Program, information processing apparatus, information processing system, server apparatus, and information processing method
The system addresses misoperations in touch panel gameplay by using touch position information to specify movements and stops based on predefined areas and display relative images, improving gameplay accuracy and operability.
Patent Information
- Application Number
- JP2021072782
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- Filing Date
- 2021-04-22
- Publication Date
- 2025-07-03
- Estimated Expiration
- 2041-04-22
AI Technical Summary
Users often make misoperations while using a touch panel due to focusing on the game object and not visually confirming their touch position, leading to incorrect input during gameplay.
A system that acquires touch position information on a touch panel, specifies movement or stop instructions based on predefined areas, and displays a touch position image based on the distance or direction relative to these areas, allowing users to correct their input without direct visual confirmation.
The system reduces misoperations by providing visual cues that help users understand the relative position of their touch in relation to instruction areas, enhancing gameplay accuracy and operability.
Smart Images

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Abstract
Description
Technical Field
[0001] The present invention relates to a program, an information processing apparatus, an information processing system, a server apparatus, and an information processing method.
Background Art
[0002] Devices that receive input of instructions from a user using a touch panel or the like have become widespread (see Patent Document 1). In Patent Document 1, instructions corresponding to the touch position on the touch panel are received from the user.
Prior Art Documents
Patent Documents
[0003]
Patent Document 1
Summary of the Invention
Problems to be Solved by the Invention
[0004] In a game using a touch panel, an operation area for receiving instructions from a user may be set on the touch panel. On the other hand, during the game, the user mainly focuses on the object to be operated and may not visually confirm their own touch position. In this case, the user may make a misoperation in order to sensually determine how to shift the touch position from the current touch position to reach the desired operation area.
[0005] The present invention has been made in view of the above circumstances, and one of the problems to be solved is to provide a technique capable of suppressing misoperations during instruction input using a touch panel.
Means for Solving the Problems
[0006] In order to solve the above problems, a program according to an 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, and when the touch position indicated by the touch position information is in a movement instruction area set on the touch panel, specifies uniform movement of an object in a game space, and when the touch position indicated by the touch position information is in a stop instruction area set on the touch panel, specifies stopping of the movement of the object, and a display control unit that displays a touch position image in a mode based on the distance between the touch position and the stop instruction area at a position based on the object when the touch position is located in the movement instruction area.
[0007] An information processing apparatus according to another aspect of the present invention includes an acquisition unit that acquires touch position information indicating a touch position on a touch panel, a specification unit that specifies uniform movement of an object in a game space when the touch position indicated by the touch position information is in a movement instruction area set on the touch panel, and specifies stopping of the uniform movement of the object when the touch position indicated by the touch position information is in a stop instruction area set on the touch panel, and a display control unit that displays a touch position image in a mode based on the distance between the touch position and the stop instruction area at a position based on the object when the touch position is located in the movement instruction area.
[0008] An information processing system according to another aspect of the present invention includes a game device having a touch panel and displaying an image related to a game on the touch panel, and a server device communicable with the game device. The information processing system includes an acquisition unit that acquires touch position information indicating a touch position on the touch panel, and when the touch position indicated by the touch position information is in a movement instruction area set on the touch panel, specifies uniform movement of an object in a game space, and when the touch position indicated by the touch position information is in a stop instruction area set on the touch panel, specifies stopping of the uniform movement of the object. And a display control unit that displays a touch position image in a manner based on the distance between the touch position and the stop instruction area at a position based on the object on the touch panel when the touch position is located in the movement instruction area.
[0009] A server device according to another aspect of the present invention is a server device communicable with a game device, and includes an acquisition unit that acquires touch position information indicating a touch position on a touch panel included in the game device, and when the touch position indicated by the touch position information is in a movement instruction area set on the touch panel, specifies uniform movement of an object in a game space of a game executed on the terminal device, and when the touch position indicated by the touch position information is in a stop instruction area set on the touch panel, specifies stopping of the uniform movement of the object. And a display control unit that causes a touch position image in a manner based on the distance between the touch position and the stop instruction area to be displayed at a position based on the object on the touch panel.
[0010] An information processing method according to another aspect of the present invention is characterized in that a processor acquires touch position information indicating a touch position on a touch panel, and when the touch position indicated by the touch position information is within a movement instruction area set on the touch panel, specifies uniform movement of an object in a game space, and when the touch position indicated by the touch position information is within a stop instruction area set on the touch panel, specifies stopping of the uniform movement of the object, and when the touch position is located in the movement instruction area, displays a touch position image of a mode based on the distance between the touch position and the stop instruction area at a position based on the object.
Brief Description of Drawings
[0011]
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Modes for Carrying Out the Invention
[0012] Hereinafter, embodiments for carrying out the present invention will be described with reference to the drawings. Note that, in each figure, the dimensions and scales of each part are appropriately different from the actual ones. Further, since the embodiments described below are preferred specific examples of the present invention, various technically preferable limitations are imposed, but the scope of the present invention is not limited to these embodiments unless otherwise specified in the following description to limit the present invention specifically.
[0013] [A: First Embodiment] FIG. 1 is a diagram showing an example of the appearance of an information processing apparatus 10 according to the first embodiment. The information processing apparatus 10 is, for example, a portable information processing apparatus such as a smartphone, a tablet terminal, or a portable game apparatus. However, the information processing apparatus 10 may be, for example, a business game apparatus installed in a store, a game facility, etc., or a stationary information processing terminal such as a desktop personal computer.
[0014] The information processing apparatus 10 includes a touch panel 12. The touch panel 12 has an input function (for example, an input unit 122 shown in FIG. 3) for receiving an instruction input from a user to the information processing apparatus 10, and a display function (for example, a display unit 120 shown in FIG. 3) for displaying various images.
[0015] When an object such as a finger F of a user touches the touch panel 12 as shown in FIG. 4 etc. by the input function, the touch panel 12 detects a touch position P (which may be denoted as Pa, Pb etc. in FIG. 4 and later) which is the contact position of the object on the touch panel 12, and periodically outputs touch position information indicating the detected touch position P. Hereinafter, it is assumed that the object touching the touch panel 12 is the finger F of the user (see FIG. 4 etc.).
[0016] The touch position P is, for example, the touch position indicated by the touch position information when the touch position information is information specifying a point on the touch panel 12, or may be a point included in the area when the touch position information is information specifying an area having an extent on the touch panel 12. The point included in the area may be, for example, the centroid of the area, or a point on the outer edge of the area, etc. Among these, the point on the outer edge of the area may be, for example, the point closest to the reference point of the neutral area RN described later. In the present embodiment, the touch panel 12 outputs, as touch position information, information specifying a point on the touch panel, specifically, coordinate information on the XY plane defined by the X-axis and Y-axis described later. In this case, the touch position P is uniquely specified by the touch position information.
[0017] As illustrated in FIG. 1, the touch position on the touch panel 12 is defined by the X-axis and Y-axis that are orthogonal to each other at the origin O set on the touch panel 12. The X-axis and Y-axis are set along the sides of the rectangular touch panel 12. More specifically, the X-axis is set along the long side of the rectangular touch panel 12, and the Y-axis is set along the short side of the touch panel 12. Therefore, in a state where the information processing apparatus 10 is held such that the long side of the touch panel 12 is in the left-right direction, the X-axis corresponds to the left-right direction of the touch panel 12, and the Y-axis corresponds to the up-down direction of the touch panel 12. In the following embodiments, unless otherwise specified, up, down, left, and right (the up direction, the down direction, the left direction, and the right direction) refer to the directions of the game space G displayed on the touch panel 12 as viewed with the information processing apparatus 10 held such that the origin O is located at the lower left of the touch panel 12. Note that the X-axis and Y-axis are not limited to being set with respect to the touch panel 12, and may be set with respect to, for example, the game space G.
[0018] In addition, as shown in FIG. 1 by way of example, the touch panel 12 displays, by means of a display function, a game space G which is a virtual space provided in a game, a character C related to the game, an operation area R for receiving an instruction input for the character C, and the like. These various images are displayed on the touch panel 12 when the processor 16 (see FIG. 2) of the information processing apparatus 10 executes a game application program (an example of a "program").
[0019] The game space G displayed on the touch panel 12 may be a part of the game space G or the entire game space G. In the present embodiment, the game space G displayed on the touch panel 12 is assumed to be a part of the game space G. A part of the game space G is, for example, an image obtained by extracting a predetermined range based on the position of the character C from the game space G. Therefore, in the present embodiment, the range of the game space G displayed on the touch panel 12 changes as the character C moves. In the present embodiment, the game space G is assumed to be a two-dimensional space defined by the X-axis and the Y-axis, but the game space G may be a three-dimensional space.
[0020] In the present embodiment, the "game space G" is divided into a "movable space" in which the character C can move and a "movement restricted space" in which the movement of the character C is restricted. Among these, the "movement restricted space" is, for example, a space in which the movement of the character C is restricted by environmental components arranged in the game space G. The "environmental components" are, for example, those that constitute an environment that obstructs the movement of the character C in the game space. The environmental components may be, for example, obstacles such as rocks, mountains, walls, and blocks B that the character C cannot enter, or specific terrains such as seas, rivers, and valleys that the character C cannot pass over.
[0021] In the present embodiment, it is assumed that the environmental component is the block B. The character C cannot enter the location in the game space G where the block B is arranged, that is, the movement restricted space. On one hand, the areas in the game space G where the block B is not placed are movable spaces, and become land L where the character C can move in any direction. In this embodiment, the block B may disappear, for example, due to the use of an item or the movement of the character C. In this case, the space occupied by the disappeared block B becomes part of the land L. That is, the shape of the land L may change as the game progresses.
[0022] The character C is an example of an object that can be the target of an operation using the touch panel 12 (particularly the operation area R described later). In this embodiment, the movement operation of the character C is performed using the operation area R. The object may be a character C related to the game as in this embodiment, or for example, an object related to the game. The character C related to the game may be, for example, a virtual creature that can progress the game. Also, the object related to the game may be, for example, a virtual inanimate object that can progress the game.
[0023] In this embodiment, it is assumed that the character C can move in any direction in the movable space (land L) in the game space G. Being able to move in any direction does not necessarily mean that the movement direction of the character C can be specified steplessly, but for example, it may be possible to specify the direction in a finite number of steps according to the direction resolution in the game application program. For convenience, in FIG. 1, eight arrows indicating the movement direction of the character C are shown, but the actual number of movable directions of the character C depends on the direction resolution in the game application program. Also, in the following embodiments, the movement direction of the character C is indicated by a dotted arrow, but such an arrow does not need to be displayed on the actual display screen. Note that, as described above, in this embodiment, the character C cannot enter the movement-restricted space. For example, when the character C is instructed to move upward at a position where the block B is arranged in the upward direction, the character C cannot move upward and stops at that position.
[0024] The operation area R, also referred to as a virtual pad, receives a touch operation from the user and thereby receives a designation of the movement state of the character C in the game space G. In this embodiment, it is assumed that the operation area R includes a movement instruction area RD that is an area for instructing the movement and movement direction of the character C in the game space G, and a neutral area RN (stop instruction area) that is an area for instructing the stop of the movement of the character C. In this embodiment, the operation area R is an area inside a circle Sa1 with a radius r1 centered on the reference point Q. Among the operation area R, the neutral area RN is an area inside a circle Sa2 with a radius r2 (< radius r1) centered on the reference point Q, and the movement instruction area RD is an area other than the neutral area RN in the operation area R, that is, an annular area excluding the inside of the circle Sa2 from the inside of the circle Sa1. The circle Sa1 defines the outer edge of the movement instruction area RD, and the circle Sa2 defines the outer edge of the neutral area RN and the inner edge of the movement instruction area RD. Note that, in this embodiment, the reference point Q is illustrated as a circle having a predetermined area from the viewpoint of visibility, but actually, the reference point Q is a point uniquely specified by the coordinate information of the XY plane.
[0025] In this embodiment, the operation area R is displayed in a manner visible to the user on the touch panel 12. However, the present invention is not limited to this, and the operation area R may be a virtual area provided so as not to be visible to the user on the touch panel 12. Also, in this embodiment, the neutral area RN is arranged inside the movement instruction area RD in a manner visible on the touch panel 12. However, it may be arranged inside the movement instruction area RD in a manner not visible on the touch panel 12. Also, the operation area R is not limited to a circular shape. For example, the left half of the screen of the touch panel 12 may be set as the operation area R. Also, the positional relationship between the movement instruction area RD and the neutral area RN is not limited to that described above. For example, a form in which a part of the outer edge of the movement instruction area RD is in contact with a part of the outer edge of the neutral area RN may be acceptable. Also, the position of the operation area R may be fixed or variable on the touch panel 12. As an example of the case where the position of the operation area R is variable, for example, when the user's finger is away from the touch panel 12, the display of the operation area R is stopped, and when the user's finger touches the touch panel 12, the display of the operation area R is restarted. When restarting the display of the operation area R, the position where the user's finger first touches the touch panel 12 may be used as a reference point Q, and the operation area R may be set around it.
[0026] That is, the operation area R including the movement instruction area RD and the neutral area RN is, for example, an area set on a part of the touch panel 12 that receives touch operations from the user. The positions of the movement instruction area RD and the neutral area RN may be fixed or variable on the touch panel 12.
[0027] FIG. 2 is a hardware configuration diagram showing an example of the hardware configuration of the information processing apparatus 10. As shown in FIG. 2, the information processing apparatus 10 includes a touch panel 12, a memory 14 that stores various information, and a processor 16 that controls each part of the information processing apparatus 10.
[0028] As described above, the touch panel 12 functions as the display unit 120 and the input unit 122 shown in FIG. 3. The memory 14 includes, for example, a volatile memory such as a RAM (Random Access Memory) that functions as a working area for the processor 16, and a non-volatile memory such as an EEPROM (Electrically Erasable Programmable Read-Only Memory) that stores various information such as an application program for a game executed by the processor 16, and functions as the storage unit 140 shown in FIG. 3. The processor 16 is, for example, one or more CPUs (Central Processing Unit), executes an application program for a game stored in the memory 14, and functions as the control unit 160 shown in FIG. 3 by operating according to the application program.
[0029] Note that the processor 16 may 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, part or all of the control unit 160 realized by the processor 16 may be realized by hardware such as a DSP.
[0030] FIG. 3 is a block diagram showing an example of the functional configuration of the information processing apparatus 10. As shown in FIG. 3, the information processing apparatus 10 includes a display unit 120 for displaying an image, an input unit 122 for receiving an instruction input by a user of the information processing apparatus 10, a storage unit 140 for storing various information, and a control unit 160 for controlling each unit of the information processing apparatus 10.
[0031] The functions of the display unit 120 and the input unit 122 are realized by the touch panel 12 shown in FIG. 1 and the like. That is, the touch panel 12 functions as a display unit 120 capable of displaying various images, and further functions as an input unit 122 that receives instructions from the user of the information processing apparatus 10. For example, as described with reference to FIG. 1, when an object is in contact with the touch panel 12, the touch panel 12 functioning as the input unit 122 detects the touch position P (see FIG. 3 and the like), which is the 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 the average of a plurality of contact positions detected within a predetermined unit time (a time shorter than the period for outputting touch position information) as the touch position P, and periodically output touch position information indicating the calculated touch position P.
[0032] The storage unit 140 stores the above-described game application program and various data necessary for executing the application program.
[0033] The control unit 160 includes a touch position acquisition unit (acquisition unit) 162, a game control unit 164, and a display control unit 166.
[0034] The touch position acquisition unit 162 acquires touch position information indicating the touch position on the touch panel 12. As described above, the touch panel 12 outputs coordinate information on the XY plane as touch position information. Therefore, the touch position acquisition unit 162 acquires the coordinate information of the touch position output by the touch panel 12.
[0035] The game control unit 164 controls the progress of the game. In the present embodiment, the game control unit 164 designates, for example, whether or not the character C moves based on a touch operation on the operation area R. Specifically, when the touch position P indicated by the touch position information is in the movement instruction area RD set on the touch panel 12, the game control unit 164 designates the constant-speed movement of the character C in the game space G. When the touch position P indicated by the touch position information is in the neutral area RN set on the touch panel 12, it is an example of a designation unit that designates the stop of the movement of the character C. In addition, in the present embodiment, when there is no touch operation on the touch panel 12 and when the touch position P is outside the operation area R, it is assumed that the character C stays at the current position (stops moving).
[0036] FIG. 4 and FIG. 5 are diagrams schematically showing the designation of the movement mode of the character C by the game control unit 164. As shown in FIG. 4, when the movement instruction area RD in the operation area R is touched, the game control unit 164 designates the movement of the character C in the game space G. More specifically, when the touch position P (hereinafter, may be denoted as Pa, Pb, etc.) by the user's finger F is within the movement instruction area RD, the game control unit 164 designates the same direction as the vector V (hereinafter, may be denoted as Va, Vb, etc.) from the reference point Q to the touch position P as the movement direction of the character C. In the example of FIG. 4, since the touch position P is at the position indicated by the reference sign Pa1, the game control unit 164 designates the movement direction of the character C in the same direction as the vector Va1 from the reference point Q to the touch position Pa1 (the direction indicated by the arrow M1). In other words, in order for the user to instruct the movement of the character C in an arbitrary direction in the game space G, it is sufficient to touch the position corresponding to an arbitrary direction (when viewed from the reference point Q) in the movement instruction area RD.
[0037] As described above, in the present embodiment, when the touch position P is in the movement instruction area RD, the game control unit 164 designates the constant-speed movement of the character C. That is, the movement speed of the character C in the game space G is constant. For example, when there is a touch position at the position indicated by reference sign Pa2 on the extension line of vector Va1 in FIG. 4, vector Va2 from reference point Q to touch position Pa2 has the same direction as vector Va1. Therefore, whether the touch position P is at the position of reference sign Pa1 or at the position of reference sign Pa2, the moving direction of character C is the same, and the moving speed is also the same.
[0038] Also, as shown in FIG. 5, when the neutral region RN in the operation region R is touched, the game control unit 164 designates the stop of the movement of character C in the game space G. More specifically, when the touch position P by the user's finger F moves from the movement instruction region RD to the neutral region RN, the game control unit 164 stops character C at the current position. Further, when the touch position P is in a region other than the operation region R or when there is no touch operation on the touch panel 12, and a touch operation on the neutral region RN is performed in a state where character C has originally stopped moving, the game control unit 164 continues to stop the movement of character C. In the example of FIG. 5, since there is a touch position at the position indicated by reference sign Pa3, the game control unit 164 stops the movement of character C. As a result, character C stays at the current position. Note that the direction of character C at this time is, for example, the moving direction immediately before the stop.
[0039] Thus, when the touch position P is in the neutral region RN, character C stops moving. Therefore, when there is no touch on the touch panel 12, and when there is a touch on the touch panel 12 but a location outside the operation region R is touched, the state of character C is the same. That is, in the present embodiment, the game control unit 164 performs the same processing when the finger F touches the neutral region RN, when the finger F is separated from the touch panel 12, and when the finger touches a location outside the operation region R.
[0040] The display control unit 166 controls the display unit 120 so that the display unit 120 displays an image related to the game, including the game space G, the character C, the operation area R, and the like. In the present embodiment, when the touch position P is located in the movement instruction area RD, the display control unit 166 displays a touch position image TI in a mode based on the distance between the touch position and the neutral area RN at a position based on the character C.
[0041] The "touch position image TI" is, for example, an image that visually presents the relative change of the touch position P to the user by changing the display mode based on the change of the touch position P on the touch panel 12.
[0042] The "distance between the touch position P and the neutral area RN" may be, for example, the shortest distance between the touch position and the neutral area RN, or the distance between a predetermined position based on the neutral area RN and the touch position P. The predetermined position based on the neutral area RN may be, for example, the reference point of the neutral area RN, a point having a predetermined positional relationship with respect to the reference point, or an arbitrary point within the neutral area RN. The reference point of the neutral area RN may be, for example, the centroid of the neutral area RN or a point on the outer edge of the neutral area RN. One point on the outer edge of the neutral area RN may be, for example, the point closest to the touch position P.
[0043] Also, the "mode based on the distance between the touch position P and the neutral area RN (hereinafter referred to as the 'first distance')" may be, for example, that the touch position image TI has a length or area proportional to the first distance, or that the visual effect of the touch position image TI changes based on the first distance. The visual effect of the touch position image TI may be, for example, the transparency or display color of the touch position image TI.
[0044] Also, the "position based on character C" may be, for example, a position having a predetermined positional relationship with character C, a position within a range of a predetermined distance or less from character C, or a position in a predetermined direction with respect to character C as a reference. Specifically, the "position based on character C" may be, for example, the current position of character C in the game space G, or a position on the front side or the rear side of the advancing direction of character C. Also, the "position based on character C" may change dynamically on the touch panel 12 based on the display position of character C. For example, when character C is displayed at the right end of the touch panel 12, the touch position image TI may also be displayed at the right end of the touch panel 12 accordingly.
[0045] Hereinafter, with reference to FIGS. 6A, 6B, 7A, 7B, 8A, and 8B, the touch position image TI in the first embodiment will be specifically described. In FIGS. 6A, 6B, 7A, 7B, 8A, and 8B, a game space G including a block B and land L, a character C, an operation area R, and a touch position image TI (TI1 to TI3) are displayed on the touch panel 12. In the following example, the above first distance ("the distance between the touch position P and the neutral area RN") is set as the shortest distance Da (Da1, Da2) between the touch position P and the neutral area RN. In this embodiment, since the neutral area RN is a perfect circle, the point N on the neutral area RN closest to the touch position P (hereinafter referred to as the "nearest point") is the intersection of the vector V from the reference point Q to the touch position and the circle Sa2 which is the outer edge of the neutral area RN.
[0046] <Display Example 1-1> FIGS. 6A and 6B are diagrams showing a first display example (Display Example 1-1) of the touch position image TI in the first embodiment. In FIGS. 6A and 6B, the touch positions P (Pb) with respect to the operation area R are both in the movement instruction area RD. The touch position Pb1 in Fig. 6A is located at a position in the movement instruction area RD that is close to the circle Sa1, which is the outer edge of the movement instruction area RD. Also, the touch position Pb1 in Fig. 6A is located on the right side with respect to the reference point Q. Therefore, the movement direction of the character C in Fig. 6A is to the right. Let the shortest distance between the touch position Pb1 in Fig. 6A and the neutral area RN be Da1. The intersection point of the vector Vb1 from the reference point Q to the touch position Pb1 and the outer edge (circle Sa2) of the neutral area RN is the nearest point N, and the shortest distance Da1 is the distance between the nearest point N and the touch position Pb1. On the other hand, the touch position Pb2 in Fig. 6B is located at a position in the movement instruction area RD that is closer to the outer edge (circle Sa2) of the neutral area RN than the touch position Pb1. Also, the touch position Pb2 in Fig. 6B is also located on the right side with respect to the reference point Q, similar to the touch position Pb1. That is, the touch position Pb2 is on the vector Vb1 from the reference point Q to the touch position Pb1. Therefore, also in Fig. 6B, the movement direction of the character C is to the right. Let the shortest distance between the touch position Pb2 and the neutral area RN be Da2 (<Da1). The shortest distance Da2 is the distance between the nearest point N and the touch position Pb2. In Fig. 6B, from the viewpoint of visibility, the shortest distance Da2 and the distance Db2 described later are illustrated by straight lines instead of double arrows.
[0047] The touch position image TI1 shown in Figs. 6A and 6B has an annular shape surrounded by two circles Sb1 and Sb2 centered on the position (e.g., the center of gravity position) of the character C. The inner circle Sb2 of the two circles has a radius that is large enough to surround the entire character C. The value of the radius of the circle Sb2 is fixed. On the other hand, the outer circle Sb1 of the two circles has a larger radius than the circle Sb2, and the value of its radius changes according to the shortest distance Da between the touch position P and the neutral area RN. More specifically, the difference between the radius of the circle Sb1 and the radius of the circle Sb2, that is, the distance Db (the width of the annular shape) between Sb1 and Sb2, is proportional to the shortest distance Da between the touch position P and the neutral area RN.
[0048] Specifically, as shown in FIG. 6A, when the touch position Pb1 is close to the outer edge (circle Sa1) of the movement instruction area RD and the shortest distance Da1 is relatively long, the display control unit 166 relatively increases the distance Db1 between the circles Sb1 and Sb2 in proportion to this. As a result, the display area of the touch position image TI1 becomes relatively large. On the other hand, as shown in FIG. 6B, when the touch position Pb2 is close to the outer edge (circle Sa2) of the neutral area RN and the shortest distance Da2 is relatively short, the display control unit 166 relatively decreases the distance Db2 between the circles Sb1 and Sb2 in proportion to this. As a result, the display area of the touch position image TI1 becomes relatively small. For example, when the touch position Pb approaches the neutral area RN even more than in FIG. 6B and overlaps with the circle Sa2 which is the outer edge of the neutral area RN, that is, when the shortest distance Da between the touch position P and the neutral area RN becomes zero, the display control unit 166 may set the distance Db between the circles Sb1 and Sb2 to zero and end the display of the touch position image TI1.
[0049] That is, in the examples of FIGS. 6A and 6B, the "mode based on the first distance" corresponds to the touch position image TI having a length (width of the annular shape) proportional to the first distance and an area corresponding to the square of the first distance. Also, in the examples of FIGS. 6A and 6B, the "position based on the character C" corresponds to an annular range centered on the position of the character C (range from the position of the character C to the maximum radius of the circle Sb2).
[0050] In this way, by changing the display mode of the touch position image TI based on the change in the touch position P on the touch panel 12, more specifically, by changing it based on the change in the distance between the touch position P and the neutral area RN, the relative change in the touch position P can be visually presented to the user. The user can grasp the distance from the touch position P to the neutral area RN by looking at the touch position image TI without looking at the touch position P. Therefore, incorrect operations in the game can be suppressed and the operability can be improved.
[0051] In particular, in the present embodiment, when the touch position P is in the movement instruction area RD, the character C moves at a constant speed in the game space G. Such an operation mode is hereinafter referred to as a "constant speed operation mode". On the other hand, for example, there is a game that adopts an operation mode (hereinafter referred to as a "speed gradient operation mode") in which the moving speed of the character C increases as the touch position P is farther from the neutral area RN, and the moving speed of the character C decreases as the touch position P is closer to the neutral area RN. In the game with the speed gradient operation mode, the user can infer from the moving speed of the character C the distance between the current touch position P and the neutral area RN, that is, how much the touch position needs to be moved to stop the character C. Specifically, in the speed gradient operation mode, for example, when the touch position Pb1 is close to the outer edge (circle Sa1) of the movement instruction area RD as shown in FIG. 6A, the character C moves at a speed close to the maximum speed. Also, when the touch position Pb2 is close to the outer edge (circle Sa2) of the neutral area RN as shown in FIG. 6B, the character C moves at a speed close to the minimum speed, and the character C stops when the touch position P enters the neutral area RN. On the other hand, in the game with the constant speed operation mode as in the present embodiment, the user cannot infer the distance based on the moving speed of the character C as in the game with the speed gradient operation mode. Therefore, in the present embodiment, by displaying the touch position image TI, the user can grasp the distance between the current touch position P and the neutral area RN even though the moving speed of the character C is constant.
[0052] <Display Example 1-2> FIGS. 7A and 7B are diagrams showing a second display example (display example 1-2) of the touch position image TI in the first embodiment. The touch position P in FIGS. 7A and 7B is at the same position as the touch position P (Pb1, Pb2) in FIGS. 6A and 6B, respectively. In FIGS. 7A and 7B, the touch position image TI2 is three straight lines displayed behind the character C. Such straight lines are a type of effect line (hereinafter referred to as "movement line") indicating that the character C is moving. The three straight lines constituting the movement line in FIGS. 7A and 7B are parallel to each other and extend along the moving direction of the character C. Also, the lengths of the three straight lines constituting the movement line are equal, but the value Dc (Dc1, Dc2) of the length is proportional to the shortest distance Da between the touch position P and the neutral region RN.
[0053] Specifically, as shown in FIG. 7A, when the touch position Pb1 is close to the outer edge (circle Sa1) of the movement instruction region RD and the shortest distance Da1 is relatively long, the display control unit 166 makes the length Dc1 of the movement line relatively long. On the other hand, as shown in FIG. 7B, when the touch position Pb2 is close to the outer edge (circle Sa2) of the neutral region RN and the shortest distance Da2 is relatively short, the display control unit 166 makes the length Dc2 of the movement line relatively short. For example, when the touch position P approaches the neutral region RN more than in FIG. 7B and overlaps with the outer edge (circle Sa2) of the neutral region RN, that is, when the shortest distance Da between the touch position P and the neutral region RN becomes zero, the display control unit 166 may set the length Dc of the movement line to zero and end the display of the touch position image TI2.
[0054] The length Dc of the movement line has the effect of reminding the moving distance per unit time. That is, when the length Dc1 of the movement line is long as shown in FIG. 7A, an impression can be given to the user that the character C is moving faster than when the length Dc2 of the movement line is short as shown in FIG. 7B. In addition to directly indicating the shortest distance Da between the touch position Pb2 and the neutral region RN, the length Dc of the movement line can give an impression that the character C, which is actually moving at a constant speed, seems to change its speed according to the touch position P. That is, in a game with a constant speed operation form, an operation feeling like that of a game with a speed gradient operation form is realized.
[0055] In the examples of FIGS. 7A and 7B, the "aspect based on the first distance" corresponds to the touch position image TI2 having a length and an area proportional to the first distance. Also, in the examples of FIGS. 7A and 7B, the "position based on the character C" corresponds to a position behind the character C and at a predetermined distance (for example, a distance shorter than the character length).
[0056] <Display Example 1-3> FIGS. 8A and 8B are diagrams showing a third display example (Display Example 1-3) of the touch position image TI in the first embodiment. The touch positions P in FIGS. 8A and 8B are also at the same positions as the touch positions P (Pb1, Pb2) in FIGS. 6A and 6B, respectively. In FIGS. 8A and 8B, the touch position image TI3 is a cloud-shaped icon Ia displayed behind the character C. Such a cloud-shaped icon Ia is a kind of effect image indicating that the character C is moving (for example, moving while raising dust). In FIGS. 8A and 8B, all the cloud-shaped icons Ia are of the same shape, and when a plurality are displayed, they extend side by side along the moving direction of the character C. The number of cloud-shaped icons Ia displayed as the touch position image TI3 is proportional to the shortest distance Da between the touch position P and the neutral region RN.
[0057] Specifically, as shown in FIG. 8A, when the touch position Pb1 is close to the outer edge (circle Sa1) of the movement instruction region RD and the shortest distance Da1 is relatively long, the display control unit 166 increases the number of cloud-shaped icons Ia to be displayed relatively. In FIG. 8A, three cloud-shaped icons Ia are displayed behind the character C. On the other hand, as shown in FIG. 8B, when the touch position Pb2 is close to the outer edge (circle Sb2) of the neutral region RN and the shortest distance Da2 is relatively short, the display control unit 166 decreases the number of cloud-shaped icons Ia to be displayed relatively. In FIG. 8B, one cloud-shaped icon Ia is displayed behind the character C. For example, when the touch position P approaches the neutral region RN even more than in FIG. 8B and overlaps with the outer edge (circle Sb2) of the neutral region RN, that is, when the shortest distance Da between the touch position P and the neutral region RN becomes zero, the display control unit 166 may set the number of displayed cloud-shaped icons Ia to zero and end the display of the touch position image TI3.
[0058] The number of displayed cloud-shaped icons Ia, similar to the length Dc of the movement line, has the effect of reminding the moving distance per unit time. That is, when the number of displayed cloud-shaped icons Ia is large as in FIG. 8A, it can give the user an impression that the character C is moving faster compared to when the number of displayed cloud-shaped icons Ia is small as in FIG. 8B. In addition to indirectly indicating the shortest distance Da between the touch position Pb2 and the neutral region RN, the number of displayed cloud-shaped icons Ia can actually give an impression that the character C, which is actually moving at a constant speed, is changing its speed according to the touch position P. That is, in a game with a constant-speed operation mode, an operation feeling similar to that of a game with a speed-gradient operation mode is realized.
[0059] In the examples of FIGS. 8A and 8B, the "mode based on the first distance" corresponds to the touch position image TI having a number proportional to the first distance. Also, in the examples of FIGS. 8A and 8B, the "position based on the character C" corresponds to a position behind the character C and at a predetermined distance (for example, a distance shorter than the front-back length of the character C).
[0060] In the above-described display examples 1-1 to 1-3, display examples 1-1 and 1-2 coincide in that the touch position image TI has an "area and length corresponding to the first distance". On the other hand, display example 1-1 has an "area corresponding to the square of the first distance and a length proportional to the first distance", while display example 1-2 has an "area and length proportional to the first distance", which is different. Also, display example 1-2 is different from display example 1-1 in that it is "displayed at a position based on the moving direction of the character C". Further, Display Examples 1-3 differ from Display Examples 1-1 and 1-2 in that they have "the number of icons according to the first distance". On the other hand, Display Example 1-3 is consistent with Display Example 1-2 in that it is "displayed at a position based on the moving direction of Character C".
[0061] <Other Display Examples> In Display Examples 1-1 to 1-3, the length, number, and display area of the touch position image TI changed according to the shortest distance Da between the touch position P and the neutral region RN. Not limited to this, for example, the visual effect of the touch position image TI may change according to the shortest distance Da.
[0062] For example, the display control unit 166 may display an annular touch position image TI with the values of the radii of the circles Sb1 and Sb2 of the touch position image TI1 shown in FIG. 6 fixed, and change the transparency of the touch position image TI according to the shortest distance Da. Specifically, for example, the display control unit 166 may lower the transparency of the touch position image TI as the shortest distance Da becomes longer, and increase the transparency of the touch position image TI as the shortest distance Da becomes shorter. When the touch position P reaches the neutral region RN and the shortest distance Da becomes zero, the display control unit 166 may set the transparency of the touch position image TI to 100% and end the display of the touch position image TI.
[0063] In addition, the color or pattern of the touch position image TI may change according to the shortest distance Da. For example, the display control unit 166 may increase at least one of the lightness or chroma of the display color of the touch position image TI as the shortest distance Da becomes longer, and decrease at least one of the lightness or chroma of the display color of the touch position image TI as the shortest distance Da becomes shorter. Also, for example, the display control unit 166 may increase the density per unit area of the pattern of the touch position image TI as the shortest distance Da becomes longer, and decrease the density per unit area of the pattern of the touch position image TI as the shortest distance Da becomes shorter.
[0064] In addition, the touch position image TI may blink according to the shortest distance Da. For example, the display control unit 166 may increase the blinking period of the touch position image TI as the shortest distance Da is longer, and decrease the blinking period of the touch position image TI as the shortest distance Da is shorter.
[0065] In addition, the display control unit 166 may display the touch position image TI in the manners shown in Display Examples 1-1 to 1-3 (changing the length, number, display area, etc. of the touch position image TI according to the shortest distance Da), and further, may change the visual effect of the touch position image TI according to the shortest distance Da.
[0066] <Flowchart> Next, with reference to FIG. 9, an example of the operation of the control unit 160 of the information processing apparatus 10 in the first embodiment will be described. The operation shown in FIG. 9 starts when a predetermined start operation is performed.
[0067] The touch position acquisition unit 162 acquires touch position information indicating the touch position P on the touch panel 12 (step S100). When the touch position P indicated by the touch position information is not in the movement instruction area RD (step S102: NO), that is, when the touch position P is in the neutral area RN, or when the touch position P is at a location on the touch panel 12 other than the operation area R, or when the touch panel 12 is not being touched, the game control unit 164 stops the movement of the character C in the game space G (step S104), and returns to step S100.
[0068] On the other hand, when the touch position P indicated by the touch position information is in the movement instruction area RD (step S102: YES), the game control unit 164 designates the movement direction of the character C based on the touch position P, and moves the character C in the game space G (step S106). Further, the display control unit 166 determines the display mode of the touch position image TI based on the distance (first distance) between the touch position P and the neutral region RN (step S108). For example, when displaying the touch position image TI in the mode shown in FIGS. 6A and 6B, the distance Db between the circle Sb1 and the circle Sb2 is determined based on the first distance. The display control unit 166 displays the touch position image TI in the display mode determined in step S108 at the position based on the character C (step S110), and returns to step S100.
[0069] As described above, when the touch position P is located in the movement instruction region RD, the information processing apparatus 10 according to the first embodiment displays a touch position image in a mode based on the distance between the touch position P and the neutral region RN. Therefore, the user can grasp how far the current touch position is from the neutral region RN without directly visually recognizing the touch position P. Thus, for example, when the user wants to stop the moving character C, the user can grasp how much the touch position P should be moved without directly visually recognizing the touch position P, and it is possible to suppress an erroneous operation during game play. Also, generally, a user during game play often gazes at the character C that is the operation target. According to the above configuration, since the touch position image TI is displayed at the position based on the character C, the user can confirm the touch position image TI without greatly moving the line of sight from the character C, and thereby can continue the operation without reducing the concentration on the game. Also, the touch position P on the touch panel 12 is often hidden by the user's finger F and cannot be visually seen. Also, generally, the user's finger F touches the touch panel 12 with a surface rather than a point. Therefore, there are cases where the user cannot accurately grasp which position is recognized as the touch position P. By displaying the touch position image TI, the user can accurately grasp the touch position P and improve the operability of the game.
[0070] [B: Second Embodiment] Next, a second embodiment of the present invention will be described. For elements whose functions are the same as those in the first embodiment in the following examples, the reference numerals used in the description of the first embodiment are reused, and the detailed description of each is appropriately omitted. In the first embodiment, the touch position image TI was displayed in a manner based on the distance (first distance) between the touch position P and the neutral region RN. In the second embodiment, the touch position image TI is displayed in a manner based on the direction defined by the touch position P and the neutral region RN in addition to the first distance. That is, in the second embodiment, when the touch position P is located in the movement instruction region RD, the display control unit 166 displays the touch position image TI in a manner based on the direction defined by the touch position P and the neutral region RN.
[0071] The "direction defined by the touch position P and the neutral region RN" may be, for example, the extending direction of the virtual line when the virtual line is set with the touch position P as a reference and intersects the neutral region RN, or the direction between the touch position P and an arbitrary point in the neutral region RN. The direction between the touch position P and an arbitrary point in the neutral region RN may be, for example, the direction from the touch position P to an arbitrary point in the neutral region RN, or the direction from an arbitrary point in the neutral region RN to the touch position P, or the direction toward both the touch position P and an arbitrary point in the neutral region RN. An arbitrary point in the neutral region RN may be, for example, the centroid point of the neutral region RN, or one point on the outer edge of the neutral region RN. One point on the outer edge of the neutral region RN may be, for example, the point closest to the touch position P.
[0072] In addition, the "aspect based on the direction defined by the touch position P and the neutral region RN (hereinafter referred to as the 'first direction')" may be, for example, that the touch position image TI extends along the first direction, or that the touch position image TI has a shape based on the first direction, or that the visual effect of the touch position image TI changes based on the first direction. The visual effect of the touch position image TI may be, for example, the transparency or display color of the touch position image TI. Also, the first direction does not have to exactly coincide with the direction between the touch position P and the neutral region RN.
[0073] Hereinafter, with reference to FIGS. 10A, 10B, 11A, 11B, 12A, and 12B, the touch position image TI in the second embodiment will be specifically described.
[0074] <Display Example 2-1> FIGS. 10A and 10B are diagrams showing a first display example (Display Example 2-1) of the touch position image TI in the second embodiment. In Display Example 2-1, the above-mentioned first direction (the direction defined by the touch position P and the neutral region RN) is set to the extending direction of the virtual line IL (IL1, IL2) connecting the touch position P and the nearest point N. In this embodiment, since the neutral region RN is a perfect circle, the virtual line IL connecting the touch position P and the nearest point N coincides with the extending direction of the vector V from the reference point Q to the touch position P.
[0075] The touch position Pc1 in FIG. 10A is located at a position close to the circle Sa1 which is the outer edge of the movement instruction area RD within the movement instruction area RD. Also, the touch position Pc1 in FIG. 10A is located upper right with respect to the reference point Q. Therefore, in FIG. 10A, the character C moves the game space G upper right (in the direction of the vector Vc1 from the reference point Q to the touch position Pc1). Let the shortest distance between the touch position Pc1 and the neutral area RN be Dd1. The shortest distance Dd1 is the distance between the nearest point N and the touch position Pc1. Also, the first direction in FIG. 10A is the extending direction of the virtual line IL1 connecting the touch position Pc1 and the nearest point N. The extending direction of the virtual line IL1 is along the extending direction of the vector Vc1. On the other hand, the touch position Pb2 in FIG. 10B is located at a position close to the outer edge (circle Sa2) of the neutral area RN within the movement instruction area RD. Also, the touch position Pc2 in FIG. 10B is located on the right side with respect to the reference point Q. Therefore, in FIG. 10B, the character C moves the game space G to the right (in the direction of the vector Vc2 from the reference point Q to the touch position Pc2). Let the shortest distance between the touch position Pb2 and the neutral area RN be Dd2 (<Dd1). The shortest distance Dd2 is the distance between the nearest point N and the touch position Pc2. Also, the first direction in FIG. 10B is the extending direction of the virtual line IL2 connecting the touch position Pc2 and the nearest point N. The extending direction of the virtual line IL2 is along the extending direction of the vector Vc2. Note that in FIG. 10B, from the viewpoint of visibility, the shortest distance Dd2 is illustrated as a straight line instead of a double arrow. Also, in FIGS. 10A and 10B, from the viewpoint of visibility, the arrowheads at the end points of the vectors Vc1 and Vc2 are not illustrated.
[0076] The touch position image TI4 shown in FIGS. 10A and 10B has an annular portion TI4a surrounded by two circles Sc1, Sc2 centered on the position (for example, the center of gravity position) of the character C, and a protruding portion TI4b protruding outward from the circle Sc1. The annular portion TI4a represents the neutral area RN, and the apex of the protruding portion TI4b represents the touch position P.
[0077] Of the two circles that form the annular part TI4a, the inner circle Sc2 has a radius large enough to enclose the entire character C. Also, the outer circle Sc1 of the two circles has a radius larger than that of the circle Sc2. In FIGS. 10A and 10B, the radius of the circle Sc1 and the radius of the circle Sc2 are fixed respectively.
[0078] The protruding part TI4b has a shape that mimics an isosceles triangle with its base arranged near the outer edge of the circle Sc1 and having an apex (vertex) outside the circle Sc1. Let the height of the protruding part TI4b be De. The extending direction of the height De of the protruding part TI4b is parallel to the first direction. Thus, in FIG. 10A, the extending direction of the protruding part TI4b is parallel to the extending direction of the virtual line IL1, and in FIG. 10B, the extending direction of the protruding part TI4b is parallel to the extending direction of the virtual line IL2.
[0079] Also, the height of the protruding part TI4b is proportional to the shortest distance Dd between the touch position Pc and the neutral region RN, that is, the first distance. Thus, when the touch position Pc1 is close to the outer edge (circle Sa1) of the movement instruction region RD as shown in FIG. 10A, the height of the protruding part TI4b becomes relatively high. On the other hand, when the touch position Pc2 is close to the outer edge (circle Sa2) of the neutral region RN as shown in FIG. 10B, the height of the protruding part TI4b becomes relatively low. For example, when the touch position Pc approaches the neutral region RN further than in FIG. 10B and overlaps with the outer edge (circle Sa2) of the neutral region RN, that is, when the shortest distance Dd between the touch position Pc and the neutral region RN becomes zero, the height of the protruding part TI4b may be set to zero. At this time, the display control unit 166 may continue to display only the annular part TI4a, or may also stop the display of the annular part TI4a and end the display of the touch position image TI4.
[0080] That is, in the examples of FIGS. 10A and 10B, the "first direction" corresponds to the extending direction of the virtual line IL connecting the touch position Pc and the nearest point N. Also, in the examples of FIGS. 10A and 10B, the "aspect based on the first direction" corresponds to the protrusion TI4b of the touch position image TI extending in the same direction as the first direction. Also, in the examples of FIGS. 10A and 10B, the "aspect based on the first distance" corresponds to the protrusion TI4b of the touch position image TI having a length (height De) proportional to the first distance. Also, in the examples of FIGS. 10A and 10B, the "position based on the character C" corresponds to a predetermined range (the range of the annular portion TI4a and the protrusion TI4b) centered on the position of the character C.
[0081] Thus, in the second embodiment, the touch position image TI is displayed in an aspect based on the direction defined by the touch position P and the neutral region RN in addition to the distance between the touch position P and the neutral region RN. Therefore, the user can grasp in which direction the current touch position P is with respect to the neutral region RN without directly visually recognizing the touch position P. Thus, for example, when the user wants to stop the moving character C, in addition to how much (distance) the touch position P should be moved, the user can also grasp in which direction the touch position P should be moved without directly visually recognizing the touch position P, suppressing misoperations and improving the operability of the game.
[0082] <Display Example 2-2> FIG. 11 is a diagram showing a second display example (display example 2-2) of the touch position image TI in the second embodiment. In display example 2-2, the first direction is set as the direction of the nearest point N with respect to the touch position P. By showing the direction of the nearest point N with respect to the touch position P, the user can specifically grasp in which direction the finger F should be moved when the user wants to stop the movement of the character C.
[0083] The touch position P in FIGS. 11A and 11B is at the same position as the touch position P (Pc1, Pc2) in FIGS. 10A and 10B, respectively. In FIGS. 11A and 11B, the touch position image TI5 is an arrow-shaped icon displayed around the character C. This arrow-shaped icon is displayed such that its direction coincides with the direction (first direction) of the nearest point N with respect to the touch position P. In the present embodiment, the direction of the nearest point N with respect to the touch position P is the direction opposite to the direction of the vector Vc from the reference point Q toward the touch position P (the direction indicated by the arrow Vx). Note that the arrow Vx in the figure is shown separated from the touch position P and the nearest point N from the viewpoint of visibility. More specifically, the display control unit 166 regards the center-of-gravity position of the character C as the reference point Q of the operation area R, virtually arranges the neutral area RN and the movement instruction area RD around it, and displays an arrow-shaped icon (touch position image TI5) from the position corresponding to the current touch position P in the virtually arranged movement instruction area RD toward the nearest point N. The tip portion TI5a of the arrow-shaped icon faces the character C side, and the shaft portion TI5b of the arrow-shaped icon extends in a direction away from the character C. The length Df (Df1, Df2) of the arrow-shaped icon is proportional to the first distance.
[0084] Specifically, when the touch position Pc1 is located above the right of the reference point Q as shown in FIG. 11A, the touch position image TI5 is displayed so as to face the center-of-gravity position of the character C from the upper right side of the character C. That is, the touch position image TI5 is displayed parallel to the direction of the arrow Vx1 which is the first direction in FIG. 11A. Further, when the touch position Pc1 is close to the outer edge (circle Sa1) of the movement instruction area RD as shown in FIG. 11A, the length Df1 of the touch position image TI5 is displayed to be relatively long. On the other hand, when the touch position Pc2 is located to the right of the reference point Q as shown in FIG. 11B, the touch position image TI5 is displayed so as to face the center-of-gravity position of the character C from the right side of the character C. That is, the touch position image TI5 is displayed parallel to the direction of the arrow Vx2 which is the first direction in FIG. 11B. Further, when the touch position Pc2 is close to the outer edge (circle Sa2) of the neutral area RN as shown in FIG. 11B, the length Df2 of the touch position image TI5 is displayed to be relatively short. For example, when the touch position Pc approaches the neutral region RN even more than in FIG. 11B and overlaps with the outer edge (circle Sa2) of the neutral region RN, that is, when the shortest distance Dd between the touch position P and the neutral region RN becomes zero, the display control unit 166 may set the length Df of the touch position image TI5 to zero and end the display of the touch position image TI5.
[0085] In the example of FIG. 11, the "first direction" corresponds to the direction of the nearest point N with respect to the touch position P. Also, the "mode based on the first direction" corresponds to the arrow-shaped icon constituting the touch position image TI5 indicating the first direction. Also, in the example of FIG. 11, the "mode based on the first distance" corresponds to the length Df of the arrow-shaped icon constituting the touch position image TI5 having a length proportional to the first distance. Also, in FIG. 11, the "position based on the character C" corresponds to the vicinity of the character C.
[0086] As shown in FIG. 11, if the touch position image TI5 is an arrow-shaped icon, the visibility of the game space G around the character C can be improved and the operability of the game can be improved as compared with the case of providing the annular portion TI4a as in the touch position image TI4 shown in FIG. 10.
[0087] <Display Example 2-3> FIG. 12 is a diagram showing a third display example (display example 2-3) of the touch position image TI in the second embodiment. In display example 2-3, the case where the touch position image TI is displayed in a mode based only on the first direction will be described.
[0088] The touch positions P in FIGS. 12A and 12B are at the same positions as the touch positions P (Pc1, Pc2) in FIGS. 10A and 10B, respectively. In display example 2-3, similar to display example 2-1, the above-mentioned first direction is set to the extending direction of the virtual line IL (IL1, IL2) connecting the touch position P and the nearest point N. In FIG. 12, the touch position image TI6 has an annular shape surrounded by two circles Sf1 and Sf2 centered on the position (for example, the center of gravity position) of the character C. The inner circle Sf2 is fixed with a radius that encloses the entire character C, and the value of the radius of the outer circle Sf1 is also fixed to a value larger than that of Sf2. Therefore, the distance between Sf1 and Sf2 (the width of the annular shape) is constant.
[0089] In the annular shape of the touch position image TI6, a region Ma (Ma1, Mb2) that is displayed in a color different from other regions is provided in the first direction with respect to the character C as a reference. Specifically, for example, when the touch position Pc1 is located above and to the right of the reference point Q as shown in FIG. 12A, a region Ma1 of a color different from other regions is provided on the upper right side of the touch position image TI6. Also, for example, when the touch position Pc2 is located to the right of the reference point Q as shown in FIG. 12B, a region Ma2 of a color different from other regions is provided on the right side of the touch position image TI6. Thereby, the user can grasp the direction (first direction) between the touch position Pc and the neutral region RN without visually observing the touch position Pc.
[0090] In FIG. 12, the user can grasp the first direction by making the color of the region Ma located in the first direction different from the colors of other regions. However, the present invention is not limited to this. For example, a mark may be displayed at a position corresponding to the region Ma so that the user can grasp the first direction.
[0091] In the example of FIG. 12, the "mode based on the first direction" corresponds to the fact that the region Ma located in the first direction in the annular shape constituting the touch position image TI6 is displayed in a color different from other regions. Also, in the example of FIG. 12, the "position based on the character C" corresponds to the range of the annular shape centered on the position of the character C (the range from the position of the character C to the maximum radius of the circle Sb2).
[0092] As in the second exemplary embodiment, by displaying the touch position image TI in a manner based on the first direction, when the user wants to stop the moving character C, the user can grasp in which direction the touch position P should be moved without directly visually recognizing the touch position P, suppressing erroneous operations and improving the operability of the game.
[0093] [C: Third Embodiment] Next, a third embodiment of the present invention will be described. For elements whose functions are the same as those in the first embodiment or the second embodiment in the following respective examples, the reference numerals used in the description of the first embodiment or the second embodiment will be reused, and the detailed description of each will be appropriately omitted. In the first embodiment and the second embodiment, the case where the touch position image TI is displayed when the touch position P is located in the movement instruction area RD has been described. In the third embodiment, the case where the touch position image TI is also displayed when the touch position P is located in the neutral area RN will be described. That is, in the third embodiment, when the touch position P is located in the neutral area RN, the display control unit 166 displays the touch position image TI in a manner based on the distance between the touch position P and the movement instruction area RD at a position based on the character C.
[0094] The "distance between the touch position P and the movement instruction area RD" may be, for example, the shortest distance between the touch position P and the movement instruction area RD, or the distance between a predetermined position based on the movement instruction area RD and the touch position P. The predetermined position based on the movement instruction area RD may be, for example, the reference point of the movement instruction area RD, a point having a predetermined positional relationship with respect to the reference point, or an arbitrary point within the movement instruction area RD. The reference point of the movement instruction area RD may be, for example, the centroid point of the movement instruction area RD or one point on the outer edge of the movement instruction area RD. One point on the outer edge of the movement instruction area RD may be, for example, the point closest to the touch position.
[0095] The mode based on the distance between the touch position P and the movement instruction area RD (hereinafter referred to as the "second distance") may be, for example, that the touch position image TI has a length or area proportional to the second distance, or the visual effect of the touch position image TI may change based on the second distance. The visual effect of the touch position image TI may be, for example, the transparency or display color of the touch position image TI.
[0096] Hereinafter, with reference to FIGS. 13A, 13B, 14A, and 14B, the touch position image TI in the third embodiment will be specifically described. In the following example, the above second distance (the distance between the touch position P and the movement instruction area RD) is set as the shortest distance Di (Di1, Di2) between the touch position P and the movement instruction area RD. In this embodiment, since the neutral area RN is a perfect circle, the location (nearest point N) of the movement instruction area RD closest to the touch position P is the intersection of the vector V from the reference point Q to the touch position and the inner circle Sa2 of the movement instruction area RD.
[0097] <Display Example 3-1> FIG. 13 is a diagram showing a first display example (Display Example 3-1) of the touch position image TI in the third embodiment. In FIGS. 13A and 13B, the touch positions P (Pd) with respect to the operation area R are both in the neutral area RN. The touch position Pd1 in FIG. 13A is located at a position close to the inner edge (circle Sa2) of the movement instruction area RD in the neutral area RN. Let the shortest distance between the touch position Pd1 in FIG. 13A and the movement instruction area RD be Di1. The intersection of the extending direction of the vector Vd1 from the reference point Q to the touch position Pd1 and the inner edge (circle Sa2) of the movement instruction area RD is the nearest point N, and the shortest distance Di1 is the distance between the nearest point N and the touch position Pb1. In FIG. 13B, from the viewpoint of visibility, the distances Di1 and the distance Dj1 described later are illustrated as straight lines instead of double arrows. On the other hand, in FIG. 13B, the touch position Pd2 is located at a position far from the inner edge (circle Sa2) of the movement instruction area RD and close to the reference point Q within the neutral area RN. Let the shortest distance between the touch position Pd2 and the movement instruction area RD be Di2 (>Di1). The shortest distance Di2 is the distance between the nearest point N and the touch position Pd2.
[0098] The touch position image TI7 shown in FIG. 13 has an annular shape surrounded by two circles Sd1 and Sd2 centered on the position (e.g., the centroid position) of the character C. Both of the two circles Sd1 and Sd2 have a radius large enough to surround the entire character C, but the circle Sd1 has a larger radius than the circle Sd2. The value of the radius of the outer circle Sd1 among the two circles is fixed. On the other hand, the value of the radius of the inner circle Sd2 among the two circles changes according to the shortest distance Di between the touch position P and the movement instruction area RD. More specifically, the distance Dj (the width of the annular shape) between the circle Sd1 and the circle Sd2 is proportional to the shortest distance Di between the touch position P and the movement instruction area RD.
[0099] Specifically, when the touch position Pd2 is at a position (near the reference point Q) far from the inner edge (circle Sa2) of the movement instruction area RD as shown in FIG. 13B, the display control unit 166 relatively increases the distance Dj2 between the circle Sd1 and the circle Sd2. As a result, the display area of the touch position image TI7 becomes relatively large. On the other hand, when the touch position Pd1 is at a position close to the inner edge (circle Sa2) of the movement instruction area RD as shown in FIG. 13A, the display control unit 166 relatively shortens the distance Dj1 between the circle Sd1 and the circle Sd2. As a result, the display area of the touch position image TI7 becomes relatively small. For example, when the touch position Pd approaches the movement instruction area RD even more than in FIG. 13A and overlaps with the inner edge circle Sa2 of the movement instruction area RD, that is, when the shortest distance Di between the touch position P and the movement instruction area RD becomes zero, the display control unit 166 may set the distance Dj between the circle Sd1 and the circle Sd2 to zero and end the display of the touch position image TI7.
[0100] That is, in the example of FIG. 13, the “mode based on the second distance” corresponds to the touch position image TI7 having a length (width of the annular shape) proportional to the second distance and an area corresponding to the square of the second distance. Also, in the example of FIG. 13, the “position based on the character C” corresponds to an annular range centered on the position of the character C (a range with a radius of the circle Sd1 from the position of the character C).
[0101] Thus, in the third embodiment, when the touch position P is located in the neutral region RN, a touch position image TI of a mode based on the distance between the touch position P and the movement instruction region RD is displayed. Thereby, the user can grasp how far the current touch position P is separated from the movement instruction region RD without directly visually recognizing the touch position P. Therefore, for example, when the user wants to move the stopped character C, the user can grasp how much the touch position P should be moved without directly visually recognizing the touch position P, and the operability of the game can be improved.
[0102] Note that when adopting the first display example shown in FIG. 13, when the touch position P is in the movement instruction region RD, the touch position image TI1 shown in FIG. 6 may be displayed. In this case, if the circle Sb2 in the touch position image TI1 corresponds to the circle Sd1 in the touch position image TI7, continuity can be ensured in a series of displays, and the display can be performed without giving the user a sense of discomfort. Also, in this case, the display colors of the touch position image TI1 displayed when the touch position P is in the movement instruction region and the touch position image TI7 displayed when the touch position P is in the neutral region RN may be made different. For example, in the display of the operation region R, when the display colors of the movement instruction region RD and the neutral region RN are different, the touch position image TI1 may be displayed in the display color of the movement instruction region RD, and the touch position image TI7 may be displayed in the display color of the neutral region RN, respectively. Thereby, the user can more clearly grasp the meanings of the touch position image TI1 and the touch position image TI7.
[0103] <Example of Display 3-2> FIG. 14 is a diagram showing a second example of display (display example 3-2) of the touch position image TI in the third embodiment. In the first display example shown in FIG. 13, the touch position image TI7 was an image showing the distance between the touch position P and the movement instruction area RD. In the second display example shown in FIG. 14, in addition to the distance between the touch position P and the movement instruction area RD, a touch position image TI in a mode based on the direction between the touch position P and the movement instruction area RD is displayed. That is, in the third embodiment, when the touch position P is located in the neutral area RN, the display control unit 166 may display the touch position image TI in a mode based on the direction (hereinafter referred to as the "second direction") defined by the touch position P and the movement instruction area RD. In display example 3-2, the second direction is set to the extending direction of the virtual line IL (IL3, IL4) connecting the touch position P and the nearest point N of the movement instruction area RD. In the present embodiment, since the neutral area RN is a perfect circle, the virtual line IL connecting the touch position P and the nearest point N coincides with the extending direction of the vector V from the reference point Q to the touch position P.
[0104] The touch position Pe1 in FIG. 14A is located at a position close to the inner edge (circle Sa2) of the movement instruction area RD in the neutral area RN. Also, the touch position Pe1 in FIG. 14A is located upper right with respect to the reference point Q. Let the shortest distance between the touch position Pe1 and the movement instruction area RD be Dg1. The intersection of the extending direction of the vector Ve1 from the reference point Q to the touch position Pe1 and the outer edge (circle Sa2) of the neutral area RN is the nearest point N. The shortest distance Dg1 is the distance between the nearest point N and the touch position Pc1. Also, the second direction in FIG. 14A is the extending direction of the virtual line IL3 connecting the touch position Pe1 and the nearest point N. The extending direction of the virtual line IL3 is along the extending direction of the vector Ve1. On the other hand, the touch position Pe2 in FIG. 14B is located in the neutral region RN, close to the reference point Q and far from the inner edge (circle Sa2) of the movement instruction region RD. Also, the touch position Pe2 in FIG. 14B is located on the right side with respect to the reference point Q. Let the shortest distance between the touch position Pe2 and the movement instruction region RD be Dg2 (>Dg1). The intersection of the extension direction of the vector Ve2 from the reference point Q toward the touch position Pe2 and the inner edge (circle Sa2) of the movement instruction region RD is the nearest point N. The shortest distance Dg2 is the distance between the nearest point N and the touch position Pe2. Also, the second direction in FIG. 14B is the extension direction of the virtual line IL4 connecting the touch position Pe2 and the nearest point N. The extension direction of the virtual line IL4 is along the extension direction of the vector Ve2. Note that in FIG. 14B, from the viewpoint of visibility, the distance Dg1 is shown as a straight line instead of double arrows. Also, in FIGS. 14A and 14B, from the viewpoint of visibility, the arrowhead illustration of the end point of the vector Ve2 is omitted.
[0105] The touch position image TI8 shown in FIG. 14 has an annular portion TI8a surrounded by two circles Se1 and Se2 centered on the position (for example, the center of gravity position) of the character C, and a protruding portion TI8b protruding inward from the circle Se2. Of the two circles constituting the annular portion TI8a, the inner circle Se2 has a radius large enough to surround the entire character C. Also, the outer circle Se1 of the two circles has a larger radius than the circle Se2. In FIG. 14, the radius of the circle Se1 and the radius of the circle Se2 are each fixed.
[0106] The protruding portion TI8b has a shape mimicking an isosceles triangle with its base arranged near the circle Se2 and its apex angle inside the circle Se2. Let the height of the protruding portion TI8b be Dh (Dh1, Dh2). The extension direction of the height Dh of the protruding portion TI8b is parallel to the second direction. Thus, the extension direction of the protruding portion TI8b in FIG. 14A is parallel to the extension direction of the virtual line IL3, and the extension direction of the protruding portion TI8b in FIG. 14B is parallel to the extension direction of the virtual line IL4.
[0107] Further, the height Dh of the protruding portion TI8b is proportional to the shortest distance Dg between the touch position Pe and the movement instruction area RD, that is, the second distance. Therefore, when the touch position Pe2 is far from the inner edge (circle Sa2) of the movement instruction area RD as shown in FIG. 14B, the height of the protruding portion TI8b becomes relatively high. Also, for example, when the touch position Pe1 is close to the inner edge (circle Sa2) of the movement instruction area RD as shown in FIG. 14A, the height of the protruding portion TI8b becomes relatively low. For example, when the touch position Pe approaches the movement instruction area RD even more than in FIG. 14A and overlaps with the inner edge (circle Sa2) of the movement instruction area, that is, when the shortest distance Dg between the touch position Pe and the movement instruction area RD becomes zero, the height of the protruding portion TI8b may be set to zero. At this time, the display control unit 166 may continue to display only the annular portion TI8a, or may also stop the display of the annular portion TI8a and end the display of the touch position image TI8.
[0108] That is, in the example of FIG. 14, the "second direction" corresponds to the extending direction of the virtual line IL connecting the touch position Pe and the nearest point N. Also, in the example of FIG. 14, the "mode based on the second direction" corresponds to the protruding portion TI8b of the touch position image TI8 extending in the same direction as the second direction. Also, in the example of FIG. 14, the "mode based on the second distance" corresponds to the protruding portion TI8b of the touch position image TI8 having a length (height Dh) proportional to the second distance. Also, in the example of FIG. 14, the "position based on the character C" corresponds to a predetermined range (the range of the annular portion TI8a and the protruding portion TI8b) centered on the position of the character C.
[0109] As described above, in the display example shown in FIG. 14, the touch position image TI is displayed in a manner based on the direction between the touch position P and the movement instruction area RD in addition to the distance between the touch position P and the movement instruction area RD. Therefore, the user can grasp in which direction the current touch position P is with respect to the movement instruction area RD without directly visually recognizing the touch position P. Thus, for example, when the user wants to move the stopped character C, in addition to how much (distance) the touch position P should be moved, the user can also grasp in which direction the touch position P should be moved without directly visually recognizing the touch position P, suppressing incorrect operations and improving the operability of the game.
[0110] Note that when adopting the second display example shown in FIG. 14, when the touch position P is within the movement instruction area RD, the touch position image TI4 shown in FIG. 10 may be displayed. In this case, if the annular portion TI4a in the touch position image TI4 corresponds to the annular portion TI8a in the touch position image TI8, continuity can be ensured in a series of displays, and the display can be performed without giving the user a sense of discomfort.
[0111] <Other display examples> In the above-described display example 3-2, the second distance (the distance between the touch position P and the movement instruction area RD) is set as the distance (the shortest distance) between the touch position P and the nearest point N, which is the location of the movement instruction area RD closest to the touch position P, and the second direction (the direction defined by the touch position P and the movement instruction area RD) is set as the extending direction of the virtual line IL connecting the touch position P and the nearest point N. Not limited to this, for example, the distance between the touch position P on the movement instruction area RD immediately before the touch position P enters the neutral area RN (hereinafter referred to as the "pre-stop touch position") and the current touch position P may be set as the second distance, and the direction of the virtual line IL connecting the pre-stop touch position and the touch position P may be set as the second distance. The pre-stop touch position is a point on the circle Sa2 which is the inner edge of the movement instruction area RD. The pre-stop touch position indicates the movement direction until immediately before the character C stops moving. By setting the second distance and the second direction based on the pre-stop touch position, when the user resumes the movement of the character C and designates the same movement direction as that just before the stop, the operation can be performed accurately.
[0112] <Flowchart> Next, with reference to FIG. 15, an example of the operation of the control unit 160 of the information processing apparatus 10 in the third embodiment will be described. In the flowchart of FIG. 15, when the touch position P is in the neutral area RN, a touch position image based on the second distance and the second direction is displayed as in the display example 3-2 shown in FIG. 14, and when the touch position P is in the movement instruction area RD, a touch position image based on the first distance and the first direction is displayed as in the display example 2-1 shown in FIG. 10. The processing in this case will be described. The operation shown in FIG. 15 starts when a predetermined start operation is performed.
[0113] The touch position acquisition unit 162 acquires touch position information indicating the touch position P on the touch panel 12 (step S200). When the touch position P indicated by the touch position information is in the movement instruction area RD (step S202: YES), the game control unit 164 designates the movement direction of the character C based on the touch position and moves the character C in the game space G (step S204). Also, the display control unit 166 determines the display mode of the touch position image TI based on the distance (first distance) between the touch position P and the neutral area RN and the extending direction (first direction) of the virtual line IL connecting the touch position P and the neutral area RN (step S206). For example, when displaying the touch position image TI4 in the mode shown in FIGS. 10A and 10B, the display control unit 166 determines the height De of the protruding portion TI4b based on the first distance, and determines the extending direction of the height De of the protruding portion TI4b based on the first direction.
[0114] Also, in step S202, when the touch position P indicated by the touch position information is not in the movement instruction area RD (step S202: NO), that is, when the touch position P is in the neutral area RN, or when the touch position P is at a location on the touch panel 12 other than the operation area R, or when there is no touch on the touch panel 12, the game control unit 164 stops the movement of the character C in the game space G (step S208).
[0115] When the touch position P is not in the neutral area RN (step S210: NO), that is, when the touch position P is at a location on the touch panel 12 other than the operation area R, or when there is no touch on the touch panel 12, the control unit 160 returns to step S200. On the other hand, when the touch position P is in the neutral area RN (step S210: YES), the display control unit 166 determines the display mode of the touch position image TI based on the distance (second distance) between the touch position P and the movement instruction area RD and the extending direction (second direction) of the virtual line IL connecting the touch position P and the movement instruction area RD (step S212). For example, when displaying the touch position image TI8 in the modes shown in FIGS. 14A and 14B, the display control unit 166 determines the height Dh of the protruding portion TI4b based on the second distance, and determines the extending direction of the height Dh of the protruding portion TI8b based on the second direction. The display control unit 166 displays the touch position image TI in the display mode determined in step S206 or S212 at the position based on the character C (step S214), and returns to step S200.
[0116] [D: Other Modification Examples] In each embodiment of the present invention, for example, the configurations exemplified below may be adopted.
[0117] [Modification Example D1] Modification Example D1 relates to the display of the touch position image TI when the touch position P is not within the operation area R (movement instruction area RD or neutral area RN). That the touch position P is not within the operation area R means, for example, that the touch position P is at a position outside the operation area R on the touch panel 12, or that no touch operation is performed on the touch panel 12, etc. In any case, the character C has stopped moving, and particularly in the latter case, the distance between the touch position P and the neutral area RN (or the movement instruction area RD) cannot be determined. Therefore, when the touch position P is not within the operation area R, the display control unit 166 may, for example, stop displaying the touch position image TI. Further, the display control unit 166 may, for example, increase the transparency of the touch position image TI, or lighten the display color (by lowering the brightness and saturation) so that an image other than the touch position image TI is more easily visible. The display control unit 166 may, for example, gradually limit the display so that the display of the touch position image TI gradually fades out after the touch position P has moved out of the operation area R.
[0118] That is, during the display of the touch position image TI, when touch position information indicating that the touch position P is in the operation area R (instruction area) composed of the movement instruction area RD and the neutral area RN is no longer obtained, the display control unit 166 may limit the display of the touch position image.
[0119] "When touch position information indicating that the touch position P is in the operation area R composed of the movement instruction area RD and the neutral area RN is no longer obtained" means, for example, that the touch position P is in an area of the touch panel 12 other than the movement instruction area RD and the neutral area RN, or that no touch operation on the touch panel 12 is performed. "When the touch position P is in an area of the touch panel 12 other than the movement instruction area RD and the neutral area RN" means, for example, that the touch position indicated by the touch position information is at a position other than the movement instruction area RD and the neutral area RN on the touch panel 12. In addition, the case where "no touch operation is performed on the touch panel 12" may be, for example, a case where information indicating that no touch operation is performed on the touch panel 12 is acquired, or a case where information indicating that a touch operation is performed on the touch panel 12 is not acquired. The case where "information indicating that no touch operation is performed on the touch panel 12 is acquired" is, for example, a case where information indicating "no touch position" is acquired in a mode in which the touch panel 12 outputs information indicating "no touch position" when no touch operation is performed on the touch panel 12. The case where "information indicating that a touch operation is performed on the touch panel 12 is not acquired" is, for example, a case where touch position information cannot be acquired by the touch position acquisition unit 162 in a mode in which the touch panel 12 does not output touch position information when no touch operation is performed on the touch panel 12.
[0120] "Restricting the display of the touch position image TI" may be, for example, stopping the display of the touch position image TI, or changing the display mode of the touch position image TI so that an image other than the touch position image TI is more visible than before (hereinafter referred to as "changing the display mode"). Changing the display mode may be, for example, increasing the transparency of the touch position image TI, or decreasing at least one of the brightness or saturation of the display color of the touch position image TI. Also, changing the display mode may be, for example, displaying only a part of the touch position image TI.
[0121] According to Modification D1, when no touch operation is performed on either the movement instruction area RD or the neutral area RN, the display of the touch position image TI is restricted as compared with the case where a touch operation is performed on the movement instruction area RD or the neutral area RN. Therefore, the user can determine whether there is a touch operation on the operation area R composed of the movement instruction area RD and the neutral area RN by whether there is a restriction on the display of the touch position image TI, and can determine whether there is a touch operation more clearly than relying on their own senses. For example, when the character C is stopped in the game space G, the user can determine whether the character C is stopped because the neutral area RN is being touched or because the user's hand has left the touch panel 12 by whether there is a restriction on the display of the touch position image TI. Therefore, the user can easily notice an incorrect operation such as the finger leaving the touch panel 12 at an unintended timing. Also, for example, the user can intentionally set the state where the display of the touch position image TI is restricted by separating the finger from the touch panel 12. Thereby, the user can improve the visibility of the game space G around the character C at an arbitrary timing and improve the operability of the game.
[0122] [Modification Example D2] Modification Example D2 relates to the display of the touch position image TI when the touch position P is stopped. When the touch position P is located in the operation area R but there is no change (movement) in the touch position P, it is presumed that the user wants to prioritize checking the game situation over the movement operation of the character C. In this case, the display control unit 166 may restrict the display of the touch position image TI, such as increasing the transparency of the touch position image TI, to improve the visibility of the game space G.
[0123] That is, the display control unit 166 may restrict the display of the touch position image TI when a state where the amount of change in the touch position P is equal to or less than a predetermined amount continues for a predetermined time or more during the display of the touch position image TI.
[0124] When "a state where the change amount of the touch position P is equal to or less than a predetermined amount continues for a predetermined time or more", for example, it may be a state where the touch position P can be regarded as stopped. "A state where the change amount of the touch position P is equal to or less than a predetermined amount continues for a predetermined time or more" means, for example, that the coordinates on the touch panel 12 detected as the touch position P (hereinafter referred to as "touch position coordinates") do not change for a predetermined time or more, or the touch position coordinates are concentrated around a specific coordinate including the specific coordinate for a predetermined time or more, or the touch position coordinates move, but a state where the change amount per unit time of the touch position coordinates is equal to or less than a predetermined amount continues for a predetermined time or more, etc. may also be the case.
[0125] According to Modification D2, when a state where there is no change in the touch position P continues and the possibility that the user changes the touch position P is low, that is, when the necessity of the touch position image TI is low, the display of the touch position image TI is restricted. Thereby, the visibility of the game space G around the character C is improved, and the operability of the game can be improved.
[0126] [Modification D3] In the above-described first embodiment, the display control unit 166 displayed the touch position image TI based on the distance between the touch position P and the neutral region RN. Also, in the above-described second embodiment, the display control unit 166 displayed the touch position image TI based on the direction between the touch position P and the neutral region RN. Not limited to this, the display control unit 166 may display the touch position image TI based on the positions of the touch position P and the neutral region RN.
[0127] That is, when the touch position P is located in the movement instruction region RD, the display control unit 166 may display the touch position image TI in a mode based on the position of the neutral region RN and the touch position P at a position based on the character C.
[0128] The "mode based on the position of the neutral region RN and the touch position P" may be, for example, a mode based on the distance between the neutral region RN and the touch position P, a mode based on the direction between the touch position P and the neutral region RN, or a mode including both of these. Also, the "mode based on the position of the neutral region RN and the touch position" may be, for example, a mode based on the relationship between the coordinates of the reference point of the neutral region RN and the coordinates of the touch position P, or a mode based on the vector connecting the reference point of the neutral region RN and the touch position P.
[0129] Also, in the above-described third embodiment, the display control unit 166 displayed the touch position image TI based on the distance (and further the direction depending on the display example) between the touch position P and the movement instruction region RD. Not limited to this, the display control unit 166 may display the touch position image TI based on the touch position P and the position of the movement instruction region RD.
[0130] That is, when the touch position P is located in the neutral region RN, the display control unit 166 may display the touch position image TI in a mode based on the position of the movement instruction region RD and the touch position P at a position based on the character C.
[0131] [Modification Example D4] In the above-described embodiment, the operation region R was used for the movement operation of the character C. That is, in the above-described embodiment, the operation region R was used for the operation instructing the movement action of the character C. Not limited to this, the operation region R may be used for an operation instructing an arbitrary action of the character C. Other actions include, for example, an attack on another character related to the game (for example, an enemy character), defense against an attack from an enemy character, movement of an item related to the game, etc. In particular, in the operation region R where the direction can be specified as in this embodiment, an action performed by specifying the direction may also be possible.
[0132] An attack may be, for example, throwing an attack element (item) such as a bomb in a specified direction, or directing an attack element such as a beam in a specified direction. Note that, for example, destroying block B by hitting an attack element such as a bomb or a beam against block B and changing the shape of land L may also be a form of attack. Defense may be, for example, destroying an attack element such as a bomb or a beam that moves toward character C from a predetermined direction, or arranging a defense element such as a shield so that the attack element does not reach the position of character C.
[0133] For example, when another operation is "attack", the operation area R has a neutral area and an attack instruction area. The neutral area corresponds to the neutral area RN in the above-described embodiment, and the attack instruction area corresponds to the movement instruction area RD in the above-described embodiment. When the user touches the attack instruction area, the game control unit 164 designates an attack in the same direction as the vector V from the reference point Q of the operation area R to the touch position P. Specifically, the game control unit 164 controls the game so that, for example, character C throws a bomb or irradiates a beam in the direction of vector V. In addition, the display control unit 166 displays a touch position image TI around the position based on character C, for example, around character C. The touch position image TI is a display in a mode based on the touch position P and the position of the neutral area, and specifically, is a display in the mode shown in the above-described Embodiment 1 or 2. When the user touches the neutral area, the game control unit 164 stops the attack of character C. In addition, the display control unit 166 causes a touch position image TI in a mode based on the touch position P and the position of the attack instruction area to be displayed at the position based on character C. The touch position image is specifically a display in a mode such as that of the above-described Embodiment 3.
[0134] That is, in Modification D4, the touch position acquisition unit 162 acquires touch position information indicating the touch position P on the touch panel 12, and the game control unit 164 designates the first operation mode of the character C in the game space G when the touch position P indicated by the touch position information is in the first area set on the touch panel 12. When the touch position P indicated by the touch position information is in the second area set on the touch panel 12, the second operation mode of the character C in the game space G is designated. When the touch position P is located in one of the first area or the second area, the display control unit 166 displays the touch position image TI in the mode based on the touch position P and the position of the other area of the first area or the second area at the position based on the character C.
[0135] The "operation mode (of character C)" may include, for example, the type of operation of character C, the speed of operation, the direction of operation, the intensity of operation, and the like. The type of operation may be, for example, the movement of the character C in the game space G, the attack by the character C on another character (for example, an enemy character), the defense of the character C against the attack from the enemy character, and the like. The speed of operation may be, for example, the moving speed of the character C when the type of operation is "movement", or the number of attacks per unit time when the type of operation is "attack". The direction of operation may be, for example, the moving direction of the character C when the type of operation is "movement", or the direction in which the character C attacks or defends when the type of operation is "attack" or "defense". The intensity of operation may be, for example, the intensity of attack or defense by the character C when the type of operation is "attack" or "defense".
[0136] According to Modification D4, even when the operation area R is used for an operation that instructs an operation of the character C other than movement, the same effects as those of the above-described embodiments or modifications can be obtained.
[0137] [Modification D5] In the above-described embodiment, it is assumed that the character C moves at a constant speed in the game space G. That is, in the game according to the above-described embodiment, regardless of the position of the touch position P in the movement instruction area RD, the movement speed of the character C does not change, and it is a constant-speed operation form. On the other hand, in a game with a speed gradient operation form in which the movement speed of the character C changes depending on the position of the touch position P in the movement instruction area RD, the touch position image TI may be displayed. As described above, in a game with a speed gradient operation form, since the user can grasp the distance to the neutral area RN based on the movement speed, the necessity of the touch position image TI is lower compared to the constant-speed operation form. However, for example, in a form in which the touch position image TI is displayed when the touch position P is in the neutral area RN as in the third embodiment, the same effect as the touch position image TI in the constant-speed operation form can be obtained. Also, in a form in which the touch position image TI is displayed when the touch position P is in the movement instruction area RD as in the first embodiment or the second embodiment, since the distance and direction to the neutral area RN are clearly displayed by the touch position image TI, it is effective for, for example, beginners who are not used to operating the game.
[0138] [Modification Example D6] In the above-described embodiment, it is assumed that the memory 14 (storage unit 140) that stores the game application program and the processor 16 (control unit 160) that executes the game application are provided in the information processing apparatus 10. Not limited to this, the memory that stores the game application program and the processor that executes the game application may be provided in an external device that can communicate with the information processing apparatus 10. More specifically, for example, the memory that stores the game application program and the processor that executes the game application may be provided in a cloud server (server device) that can communicate with the information processing apparatus 10 via a communication line such as the Internet.
[0139] [E: Supplementary Note] From the above description, the present invention is understood as follows. For ease of understanding of each aspect, hereinafter, reference numerals in the drawings are appended in parentheses for convenience, but the present invention is not intended to be limited to the illustrated aspects.
[0140] [Supplementary Note 1-1] A program according to an aspect of the present invention causes a processor (for example, processor 16) to function as an acquisition unit (for example, touch position acquisition unit 162) that acquires touch position information indicating a touch position on a touch panel (for example, touch panel 12), and when the touch position indicated by the touch position information is in a movement instruction area (for example, movement instruction area RD) set on the touch panel, specifies a constant-speed movement of an object (for example, character C) in a game space (for example, game space G), and when the touch position indicated by the touch position information is in a stop instruction area (for example, neutral area RN) set on the touch panel, a designation unit (for example, game control unit 164) that designates the stop of the movement of the object, and a display control unit that displays a touch position image (for example, touch position image TI) in a mode based on the distance between the touch position and the stop instruction area at a position based on the object when the touch position is located in the movement instruction area.
[0141] According to such a configuration, when the touch position is located in the movement instruction area, a touch position image in a mode based on the distance between the touch position and the stop instruction area is displayed, so that the user can grasp how far the current touch position is from the stop instruction area without directly visually recognizing the touch position. Therefore, for example, when the user wants to stop a moving object, the user can grasp how much the touch position should be moved without directly visually recognizing the touch position, and it is possible to suppress an erroneous operation during game play. Also, generally, a user during gameplay often focuses on an object to be operated. According to the above configuration, since the touch position image is displayed at a position based on the object, the user can confirm the touch position image without significantly moving the line of sight from the object, and thereby can continue the operation without reducing the concentration on the game.
[0142] In the above aspect, the "object" is an object of an operation using a touch panel. The object may be, for example, a character related to a game or an object related to a game. Here, the "character related to a game" may be, for example, a virtual creature capable of advancing the game. Also, the "object related to a game" may be, for example, a virtual inanimate object capable of advancing the game.
[0143] In the above aspect, the "movement instruction area" and the "stop instruction area" are, for example, areas set in a part of the touch panel that receive a touch operation from the user. The positions of the movement instruction area and the stop instruction area may be fixed or variable on the touch panel.
[0144] In the above form, the "distance between the touch position and the stop instruction area" may be, for example, the shortest distance between the touch position and the stop instruction area, or the distance between a predetermined position based on the stop instruction area and the touch position. The touch position is, for example, when the touch position information acquired by the acquisition unit is information specifying a point on the touch panel, the touch position indicated by the touch position information, and when the touch position information is information specifying an area having an extent on the touch panel, it may be a point included in the area. The point included in the area may be, for example, the center of gravity point of the area or a point on the outer edge of the area, etc. Among these, the point on the outer edge of the area may be, for example, the point closest to the reference point of the stop instruction area. The predetermined position based on the stop instruction area may be, for example, the reference point of the stop instruction area, a point having a predetermined positional relationship with respect to the reference point, or any point within the stop instruction area. The reference point of the stop instruction area may be, for example, the centroid of the stop instruction area or a point on the outer edge of the stop instruction area. A point on the outer edge of the stop instruction area may be, for example, the point closest to the touch position.
[0145] In the above aspect, the "aspect based on the distance between the touch position and the stop instruction area (hereinafter referred to as the 'first distance')" may be, for example, that the touch position image has a length or area proportional to the first distance, or that the visual effect of the touch position image changes based on the first distance. The visual effect of the touch position image may be, for example, the transparency or display color of the touch position image.
[0146] In the above aspect, the "touch position image" may be, for example, an image that visually presents the relative change of the touch position to the user by changing the display mode based on the change of the touch position on the touch panel.
[0147] In the above aspect, the "position based on the object" may be, for example, a position having a predetermined positional relationship with the object, a position within a range of a predetermined distance or less from the object, or a position in a predetermined direction with respect to the object as a reference. Specifically, the "position based on the object" may be, for example, the current position of the object in the game space, or a position on the front side or the rear side of the traveling direction of the object. Also, the "position based on the object" may change dynamically on the touch panel based on the display position of the object. For example, when the object is displayed at the right end of the touch panel, the touch position image may be displayed at the right end of the touch panel accordingly.
[0148] [Appendix 1-2] A program according to another aspect of the present invention is the program described in Appendix 1-1, wherein when the touch position is located in the movement instruction area, the display control unit displays the touch position image in a manner based on the direction defined by the touch position and the stop instruction area.
[0149] According to such a configuration, the touch position image is displayed in a manner based on the direction defined by the touch position and the stop instruction area in addition to the distance between the touch position and the stop instruction area. Therefore, the user can grasp in which direction the current touch position is with respect to the stop instruction area without directly visually recognizing the touch position. Thus, for example, when the user wants to stop a moving object, the user can grasp in which direction the touch position should be moved without directly visually recognizing the touch position, and the operability of the game can be improved.
[0150] In the above aspect, the "direction defined by the touch position and the stop instruction area" may be, for example, the extending direction of the virtual line when the virtual line intersects the stop instruction area when the virtual line is set with the touch position as a reference, or the direction between the touch position and an arbitrary point within the stop instruction area. The direction between the touch position and an arbitrary point within the stop instruction area may be, for example, the direction from the touch position to an arbitrary point within the stop instruction area, or the direction from an arbitrary point within the stop instruction area to the touch position, or the direction toward both the touch position and an arbitrary point within the stop instruction area. The arbitrary point within the stop instruction area may be, for example, the center of gravity point of the stop instruction area, or one point on the outer edge of the stop instruction area. One point on the outer edge of the stop instruction area may be, for example, the point closest to the touch position.
[0151] In the above aspect, the "mode based on the direction of the stop instruction area (hereinafter simply referred to as 'direction')" may be, for example, that the touch position image extends along the direction, or the touch position image has a shape based on the direction, or the visual effect of the touch position image changes based on the direction. The visual effect of the touch position image may be, for example, the transparency or display color of the touch position image. Also, the "direction" does not have to exactly match the direction defined by the touch position and the stop instruction area.
[0152] [Appendix 1-3] The program according to another aspect of the present invention is the program described in Appendix 1-1 or 1-2, wherein when the touch position is located in the stop instruction area, the display control unit displays a touch position image in a mode based on the distance between the touch position and the movement instruction area at a position based on the object.
[0153] According to such a configuration, when the touch position is located in the stop instruction area, a touch position image in a mode based on the distance between the touch position and the movement instruction area is displayed, so that the user can grasp how far the current touch position is from the movement instruction area without directly visually recognizing the touch position. Therefore, for example, when the user wants to move a stopped object, the user can grasp how much the touch position should be moved without directly visually recognizing the touch position, and the operability of the game can be improved.
[0154] In the above aspect, the "distance between the touch position and the movement instruction area" may be, for example, the shortest distance between the touch position and the movement instruction area, or the distance between a predetermined position based on the movement instruction area and the touch position. The predetermined position based on the movement instruction area may be, for example, the reference point of the movement instruction area, a point having a predetermined positional relationship with respect to the reference point, or an arbitrary point within the movement instruction area. The reference point of the movement instruction area may be, for example, the center of gravity point of the movement instruction area, or one point on the outer edge of the movement instruction area. One point on the outer edge of the movement instruction area may be, for example, the point closest to the touch position.
[0155] In the above aspect, the "mode based on the distance between the touch position and the movement instruction area (hereinafter referred to as the 'second distance')" may be, for example, that the touch position image has a length or area proportional to the second distance, or that the visual effect of the touch position image changes based on the second distance. The visual effect of the touch position image may be, for example, the transparency or display color of the touch position image.
[0156] [Appendix 1-4] The program according to another aspect of the present invention is the program according to any one of paragraphs 1-1 to 1-3 of Appendix 1, wherein the display control unit restricts the display of the touch position image when the touch position information indicating that the touch position is in the instruction area composed of the movement instruction area and the stop instruction area is not acquired during the display of the touch position image.
[0157] According to such a configuration, when no touch operation is performed on either the movement instruction area or the stop instruction area, the display of the touch position image is restricted as compared with the case where a touch operation is performed on the movement instruction area or the stop instruction area. Therefore, the user can grasp the presence or absence of a touch operation on the instruction area composed of the movement instruction area and the stop instruction area by the presence or absence of the restriction of the display of the touch position image, and can grasp it more clearly than relying on his or her own sense of the presence or absence of the touch operation. For example, when an object is stopped in the game space, the user can determine whether the object has stopped because the stop instruction area is being touched or because the user's hand has left the touch panel, based on whether the display of the touch position image is restricted. Thus, the user can easily notice an incorrect operation such as the finger leaving the touch panel at an unintended timing. Also, for example, the user can intentionally set the state where the display of the touch position image is restricted by separating the finger from the touch panel. Thereby, the user can improve the visibility of the game space around the object at an arbitrary timing and improve the operability of the game.
[0158] In the above aspect, the case where "touch position information indicating that there is a touch position in the instruction area including the movement instruction area and the stop instruction area is no longer obtained" may be, for example, the case where there is a touch position in an area of the touch panel other than the movement instruction area and the stop instruction area, or the case where no touch operation on the touch panel is performed. The case where "there is a touch position in an area of the touch panel other than the movement instruction area and the stop instruction area" may be, for example, the case where the touch position indicated by the touch position information is a position other than the movement instruction area and the stop instruction area on the touch panel. Also, the case where "no touch operation on the touch panel is performed" may be, for example, the case where information indicating that there is no touch operation on the touch panel is obtained, or the case where information indicating that there is a touch operation on the touch panel is not obtained. The case where "information indicating that there is no touch operation on the touch panel is obtained" may be, for example, the case where, in a mode where the touch panel outputs information indicating "no touch position" when there is no touch operation on the touch panel, information indicating "no touch position" is obtained. The case where "information indicating that there is a touch operation on the touch panel is not acquired" may be, for example, when there is no touch operation on the touch panel, in a mode where the touch panel does not output touch position information, even if the acquisition unit cannot acquire the touch position information.
[0159] In the above aspect, "restricting the display of the touch position image" may be, for example, stopping the display of the touch position image, or changing the display mode of the touch position image so that an image other than the touch position image becomes more visible than before (hereinafter referred to as "change in display mode"). The change in display mode may be, for example, increasing the transparency of the touch position image, or decreasing at least one of the brightness or saturation of the display color of the touch position image. Further, the change in display mode may be, for example, displaying only a part of the touch position image.
[0160] [Appendix 1-5] The program according to another aspect of the present invention is the program according to any one of Appendix 1-1 to 1-4, wherein the display control unit restricts the display of the touch position image when a state where the amount of change in the touch position is equal to or less than a predetermined amount continues for a predetermined time or more during the display of the touch position image.
[0161] According to such a configuration, when the state where there is no change in the touch position continues and the possibility that the user changes the touch position is low, that is, when the necessity of the touch position image is low, the display of the touch position image is restricted. Thereby, the visibility of the game space around the object is improved, and the operability of the game can be improved.
[0162] In the above-described embodiment, "when the state where the amount of change in the touch position is equal to or less than a predetermined amount continues for a predetermined time or more" may be, for example, a state where the touch position can be regarded as stopped. "The state where the amount of change in the touch position is equal to or less than a predetermined amount continues for a predetermined time or more" means, for example, that the coordinates on the touch panel detected as the touch position (hereinafter referred to as "touch position coordinates") do not change for a predetermined time or more, or the touch position coordinates are concentrated around a specific coordinate including the specific coordinate for a predetermined time or more, or the touch position coordinates move, but the state where the amount of change per unit time of the touch position coordinates is equal to or less than a predetermined amount continues for a predetermined time or more, etc.
[0163] [Appendix 1-6] An information processing apparatus according to another aspect of the present invention includes an acquisition unit that acquires touch position information indicating a touch position on a touch panel, and when the touch position indicated by the touch position information is in a movement instruction area set on the touch panel, specifies a constant-speed movement of an object in a game space, and when the touch position indicated by the touch position information is in a stop instruction area set on the touch panel, specifies a stop of the constant-speed movement of the object, and a display control unit that displays a touch position image in a mode based on the distance between the touch position and the stop instruction area at a position based on the object when the touch position is located in the movement instruction area.
[0164] [Appendix 1-7] An information processing system according to another aspect of the present invention includes a game device having a touch panel and displaying an image related to a game on the touch panel, and a server device capable of communicating with the game device. The information processing system includes an acquisition unit that acquires touch position information indicating a touch position on the touch panel, and when the touch position indicated by the touch position information is in a movement instruction area set on the touch panel, it designates uniform movement of an object in a game space, and when the touch position indicated by the touch position information is in a stop instruction area set on the touch panel, it designates stopping of the uniform movement of the object, and a display control unit that displays a touch position image in a manner based on the distance between the touch position and the stop instruction area at a position based on the object when the touch position is located in the movement instruction area.
[0165] [Appendix 1-8] A server device according to another aspect of the present invention is a server device capable of communicating with a game device. The server device includes an acquisition unit that acquires touch position information indicating a touch position on a touch panel included in the game device, and when the touch position indicated by the touch position information is in a movement instruction area set on the touch panel, it designates uniform movement of an object in a game space executed on the terminal device, and when the touch position indicated by the touch position information is in a stop instruction area set on the touch panel, it designates stopping of the uniform movement of the object, and a display control unit that causes a touch position image in a manner based on the distance between the touch position and the stop instruction area to be displayed at a position based on the object on the touch panel.
[0166] [Appendix 1-9] An information processing method according to another aspect of the present invention is characterized in that a processor acquires touch position information indicating a touch position on a touch panel, and when the touch position indicated by the touch position information is within a movement instruction area set on the touch panel, specifies uniform movement of an object in a game space, and when the touch position indicated by the touch position information is within a stop instruction area set on the touch panel, specifies stopping of the uniform movement of the object, and when the touch position is located in the movement instruction area, displays a touch position image in a mode based on the distance between the touch position and the stop instruction area at a position based on the object.
[0167] [Appendix 2] 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, a specification unit that specifies uniform movement of an object in a game space when the touch position indicated by the touch position information is within a movement instruction area set on the touch panel and specifies stopping of the uniform movement of the object when the touch position indicated by the touch position information is within a stop instruction area set on the touch panel, and a display control unit that displays a touch position image in a mode based on the position of the stop instruction area and the touch position at a position based on the object when the touch position is located in the movement instruction area.
[0168] In the above aspect, the "mode based on the position of the stop instruction area and the touch position" may be, for example, a mode based on the distance between the stop instruction area and the touch position, a mode based on the direction defined by the touch position and the stop instruction area, or a mode including both of these. Further, the "mode based on the position of the stop instruction area and the touch position" may be, for example, a mode based on the relationship between the coordinates of the reference point of the stop instruction area and the coordinates of the touch position, or a mode based on the vector connecting the reference point of the stop instruction area and the touch position.
[0169] According to such a configuration, when the touch position is located in the movement instruction area, a touch position image in a manner based on the touch position and the position of the stop instruction area is displayed. Therefore, the user can grasp the position of the current touch position relative to the stop instruction area without directly visually recognizing the touch position. Thus, for example, when the user wants to stop a moving object, the user can grasp how to move the touch position without directly visually recognizing the touch position, and can suppress incorrect operations during game play. Also, generally, a user during game play often focuses on an object to be operated. According to the above configuration, since the touch position image is displayed at a position based on the object, the user can check the touch position image without significantly moving the line of sight from the object, and thereby can continue the operation without reducing the concentration on the game.
[0170] [Appendix 3] 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, a designation unit that designates a first operation mode of an object in a game space when the touch position indicated by the touch position information is in a first area set on the touch panel, and designates a second operation mode of the object in the game space when the touch position indicated by the touch position information is in a second area set on the touch panel, and a display control unit that displays a touch position image in a manner based on the touch position and the position of the other area of the first area or the second area when the touch position is located in one of the first area or the second area at a position based on the object.
[0171] According to such a configuration, when the touch position is located in one of the two regions (the first region or the second region), a touch position image in a manner based on the touch position and the position of the other region is displayed. Thereby, the user can grasp without directly visually recognizing the touch position what position the current touch position is with respect to the other region. Thus, for example, when the user wants to specify an operation mode that can be specified in the other region, the user can grasp without directly visually recognizing the touch position how much the touch position should be moved, and can suppress an erroneous operation during game play. Also, generally, a user during game play often gazes at an object to be operated. According to the above configuration, since the touch position image is displayed at a position based on the object, the user can confirm the touch position image without greatly moving the line of sight from the object, and thereby can continue the operation without reducing the concentration on the game.
[0172] In the above aspect, the “operation mode (of the object)” may include, for example, the type of operation of the object, the speed of the operation, the direction of the operation, the intensity of the operation, and the like. The type of operation may be, for example, the movement of an object in the game space, an attack by an object on another object, the defense of an object against an attack from another object, and the like. The speed of the operation may be, for example, the moving speed of the object when the type of operation is “movement”, or the number of attacks per unit time when the type of operation is “attack”. The direction of the operation may be, for example, the moving direction of the object when the type of operation is “movement”, or the direction in which the object performs an attack or defense when the type of operation is “attack” or “defense”. The intensity of the operation may be, for example, the intensity of the attack or defense by the object when the type of operation is “attack” or “defense”.
Explanation of Reference Numerals
[0173] 10... Information processing device, 12... Touch panel, 14... Memory, 16... Processor, 120... Display unit, 122... Input unit, 140... Storage unit, 160... Control unit, 162... Touch position acquisition unit, 164... Game control unit, 166... Display control unit, B... Block, C... Character, L... Land.
Claims
1. A processor, an acquisition unit that acquires touch position information indicating a touch position on a touch panel, when the touch position indicated by the touch position information is in a movement instruction area set on the touch panel, specifies uniform movement of an object in a game space, a specification unit that specifies stopping of the movement of the object when the touch position indicated by the touch position information is in a stop instruction area set on the touch panel, a display control unit that, when the touch position is located in the movement instruction area, displays a touch position image in a manner based on the distance between the touch position and the stop instruction area at a position based on the object, wherein the movement speed of the object is the same when the touch position is located at a first distance from a reference point and when the touch position is located at a second distance different from the first distance within the movement instruction area, A program characterized by this.
2. When the touch position is located in the movement instruction area, the display control unit displays the touch position image in a manner based on the direction defined by the touch position and the stop instruction area. The program according to claim 1, characterized by this.
3. When the touch position is located in the stop instruction area, the display control unit displays a touch position image having a length or area proportional to the distance between the touch position and the movement instruction area at a position based on the object. The program according to claim 1 or 2, characterized by this.
4. During the display of the touch position image, when the touch position information indicating that the touch position is in the instruction area composed of the movement instruction area and the stop instruction area is no longer acquired, the display control unit stops the display of the touch position image or changes the display mode of the touch position image so that an image other than the touch position image becomes easier to view. The program according to any one of claims 1 to 3, characterized by this.
5. During the display of the touch position image, when a state where the amount of change in the touch position is equal to or less than a predetermined amount continues for a predetermined time or more, the display control unit stops the display of the touch position image or changes the display mode of the touch position image so that an image other than the touch position image becomes easier to view. The program according to any one of claims 1 to 4, characterized by this.
6. An acquisition unit that acquires touch position information indicating a touch position on a touch panel; When the touch position indicated by the touch position information is within a movement instruction area set on the touch panel, specifying uniform movement of an object in a game space; A specifying unit that specifies stopping of the uniform movement of the object when the touch position indicated by the touch position information is within a stop instruction area set on the touch panel; A display control unit that, when the touch position is within the movement instruction area, displays a touch position image in a manner based on the distance between the touch position and the stop instruction area at a position based on the object; and The moving speed of the object is the same whether the touch position is located at a first distance from a reference point or at a second distance different from the first distance within the movement instruction area; An information processing apparatus characterized by the above.
7. A game apparatus including a touch panel that displays an image related to a game on the touch panel; A server apparatus capable of communicating with the game apparatus; An information processing system including: An acquisition unit that acquires touch position information indicating a touch position on the touch panel; When the touch position indicated by the touch position information is within a movement instruction area set on the touch panel, specifying uniform movement of an object in a game space in the game executed on the game apparatus; A specifying unit that specifies stopping of the uniform movement of the object when the touch position indicated by the touch position information is within a stop instruction area set on the touch panel; A display control unit that, when the touch position is within the movement instruction area, displays a touch position image in a manner based on the distance between the touch position and the stop instruction area at a position based on the object; and The moving speed of the object is the same whether the touch position is located at a first distance from a reference point or at a second distance different from the first distance within the movement instruction area; An information processing system characterized by the above.
8. A server apparatus capable of communicating with a game apparatus, the server apparatus including an acquisition unit that acquires touch position information indicating a touch position on a touch panel included in the game apparatus; When the touch position indicated by the touch position information is within a movement instruction area set on the touch panel, specifying uniform movement of an object in a game space in the game executed on the game apparatus; When the touch position indicated by the touch position information is within a stop instruction area set on the touch panel, a specifying unit that specifies the stop of the uniform movement of the object; When the touch position is within the movement instruction area, a display control unit that causes a touch position image in a mode based on the distance between the touch position and the stop instruction area to be displayed at a position based on the object on the touch panel; and The moving speed of the object is the same when the touch position is at a first distance from a reference point and when the touch position is at a second distance different from the first distance within the movement instruction area. A server device characterized by the above.
9. A processor acquires touch position information indicating a touch position on a touch panel, when the touch position indicated by the touch position information is within a movement instruction area set on the touch panel, specifies uniform movement of an object in a game space, when the touch position indicated by the touch position information is within a stop instruction area set on the touch panel, specifies the stop of the uniform movement of the object, when the touch position is within the movement instruction area, causes a touch position image in a mode based on the distance between the touch position and the stop instruction area to be displayed at a position based on the object, The moving speed of the object is the same when the touch position is at a first distance from a reference point and when the touch position is at a second distance different from the first distance within the movement instruction area. An information processing method characterized by the above.
Citation Information
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