the touch panel 12 is the user's finger FG will be described as an example.
[0012] In this embodiment, for convenience of explanation, as shown in Fig. 1, a touch panel coordinate system ΣS, which is a coordinate system fixed to the touch panel 12, is introduced. Specifically, the touch panel coordinate system ΣS is, for example, a two-axis orthogonal coordinate system having an origin fixed to a predetermined position of the touch panel 12 and an Xs axis and a Ys axis that are orthogonal to each other. In addition, hereinafter, the direction indicated by the arrow on the Xs axis is referred to as the +Xs direction, and the opposite direction to the +Xs direction is referred to as the -Xs direction. Similarly, the direction indicated by the arrow on the Ys axis is referred to as the +Ys direction, and the opposite direction to the +Ys direction is referred to as the -Ys direction.
[0013] The terminal device 10 executes a program (one example of a "program") related to a predetermined game to display an image related to the predetermined game on the touch panel 12. That is, the program related to the predetermined game is an application program for the terminal device 10 to execute the predetermined game. The predetermined game executed on the terminal device 10 is not particularly limited. For example, the predetermined game may be a game in which a player character CRp operated by a user adventures in a game field FD related to the predetermined game, or a game in which a user aims to achieve a predetermined goal set in the game by moving the player character CRp within the game field FD. For example, when executing a predetermined game, the terminal device 10 displays a game field FD related to the predetermined game (game field FD1 in the example shown in FIG. 1) on the touch panel 12. Hereinafter, the predetermined game executed by the terminal device 10 may be simply referred to as a game.
[0014] The game field FD is an example of a virtual space related to a game. For example, when the progress of a game is divided into a plurality of stages by units for calculating results such as game scores, the game field FD may be a virtual space in each of the plurality of stages. Also, the game field FD may be, for example, a space including a path from a start point to a goal point within one game field FD. Here, for example, the start point may be the start point of a unit (stage) for calculating results such as game scores, and the goal point may be the end point of a unit (stage) for calculating results such as game scores. In the example shown in FIG. 1, the game field FD1 includes environmental objects OBe such as virtual ground, plants, forests, and clouds, and a player character CRp operated by a user.
[0015] In this embodiment, for the sake of convenience, a field coordinate system ΣF is introduced to explain the directions in the game field FD. Specifically, the field coordinate system ΣF is, for example, a three-axis Cartesian coordinate system having an origin at a predetermined position on the game field FD and an Xf axis, a Yf axis, and a Zf axis that are perpendicular to each other. Note that the symbol (Zf axis) with a circle around an x in FIG. 1 indicates an arrow that is perpendicular to the paper and points into the distance.
[0016] Hereinafter, the direction of the Xf-axis arrow is referred to as the +Xf direction, and the opposite direction of the +Xf direction is referred to as the -Xf direction. Similarly, the direction of the Yf-axis arrow is referred to as the +Yf direction, and the opposite direction of the +Yf direction is referred to as the -Yf direction. Also, the direction of the Zf-axis arrow is referred to as the +Zf direction, and the opposite direction of the +Zf direction is referred to as the -Zf direction. In the game field FD1 shown in FIG. 1, the +Xf direction of the field coordinate system ΣF corresponds to the +Xs direction of the touch panel coordinate system ΣS, and the -Xf direction of the field coordinate system ΣF corresponds to the -Xs direction of the touch panel coordinate system ΣS. Note that the coordinate system for expressing the game field FD is not limited to a three-axis orthogonal coordinate system. For example, the game field FD may be expressed by a two-axis orthogonal coordinate system.
[0017] In this embodiment, when there is no touch on the touch panel 12, the player character CRp is stationary relative to the game field FD. The player character CRp being stationary relative to the game field FD may be a concept including, for example, that the movement of the player character CRp in the game field FD is stopped and that the change in the posture of the player character CRp is stopped. For example, when moving the player character CRp, the user touches the touch panel 12. Next, with reference to FIG. 2, an overview of the operation of the terminal device 10 when touching on the touch panel 12 is started will be described.
[0018] 2 is an explanatory diagram showing an example of the external appearance of the terminal device 10 when touching is started on the touch panel 12. For example, when touching is started on the touch panel 12, the terminal device 10 sets an operation area V on the touch panel 12. The operation area V is a so-called virtual pad, and is an area for receiving input related to the operation of the player character CRp by the user.
[0019] In this embodiment, the case where the operation area V is an area inside a circle BDv centered on the reference position Ov is assumed as an example. However, the operation area V is not limited to a circular shape. In addition, in this embodiment, the case where the operation area V is displayed on the touch panel 12 in a manner that is visible to the user is assumed as an example. However, the operation area V may be a virtual area provided on the touch panel 12 so as not to be visible to the user.
[0020] Hereinafter, the start of touching the touch panel 12 may also be referred to as a "touch-in." For example, a change in the state in which the user's finger FG is not in contact with the touch panel 12 to a state in which the finger FG is in contact with the touch panel 12 corresponds to a touch-in.
[0021] In this embodiment, the terminal device 10 maintains a state in which the operation area V is set on the touch panel 12 while the user's finger FG maintains contact with the touch panel 12. When the state in which the user's finger FG is in contact with the touch panel 12 changes to a state in which the finger FG is not in contact with the touch panel 12, the terminal device 10 erases the operation area V that was set on the touch panel 12.
[0022] In this embodiment, a case where the operation area V includes four input areas RD (RDr, RDl, RDu, and RDd) is assumed as an example. In addition, in this embodiment, a case where each input area RD is an area for inputting an instruction of a change direction of the player character CRp in the game field FD is assumed as an example. However, each input area RD may be an area for inputting an instruction of a change direction of the player character CRp in the touch panel coordinate system ΣS. The change direction of the player character CRp is an example of an "operation direction related to the game". For example, the change direction of the player character CRp may be the moving direction of the player character CRp or the direction in which the posture of the player character CRp changes. In addition, the multiple operation directions related to the game may be a concept including multiple operation directions related to the game. In the operation area V shown in FIG. 2, the four input areas RD are associated with four operation directions related to the game. For example, the input area RDr is associated with the +Xf direction, and the input area RDl is associated with the -Xf direction. Moreover, the input region RDu is associated with the +Yf direction, and the input region RDd is associated with the -Yf direction.
[0023] In the present embodiment, as an example, the terminal device 10 sets the input region RDr as a region located in the +Xs direction from the reference position Ov, and sets the input region RDl as a region located in the -Xs direction from the reference position Ov. The terminal device 10 also sets the input region RDu as a region located in the +Ys direction from the reference position Ov, and sets the input region RDd as a region located in the -Ys direction from the reference position Ov.
[0024] More specifically, the terminal device 10 sets a sector-shaped area between line segments BDrd, BDur, and circle BDv as an input area RDr. The terminal device 10 also sets a sector-shaped area between line segments BDdl, BDlu, and circle BDv as an input area RDl. The terminal device 10 also sets a sector-shaped area between line segments BDur, BDlu, and circle BDv as an input area RDu. The terminal device 10 also sets a sector-shaped area between line segments BDrd, BDdl, and circle BDv as an input area RDd.
[0025] For example, the line segment BDrd corresponds to a line segment obtained by rotating a line segment extending from the reference position Ov in the +Xs direction to the boundary of the circle BDv by a predetermined angle clockwise around the reference position Ov. The line segment BDur corresponds to a line segment obtained by rotating a line segment extending from the reference position Ov in the +Xs direction to the boundary of the circle BDv by a predetermined angle counterclockwise around the reference position Ov. The line segment BDdl corresponds to a line segment obtained by rotating a line segment extending from the reference position Ov in the -Xs direction to the boundary of the circle BDv by a predetermined angle counterclockwise around the reference position Ov. The line segment BDlu corresponds to a line segment obtained by rotating a line segment extending from the reference position Ov in the -Xs direction to the boundary of the circle BDv by a predetermined angle clockwise around the reference position Ov. In this embodiment, as an example, a case where the predetermined angle is 45 degrees is assumed, but the predetermined angle may be an angle greater than 0 degrees and less than 90 degrees. In addition, in this embodiment, the angle between line segments BDrd and BDur is equal to the angle between line segments BDdl and BDlu, but the angle between line segments BDrd and BDur may be an angle different from the angle between line segments BDdl and BDlu.
[0026] In this embodiment, the position of the operation area V on the touch panel 12 is determined based on the touch position P at the time of touch-in and a specific operation direction set based on the direction associated with the game field FD. In the game field FD1 shown in Fig. 2, the player character CRp approaches the goal point by moving in the +Xf direction. For this reason, in the game field FD1, the operation direction selected by the user tends to concentrate on the +Xf direction among the four operation directions (+Xf direction, -Xf direction, +Yf direction, and -Yf direction).
[0027] Therefore, of the four operation directions, the +Xf direction is pre-associated with the game field FD1. And, of the four operation directions, the +Xf direction pre-associated with the game field FD1 is set as a specific operation direction in the game field FD1. Note that, in the game field FD1, the +Xf direction pre-associated with the game field FD1 is an example of "information associated with the virtual space." For example, the "information associated with the virtual space" may be a direction associated with the game field FD, or may be information indicating a direction associated with the game field FD.
[0028] 2, the terminal device 10 assigns an operation area V to the touch panel 12 so that the touch position P at the time of touch-in is included in an input area RDr associated with a specific operation direction, that is, the +Xf direction, set in the game field FD1. The assignment of the operation area V to the touch panel 12 is executed by an operation area assignment unit 116 shown in FIG. 5, which will be described later.
[0029] Since the touch position P at the time of touch-in is included in the input region RDr associated with the +Xf direction, when touching on the touch panel 12 is started, the terminal device 10 accepts an instruction to set the movement direction of the player character CRp to the +Xf direction. As a result, the player character CRp moves in the +Xf direction in the game field FD1. In this way, by touching the touch panel 12, the user can instantly specify a specific operation direction set in the game field FD1 as the change direction of the player character CRp.
[0030] Furthermore, for example, after touch-in, the user can move the finger FG while maintaining touch on the touch panel 12, thereby moving the touch position P to any one of the input areas RDr, RDl, RDu, and RDd in the operation area V. That is, for example, after touch-in, the user can change the moving direction, etc. of the player character CRp by moving the finger FG while maintaining touch on the touch panel 12.
[0031] As described above, the touch position P at the time of touch-in only needs to be included in the input area RD associated with the specific operation direction, and may be located near the center of the input area RD associated with the specific operation direction, or may be located near the reference position Ov within the input area RD associated with the specific operation direction. For example, the terminal device 10 assigns the operation area V to the touch panel 12 so that the touch position P at the time of touch-in is located near the center of the input area RD associated with the specific operation direction, thereby reducing the input of erroneous instructions to the terminal device 10 even if the touch position P is shifted against the user's intention immediately after the touch-in. Next, an overview of the operation of the terminal device 10 after touch-in will be described with reference to Figs. 3 and 4.
[0032] 3 is an explanatory diagram showing an example of the appearance of the terminal device 10 when the touch position P has moved. In the example shown in FIG. 3, the touch position P has moved from the input area RDr to the input area RDl. Therefore, the terminal device 10 accepts an instruction to set the moving direction of the player character CRp to the -Xf direction. As a result, the player character CRp moves in the -Xf direction in the game field FD1.
[0033] For example, even when the player character CRp is being moved in the -Xf direction (example shown in FIG. 3), the user can quickly move the player character CRp in the +Xf direction as described in FIG. 2 by temporarily removing the finger FG from the touch panel 12 and then touching the finger FG to the touch panel 12 again (touch-in). In this case, the touch position P at the time of touch-in can be anywhere, so erroneous operations can also be suppressed. In this way, in this embodiment, the player character CRp can be moved instantly while suppressing erroneous operations.
[0034] 4 is an explanatory diagram showing another example of the appearance of the terminal device 10 when the touch position P has moved. In the example shown in FIG. 4, the touch position P has moved from the input area RDl to the input area RDu. Therefore, the terminal device 10 receives an instruction to set the moving direction of the player character CRp to the +Yf direction. As a result, the player character CRp jumps in the +Yf direction in the game field FD1.
[0035] Although not shown in FIG. 4, when the touch position P is in the input area RDd, the terminal device 10 accepts an instruction to change the posture of the player character CRp in the -Yf direction. As a result, the posture of the player character CRp is lowered in the game field FD1. That is, when the touch position P is in the input area RDd, the center of gravity of the player character CRp moves in the -Yf direction. Next, an example of the configuration of the terminal device 10 will be described with reference to FIGS. 5 and 6.
[0036] 5 is a functional block diagram showing an example of the configuration of the terminal device 10. The terminal device 10 has a control unit 110 that controls each unit of the terminal device 10, a display unit 120 for displaying images, an input unit 122 that accepts input of instructions by a user of the terminal device 10, a storage unit 130 that stores various information, and a vibration generating unit 140 that vibrates the terminal device 10.
[0037] The functions of the display unit 120 and the input unit 122 are realized by the touch panel 12 shown in Fig. 1. That is, the touch panel 12 functions as the display unit 120 capable of displaying various images, and further functions as the input unit 122 that accepts input of instructions from the user of the terminal device 10. For example, as described in Fig. 1, when an object is in contact with the touch panel 12, the touch panel 12 functioning as the input unit 122 detects a touch position P that is a contact position of the object on the touch panel 12, and periodically outputs touch position information indicating the detected touch position P. Note that the touch panel 12 may calculate an average of a plurality of contact positions detected within a predetermined unit time (a time shorter than a period for outputting the touch position information) as the touch position P, and periodically output touch position information indicating the calculated touch position P.
[0038] The storage unit 130 stores a control program PRG for the terminal device 10. The control program PRG is a program that controls the terminal device 10. In this embodiment, the control program PRG includes an application program (an example of a "program") for the terminal device 10 to execute a game. However, the control program PRG may also include an operation system program for controlling each part of the terminal device 10.
[0039] The storage unit 130 also stores various information such as field-related information FINF indicating the direction and the like associated with the game field FD, touch position history information HINF indicating the history of touch positions P indicated by touch position information periodically output from the touch panel 12, and operation area information VINF indicating the position of the input area RD in the touch panel coordinate system ΣS. The vibration generation unit 140 vibrates the entire terminal device 10 including the touch panel 12.
[0040] The control unit 110 has a game control unit 112 (an example of a "progression unit"), a touch position information acquisition unit 114 (an example of an "acquisition unit"), and an operation area allocation unit 116 (an example of an "allocation unit").
[0041] The game control unit 112 controls the progress of a predetermined game. For example, the game control unit 112 progresses the game based on the operation direction associated with the input area RD including the touch position P indicated by the touch position information. Specifically, when the touch position P exists in the input area RD, the game control unit 112 sets the changing direction of the player character CRp to the direction associated with the input area RD where the touch position P exists.
[0042] Furthermore, the game control unit 112 controls the display unit 120 so that the display unit 120 displays the game field FD, the player character CRp, the operation area V, and the like. Furthermore, when an instruction related to the game is changed, the game control unit 112 controls the vibration generation unit 140 so that the vibration generation unit 140 vibrates the terminal device 10. For example, when an instruction related to the game is changed from an instruction to move the player character CRp in the +Xf direction to an instruction to move the player character CRp in the -Xf direction, the game control unit 112 controls the vibration generation unit 140 to vibrate the terminal device 10.
[0043] The game control unit 112 may control the vibration generating unit 140 so that, when the touch position P changes from a state where it is not present in the input region RD to a state where it is present in the input region RD, the game control unit 112 may control the vibration generating unit 140 so that, when the touch position P changes from a state where it is present in the input region RD to a state where it is not present in the input region RD, the game control unit 112 may control the vibration generating unit 140 so that, when the touch position P changes from a state where it is present in the input region RD to a state where it is not present in the input region RD, the game control unit 112 may control the vibration generating unit 140 so that, when the user's finger FG changes from a state where it is not in contact with the touch panel 12 to a state where it is in contact with the touch panel 12 ... the vibration generating unit 140 vibrates the terminal device 1
[0044] The touch position information acquisition unit 114 acquires touch position information indicating a touch position P of a touch by an object such as a finger FG on the touch panel 12. Specifically, the touch position information acquisition unit 114 acquires touch position information that is periodically output from the touch panel 12 functioning as the input unit 122.
[0045] 2, the operation area allocating unit 116 allocates an operation area V to the touch panel 12 at the time of touch-in. For example, the operation area allocating unit 116 allocates the operation area V to the touch panel 12 so that the touch position P at the time of touch-in is included in the input area RD associated with a specific operation direction set in the game field FD.
[0046] The configuration of the terminal device 10 is not limited to the example shown in FIG. 5. For example, the vibration generating unit 140 may be omitted from the terminal device 10. In this case, the game control unit 112 does not need to execute control for vibrating the terminal device 10. Furthermore, the information stored in the storage unit 130 is not limited to the example shown in FIG. 5. Next, the hardware configuration of the terminal device 10 will be described with reference to FIG. 6.
[0047] 6 is a hardware configuration diagram showing an example of the hardware configuration of the terminal device 10. The terminal device 10 has a processor 11 (an example of an "information processing device") that controls each part of the terminal device 10, a memory 13 that stores various information, a touch panel 12, and a vibration generating device 14.
[0048] The memory 13 includes, for example, a volatile memory such as a random access memory (RAM) that functions as a working area for the processor 11, and a non-volatile memory such as an electrically erasable programmable read-only memory (EEPROM) that stores various information such as the control program PRG of the terminal device 10, and functions as a storage unit 130. The memory 13 may be detachable from the terminal device 10. Specifically, the memory 13 may be a storage medium such as a memory card that is detachable from the terminal device 10. The memory 13 may also be, for example, a storage device (for example, online storage) that is communicably connected to the terminal device 10 via a network or the like.
[0049] The processor 11 is, for example, a CPU (Central Processing Unit), and executes a control program PRG stored in the memory 13 and operates in accordance with the control program PRG, thereby functioning as a control unit 110. For example, the processor 11 operating in accordance with the control program PRG stored in the memory 13 functions as the control unit 110 including a game control unit 112, a touch position information acquisition unit 114, and an operation area allocation unit 116.
[0050] As described above, the touch panel 12 functions as the display unit 120 and the input unit 122. The vibration generator 14 is, for example, a vibration motor that generates vibrations, and functions as a vibration generating unit 140.
[0051] In addition, the processor 11 may be configured to include hardware such as a GPU (Graphics Processing Unit), a DSP (Digital Signal Processor), or an FPGA (Field Programmable Gate Array) in addition to or instead of the CPU. In this case, a part or all of the control unit 110 realized by the processor 11 may be realized by hardware such as a DSP. Furthermore, the processor 11 may be configured to include one or more CPUs and one or more hardware elements, part or all of the functions. For example, when the processor 11 is configured to include multiple CPUs, a part or all of the functions of the control unit 110 may be realized by these multiple CPUs operating in cooperation with each other according to a control program PRG. Next, with reference to FIG. 7, the operation of the terminal device 10 when the specific operation direction is different from the example shown in FIG. 2 will be described.
[0052] Fig. 7 is an explanatory diagram showing another example of the appearance of the terminal device 10 when touching on the touch panel 12 is started. In the game field FD2 shown in Fig. 7, there are environmental objects OBe, such as virtual ground, plants, and a river, a log object OBw, and a player character CRp. In the game field FD2, the input area RDr is associated with the +Xf direction, and the input area RDl is associated with the -Xf direction. In addition, the input area RDu is associated with the +Zf direction, and the input area RDd is associated with the -Zf direction.
[0053] In the game field FD2, the player character CRp moves in the +Zf direction to approach the goal point. For this reason, in the game field FD2, the operation direction selected by the user tends to concentrate on the +Zf direction among the four operation directions (+Xf direction, -Xf direction, +Zf direction, and -Zf direction). Therefore, the +Zf direction among the four operation directions is associated in advance with the game field FD2. And, in the game field FD2, the +Zf direction associated in advance with the game field FD2 is set as a specific operation direction among the four operation directions. For example, the player character CRp can cross a river by jumping onto a log object OBw or the like. In the game field FD2, the +Zf direction associated in advance with the game field FD2 is an example of "information associated with the virtual space".
[0054] For example, when touching on the touch panel 12 is started, that is, when a touch-in occurs, the operation area allocation unit 116 allocates the operation area V to the touch panel 12 so that the touch position P at the time of touch-in is included in the input area RDu associated with the +Zf direction, which is a specific operation direction set in the game field FD2. Therefore, when touching on the touch panel 12 is started, the game control unit 112 accepts an instruction to set the moving direction of the player character CRp to the +Zf direction. As a result, the player character CRp jumps in the +Zf direction in the game field FD2. Next, an operation flow of the terminal device 10 will be described with reference to FIG. 8.
[0055] Fig. 8 is a flowchart showing an example of the operation of the terminal device 10. The process of step S100 shown in Fig. 8 is executed, for example, when a predetermined start instruction to start a game is input to the touch panel 12.
[0056] First, in step S100, the game control unit 112 generates display information for displaying the game field FD on the display unit 120, and controls the display unit 120 so that the display unit 120 displays an image based on the display information. Note that the game field FD includes an environmental object OBe, a player character CRp, etc. After executing the process of step S100, the game control unit 112 advances the process to step S102.
[0057] In step S102, the touch position information acquisition unit 114 determines whether or not the touch panel 12 has output touch position information. If the result of the determination in step S102 is positive, the touch position information acquisition unit 114 advances the process to step S104. On the other hand, if the result of the determination in step S102 is negative, the touch position information acquisition unit 114 advances the process to step S130.
[0058] In step S104, the touch position information acquisition unit 114 acquires touch position information output from the touch panel 12. Then, the touch position information acquisition unit 114 updates the touch position history information HINF stored in the storage unit 130 based on the touch position information acquired in step S104. Specifically, the touch position information acquisition unit 114 associates the touch position information acquired in step S104 with the time at which the touch position information was acquired, and includes the touch position history information HINF. Note that the touch position history information HINF may include information indicating in which of the input areas RDr, RDl, RDu, and RDd the touch position P is located at each time. After executing the process of step S104, the touch position information acquisition unit 114 advances the process to step S106.
[0059] In the following description, the time tm means the latest time among the times associated with the touch position information included in the touch position history information HINF. Therefore, in the following, the touch position P indicated by the touch position information acquired by the touch position information acquisition unit 114 at the time tm may be referred to as the latest touch position P.
[0060] In step S106, the game control unit 112 determines, for example, whether or not a touch on the touch panel 12 has started. That is, the game control unit 112 determines whether or not a touch-in has occurred. For example, the game control unit 112 refers to the touch position history information HINF and determines whether or not touch position information has been acquired during the period from time t(m-1) to time tm (excluding time tm). The time t(m-1) is a time that is a predetermined time before the time tm associated with the touch position information acquired by the touch position information acquisition unit 114 in step S104. In addition, the predetermined time is, for example, a time that corresponds to a cycle at which the touch panel 12 outputs touch position information in a state in which the touch on the touch panel 12 continues. If no touch position information has been acquired during the period from time t(m-1) to time tm, the game control unit 112 determines that a touch-in has occurred. If the result of the determination in step S106 is positive, the game control unit 112 advances the process to step S108. On the other hand, if the result of the determination in step S106 is negative, the game control unit 112 advances the process to step S112.
[0061] In step S108, the operation area allocating unit 116 allocates multiple input areas RD to the touch panel 12 so that a touch position P at the start of touching on the touch panel 12 is included in an input area RD associated with a specific operation direction. The specific operation direction is set based on the direction associated with the game field FD, as described in FIG. 2. For example, the operation area allocating unit 116 refers to the field-related information FINF stored in the storage unit 130 and identifies the direction associated with the game field FD. Then, the operation area allocating unit 116 sets the specific operation direction based on the direction associated with the game field FD.
[0062] When the process of step S108 is executed, the touch position P indicated by the touch position information acquired by the touch position information acquisition unit 114 in step S104 corresponds to the touch position P at the start of touch on the touch panel 12 (i.e., the touch position P at the time of touch-in). That is, the operation area allocation unit 116 allocates the operation area V including the input areas RDr, RDl, RDu, and RDd to the touch panel 12 so that the touch position P indicated by the touch position information acquired by the touch position information acquisition unit 114 in step S104 is included in the input area RD associated with the specific operation direction. Then, the operation area allocation unit 116 stores the position of the input area RD included in the operation area V as the operation area information VINF in the storage unit 130. After executing the process of step S108, the operation area allocation unit 116 advances the process to step S110.
[0063] In step S110, the game control unit 112 controls the vibration generation unit 140 so that the vibration generation unit 140 vibrates the terminal device 10. Then, the game control unit 112 advances the process to step S120. Before describing the process of step S120, a process of step S112 that is executed when the touch corresponding to the touch position information acquired by the touch position information acquisition unit 114 in step S104 is a touch after a touch-in (S106:N) will be described.
[0064] In step S112, the game control unit 112 acquires the operation region information VINF stored in the storage unit 130, and specifies the positions of each of the input regions RDr, RDl, RDu, and RDd. Then, the game control unit 112 advances the process to step S114.
[0065] In step S114, the game control unit 112 determines whether the latest touch position P is present in any of the input regions RDr, RDl, RDu, and RDd. In this way, if the latest touch position P is present in the input region RD, it is specified which of the input regions RDr, RDl, RDu, and RDd the latest touch position P is present in. The game control unit 112 may update the touch position history information HINF based on the determination result in step S114. If the result of the determination in step S114 is positive, the game control unit 112 advances the process to step S120. On the other hand, if the result of the determination in step S114 is negative, the game control unit 112 advances the process to step S134.
[0066] In step S120, the game control unit 112 determines the direction of change of the player character CRp. Specifically, the game control unit 112 sets the direction of change of the player character CRp to the operation direction associated with the input area RD in which the latest touch position P exists. Then, the game control unit 112 changes the coordinates in which the player character CRp exists or the posture information indicating the posture of the player character CRp based on the set direction of change of the player character CRp (the operation direction associated with the input area RD in which the latest touch position P exists).
[0067] Note that the input area RD in which the latest touch position P exists is the input area RD associated with a specific operation direction when, for example, the touch corresponding to the touch position information acquired by the touch position information acquisition unit 114 in step S104 is a touch at the time of touch-in (S106: Y). Also, when the touch corresponding to the touch position information acquired by the touch position information acquisition unit 114 in step S104 is a touch after touch-in (S106: N), the input area RD in which the latest touch position P exists is the input area RD identified in step S114 as the input area in which the latest touch position P exists. After executing the process of step S120, the game control unit 112 advances the process to step S140.
[0068] Before describing the process of step S140, the processes of step S130 and the like that are executed when it is determined in step S102 that touch panel 12 is not outputting touch position information (step S102: N) will be described.
[0069] In step S130, the game control unit 112 determines whether or not the input region RD has disappeared. If the result of the determination in step S130 is positive, the game control unit 112 advances the process to step S134. On the other hand, if the result of the determination in step S130 is negative, the game control unit 112 advances the process to step S132.
[0070] In step S132, the operation area allocating unit 116 eliminates the operation area V including the input areas RDr, RDl, RDu, and RDd. Then, the operation area allocating unit 116 advances the process to step S134.
[0071] In step S134, the game control unit 112 stops the movement of the player character CRp in the game field FD. Note that stopping the movement of the player character CRp may include stopping the change in the posture of the player character CRp.
[0072] In step S140, the game control unit 112 generates display information for displaying the game field FD and the operation area V on the display unit 120, and controls the display unit 120 so that the display unit 120 displays an image based on the display information. An environmental object OBe, a player character CRp, and the like exist in the game field FD. When the process of step S140 is executed after the process of step S120, for example, the player character CRp displayed on the display unit 120 moves in the operation direction determined in the process of step S120. The game control unit 112 may move the display range of the game field FD displayed on the touch panel 12 in response to the movement of the player character CRp in the game field FD. When the process of step S140 is executed after the process of step S134 (for example, when there is no touch on the touch panel 12), for example, the player character CRp displayed on the display unit 120 is stopped with respect to the game field FD. After executing the process of step S140, the game control unit 112 advances the process to step S150.
[0073] In step S150, the game control unit 112 determines whether or not a predetermined end instruction to end the game has been input to the touch panel 12. If the result of the determination in step S150 is positive, the game control unit 112 ends the game. On the other hand, if the result of the determination in step S150 is negative, the game control unit 112 returns the process to step S102 and continues the game. In this way, the game control unit 112 progresses the game based on the operation direction associated with the input area RD including the latest touch position P.
[0074] The operation of the terminal device 10 is not limited to the example shown in FIG. 8. For example, the determination in step S106 and the like may be performed using a continuation flag indicating whether or not the touch on the touch panel 12 is continuing. In this case, for example, if the continuation flag is an initial value (for example, "0") in step S106, the game control unit 112 may determine that the touch has started and set the continuation flag to a value different from the initial value (for example, "1"). Then, if the continuation flag is a value different from the initial value in step S130, the game control unit 112 may determine that the input region RD has not disappeared and set the continuation flag to the initial value. Also, for example, the determination in step S130 may be omitted. In this case, if the result of the determination in step S102 is negative, the touch position information acquisition unit 114 may advance the process to step S132.
[0075] As described above, in this embodiment, the operation area allocation unit 116 allocates the multiple input areas RD to the touch panel 12 such that the touch position P at the start of touching on the touch panel 12 is included in the input area RD associated with a specific operation direction among the multiple input areas RD. Note that the specific operation direction is a direction set based on a direction associated in advance with the game field FD among the multiple operation directions. Furthermore, the game control unit 112 progresses the game based on the operation direction associated with the input area RD including the touch position P indicated by the touch position information acquired by the touch position information acquisition unit 114.
[0076] In this embodiment, as described above, the touch position P at the start of touching the touch panel 12 (touch-in) is included in the input area RD associated with a specific operation direction set based on a direction previously associated with the game field FD. Therefore, in this embodiment, the instruction input to the terminal device 10 at the time of touch-in (hereinafter also referred to as "instruction at the time of touch-in") can be appropriately set for each game field FD.
[0077] For this reason, in this embodiment, operability can be improved when inputting an instruction using the input area RD, compared to when the instruction at the time of touch-in is fixed regardless of the game field FD. For example, when the instruction at the time of touch-in is fixed to an instruction not to specify an operation direction regardless of the game field FD, the user needs to perform a two-step operation of touch-in and an operation of moving the touch position P to the desired input area RD immediately after the touch-in, which reduces operability.
[0078] In contrast to this, in this embodiment, the instructions given at the time of touch-in can be appropriately set for each game field FD, thereby reducing the frequency with which the two-step operation of touch-in and moving the touch position P to the desired input area RD immediately after touch-in is performed, thereby improving operability.
[0079] Note that this embodiment can improve operability, for example, compared to a case where an instruction at the time of touch-in is fixed to an instruction of one of a plurality of operation directions regardless of the game field FD. For example, when an instruction at the time of touch-in is fixed to an instruction of one operation direction regardless of the game field FD, depending on the game field FD, the frequency with which the instruction at the time of touch-in differs from the instruction desired by the user may be higher than in other game fields FD. In a game field FD where the frequency with which the instruction at the time of touch-in differs from the instruction desired by the user may be higher than in other game fields FD, the frequency with which the above-mentioned two-stage operation is performed may be higher, and operability may be reduced, compared to other game fields FD.
[0080] In contrast to this, in this embodiment, since the instruction at the time of touch-in can be appropriately set for each game field FD, it is possible to suppress, for each game field FD, an increase in the frequency with which the instruction at the time of touch-in differs from the instruction desired by the user. Therefore, in this embodiment, it is possible to suppress an increase in the frequency with which the above-mentioned two-stage operation is performed, and operability can be improved.
[0081] In this manner, in this embodiment, when the input area RD is assigned to the touch panel 12 in response to the start of touching on the touch panel 12, it is possible to improve operability when inputting instructions using the input area RD.
[0082] [2. Modifications] Each of the above embodiments may be modified in various ways. Specific modified embodiments are exemplified below. Two or more embodiments arbitrarily selected from the following examples may be appropriately combined within a range that does not contradict each other. In the modified examples exemplified below, the elements whose actions and functions are equivalent to those of the embodiment will be appropriately omitted by using the symbols referenced in the above explanation.
[0083] [Variation 1] In the above-described embodiment, an example has been given of a mode in which the display range of the game field FD displayed on the touch panel 12 does not move when there is no touch on the touch panel 12, but the present invention is not limited to such a mode. For example, the display range of the game field FD displayed on the touch panel 12 may move regardless of the presence or absence of a touch on the touch panel 12. In this case, the movement direction of the display range relative to the game field FD may be set as information associated with the game field FD.
[0084] FIG. 9 is an explanatory diagram for explaining an example of a specific operation direction according to the first modification. In the example shown in FIG. 9, the display range DR of the game field FD1 moves even when there is no touch on the touch panel 12. An example of so-called forced scrolling is shown in FIG. 9. In FIG. 9, the display range DR of the game field FD1 at time t1 is also referred to as a display range DR[t1], and the display range DR of the game field FD1 at time t2 is also referred to as a display range DR[t2]. Also, in the game field FD1 shown in FIG. 9, as described in FIG. 1, the +Xf direction of the field coordinate system ΣF corresponds to the +Xs direction of the touch panel coordinate system ΣS, and the -Xf direction of the field coordinate system ΣF corresponds to the -Xs direction of the touch panel coordinate system ΣS.
[0085] At time t1, the display range DR[t1] of the game field FD1 is displayed on the touch panel 12. Then, from time t1 to time t2, the display range DR moves in the +Xf direction. At time t2, the display range DR[t2] of the game field FD1 is displayed on the touch panel 12.
[0086] The position of the player character CRp on the game field FD1 is maintained unchanged from time t1 to time t2 because there is no touch on the touch panel 12. On the other hand, the position of the player character CRp on the touch panel 12 moves in the -Xs direction from time t1 to time t2 because the display range DR of the game field FD1 moves in the +Xf direction from time t1 to time t2. For example, the position of the player character CRp on the touch panel 12 moves from position Xs1 to position Xs2 in the touch panel coordinate system ΣS from time t1 to time t2.
[0087] Therefore, the user can move the player character CRp in the +Xf direction so that the player character CRp fits within the display range DR. Therefore, in the example shown in FIG. 9, of the four operation directions (+Xf direction, -Xf direction, +Yf direction, and -Yf direction), the +Xf direction, which is the movement direction of the display range DR relative to the game field FD, is associated with the game field FD1 in advance. And, in the game field FD1 shown in FIG. 9, of the four operation directions, the +Xf direction associated with the game field FD1 in advance is set as a specific operation direction. Therefore, also in the example shown in FIG. 9, when touching on the touch panel 12 is started, the operation area V is assigned to the touch panel 12 so that the touch position P at the time of touch-in is included in the input area RDr. Therefore, the player character CRp moves in the +Xf direction at the time of touch-in. Note that, in the example shown in FIG. 9, the +Xf direction, which is the movement direction of the display range DR of the game field FD1, is associated with the game field FD1, and is therefore an example of "information associated with the virtual space."
[0088] The same effects as those of the above-described embodiment can be obtained in Modification 1. For example, in Modification 1, it is possible to improve operability when inputting instructions using the input area RD.
[0089] [Variation 2] In the above-described embodiment and modification 1, a case where one specific operation direction is set for one game field FD has been exemplified, but the present invention is not limited to such a case. For example, one of a plurality of operation directions may be previously associated with each of a plurality of predetermined areas included in one game field FD. In this case, the specific operation direction may be set to the operation direction associated with the predetermined area in which the player character CRp exists.
[0090] FIG. 10 is an explanatory diagram for explaining an example of a specific operation direction according to the second modification. In the game field FD3 shown in FIG. 10, the player character CRp starts from the start point SPT and aims at the goal point GPT. Therefore, the game field FD3 includes a route RT from the start point SPT to the goal point GPT. In the game field FD3, the player character CRp cannot move to an area other than the route RT. In the example shown in FIG. 10, the game field FD3 is represented by a two-axis orthogonal coordinate system having an Xf axis and a Yf axis perpendicular to each other. Although not shown in FIG. 10, in the game field FD3, the input area RDr is associated with the +Xf direction, and the input area RDl is associated with the -Xf direction. In addition, the input area RDu is associated with the +Yf direction, and the input area RDd is associated with the -Yf direction.
[0091] In the example shown in Fig. 10, the route RT is divided into five areas AR (AR1, AR2, AR3, AR4, and AR5). Each of the areas AR1, AR2, AR3, AR4, and AR5 is an example of a "predetermined area." The player character CRp approaches the goal point GPT by moving in the direction of the dashed arrow shown in Fig. 10.
[0092] For example, when the player character CRp is in the area AR1, the player character CRp moves in the +Xf direction while avoiding obstacles from enemy characters (not shown). For this reason, the user inputs various operation direction instructions, but basically, the input of an instruction to move the player character CRp in the +Xf direction is more common than the input of instructions for other operation directions. For this reason, the +Xf direction is associated with the area AR1.
[0093] As a result, when the player character CRp is in the area AR1, the specific operation direction is set to the +Xf direction. Therefore, when the player character CRp is in the area AR1 at the time of touch-in, the operation area allocation unit 116 allocates the operation area V to the touch panel 12 so that the touch position P at the time of touch-in is included in the input area RDr associated with the +Xf direction. In other words, when the player character CRp is in the area AR1 at the time of touch-in, the operation area allocation unit 116 allocates the operation area V to the touch panel 12 so that the operation direction specified by touch-in (hereinafter also referred to as "operation direction at the time of touch-in") is the +Xf direction.
[0094] Of the areas AR1, AR2, AR3, AR4, and AR5, the areas AR other than the area AR1 are also associated with a movement direction (the direction of the dashed arrow shown in FIG. 10) for approaching the goal point GPT. For example, the areas AR3 and AR5 are associated with the +Xf direction, as with the area AR1. The area AR2 is associated with the +Yf direction, and the area AR4 is associated with the -Yf direction. Therefore, for example, when the player character CRp is in any of the areas AR1, AR3, and AR5, the specific operation direction is set to the +Xf direction. Also, for example, when the player character CRp is in the area AR2, the specific operation direction is set to the +Yf direction, and when the player character CRp is in the area AR4, the specific operation direction is set to the -Yf direction.
[0095] Therefore, in the game field FD3, the input area RD including the touch position P at the time of touch-in is determined by the area AR in which the player character CRp is present. For example, when a touch-in occurs when the player character CRp is present in any one of the areas AR1, AR3, and AR5, the operation area allocation unit 116 allocates the operation area V to the touch panel 12 so that the touch position P at the time of touch-in is included in the input area RDr. Also, for example, when a touch-in occurs when the player character CRp is present in the area AR2, the operation area allocation unit 116 allocates the operation area V to the touch panel 12 so that the touch position P at the time of touch-in is included in the input area RDu. Also, for example, when a touch-in occurs when the player character CRp is present in the area AR4, the operation area allocation unit 116 allocates the operation area V to the touch panel 12 so that the touch position P at the time of touch-in is included in the input area RDd.
[0096] In addition, in the game field FD3, the directions associated with each of the areas AR1, AR2, AR3, AR4, and AR5 are an example of “information associated with the virtual space.” In addition, the “information associated with the virtual space” may be information indicating the directions associated with each of the areas AR1, AR2, AR3, AR4, and AR5.
[0097] In Modification 2, the same effects as those of the above-described embodiment and Modification 1 can be obtained. Furthermore, in Modification 2, the operation direction at the time of touch-in is changed within one game field FD depending on the position within the game field FD where the player character CRp exists. Therefore, in Modification 2, the operation direction at the time of touch-in can be set to the optimal direction. As a result, in Modification 2, it is possible to further improve operability.
[0098] The "plurality of predetermined areas" may be areas obtained by dividing the display range DR of the game field FD displayed on the touch panel 12. For example, the "plurality of predetermined areas" may be two areas obtained by dividing the display range DR in half. When the boundary between the two areas is perpendicular to the Xf axis, the +Xf direction may be associated with the area in the -Xf direction from the boundary, and the -Xf direction may be associated with the area in the +Xf direction from the boundary. When the boundary between the two areas is perpendicular to the Yf axis, the +Yf direction may be associated with the area in the -Yf direction from the boundary, and the -Yf direction may be associated with the area in the +Yf direction from the boundary. Even in this case, the operability when inputting instructions using the input area RD can be improved compared to the case where one specific operation direction is set for one game field FD.
[0099] [Variation 3] In the above-described embodiment, Modification 1, and Modification 2, there is no particular description of an aspect in which an image indicating a specific operation direction is displayed on the touch panel 12, but the present invention is not limited to an aspect in which an image indicating a specific operation direction is not displayed on the touch panel 12. For example, as shown in FIG. 11, an image DIMG indicating a specific operation direction may be displayed on the touch panel 12.
[0100] FIG. 11 is an explanatory diagram showing an example of display contents according to Modification 3. In the game field FD1, since the specific operation direction is set to the +Xf direction, the game control unit 112 generates display information for displaying an image DIMG on the display unit 120 (touch panel 12) for making the user recognize that the specific operation direction is the +Xf direction. Then, the game control unit 112 controls the display unit 120 so that the display unit 120 displays the image DIMG. As a result, the image DIMG for making the user recognize that the specific operation direction is the +Xf direction is displayed on the touch panel 12. In the example shown in FIG. 11, the image DIMG is an image including an arrow indicating the +Xf direction, which is the specific operation direction.
[0101] In the game field FD3 shown in FIG. 10, an image DIMG is displayed on the touch panel 12 in accordance with the area AR in which the player character CRp is located, to allow the user to recognize the direction associated with the area AR in which the player character CRp is located.
[0102] In Modification 3, it is possible to obtain the same effects as those of the above-described embodiment, Modification 1, and Modification 2. Furthermore, in Modification 3, an image DIMG indicating a specific operation direction is displayed on the touch panel 12, so that the user can easily recognize the operation direction at the time of touch-in. As a result, in Modification 3, even if the operation direction at the time of touch-in changes, it is possible to reduce the possibility that the user will erroneously recognize the operation direction at the time of touch-in.
[0103] [Variation 4] In the above-described embodiment and Modifications 1 to 3, the specific operation direction instruction set based on the direction associated with the game field FD is input to the terminal device 10 at the time of touch-in. However, the present invention is not limited to such an embodiment. For example, the operation direction at the time of touch-in may be set based on the situation in the game field FD when the game situation satisfies an exceptional condition. The exceptional condition may be, for example, that the game situation is better when an instruction of an operation direction different from the specific operation direction set based on the direction associated with the game field FD is input to the terminal device 10 at the time of touch-in than when an instruction of a specific operation direction set based on the direction associated with the game field FD is input to the terminal device 10 at the time of touch-in. In other words, the exceptional condition may be, for example, that the game situation is disadvantageous when an instruction of a specific operation direction set based on the direction associated with the game field FD is input to the terminal device 10 at the time of touch-in. Next, a specific example of Modification 4 will be described with reference to FIG. 12 and FIG. 13.
[0104] FIG. 12 is an explanatory diagram for explaining an example of an exceptional condition according to the fourth modification. In the example shown in FIG. 12, it is assumed that a penalty such as a reduction in points is imposed when the player character CRp comes into contact with the enemy character CRe. In FIG. 12, the setting of the specific operation direction will be described assuming that a situation in which the enemy character CRe does not exist in the +Xf direction from the player character CRp in the display range DR of the game field FD1 displayed on the touch panel 12 is a normal situation. However, the normal situation may also be a situation in which the enemy character CRe does not exist within a predetermined distance in the +Xf direction from the player character CRp in the game field FD1. When the game situation is the normal situation, the specific operation direction is set to the +Xf direction based on the direction associated with the game field FD1.
[0105] Also, in FIG. 12, a comparative example is assumed in which the specific operation direction in the game field FD1 is fixed to the +Xf direction regardless of the game situation. In the comparative example, when an enemy character CRe appears in the +Xf direction from the player character CRp, even if the user quickly touches the touch panel 12, the player character CRp moves in the +Xf direction by touch-in. In this case, the player character CRp approaches the enemy character CRe. Therefore, in the comparative example, the possibility of contacting the enemy character CRe is higher than when the player character CRp moves in the -Xf direction by touch-in. That is, when the enemy character CRe appears in the +Xf direction from the player character CRp, if an instruction of the +Xf direction, which is the specific operation direction set based on the direction associated with the game field FD1, is input to the terminal device 10 at the time of touch-in, the game situation becomes unfavorable.
[0106] Therefore, in the fourth modification shown in FIG. 12, when an enemy character CRe appears in the +Xf direction from the player character CRp, the specific operation direction is set to the -Xf direction. Thereby, for example, the player character CRp moves in the -Xf direction by touch-in. As a result, in the fourth modification, the player character CRp can quickly escape from the enemy character CRe. In this way, in the fourth modification, when an enemy character CRe appears in the +Xf direction from the player character CRp, the specific operation direction is set to the -Xf direction, so that the possibility of contacting the enemy character CRe is lower than in the comparative example in which the specific operation direction is maintained in the +Xf direction. When the game situation returns to the normal situation, the specific operation direction is also reset to the +Xf direction.
[0107] In the example shown in FIG. 12, the enemy character CRe is an example of a "predetermined game element" that makes the amount of change in a parameter related to the game different from the amount of change in the parameter in a normal situation. The "parameter related to the game" may be, for example, points such as money in the game owned by the user, or the remaining time until a predetermined goal set in the game is achieved. Therefore, in the display range DR of the game field FD1, a situation in which the enemy character CRe exists in the +Xf direction from the player character CRp is an example of a "situation in which a predetermined game element occurs that makes the amount of change in a parameter related to the game different from the amount of change in the parameter in a normal situation." In addition, a "situation in which a predetermined game element occurs that makes the amount of change in a parameter related to the game different from the amount of change in the parameter in a normal situation" is an example of a game situation that satisfies an "exception condition." Therefore, in the display range DR of the game field FD1, a situation in which the enemy character CRe exists in the +Xf direction from the player character CRp is an example of a game situation that satisfies an "exception condition."
[0108] Thus, in the fourth modification, when the game situation satisfies the exceptional condition, the specific operation direction is set based on the situation in the game field FD (for example, a situation in which the enemy character CRe appears in the +Xf direction from the player character CRp). When the game situation does not satisfy the exceptional condition (normal situation), the specific operation direction is set to a direction determined by the game field FD.
[0109] The case where a penalty is imposed is not limited to the case where the player character CRp comes into contact with the enemy character CRe. For example, the case where a penalty is imposed may be due to the terrain in the game field FD, such as the player character CRp falling off a cliff. Next, another specific example of the modified example 4 will be described with reference to FIG. 13.
[0110] FIG. 13 is an explanatory diagram for explaining another example of the exceptional condition according to the modified example 4. In the example shown in FIG. 13, it is assumed that points are awarded when the player character CRp comes into contact with the bonus character CRb. In FIG. 13, the setting of the specific operation direction will be described assuming that the normal situation is a situation in which the bonus character CRb does not exist in the -Xf direction from the player character CRp in the display range DR of the game field FD1 displayed on the touch panel 12. However, the normal situation may also be a situation in which the bonus character CRb does not exist within a predetermined distance in the -Xf direction from the player character CRp in the game field FD1. When the game situation is the normal situation, the specific operation direction is set to the +Xf direction based on the direction associated with the game field FD1.
[0111] Also, in FIG. 13, as in FIG. 12 described above, a comparative example is assumed in which the specific operation direction in the game field FD1 is fixed to the +Xf direction regardless of the game situation. In the comparative example, when the bonus character CRb appears in the -Xf direction from the player character CRp, even if the user quickly touches the touch panel 12, the player character CRp moves in the +Xf direction by touch-in. In this case, the player character CRp moves away from the bonus character CRb. Therefore, in the comparative example, the possibility of contacting the bonus character CRb is lower than when the player character CRp moves in the -Xf direction by touch-in. That is, when the bonus character CRb appears in the -Xf direction from the player character CRp, if an instruction of the +Xf direction, which is the specific operation direction set based on the direction associated with the game field FD1, is input to the terminal device 10 at the time of touch-in, the game situation becomes unfavorable.
[0112] Therefore, in the fourth modification shown in FIG. 13, when the bonus character CRb appears in the -Xf direction from the player character CRp, the specific operation direction is set to the -Xf direction. As a result, for example, the player character CRp moves in the -Xf direction by touch-in. As a result, in the fourth modification, the player character CRp can quickly approach the bonus character CRb. In this way, in the fourth modification, when the bonus character CRb appears in the -Xf direction from the player character CRp, the specific operation direction is set to the -Xf direction, so that the possibility of contacting the bonus character CRb is higher than in the comparative example in which the specific operation direction is maintained in the +Xf direction. When the game situation returns to the normal situation, the specific operation direction is also reset to the +Xf direction.
[0113] In the example shown in FIG. 13, the bonus character CRb is an example of a "predetermined game element" that makes the amount of change in a parameter related to the game different from the amount of change in the parameter in a normal situation. Therefore, the situation in which the bonus character CRb exists in the -Xf direction from the player character CRp in the display range DR of the game field FD1 is an example of a "situation in which a predetermined game element occurs that makes the amount of change in a parameter related to the game different from the amount of change in the parameter in a normal situation." Therefore, the situation in which the bonus character CRb exists in the -Xf direction from the player character CRp in the display range DR of the game field FD1 is an example of a game situation that satisfies an "exceptional condition."
[0114] In Modification 4, it is possible to obtain the same effects as those of the above-described embodiment and Modifications 1 to 3. Furthermore, in Modification 4, when the game situation satisfies the exceptional condition, a specific operation direction is set based on the situation in the game field FD, so that it is possible to reduce the disadvantage of the game situation at the time of touch-in.
[0115] [Variation 5] In the above-described embodiment and Modifications 1 to 4, an example has been given in which an instruction for a specific operation direction set before touch-in is input to the terminal device 10 at the time of touch-in, but the present invention is not limited to such an example. For example, the touch panel 12 may be assigned a priority area to which any of a plurality of operation directions is previously associated. Then, if the touch position P at the time of touch-in is in the priority area, an instruction for the operation direction corresponding to the priority area may be input to the terminal device 10 at the time of touch-in. Next, an example of the operation of the terminal device 10 according to Modification 5 will be described with reference to FIG. 14.
[0116] Fig. 14 is an explanatory diagram for explaining an example of the operation of the terminal device 10 according to the fifth modification. In the example shown in Fig. 14, a priority area PARl associated with the -Xs direction is assigned to the touch panel 12. For example, the priority area PARl is associated with the -Xf direction, and is assigned to an end located in the -Xs direction from the center of the touch panel 12 among the ends within the touch panel 12. However, the position of the priority area PARl on the touch panel 12 is not particularly limited. Also, the specific operation direction is set to the +Xf direction.
[0117] When the touch position P at the time of touch-in is in the priority area PARl, the operation area allocation unit 116 allocates the operation area V including the multiple input areas RD (RDr, RDl, RDu, and RDd) to the touch panel 12 so that the touch position P at the time of touch-in is included in the input area RDl associated with the -Xf direction corresponding to the priority area PARl. Therefore, when the touch position P at the time of touch-in is in the priority area PARl, a command in the -Xf direction corresponding to the priority area PARl is input to the terminal device 10 at the time of touch-in.
[0118] Therefore, for example, when an enemy character CRe appears in the +Xf direction from the player character CRp, the user can move the player character CRp in the -Xf direction by touching (touching in) the priority area PARl with the finger FG removed from the touch panel 12. As a result, the player character CRp can quickly escape from the enemy character CRe. That is, in the fifth modification, even if the specific operation direction is set to the +Xf direction, the player character CRp can be quickly moved in the -Xf direction by touching in the priority area PARl.
[0119] In addition, if the touch position P at the time of touch-in is in an area other than the priority area PARl, the operation area allocation unit 116 allocates the operation area V to the touch panel 12 so that the touch position P at the time of touch-in is included in the input area RDr corresponding to the +Xf direction, which is a specific operation direction.
[0120] Here, for example, when the specific operation direction is set to the -Xf direction, the priority area PARr (not shown) associated with the +Xf direction may be assigned to an end located in the +Xs direction from the center of the touch panel 12 among the ends in the touch panel 12. Also, for example, when the specific operation direction is set to the +Yf direction, the priority area PARd (not shown) associated with the -Yf direction may be assigned to an end located in the -Ys direction from the center of the touch panel 12 among the ends in the touch panel 12. Also, for example, when the specific operation direction is set to the -Yf direction, the priority area PARu (not shown) associated with the +Yf direction may be assigned to an end located in the +Ys direction from the center of the touch panel 12 among the ends in the touch panel 12. Hereinafter, the priority areas PARr, PARl, PARu, and PARd are also referred to as priority areas PAR without any particular distinction.
[0121] 14, a priority area PAR (e.g., PARl) associated with a direction opposite to the specific operation direction (e.g., +Xf direction) is assigned to a position in a direction opposite to the specific operation direction (e.g., -Xf direction) with respect to the center of the touch panel 12. However, the operation direction associated with the priority area PAR may be any operation direction different from the specific operation direction, and is not limited to the direction opposite to the specific operation direction.
[0122] As described above, by touching-in to the priority area PARl, a command in the -Xf direction corresponding to the priority area PARl is input to the terminal device 10 regardless of a specific operation direction, so the priority area PARl may be interpreted as an input area that is associated with the -Xf direction and is valid only upon touch-in.
[0123] In Modification 5, it is possible to obtain the same effects as those of the above-described embodiment and Modifications 1 to 4. Furthermore, in Modification 5, by touching in to the priority area PAR, an instruction of the operation direction corresponding to the priority area PAR is input to the terminal device 10 regardless of a specific operation direction, so that it is possible to reduce the disadvantage of the game situation at the time of touching in.
[0124] [Variation 6] In the above-described embodiment and Modifications 1 to 5, the specific operation direction may be changeable by a user's operation. For example, when the game progress is divided into a plurality of stages by the unit of calculating the score of the game, the specific operation direction may be set to an initial direction based on the game field FD of each stage at the start of each stage. Then, the specific operation direction may be changed by a user's operation. For example, when the image DIMG showing the specific operation direction shown in FIG. 11 or the like is tapped, the specific operation direction may be switched. In Modification 6, since the specific operation direction can be changed by a user's operation, it is possible to set the specific operation direction to a direction required by the user according to the game situation or the like.
[0125] [Variation 7] In the above-described embodiment and the first to sixth modified examples, whether the specific operation direction is enabled or disabled may be set by a user's operation. For example, when the image DIMG showing the specific operation direction shown in FIG. 11 or the like is pressed and held, the specific operation direction may be switched between enabled and disabled. When the specific operation direction is disabled, the image DIMG showing that the specific operation direction is disabled may be displayed on the touch panel 12. When the specific operation direction is disabled, the operation area allocation unit 116 may set the touch position P at the time of touch-in as a reference position Ov that is the center of the circle BDv that defines the operation area V. In this case, the reference position Ov may be set to a neutral area that does not accept input of an instruction of the operation direction. Alternatively, when the specific operation direction is disabled, the position of the operation area V on the touch panel 12 may be maintained at the position of the operation area V before touch-in, regardless of the touch position P at the time of touch-in.
[0126] [Variation 8] In the above-described embodiment and modified examples 1 to 7, the operation area V includes four input areas RD, but the present invention is not limited to such an embodiment. For example, the operation area V may include two input areas RD, or may include three input areas RD. Alternatively, the operation area V may include five or more input areas RD.
[0127] [Variation 9] In the above-described embodiment and modified examples 1 to 8, the case where the direction of change of the player character CRp is operated using the operation area V has been exemplified, but the present invention is not limited to such an aspect. For example, the position of the display range DR may be operated using the operation area V so that non-player characters (characters not operated by the user) moving around in the game field FD are contained within the display range DR. Alternatively, the viewpoint of the pilot of a flight simulator may be operated using the operation area V, or the viewpoint of the protagonist of a survival game may be operated using the operation area V.
[0128] [Variation 10] In the above-described embodiment and modified examples 1 to 9, the input area RD is an area for inputting an instruction for a direction of change of the player character CRp, but the present invention is not limited to such an embodiment. The input area RD may be an area for inputting an instruction related to a predetermined game. For example, the input area RDr may be an area for inputting an instruction for an attack by the player character CRp in a predetermined game, and the input area RDl may be an area for inputting an instruction for a defense by the player character CRp in a predetermined game.
[0129] [Variation 11] In the above-described embodiment and Modifications 1 to 10, a program related to a predetermined game is exemplified as the program, but the present invention is not limited to such an embodiment. The program may be a program related to any application. A service provided by any application is an example of a "service." In this case, the multiple instructions related to the service may be multiple instructions related to any application.
[0130] [Variation 12] In the above-described embodiment and Modifications 1 to 11, the terminal device 10 has the touch panel 12, but the present invention is not limited to such an embodiment. For example, the terminal device 10 may have a display device functioning as the display unit 120 and a pointing device functioning as the input unit 122 instead of the touch panel 12. The display device may be, for example, a liquid crystal display or a television receiver. The pointing device may be, for example, a mouse or a remote controller for a game device. In addition, in Modification 12, the "touch panel" in the above-described embodiment and Modifications 1 to 11 may be read as a "display screen" and the "touch position" may be read as a "designated position". For example, the terminal device 10 may obtain designated position information indicating a designated position designated on the display screen. The "designated position" may be the position of a pointer on the display screen operated by a pointing device.
[0131] [Variation 13] In the above-described embodiment and Modifications 1 to 12, the case where the predetermined game is executed in the terminal device 10 has been exemplified, but the present invention is not limited to such an aspect. The predetermined game may be executed in a component other than the terminal device 10.
[0132] FIG. 15 is an explanatory diagram showing an overview of an information processing system SYS according to the modified example 13. The information processing system SYS has a server device 20A and a terminal device 10A. The server device 20A can execute a predetermined game and can communicate with the terminal device 10A via a network NW. Specifically, the server device 20A has a control unit 110 that controls each unit of the server device 20A, a storage unit 230 that stores various information such as a program related to the predetermined game (for example, the control program PRG, field related information FINF, touch position history information HINF, and operation area information VINF shown in FIG. 5), and a communication unit 250 for executing communication with an external device such as the terminal device 10A. In addition to the display unit 120, the input unit 122, and the vibration generation unit 140, the terminal device 10A has a communication unit 150 for executing communication with an external device such as the server device 20A. The display unit 120 and the input unit 122 are implemented as, for example, the above-mentioned touch panel 12. The server device 20A generates display information based on information input from the input unit 122 of the terminal device 10A. Furthermore, the display unit 120 of the terminal device 10A displays an image related to a predetermined game based on the display information generated in the server device 20A.
[0133] [3. Notes] From the above description, the present invention can be understood, for example, as follows: In order to facilitate understanding of each aspect, reference symbols in the drawings are conveniently written in parentheses below, but this is not intended to limit the present invention to the illustrated aspects.
[0134] [Appendix 1] A program according to one aspect of the present invention causes a processor to function as an acquisition unit that acquires touch position information indicating a touch position on a touch panel; an assignment unit that assigns a plurality of input areas associated with a plurality of operation directions related to a game to the touch panel when touch on the touch panel is started; and a progress unit that progresses the game based on the operation direction associated with the input area including the touch position indicated by the touch position information, wherein the assignment unit assigns the plurality of input areas to the touch panel such that the touch position at the start of touching on the touch panel is included in an input area associated with a specific operation direction among the plurality of operation directions, the specific operation direction being set based on information associated with a virtual space related to the game.
[0135] According to this aspect, the allocating unit allocates the plurality of input areas to the touch panel such that the touch position at the start of touching on the touch panel is included in the input area associated with a specific operation direction among the plurality of operation directions. Note that the specific operation direction is a direction set based on information associated with the virtual space related to the game.
[0136] Therefore, according to this aspect, when touching on the touch panel starts, for example, the progression unit progresses the game based on a specific operation direction set based on information previously associated with the virtual space. Hereinafter, the instruction input to the progression unit when touching on the touch panel starts is also referred to as a "touch-in instruction." In this aspect, since the touch position at the start of touching on the touch panel is included in the input area associated with the specific operation direction set based on information associated with the virtual space, the touch-in instruction is appropriately set based on the information associated with the virtual space.
[0137] Here, for example, if the instruction at the time of touch-in is different from the instruction desired by the user, the user must touch the touch panel and then, while continuing the touch, move the touch position to an input area for inputting an instruction for the desired operation direction. In this way, if the instruction at the time of touch-in is different from the instruction desired by the user, the user must perform a two-step operation of starting to touch the touch panel and moving the touch position, which reduces operability.
[0138] For example, when the user's desired instruction differs depending on the type of virtual space, if the instruction at the time of touch-in is fixed regardless of the type of virtual space, operability may decrease depending on the virtual space. In this aspect, the instruction at the time of touch-in is set based on information associated with the virtual space, so that even if the user's desired instruction differs depending on the type of virtual space, it is possible to prevent the operability from decreasing. That is, in this aspect, when an input area is assigned to the touch panel in response to the start of touching on the touch panel, it is possible to improve the operability when inputting an instruction using the input area.
[0139] In the above aspect, the term "multiple operation directions related to the game" may be, for example, a concept including multiple "operation directions related to the game." The "operation directions related to the game" may be, for example, directions in a virtual space related to the game, or directions on a screen related to the game.
[0140] A "direction in a virtual space related to a game" may be, for example, a direction of change in one or both of the position and attitude of a game element in a virtual space related to a game. Here, a "game element" may be, for example, a virtual object that exists in a virtual space related to a game, or a virtual camera that captures an image of a virtual space related to a game. Among these, a "virtual object that exists in a virtual space related to a game" may be a concept that includes, for example, a character related to a game and an object related to a game.
[0141] A "direction on a game-related screen" may be, for example, the direction of change in one or both of the position and orientation on a screen of an image showing a virtual object displayed on the game-related screen, or the direction of movement on the menu screen of an image showing a game element unrelated to the progress of the game, such as a pointer displayed on the menu screen of the game.
[0142] In addition, in the above embodiment, the "input area" may be, for example, an area provided in a visible manner on the touch panel for inputting operation direction instructions related to the game, or it may be a virtual area provided in an invisible manner on the touch panel for inputting operation direction instructions related to the game.
[0143] In the above aspect, the "information associated with the virtual space" may be, for example, a direction preset in the game field. The "game field" is an example of a virtual space. The "information associated with the virtual space" may be, for example, information indicating the type of the game field. When the progress of the game is divided into a plurality of stages by the unit for calculating the results such as the game score, the "game field" may be, for example, a virtual space in each of the plurality of stages. The "game field" may be, for example, a space including a path from a start point to a goal point within one game field. Here, for example, the "start point" may be the start point of the unit (stage) for calculating the results such as the game score, and the "goal point" may be the end point of the unit (stage) for calculating the results such as the game score.
[0144] Also, for example, when a game element such as a player character operated by a user of a game moves from a start point in a right direction in a virtual space, causing the player character to approach a goal point, "information indicating a rightward direction" may be set as the "information associated with the virtual space". Also, for example, when a game element such as a player character moves from a start point in a virtual space, causing the player character to approach a goal point, "information indicating an upward direction" may be set as the "information associated with the virtual space". In other words, information indicating the direction of the goal point relative to the start point may be set as the "information associated with the virtual space".
[0145] Also, for example, in a stage where the timing of the player character's change to one of a plurality of change directions affects the progress of the game, information indicating one change direction may be set as "information associated with the virtual space". Specifically, in a stage where the player character avoids obstacles that fly in irregularly by lowering their posture (changing downward), "information indicating a downward direction" may be set as "information associated with the virtual space" even when the player character approaches the goal point by moving the player character to the right from the start point.
[0146] In the above aspect, the "specific operation direction set based on the information associated with the virtual space" may be an operation direction corresponding to the direction indicated by the information associated with the virtual space.
[0147] [Appendix 2] A program according to another aspect of the present invention is a program as described in Appendix 1, characterized in that, when a game element operated by a user of the game is movable in the virtual space, at least two of the multiple operation directions correspond to the movement directions of the game element in the virtual space.
[0148] According to this aspect, the same effect as in Supplementary Note 1 can be obtained.
[0149] In the above aspect, "the moving direction of the game element in the virtual space" may be, for example, the moving direction of the position of the game element in the virtual space related to the game.
[0150] [Appendix 3] A program according to another aspect of the present invention is a program as described in Appendix 2, characterized in that the progression unit stops movement of the game elements in the virtual space when there is no touch on the touch panel.
[0151] According to this aspect, it is possible to obtain the same effect as that of Supplementary Note 1. Furthermore, according to this aspect, since the movement of the game elements stops when there is no touch on the touch panel, the user can instantly stop the movement of the game elements by, for example, removing his / her finger from the touch panel.
[0152] [Appendix 4] A program according to another aspect of the present invention is a program as described in Appendix 2 or 3, characterized in that one of the plurality of operation directions is pre-associated with each of a plurality of specified areas included in the virtual space, and the specific operation direction is set to an operation direction associated with the specified area in which the game element exists.
[0153] According to this aspect, the specific operation direction can be changed in the virtual space according to the predetermined area in which the game elements exist. Therefore, according to this aspect, the operation direction based on the instruction at the time of touch-in (i.e., the specific operation direction) can be set to the optimal direction. As a result, according to this aspect, it is possible to further improve operability.
[0154] In the above aspect, the "multiple predetermined areas" may be, for example, areas obtained by dividing a virtual space in which game elements operated by a user of a game can exist. Specifically, the "multiple predetermined areas" may be, for example, areas obtained by dividing a path in a virtual space in which game elements operated by a user of a game can move. The "path along which game elements can move" may be, for example, a combination of paths that limit the movement direction of the game elements. The "combination of paths that limit the movement direction of the game elements" may be, for example, a path including a vertical path in which the movement direction of the game elements is limited to upward and downward directions and a horizontal path in which the movement direction of the game elements is limited to leftward and rightward directions. In this case, the "area obtained by dividing a path along which game elements can move" may be, for example, a vertical path of the entire path, or a horizontal path of the entire path. In other words, the "predetermined area" may be a space including only a part of the path from the start point to the goal point when the "game field" is a space including a path from a start point to a goal point within one game field.
[0155] Furthermore, the "plurality of predetermined areas" may be areas obtained by dividing the display range of the virtual space displayed on the touch panel, for example. For example, the "plurality of predetermined areas" may be two areas obtained by dividing the display range into two, left and right. In this case, for example, the left half of the display range may be associated with the right direction, and the right half of the display range may be associated with the left direction. Furthermore, the "plurality of predetermined areas" may be two areas obtained by dividing the display range into two, top and bottom. In this case, for example, the upper half of the display range may be associated with the downward direction, and the lower half of the display range may be associated with the upward direction.
[0156] [Appendix 5] A program according to another aspect of the present invention is a program described in any one of Appendices 1 to 3, characterized in that when a display range of the virtual space displayed on the touch panel moves regardless of whether or not there is a touch on the touch panel, a direction of movement of the display range relative to the virtual space is set as information associated with the virtual space.
[0157] According to this aspect, the same effect as in Supplementary Note 1 can be obtained.
[0158] [Appendix 6] A program according to another aspect of the present invention is a program described in any one of Appendices 1 to 5, characterized in that the specific operation direction is set based on the situation in the virtual space when the game situation satisfies an exception condition.
[0159] According to this aspect, when the game situation satisfies the exception condition, a specific operation direction is set based on the situation in the virtual space, thereby reducing the unfavorable game situation at the start of touching the touch panel.
[0160] In the above aspect, the "exception condition" may be, for example, that the game situation is better when the specific operation direction is not set based on the information associated with the virtual space than when the specific operation direction is set based on the information associated with the virtual space. That is, the "exception condition" may be, for example, that the game situation is unfavorable when an instruction for a specific operation direction set based on the information associated with the virtual space is input to the progression unit. Specifically, the "exception condition" may be that the game situation is a situation in which a predetermined game element occurs that makes the amount of change in a parameter related to the game different from the amount of change in a parameter in a normal situation. The "parameter related to the game" may be a parameter that changes depending on the game situation. The "parameter that changes depending on the game situation" may be, for example, points such as money in the game owned by the user, or the remaining time until a predetermined goal set in the game is achieved. In addition, the "parameter that changes depending on the game situation" may be a numerical value of the ability of a character related to the game. In addition, the "predetermined game element" may be, for example, a game element other than the player character operated by the user of the game.
[0161] For example, in a case where a penalty is imposed when the player character comes into contact with an enemy character, the "enemy character" is an example of a "predetermined game element." In a case where a penalty is imposed when the player character comes into contact with an enemy character, if the specific operation direction in the normal situation of the game is to the right, a situation in which an enemy character appears to the right of the player character may be a game situation that satisfies the "exception condition." Note that cases in which a penalty is imposed are not limited to cases in which the player character comes into contact with an enemy character. For example, a case in which a penalty is imposed may be due to terrain in the virtual space, such as the player character falling off a cliff. In this case, an object corresponding to a "cliff" is an example of a "predetermined game element."
[0162] Also, for example, if points are awarded when the player character comes into contact with a bonus character, the bonus character is an example of a “predetermined game element.” In the case where points are awarded when the player character comes into contact with a bonus character, if the specific operation direction in the normal situation of the game is the rightward direction, a situation in which the bonus character appears to the left of the player character may be a game situation that satisfies the “exception condition.”
[0163] In the above embodiment, the "situation in the virtual space" may be, for example, a situation in which the above-mentioned "predetermined game element" exists in the display range of the virtual space displayed on the touch panel. For example, when an enemy character as the "predetermined game element" appears on the right side of the player character (when the game situation satisfies the exceptional condition), the player character can escape from the enemy character more quickly by moving leftward than by moving rightward. Therefore, the "specific operation direction" may be set to the leftward based on the fact that the enemy character has appeared on the right side of the player character (the situation in the virtual space).
[0164] Also, for example, when a bonus character as a "predetermined game element" appears to the left of the player character (when the game situation satisfies the exceptional condition), the player character can approach the bonus character more quickly by moving leftward than by moving rightward. Therefore, the "specific operation direction" may be set to the leftward based on the fact that the bonus character has appeared to the left of the player character (the situation in the virtual space).
[0165] Furthermore, the "situation in the virtual space" may be, for example, the position of a game element in the virtual space. Specifically, the "situation in the virtual space" may be the position of the above-mentioned "predetermined game element" in the virtual space relative to the player character.
[0166] [Appendix 7] A program according to another aspect of the present invention is a program described in any one of Appendices 1 to 6, characterized in that the progression unit causes a display unit to display an image indicating the specific operation direction.
[0167] According to this aspect, since the progression unit displays an image indicating a specific operation direction on the display unit, the user can easily recognize the operation direction at the start of touching the touch panel. Therefore, according to this aspect, even if the operation direction at the start of touching the touch panel changes, it is possible to reduce the possibility that the user erroneously recognizes the operation direction at the start of touching the touch panel.
[0168] [Appendix 8] A program according to another aspect of the present invention is a program described in any one of Appendices 1 to 7, characterized in that the specific operation direction can be changed by operation of a user of the game.
[0169] According to this aspect, since the specific operation direction can be changed by the user's operation, it is possible to set the specific operation direction to a direction required by the user depending on the game situation, etc.
[0170] [Appendix 9] A program according to another aspect of the present invention is a program as described in any one of Appendices 1 to 8, characterized in that the touch panel is assigned a priority area to which one of the multiple operation directions is pre-assigned, and the assignment unit assigns the multiple input areas to the touch panel such that, when the touch position at the start of touching on the touch panel is in the priority area, the touch position at the start of touching on the touch panel is included in an input area associated with the operation direction corresponding to the priority area.
[0171] According to this aspect, by touching the priority area when there is no touch on the touch panel, an instruction for the operation direction corresponding to the priority area is input to the progression section regardless of a specific operation direction, thereby reducing the unfavorable game situation when touching the touch panel begins.
[0172] In the above embodiment, the "priority area" may be, for example, an area assigned to a predetermined position in the touch panel. Specifically, the "priority area" may be an area to which an operation direction accepted at the start of touching is previously associated. The "priority area" may be multiple or one. For example, an area accepting a leftward instruction at the start of touching may be assigned as the "priority area" to the left end of the touch panel, and an area accepting a rightward instruction at the start of touching may be assigned as the "priority area" to the right end of the touch panel. An area accepting an upward instruction at the start of touching may be assigned as the "priority area" to the upper end of the touch panel, and an area accepting a downward instruction at the start of touching may be assigned as the "priority area" to the lower end of the touch panel.
[0173] [Appendix 10] An information processing device according to one aspect of the present invention includes an acquisition unit that acquires touch position information indicating a touch position on a touch panel; an assignment unit that assigns a plurality of input areas associated with a plurality of operation directions related to a game to the touch panel when touching on the touch panel is started; and a progress unit that progresses the game based on the operation direction associated with the input area including the touch position indicated by the touch position information, wherein the assignment unit assigns the plurality of input areas to the touch panel such that the touch position at the start of touching on the touch panel is included in an input area associated with a specific operation direction among the plurality of operation directions, which is set based on information associated with a virtual space related to the game.
[0174] According to this aspect, the same effect as in Supplementary Note 1 can be obtained.
[0175] [Appendix 11] In an information processing method according to one aspect of the present invention, a processor acquires touch position information indicating a touch position on a touch panel, and when touching on the touch panel is started, assigns a plurality of input areas associated with a plurality of operation directions related to a game to the touch panel, progresses the game based on the operation direction associated with the input area including the touch position indicated by the touch position information, and when assigning the plurality of input areas to the touch panel, an input area associated with a specific operation direction among the plurality of operation directions, which is set based on information associated with a virtual space related to the game, includes the touch position at the time when touching on the touch panel was started.
[0176] According to this aspect, the same effect as in Supplementary Note 1 can be obtained.
[0177] [Appendix 12] A program according to another aspect of the present invention causes a processor to function as an acquisition unit that acquires touch position information indicating a touch position on a touch panel, an allocation unit that, when touching on the touch panel is started, assigns a plurality of input areas associated with a plurality of instructions related to a service to the touch panel, and a service control unit that controls the service based on instructions associated with an input area including the touch position indicated by the touch position information, and is characterized in that, when the progress of the service is divided into a plurality of progression units, the allocation unit assigns the plurality of input areas to the touch panel such that the touch position at the start of touching on the touch panel is included in an input area associated with a specific instruction among the plurality of instructions that is preset for each progression unit.
[0178] According to this aspect, when an input area is assigned to a touch panel in response to the start of touching on the touch panel, for reasons similar to those in Supplementary Note 1, it is possible to improve operability when inputting instructions related to a service using the input area.
[0179] In the above embodiment, the "service" may be any service provided via a touch panel. For example, the "service" may be an Internet service or a game.
[0180] In the above aspect, the "plurality of instructions related to the service" may be, for example, a concept including a plurality of "instructions related to the service." The "instructions related to the service" may be, for example, instructions related to the game, or instructions related to any service.
[0181] In the above aspect, the "progress unit" may be, for example, a unit that is divided according to the progression order of the service.
[0182] [Appendix 13] A program according to another aspect of the present invention causes a processor to function as an acquisition unit that acquires designated position information indicating a designated position designated on a display screen, an allocation unit that, when position designation on the display screen is started, assigns a plurality of input areas associated with a plurality of instructions related to a service to the display screen, and a service control unit that controls the service based on instructions associated with an input area including a designated position indicated by the designated position information, and is characterized in that, when the progress of the service is divided into a plurality of progression units, the allocation unit assigns the plurality of input areas to the display screen such that an input area associated with a specific instruction among the plurality of instructions that is preset for each progression unit includes the designated position at the start of position designation on the display screen.
[0183] According to this aspect, when an input area is assigned to the display screen in response to the start of position specification on the display screen, for reasons similar to those in Appendix 1, it is possible to improve operability when inputting instructions related to a service using the input area.
[0184] In the above embodiment, the "designated position" may be the position of a pointer on a display screen operated by a pointing device such as a mouse or a remote controller of a game device, or may be a touch position on a touch panel. The "display screen" may be the display screen of a display that does not include the function of an input device, or may be the display screen of a touch panel that includes the function of an input device.
[0185] In the above embodiment, the "service" may be any service provided via a display screen. For example, the "service" may be an Internet service or a game. [Explanation of symbols]
[0186] 10, 10A... terminal device, 11... processor, 12... touch panel, 13... memory, 14... vibration generating device, 20A... server device, 110... control unit, 112... game control unit, 112... display control unit, 114... touch position information acquisition unit, 116... operation area allocation unit, 120... display unit, 122... input unit, 130... memory unit, 140... vibration generating unit, 150... communication unit, 230... memory unit, 250... communication unit.
Claims
1. The processor, an acquisition unit that acquires touch position information indicating a touch position on a touch panel; an allocation unit that allocates, when a touch on the touch panel is started, a plurality of input areas associated with a plurality of operation directions related to a game to the touch panel; a progression unit that progresses the game based on an operation direction associated with an input area including the touch position indicated by the touch position information; and make it work. The allocation unit, allocating the plurality of input areas to the touch panel such that an input area associated with a specific operation direction, among the plurality of operation directions, that is set in advance based on information associated with a virtual space related to the game, includes a touch position at the start of touching on the touch panel; A program, The allocation unit, When a situation in the virtual space of the game satisfies an exceptional condition in which an operation in the specific operation direction makes the game situation less favorable for a user of the game than operations in other operation directions, changing the specific operation direction to the other operation direction; A program characterized by:
2. an acquisition unit that acquires touch position information indicating a touch position on a touch panel; an allocation unit that allocates, when a touch on the touch panel is started, a plurality of input areas associated with a plurality of operation directions related to a game to the touch panel; a progression unit that progresses the game based on an operation direction associated with an input area including the touch position indicated by the touch position information; Equipped with The allocation unit, allocating the plurality of input areas to the touch panel such that an input area associated with a specific operation direction, among the plurality of operation directions, that is set in advance based on information associated with a virtual space related to the game, includes a touch position at the start of touching on the touch panel; An information processing device, The allocation unit, When a situation in the virtual space of the game satisfies an exceptional condition in which an operation in the specific operation direction makes the game situation less favorable for a user of the game than operations in other operation directions, changing the specific operation direction to the other operation direction; An information processing device comprising:
3. The processor: acquiring touch position information indicating a touch position on a touch panel; When a touch on the touch panel is started, a plurality of input areas corresponding to a plurality of operation directions related to a game are assigned to the touch panel; progressing the game based on an operation direction associated with an input area including the touch position indicated by the touch position information; When the plurality of input areas are assigned to the touch panel, a touch position at the start of touching the touch panel is included in an input area associated with a specific operation direction, among the plurality of operation directions, that is set in advance based on information associated with a virtual space related to the game, and When a situation in the virtual space of the game satisfies an exceptional condition in which an operation in the specific operation direction makes the game situation less favorable for a user of the game than operations in other operation directions, changing the specific operation direction to the other operation direction; 1. An information processing method comprising:
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