Program, and information processing apparatus
The program and information processing apparatus in the game system ensure positive user interactions by executing specific controls based on touch duration and subsequent operations, addressing the discomfort and timing issues in existing systems, thereby enhancing user engagement.
Patent Information
- Application Number
- JP2024095205
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- Filing Date
- 2024-06-12
- Publication Date
- 2025-07-08
- Estimated Expiration
- 2038-03-02
AI Technical Summary
The release of a touch operation in existing touch-based game systems triggers specific processing, which is not a positive operation for the user, leading to a discrepancy between user intent and game response, causing discomfort and difficulty in timing specific actions, thereby reducing game interest.
A program and information processing apparatus that execute first and second controls based on a predetermined touch operation duration and subsequent specific operations, ensuring positive user interactions without executing the first control if the touch operation is not released and re-engaged.
Enhances user engagement by allowing positive and timely execution of game actions, improving the overall gaming experience by ensuring that specific processing is executed only through intentional and deliberate user inputs.
Smart Images

Figure 0007704935000001 
Figure 0007704935000002 
Figure 0007704935000003
Abstract
Description
Technical Field
[0001] The present invention relates to a program and an information processing apparatus.
Background Art
[0002] As an example of an apparatus that performs processing according to a touch operation on a touch panel, there is a game apparatus that charges energy by continuing a touch operation on a charge button on the screen and performs specific processing such as affecting an enemy character by releasing the touch operation (for example, Non-Patent Document 1).
Prior Art Documents
Patent Documents
[0003]
Non-Patent Document 1
Summary of the Invention
Problems to be Solved by the Invention
[0004] However, “release of the touch operation”, which triggers specific processing, is an act of stopping the operation, and thus cannot be said to be a positive operation for the user. As described above, in the game apparatus described in Non-Patent Document 1, specific processing is actively performed based on an operation that cannot be said to be positive. As a result, there is a discrepancy between the user's operation content and the game's processing content, which makes the user feel uncomfortable. In addition, since “release of the touch operation” is not a positive operation, there is a problem that it is difficult to sense the timing of performing specific processing. As a result, there is a risk that the interestingness cannot be improved.
[0005] The present invention has been conceived in view of such circumstances, and an object thereof is to provide a program and an information processing apparatus capable of improving the taste.
Means for Solving the Problems
[0006] According to an aspect of an embodiment shown in the present disclosure, a program is provided. The program causes a computer to function as execution means for executing control according to an operation on a touch screen. The execution means, when a touch operation on the touch screen continues for a predetermined time, after the touch operation is released, executes first control in response to receiving a tap operation on the touch screen, and executes second control different from the first control and corresponding to a specific operation in response to a specific operation on the touch screen that is different from the tap operation. Even when a specific operation is received after the release of a touch operation that has continued for a predetermined time, the second control corresponding to the specific operation is executed without executing the first control. After receiving a specific operation after the release of a touch operation that has continued for a predetermined time, unless a touch operation that has continued for a predetermined time is released again, even if a tap operation is received, the first control is not executed.
[0007] According to an aspect of an embodiment, an information processing apparatus is provided. The information processing apparatus is an information processing apparatus including a touch screen, and includes execution means for executing control according to an operation on the touch screen. The execution means, when a touch operation on the touch screen continues for a predetermined time, after the touch operation is released, executes first control in response to receiving a tap operation on the touch screen, and executes second control corresponding to a specific operation, which is different from the first control, in response to a specific operation on the touch screen that is different from the tap operation. Even when a specific operation is received after the release of the touch operation that has continued for a predetermined time, the second control corresponding to the specific operation is executed without executing the first control. After receiving a specific operation after the release of the touch operation that has continued for a predetermined time, the first control is not executed even if a tap operation is received unless the touch operation that has continued for a predetermined time is released again.
[0008] According to an aspect of an embodiment, a method is provided. The method includes an execution means for a computer to execute control according to an operation on the touch screen. The execution means, when a touch operation on the touch screen continues for a predetermined time, after the touch operation is released, executes first control in response to receiving a tap operation on the touch screen, and executes second control corresponding to a specific operation, which is different from the first control, in response to a specific operation on the touch screen that is different from the tap operation. Even when a specific operation is received after the release of the touch operation that has continued for a predetermined time, the second control corresponding to the specific operation is executed without executing the first control.
Advantages of the Invention
[0009] According to the present invention, the interest can be improved.
Brief Description of the Drawings
[0010]
Figure 1
Figure 2
Figure 3
Figure 4
Mode for Carrying Out the Invention
[0011] The game system according to the present disclosure is a system for providing a game to a plurality of users. Hereinafter, the game system will be described with reference to the drawings. It should be noted that the present invention is not limited to these examples, and is indicated by the claims, and all modifications within the meaning and scope equivalent to the claims are intended to be included in the present invention. In the following description, the same reference numerals are given to the same elements in the description of the drawings, and duplicate descriptions will not be repeated.
[0012] <Hardware Configuration of Game System 1> FIG. 1 is a diagram showing the hardware configuration of the game system 1. As shown in the figure, the game system 1 includes a plurality of user terminals 100 and a server 200. Each user terminal 100 is connected to the server 200 via a network 2. The network 2 is composed of the Internet and various mobile communication systems constructed by wireless base stations (not shown), etc. Examples of this mobile communication system include the so-called 3G and 4G mobile communication systems, LTE (Long Term Evolution), and a wireless network (e.g., Wi-Fi (registered trademark)) that can be connected to the Internet by a predetermined access point, etc.
[0013] The server 200 (computer, information processing device) may be a general-purpose computer such as a workstation or a personal computer. The server 200 includes a processor 20, a memory 21, a storage 22, a communication IF 23, and an input / output IF 24. These components provided in the server 200 are electrically connected to each other by a communication bus.
[0014] The user terminal 100 (computer, information processing device) may be a mobile terminal such as a smartphone, a feature phone, a PDA (Personal Digital Assistant), or a tablet computer. The user terminal 100 may also be a game device suitable for game play. As shown in the figure, the user terminal 100 includes a processor 10, a memory 11, a storage 12, a communication interface (IF) 13, an input / output IF 14, a touch screen 15 (display unit), a camera 17, and a distance measurement sensor 18. These components provided in the user terminal 100 are electrically connected to each other by a communication bus. Note that the user terminal 100 may be provided with an input / output IF 14 that can connect a display (display unit) configured separately from the user terminal 100 body instead of or in addition to the touch screen 15.
[0015] Also, as shown in FIG. 1, the user terminal 100 may be configured to be communicable with one or more controllers 1020. The controller 1020 establishes communication with the user terminal 100 in accordance with a communication standard such as Bluetooth (registered trademark), for example. The controller 1020 may have one or more buttons or the like, and transmits an output value based on a user's input operation on the buttons or the like to the user terminal 100. Further, the controller 1020 may have various sensors such as an acceleration sensor and an angular velocity sensor, and transmits the output values of the various sensors to the user terminal 100.
[0016] Note that instead of, or in addition to, the user terminal 100 including the camera 17 and the distance measurement sensor 18, the controller 1020 may have the camera 17 and the distance measurement sensor 18.
[0017] For example, at the start of a game, it is desirable for the user terminal 100 to cause the user using the controller 1020 to input user identification information such as the user's name or login ID via the controller 1020. Thereby, the user terminal 100 can associate the controller 1020 with the user, and can identify which user the output value belongs to based on the transmission source (controller 1020) of the received output value.
[0018] When the user terminal 100 communicates with a plurality of controllers 1020, by each user gripping each controller 1020, it is possible to realize multiplayer on the single user terminal 100 without communicating with other devices such as the server 200 via the network 2. Also, when each user terminal 100 communicates with each other according to a wireless standard such as the wireless LAN (Local Area Network) standard (communicates without going through the server 200), it is also possible to realize local multiplayer with a plurality of user terminals 100. When realizing the above-described multiplayer locally with a single user terminal 100, the user terminal 100 may further have at least a part of various functions described later provided in the server 200. Also, when realizing the above-described multiplayer locally with a plurality of user terminals 100, the plurality of user terminals 100 may have the various functions described later provided in the server 200 distributed among them.
[0019] Note that even when realizing the above-described multiplayer locally, the user terminal 100 may communicate with the server 200. For example, information indicating a play result such as a score or win / loss in a certain game and user identification information may be associated and transmitted to the server 200. Also, the controller 1020 may be configured to be detachable from the user terminal 100. In this case, a coupling part with the controller 1020 may be provided on at least one of the surfaces of the housing of the user terminal 100. When the user terminal 100 and the controller 1020 are coupled by wire via the coupling part, the user terminal 100 and the controller 1020 transmit and receive signals via the wire.
[0020] As shown in FIG. 1, the user terminal 100 may accept the attachment of a storage medium 1030 such as an external memory card via the input / output IF 14. Thereby, the user terminal 100 can read the programs and data recorded in the storage medium 1030. The programs recorded in the storage medium 1030 are, for example, game programs.
[0021] The user terminal 100 may store in the memory 11 of the user terminal 100 a game program acquired by communicating with an external device such as the server 200, or may store in the memory 11 a game program acquired by reading from the storage medium 1030.
[0022] As described above, the user terminal 100 includes, as an example of a mechanism for inputting information to the user terminal 100, a communication IF 13, an input / output IF 14, a touch screen 15, a camera 17, and a distance measuring sensor 18. Each of the above-described parts as the input mechanism can be regarded as an operation unit configured to receive a user's input operation.
[0023] For example, when the operation unit is constituted by at least one of the camera 17 and the distance measuring sensor 18, the operation unit detects an object 1010 near the user terminal 100 and specifies an input operation from the detection result of the object. As an example, a user's hand as the object 1010, a marker having a predetermined shape, etc. are detected, and an input operation is specified based on the color, shape, movement, or type of the object 1010 obtained as the detection result. More specifically, when a user's hand is detected from a captured image of the camera 17 in the user terminal 100, the user terminal 100 specifies and accepts a gesture (a series of movements of the user's hand) detected based on the captured image as a user's input operation. Note that the captured image may be a still image or a moving image.
[0024] Alternatively, when the operation unit is constituted by the touch screen 15, the user terminal 100 specifies and accepts an operation of the user performed on the input unit 151 of the touch screen 15 as a user's input operation. Alternatively, when the operation unit is constituted by the communication IF 13, the user terminal 100 specifies and accepts a signal (for example, an output value) transmitted from the controller 1020 as a user's input operation. Alternatively, when the operation unit is constituted by the input / output IF 14, the user terminal 100 specifies and accepts a signal output from an input device (not shown) different from the controller 1020 connected to the input / output IF 14 as a user's input operation.
[0025] <Game Overview> The game system 1 is a system that executes a game in which rewards are given to users according to the progress of the game. The game executed in this embodiment is, for example, a 3D shooting action game in which a user with the setting of a new team leader leads girls wearing gears (armaments) and defeats enemy characters by making full use of shooting, close combat, skills, etc.
[0026] Note that the game executed by the game system 1 is not limited to a specific genre, and may be a system for executing games of various genres. For example, games themed on sports such as tennis, table tennis, dodge ball, baseball, soccer, and hockey, puzzle games, quiz games, RPGs, adventure games, simulation games, and breeding games may also be used.
[0027] Also, the game system 1 may be a system for executing a single-player type game. A single-player type game is a game executed on a single user terminal 100. In this case, the exchange of information necessary for executing the single-player type game on the user terminal 100 is performed between the user terminal 100 and the server 200.
[0028] Also, the game system 1 may be a system for executing a multiplayer type game. A multiplayer type game is a game in which each user of a plurality of user terminals 100 can participate in one game and play in a battle or cooperate. In this case, at least a part of the data related to the game is shared between the user terminal 100 operated by the user and one or more other user terminals 100 operated by one or more other users via the server 200.
[0029] Note that the game system 1 is not limited to the single-player type or the multiplayer type, and may be a system for executing games of various play forms.
[0030] <Hardware Components of Each Device> Processor 10 controls the operation of the entire user terminal 100. Processor 20 controls the operation of the entire server 200. Processors 10 and 20 include a CPU (Central Processing Unit), an MPU (Micro Processing Unit), and a GPU (Graphics Processing Unit).
[0031] Processor 10 reads a program from storage 12 described below and expands it in memory 11 described below. Processor 20 reads a program from storage 22 described below and expands it in memory 21 described below. Processors 10 and 20 execute the expanded programs.
[0032] Memories 11 and 21 are main memory devices. Memories 11 and 21 are composed of storage devices such as ROM (Read Only Memory) and RAM (Random Access Memory). Memory 11 provides a working area for processor 10 by temporarily storing the program and various data read by processor 10 from storage 12 described below. Memory 11 also temporarily stores various data generated while processor 10 is operating according to the program. Memory 21 provides a working area for processor 20 by temporarily storing various programs and data read by processor 20 from storage 22 described below. Memory 21 also temporarily stores various data generated while processor 20 is operating according to the program.
[0033] In this embodiment, the program may be a game program for realizing a game by the user terminal 100. Alternatively, the program may be a game program for realizing the game by the cooperation of the user terminal 100 and the server 200. Alternatively, the program may be a game program for realizing the game by the cooperation of a plurality of user terminals 100. Further, the various data includes data related to the game such as user information and game information, as well as instructions or notifications transmitted and received between the user terminal 100 and the server 200 or between a plurality of user terminals 100.
[0034] Storages 12 and 22 are auxiliary storage devices. Storages 12 and 22 are constituted by storage devices such as flash memories or HDDs (Hard Disk Drives). Various data related to the game are stored in storages 12 and storage 22.
[0035] The communication IF 13 controls the transmission and reception of various data in the user terminal 100. The communication IF 23 controls the transmission and reception of various data in the server 200. The communication IFs 13 and 23 control communications using, for example, communication via a wireless LAN (Local Area Network), a wired LAN, a wireless LAN, or Internet communication via a mobile phone line network, as well as short-range wireless communication.
[0036] The input / output IF 14 is an interface for the user terminal 100 to receive data input and is also an interface for the user terminal 100 to output data. The input / output IF 14 may perform data input and output via, for example, a USB (Universal Serial Bus). The input / output IF 14 may include, for example, physical buttons, a camera, a microphone, or a speaker of the user terminal 100.
[0037] The input / output IF 24 of the server 200 is an interface for the server 200 to receive data input and also an interface for the server 200 to output data. The input / output IF 24 may include, for example, an input unit which is an information input device such as a mouse or a keyboard, and a display unit which is a device for displaying and outputting images.
[0038] The touch screen 15 of the user terminal 100 is an electronic component combining an input unit 151 and a display unit 152. The input unit 151 is, for example, a touch-sensitive device and is constituted by, for example, a touch pad. The display unit 152 is constituted by, for example, a liquid crystal display, or an organic EL (Electro-Luminescence) display or the like.
[0039] The input unit 151 has a function of detecting the position where a user's operation (mainly physical contact operations such as touch operations, slide operations, swipe operations, and tap operations) is input with respect to the input surface, and transmitting information indicating the position as an input signal. The input unit 151 only needs to be provided with a touch sensing unit (not shown). The touch sensing unit may adopt any method such as a capacitance method or a resistive film method.
[0040] Although not shown, the user terminal 100 may be provided with one or more sensors for specifying the holding posture of the user terminal 100. This sensor may be, for example, an acceleration sensor or an angular velocity sensor or the like. When the user terminal 100 is provided with a sensor, the processor 10 can also specify the holding posture of the user terminal 100 from the output of the sensor and perform processing according to the holding posture. For example, when the user terminal 100 is held vertically, the processor 10 may perform a vertical screen display for displaying a vertically long image on the display unit 152. On the other hand, when the user terminal 100 is held horizontally, the processor 10 may perform a horizontal screen display for displaying a horizontally long image on the display unit. In this way, the processor 10 may be able to switch between the vertical screen display and the horizontal screen display according to the holding posture of the user terminal 100.
[0041] The camera 17 includes an image sensor and the like, and generates a captured image by converting incident light incident from a lens into an electrical signal.
[0042] The distance measurement sensor 18 is a sensor that measures the distance to a measurement object. The distance measurement sensor 18 includes, for example, a light source that emits pulse-converted light and a light receiving element that receives the light. The distance measurement sensor 18 measures the distance to the measurement object based on the light emission timing from the light source and the light reception timing of the reflected light generated when the light emitted from the light source hits the measurement object and is reflected. The distance measurement sensor 18 may have a light source that emits directional light.
[0043] Here, an example in which the user terminal 100 accepts, as a user input operation, a detection result of detecting an object 1010 in the vicinity of the user terminal 100 using the camera 17 and the distance measurement sensor 18 will be further described. The camera 17 and the distance measurement sensor 18 may be provided, for example, on the side surface of the housing of the user terminal 100. The distance measurement sensor 18 may be provided in the vicinity of the camera 17. As the camera 17, for example, an infrared camera can be used. In this case, an illumination device that irradiates infrared rays and a filter that blocks visible light may be provided in the camera 17. Thereby, the detection accuracy of an object based on the captured image of the camera 17 can be further improved regardless of whether it is outdoors or indoors.
[0044] Processor 10 may perform one or more of the following processes (1) to (5) on the captured image of camera 17. (1) Processor 10 may identify whether the captured image of camera 17 contains the user's hand by performing image recognition processing on the captured image. As the analysis technique adopted in the above image recognition processing, for example, techniques such as pattern matching may be used. (2) Further, processor 10 may detect the user's gesture from the shape of the user's hand. For example, processor 10 may identify the number of the user's fingers (the number of extended fingers) from the shape of the user's hand detected from the captured image. Processor 10 may further identify the gesture made by the user from the identified number of fingers. For example, when the number of fingers is 5, processor 10 determines that the user has made a "palm" gesture. Also, when the number of fingers is 0 (no finger is detected), processor 10 determines that the user has made a "rock" gesture. Also, when the number of fingers is 2, processor 10 determines that the user has made a "scissors" gesture. (3) Processor 10 may detect whether the user's finger is in a state where only the index finger is raised or the user's finger makes a pushing motion by performing image recognition processing on the captured image of camera 17. (4) Processor 10 may detect the distance between the object 1010 (such as the user's hand) near the user terminal 100 and the user terminal 100 based on at least any one of the image recognition result of the captured image of camera 17 and the output value of the distance measuring sensor 18. For example, processor 10 may detect whether the user's hand is near (for example, at a distance less than a predetermined value) or far (for example, at a distance greater than or equal to a predetermined value) from the user terminal 100 based on the size of the shape of the user's hand identified from the captured image of camera 17. When the captured image is a video, processor 10 may also detect whether the user's hand is approaching or moving away from the user terminal 100. (5) Based on the image recognition result of the captured image of camera 17, etc., when it is determined that the distance between the user terminal 100 and the user's hand is changing while the user's hand is detected, processor 10 recognizes that the user is waving the hand in the shooting direction of camera 17.In the distance measuring sensor 18 which has a stronger directivity than the shooting range of the camera 17, when an object is detected or not detected, the processor 10 recognizes that the user is waving his hand in a direction orthogonal to the shooting direction of the camera.
[0045] In this way, the processor 10 detects whether the user is clenching his hand (whether it is a "rock" gesture or another gesture (for example, "scissors")) by image recognition of the captured image of the camera 17. Also, the processor 10 detects how the user moves this hand together with the shape of the user's hand. Also, the processor 10 detects whether the user is approaching or moving away from the user terminal 100 with this hand. Such an operation can correspond to an operation using a pointing device such as a mouse or a touch panel, for example. The user terminal 100 moves the pointer on the touch screen 15, for example, according to the movement of the user's hand, and detects the user's "rock" gesture. In this case, the user terminal 100 recognizes that the user is continuing the selection operation. The continuation of the selection operation corresponds to, for example, the state where the mouse is clicked and pressed is maintained, or the state where the touch panel is touched and maintained after the touch-down operation is performed. Also, when the user further moves his hand while the user terminal 100 detects the user's "rock" gesture, the user terminal 100 can also recognize such a series of gestures as an operation corresponding to a swipe operation (or a drag operation). Also, when the user terminal 100 detects a gesture such as the user spreading his fingers based on the detection result of the user's hand in the captured image of the camera 17, the user terminal 100 may recognize the gesture as an operation corresponding to a mouse click or a tap operation on the touch panel.
[0046] <Functional Configuration of Game System 1> FIG. 2 is a block diagram showing the functional configurations of the server 200 and the user terminal 100 included in the game system 1. Each of the server 200 and the user terminal 100 may include a functional configuration necessary when functioning as a general computer (not shown), and a functional configuration necessary for realizing known functions in the game.
[0047] The user terminal 100 has a function as an input device that receives a user's input operation, and a function as an output device that outputs game images and sounds. The user terminal 100 functions as a control unit 110 and a storage unit 120 by the cooperation of a processor 10, a memory 11, a storage 12, a communication IF 13, an input / output IF 14, and the like.
[0048] The server 200 has a function of communicating with each user terminal 100 and assisting the user terminal 100 in advancing the game. When the game is a multiplayer game, the server 200 may have a function of communicating with each user terminal 100 participating in the game and mediating the exchange between the user terminals 100. The server 200 functions as a control unit 210 and a storage unit 220 by the cooperation of a processor 20, a memory 21, a storage 22, a communication IF 23, an input / output IF 24, and the like.
[0049] The storage unit 120 stores a game program 121, game information 122, and user information 123. The storage unit 220 stores a game program 221, game information 222, and user information 223. The game program 121 is a game program to be executed on the user terminal 100. The game program 221 is a game program to be executed on the server 200. The game information 122 is data referred to when the control unit 110 executes the game program 121. The game information 222 is data referred to when the control unit 210 executes the game program 221. The user information 123 and 223 are data related to the user's account. In the storage unit 220, the game information 222 and the user information 223 are stored for each user terminal 100.
[0050] (Functional Configuration of Server 200) The control unit 210 comprehensively controls the server 200 by executing the game program 221 stored in the storage unit 220. For example, the control unit 210 transmits various data, programs, etc. to the user terminal 100. The control unit 210 receives part or all of the game information or user information from the user terminal 100. When the game is a multiplayer game, the control unit 210 may receive a multiplayer synchronization request from the user terminal 100 and transmit synchronization data to the user terminal 100.
[0051] The control unit 210 functions according to the description of the game program 221. The control unit 210 can also function as other functional blocks (not shown) to assist the progress of the game on the user terminal 100 according to the nature of the game being executed.
[0052] (Functional Configuration of User Terminal 100) The control unit 110 comprehensively controls the user terminal 100 by executing the game program 121 stored in the storage unit 120. For example, the control unit 110 advances the game according to the game program 121 and the user's operations. Also, while advancing the game, the control unit 110 communicates with the server 200 as necessary to transmit and receive information.
[0053] The control unit 110 functions as an operation reception unit 111, a user interface (hereinafter referred to as UI) control unit 112, an animation generation unit 113, a display control unit 114, and a game progress unit 115 according to the description of the game program 121. The control unit 110 can also function as other functional blocks (not shown) to advance the game according to the nature of the game being executed.
[0054] The operation reception unit 111 detects and receives the user's input operation on the input unit 151. The operation reception unit 111 discriminates what input operation has been made from the actions exerted by the user on the console via the touch screen 15 and other input / output IFs 14, and outputs the result to each element of the control unit 110.
[0055] For example, the operation reception unit 111 receives an input operation on the input unit 151, detects the coordinates of the input position of the input operation, and identifies the type of the input operation. As the type of the input operation, the operation reception unit 111 identifies, for example, a touch operation, a slide operation, a swipe operation, a drag operation, a tap operation, etc. Further, when the continuously detected input is interrupted, the operation reception unit 111 detects that the contact input has been released from the touch screen 15.
[0056] The UI control unit 112 controls the UI objects to be displayed on the display unit 152 in order to construct the UI. The UI objects are tools for the user to perform necessary inputs on the user terminal 100 during the progress of the game, or tools for the user to obtain information output during the progress of the game from the user terminal 100. The UI objects include, but are not limited to, for example, icons, buttons, lists, menu screens, etc.
[0057] The animation generation unit 113 generates an animation showing the motion of various objects based on the control modes of the various objects. For example, an animation representing a girl fighting against an enemy character during battle may be generated.
[0058] The display control unit 114 outputs a game screen in which the processing results executed by the above-mentioned elements are reflected to the display unit 152 of the touch screen 15. The display control unit 114 may display on the display unit 152 a game screen including the animation generated by the animation generation unit 113. Further, the UI control unit 112 may draw the above-mentioned UI objects superimposed on the game screen.
[0059] Hereinafter, the fact that the input operation to the input unit 151 is detected and received by the operation reception unit 111 may also be simply described as the input operation being received. Further, the fact that other functional blocks output various game screens to the display unit 152 by the display control unit 114 may also be simply described as displaying.
[0060] The game progress unit 115 performs various processes related to the progress of the game. For example, the game progress unit 115 interprets the instruction content of the user indicated by the coordinates of the input position of the input operation received by the operation reception unit 111 and the type of the operation, and performs a process of advancing the game based on the interpretation. Further, for example, the game progress unit 115 adds, updates, or deletes game information 122 or user information 123 according to the progress of the game. Further, for example, the game progress unit 115 performs various determination processes related to the progress of the game.
[0061] For example, in the game, when a quest is provided in which an operation character (in this embodiment, one of the girls led by the user) operated by the user and an enemy character fight, the game progress unit 115 determines the action of the operation character based on the user's operation, thereby advancing the battle. Further, in this case, the game progress unit 115 determines which of the operation character and the enemy character has won based on the progress of the battle.
[0062] Note that the functions of the server 200 and the user terminal 100 shown in FIG. 2 are merely examples. The server 200 may include at least a part of the functions provided in the user terminal 100. Further, the user terminal 100 may include at least a part of the functions provided in the server 200. Furthermore, another device other than the user terminal 100 and the server 200 may be a component of the game system 1, and a part of the processes in the game system 1 may be executed by the other device. That is, the computer that executes the game program in this embodiment may be any of the user terminal 100, the server 200, and other devices, or may be realized by a combination of a plurality of these devices.
[0063] <Processing Flow and Screen Example> Next, among the processes executed by the user terminal 100 based on the game program 121, the flow of the attack control process for controlling the normal shot and the charged shot performed on the enemy characters appearing in each stage will be described. Regarding the attack control process, it will be described using the flowchart shown in FIG. 3, the screen example shown in FIG. 4(A), the lock-on character LC1 shown in FIGS. 4(B) to 4(D), and the lock-on character LC2 shown in FIGS. 4(E) to 4(F).
[0064] The normal shot is a shot that fires a single bullet with normal destructive power, and the charged shot is a shot that fires one or more bullets with powerful destructive power. That is, it can be said that the attack control of the charged shot is control that gives a more advantageous effect to the user than the attack control of the normal shot. Also, the attack control process is executed by the operation reception unit 111, the UI control unit 112, the display control unit 114, etc. Also, in the following description, the flow of a series of processing steps described using the flowchart is described as being executed by the user terminal 100, but at least a part of these processing steps may be executed by the server 200.
[0065] Also, the attack control process is executed in a scene where the operation character PC1 fights against the enemy characters EC1 to EC3 as shown in FIG. 4(A). According to FIG. 4(A), a virtual camera is arranged behind the operation character PC1, and the battle scene is displayed from the viewpoint of the virtual camera. In FIG. 4(A), as an example of the battle scene, a scene where both the operation character PC1 and the enemy characters EC1 to EC3 are flying in the mountainous area is shown. In the battle scene, the operation character PC1 uses the shot gear it holds to shoot down the enemy characters EC1 to EC3.
[0066] Note that on the lower side of the screen, an indicator showing the remaining amount of the HP (health points) of the operation character PC1 and a UI object representing the skills available to the operation character PC1 are displayed. Also, on the left side of the screen, a face image of another character (a girl) is displayed. The other character forms a team with the operation character PC1 and can fight in place of the operation character PC1 when the operation character PC1 is defeated or the like.
[0067] Referring to FIG. 3, the processing content of the attack control will be described. In step S01, a flying enemy character directly in front of the operation character PC1 is locked on as an attack target, and the lock-on is notified. Note that lock-on means continuously tracking the attack target.
[0068] If there is one flying enemy character, the enemy character is locked on as the main attack target. On the other hand, if there are two or more flying enemy characters, one of the enemy characters is locked on as the main attack target, and the other enemy characters are locked on as sub-attack targets.
[0069] Regarding the enemy character locked on as the main attack target, a lock-on character LC1 is displayed at the position of the enemy character, and the display position of the lock-on character LC1 is moved to track the enemy character. Also, regarding the enemy character locked on as the sub-attack target, a lock-on character LC2 is displayed at the position of the enemy character, and the display position of the lock-on character LC2 is moved to track the enemy character.
[0070] In the example of FIG. 4(A), the enemy character EC1 is locked on as the main attack target, and the enemy characters EC2 and EC3 are locked on as sub - attack targets. The lock - on character LC1 is composed of a circular part R1 with a larger diameter than the display size of the enemy character and a shot - number indicator D1 arranged on the left side of the circular part. Also, the lock - on character LC2 is composed of a rectangular frame smaller in size than the lock - on character LC1 and the character string "ENEMY".
[0071] The shot - number indicator D1 is an indicator that shows the number of bullets (shot number) fired by a charged shot. The lighting state of the shot - number indicator D1 changes in four levels from level 1 to level 4 according to the set shot number.
[0072] In step S02, it is determined based on the input signal from the touch screen 15 whether any position on the touch screen 15 has been touched (whether the touch operation has been started). When it is determined that a touch - on has occurred, in step S03, the measurement of the time during which the touch - on continues (touch time) is started, and in step S04, it is determined whether the measured time is equal to or greater than a predetermined charge - completion time (for example, 0.5 seconds).
[0073] If it is not determined that the touch time is equal to or greater than the charge - completion time, in step S05, processing corresponding to the touch position is executed. For example, when a drag operation is performed while in a touch - on state, processing such as moving the position of the operation character PC1, moving the background image, and moving the direction of the virtual camera is executed according to the direction of the drag operation and the moving distance of the touch position. In step S06, it is determined based on the input signal from the touch screen 15 whether the touch - off has occurred (whether the touch operation has ended), and if it is not determined that the touch - off has occurred, the process returns to step S04.
[0074] On the other hand, when it is determined that the touch has been released, the normal shot process is executed in step S07. Specifically, for example, a single bullet with normal destructive power is fired from the shot gear held by the operation character PC1 toward the main attack target. When the normal shot process is completed, the process returns to step S01. In step S01, the lock-on to the enemy character flying in the approximate front of the operation character PC1 is executed again. If the main attack target is shot down by the normal shot process, another enemy character is locked on as the main attack target. On the other hand, if the main attack target cannot be shot down by the normal shot process, the same enemy character continues to be locked on as the main attack target.
[0075] When it is determined in step S04 that the touch time is equal to or longer than the charge completion time, the process proceeds to step S08 to prepare for the charged shot. In step S08, the number of shots in the charged shot is set to one, and it is notified that the charge is completed and the number of shots is set to one.
[0076] The notification is made by changing the display mode of the lock-on character LC1 from FIG. 4(B) to FIG. 4(C). As shown in FIG. 4(C), the completion of the charge is notified by drawing the characters "Charge completed" slightly below the center of the circular part constituting the lock-on character LC1, and the setting of the number of shots to one is notified by lighting the shot number indicator D1 at level 1.
[0077] In step S09, it is determined based on the input signal from the touch screen 15 whether or not touch-off has occurred (whether or not the touch operation has ended). When it is determined that touch-off has not occurred, the process proceeds to step S10, where it waits for a predetermined time (for example, 0.1 second) to elapse, increases the number of shots by one, and notifies the increased number of shots. Therefore, when touch-on continues after the display mode of the lock-on character LC1 has transitioned to FIG. 4(C), the number of shots increases from one to two, and the lighting state of the shot number indicator D1 transitions from level 1 to level 2 (see FIG. 4(D)). Note that in this embodiment, the upper limit of the number of shots is four. For this reason, after the number of shots has increased to four, the process of step S10 is not executed.
[0078] In step S11, processing according to the touch position is executed. For example, when a drag operation is performed while in a touch-on state, processing for moving the position of the operation character PC1 is performed according to the direction of the drag operation and the moving distance of the touch position.
[0079] In step S12, it is determined whether or not there is a sub-attack target that is not a shot target (a sub-attack target for which notification of the shot target has not been performed, which will be described later). When it is determined that there is a sub-attack target that is not a shot target, the process proceeds to step S13, where it is determined whether or not the number of sub-attack targets that are shot targets is three or less. When it is determined that the number of sub-attack targets that are shot targets is three or less, the process proceeds to step S14, where any one of the sub-attack targets that is not a shot target is designated as a shot target, and the designated shot target is notified.
[0080] Notification of the shot target is performed by transitioning the display mode of the lock-on character LC2 from FIG. 4(E) to FIG. 4(F). As shown in FIG. 4(E), the display mode of the lock-on character LC2 transitions from a mode in which a rectangular frame and the character "ENEMY" are drawn to a mode in which the figures "(" and ")" are added to the left and right of the rectangular frame and a check mark is added to the center of the rectangle, as shown in FIG. 4(F).
[0081] When it is not determined in step S12 that there is a sub - attack target that is not the shot target, when it is not determined in step S13 that the number of sub - attack targets that are the shot target is three or less, or when the process of step S14 is completed, the process returns to step S09.
[0082] When it is determined in step S09 that a touch - off has occurred, it is determined in step S15 whether or not a predetermined delay time (for example, 1 second) has elapsed since the touch - off. When it is determined that the predetermined delay time has elapsed since the touch - off, the charge - completion notification is terminated in step S19. Specifically, the display mode of the lock - on character LC1 is returned from FIG. 4(C) or FIG. 4(D) to FIG. 4(B), and the display mode of the lock - on character LC2 is returned from FIG. 4(F) to FIG. 4(E). Further, the number of shots for the charged shot is cleared. When the process of step S19 is completed, the process returns to step S02.
[0083] When it is not determined in step S15 that the predetermined delay time has elapsed since the touch - off, it is determined in step S16 whether or not a second touch - on has occurred. When it is not determined that a second touch - on has occurred, the process returns to step S15, and when it is determined that a second touch - on has occurred, the process proceeds to step S17.
[0084] In step S17, it is determined whether the re-touch-on constitutes a tap operation (whether it is quickly touch-off (before a predetermined time elapses) after the re-touch-on). When it is determined that the re-touch-on does not constitute a tap operation, the process returns to step S02 via the process of step S19. The transition from step S17 to step S19 occurs when the touch operation continues without being touch-off until a predetermined time elapses after the re-touch-on, for example, in the case of a touch operation that constitutes a drag operation or a swipe operation. After returning to step S02, the processes of steps S03 to S07 are executed according to the operation determined not to constitute a tap operation, such as the drag operation or the swipe operation.
[0085] Therefore, when a drag operation or a swipe operation or the like is performed before a predetermined grace period elapses after the touch operation lasting for a time equal to or longer than the charge completion time is released, the process does not proceed to step S18, and the processes such as step S05 are executed.
[0086] When it is determined in step S17 that the re-touch-on constitutes a tap operation, the charge shot process is executed in step S18. Specifically, a bullet with a powerful destructive force is fired from the shot gear held by the operation character PC1. The number of bullets to be fired corresponds to the lighting state of the shot number indicator D1. Since the number of shots increases as the touch time becomes longer, the effect of repelling the enemy character is defined not only by the destructive force of the bullet but also by the duration of the touch operation. That is, the effect of repelling the enemy character is greater in the charge shot process than in the normal shot process, and furthermore, it increases as the duration of the touch operation continues to be longer.
[0087] When there is no sub - attack target, all the fired bullets will be directed at the main attack target. Also, even when there is a sub - attack target, if only one bullet is fired, that bullet will be directed at the main attack target. Further, when there is a sub - attack target for the shot target, bullets will be fired towards each of the main attack target and the sub - attack target of the shot target. When the process of step S18 is completed, it returns to step S01.
[0088] <Effect of this embodiment> According to this embodiment, since the charge shot process is executed based on a positive operation such as a tap operation after the touch operation is released, the user can play the game without discomfort. More specifically, the user can fire a shot with a powerful destructive force at the desired timing. As a result, the interestingness of the game can be improved.
[0089] Furthermore, according to this embodiment, when a drag operation or a swipe operation is performed within a predetermined grace period from the release of a touch operation that lasts for a time equal to or longer than the charge completion time, the charge shot process is not executed. The drag operation or the swipe operation is performed, for example, in a scene where bullets are fired from an enemy character after the release of a touch operation that lasts for a time equal to or longer than the charge completion time, and a tap operation cannot avoid the bullets from the enemy character. When an avoidance action is taken by a drag operation or a swipe operation, the relative position between the enemy character and the operating character PC1 changes. In this embodiment, in order to perform a charge shot after the avoidance action, a touch operation that lasts for a time equal to or longer than the charge completion time again is required. Thus, the user can play the game without discomfort.
[0090] Also, according to this embodiment, when the touch time becomes equal to or longer than the charge completion time, charge completion is notified. Therefore, the user can plan the timing of the charge shot starting from this notification.
[0091] Furthermore, according to this embodiment, when a drag operation is performed (the touch position is moved while charging) while the touch operation before release is continuing, the playable character PC1 moves in the direction of the drag operation. This allows the playable character PC1 to charge while avoiding bullets and attacks from enemy characters, for example.
[0092] Furthermore, according to this embodiment, the number of bullets fired by the charge shot process increases as the duration of the touch operation increases. As a result, the effect given to the user (the effect of repelling enemy characters) increases as the duration of the touch operation increases. A scene in which the duration of the touch operation is long, for example, may be a scene in which a battle is fought while avoiding attacks from multiple enemy characters. In such a case, by increasing the number of bullets of the charge shot, it becomes possible to repel multiple enemy characters at once, and the battle can be waged in the way the user desires.
[0093] <Modification> Modifications of the above-described embodiment are listed below.
[0094] (1) In the above embodiment, an example was described in which the effect given to the user by the charge shot process is uniform regardless of the length of time from the release of the touch operation to the acceptance of the tap operation. However, the effect given to the user by the charge shot process may be made different depending on the time from the release of the touch operation to the acceptance of the tap operation. For example, the shorter the time from the release of the touch operation to the tap operation, the stronger the destructive power of the bullets may be or the number of bullets may be increased, and conversely, the longer the time, the stronger the destructive power of the bullets may be or the number of bullets may be increased. This makes it possible to make the effect given to the user different depending on the timing of the re-tap operation, thereby improving the interest of the game.
[0095] (2) In the above embodiment, the sizes of the lock-on characters LC1 and LC2 are fixed. However, the size of the lock-on character LC1 may be changed according to the distance to the main attack target, or the size of the lock-on character LC2 may be changed according to the distance to the sub-attack target. When changing the size, only the size of either one of the lock-on characters LC1 and LC2 may be changed according to the distance.
[0096] (3) In the above embodiment, when a drag operation is performed during the touch operation, the operation character PC1 is moved. However, in response to the drag operation during the touch operation, the viewpoint of the virtual camera may be changed to a viewpoint from the face of the girl who is the operation character PC, or to a viewpoint from above or to the side of the operation character PC. Also, such a viewpoint change may be executed together with the movement of the operation character PC1.
[0097] (4) In the above embodiment, in response to a tap operation after a touch operation lasting for a time equal to or longer than the charge completion time, a bullet with a powerful destructive force is fired from the gear used by the operation character PC1. However, when the face image of another character displayed on the left side of the screen is touched by a drag operation during the touch operation, the character corresponding to the touched face image is made to appear as the operation character PC1, and in response to a tap operation after the touch operation is released, a bullet with a powerful destructive force may be fired from the gear used by the replaced character.
[0098] (5) In the above embodiment, the charge shot process is executed in response to a tap operation after the touch operation lasting for a time equal to or longer than the charge completion time is released. However, instead of a tap operation, the charge shot process may be executed in response to a specific voice uttered by the user, an operation of shaking the user terminal 100, a gesture for the camera 17 (for example, moving a finger or an eye in a specific manner, or blinking an eye in a specific manner), etc.
[0099] (6) In the above embodiment, in response to a touch operation lasting for a time equal to or longer than the charge completion time and a subsequent tap operation, the charge shot process is executed. However, it may be configured such that the charge shot process can be executed by performing a drag operation that draws a specific trajectory (e.g., "S"), and the charge shot process is executed by a tap operation after the drag operation is released. That is, instead of the time when the touch operation is performed, specific game controls such as the charge shot process may be made executable by accepting a specific operation such as a touch operation that draws a specific trajectory. Also, in this case, the destructive power of the bullet fired by the charge shot may be varied according to the drawn trajectory.
[0100] (7) In the above embodiment, in order to execute the charge shot process, it is necessary to perform a touch operation for a time equal to or longer than the charge completion time and perform a tap operation before a predetermined grace period elapses after the touch operation is released. Here, the length of the charge completion time or the grace period may be varied according to the stage, or may be varied according to the level of the enemy character or the level of the gear used by the operating character PC1.
[0101] (8) In the above embodiment, the lengths of the charge completion time and the grace period are fixed regardless of whether the charge shot process is executed. However, when the previous charge shot process is canceled (when a tap operation is not performed before the grace period elapses after the touch operation lasting for a time equal to or longer than the charge completion time is released), the length of the charge completion time or the grace period for this time may be shortened.
[0102] (9) In the above-described embodiment, the charge completion time and the length of the grace period are fixed regardless of the type of the enemy character or the type of the gear used by the operating character PC1. However, for example, depending on the type of the enemy character and the type of the gear used by the operating character PC1, the better the compatibility between the enemy character and the gear used, the shorter the charge completion time or the longer the grace period may be varied.
[0103] (10) In the above-described embodiment, in the charge shot process, a bullet with a powerful destructive force is fired from the shot gear held by the operating character PC1. However, when the UI object of the skill displayed on the lower side of the screen is touched by a tap operation after a touch operation lasting for a time longer than the charge completion time, the skill may be made to exhibit a greater power.
[0104] (11) In the above-described embodiment, the charge completion time and the length of the grace period are fixed regardless of the number of normal shot processes executed before the long touch operation for the charge shot. However, the charge completion time or the length of the grace period may be varied according to the number of normal shot processes performed from the previous charge shot process to the long touch operation for the current charge shot.
[0105] (12) In the above-described embodiment, the charge completion time and the length of the grace period are fixed regardless of the number of enemy characters appearing until the current stage is cleared. However, the charge completion time or the length of the grace period may be varied according to the number of enemy characters appearing until the current stage is cleared. Also, when a time limit for clearing the current stage is set, the charge completion time or the length of the grace period may be varied according to the length of the time limit or the remaining time.
[0106] (13) In the above-described embodiment, the charge completion time and the length of the grace period are fixed regardless of the rarity of the gear used by the operating character PC1. However, the length of the charge completion time or the grace period may be varied according to the rarity of the gear.
[0107] (14) In the above-described embodiment, the charge shot process is executed in response to a touch operation lasting for a time equal to or longer than the charge completion time and a subsequent tap operation, regardless of the type of gear used by the operating character PC1. However, depending on the type of gear used by the operating character PC1, the charge shot process may be executed when a touch operation lasting for the charge completion time is performed (i.e., without waiting for the release of the touch operation and the subsequent tap operation). In this case, for a certain gear, the charge shot process is executed in response to a tap operation within a predetermined grace period after the touch operation lasting for the charge completion time is released, and for another gear, the charge shot process is executed when the duration of the touch operation reaches the charge completion time.
[0108] (15) In the above-described embodiment, the charge shot process is exemplified as an example of specific game control. However, the specific game control is not limited to this, and for example, in a game where the player character fights an enemy character, it may be control for using the player character's special move, or in a racing game, it may be control for accelerating the vehicle that becomes the player character.
[0109] (16) In the above-described embodiment, even if a specific instruction is given after a predetermined grace period has elapsed after the touch operation lasting for the charge completion time is released, the specific game control is not executed. However, the specific game control may be executed when a specific instruction is given regardless of the elapsed time after the touch operation is released.
[0110] In the above-described embodiment, if an operation other than a tap operation (for example, a drag operation or the like) is performed after the touch operation during the charge completion time is released, specific game control is not executed. However, by receiving some instruction from the user (which may include, for example, a drag operation if it is a pre-determined operation), specific game control may be executed regardless of the type of the instruction.
[0111] <Supplementary Note> The matters described in each of the above embodiments are appended below.
[0112] (Supplementary Note 1) According to an aspect of an embodiment shown in the present disclosure, a game program executed in a computer (user terminal 100 in FIG. 1) including a processor, a memory, and a touch screen, the game program causes the processor to execute a first step (S04 in FIG. 3) of determining whether or not a touch operation on the touch screen continues for a predetermined time, and a second step (S18 in FIG. 3) of executing specific game control based on a specific instruction received from the user after the touch operation determined to have continued for the predetermined time in the first step is released.
[0113] (Supplementary Note 2) In (Supplementary Note 1), the second step executes the specific game control when the specific instruction is received before a predetermined time elapses from the release of the touch operation.
[0114] (Supplementary Note 3) In (Supplementary Note 1) or (Supplementary Note 2), the effect given to the user by the specific game control varies according to the time from the release of the touch operation to the reception of the specific instruction.
[0115] (Supplementary Note 4) In any one of (Appendix 1) to (Appendix 3), the specific instruction is a tap operation on the touch screen, and in the second step, when an operation different from the tap operation is performed before a predetermined time elapses since the touch operation is released, the specific game control is not executed.
[0116] (Appendix 5) In any one of (Appendix 1) to (Appendix 4), the game program causes the processor to execute a third step (S08 in FIG. 3) of notifying that the touch operation on the touch screen has continued for the predetermined time according to the determination result of the first step.
[0117] (Appendix 6) In any one of (Appendix 1) to (Appendix 5), the game program causes the processor to execute a fourth step (S07 in FIG. 3) of executing a game control different from the specific game control when the touch operation is released before being determined to have continued for the predetermined time in the first step.
[0118] (Appendix 7) In (Appendix 6), the specific game control executed in the second step is a control that gives an effect more advantageous to the user than the game control executed in the fourth step.
[0119] (Appendix 8) In any one of (Appendix 1) to (Appendix 7), in the second step, game control is not executed when the touch operation determined to have continued for the predetermined time is released.
[0120] (Appendix 9) In any one of (Appendix 1) to (Appendix 8), the game program causes the processor to execute a fifth step (S06, S11 in FIG. 3) of executing game control according to the mode of the touch operation on the touch screen during the continuation of the touch operation.
[0121] (Supplementary Note 10) In any one of (Supplementary Note 1) to (Supplementary Note 9), the effect given to the user by the specific game control varies according to the time during which the touch operation continued.
[0122] (Supplementary Note 11) According to an aspect of an embodiment, there is a game method executed by a computer (user terminal 100 in FIG. 1) including a processor, a memory, and a touch screen. The game method includes a first step (S04 in FIG. 3) in which the computer determines whether a touch operation on the touch screen has continued for a predetermined time, and a second step (S18 in FIG. 3) in which, based on a specific instruction received from the user after the touch operation determined to have continued for the predetermined time in the first step is released, specific game control is executed.
[0123] (Supplementary Note 12) According to an aspect of an embodiment, there is an information processing apparatus (user terminal 100 in FIG. 1), including a touch screen (15 in FIG. 1), a storage unit (11 in FIG. 1) that stores a game program, and a control unit (110 in FIG. 2) that controls the operation of the information processing apparatus by executing the game program. The control unit executes a first step (S04 in FIG. 3) of determining whether a touch operation on the touch screen has continued for a predetermined time, and a second step (S18 in FIG. 3) of executing specific game control based on a specific instruction received from the user after the touch operation determined to have continued for the predetermined time in the first step is released.
[0124] [Example of Realization by Software] The control blocks of the control unit 110 (particularly, the operation reception unit 111, the UI control unit 112, the animation generation unit 113, the display control unit 114, and the game progress unit 115) may be realized by a logic circuit (hardware) formed in an integrated circuit (IC chip) or the like, or may be realized by software using a CPU (Central Processing Unit).
[0125] In the latter case, the information processing apparatus including the control unit 110 includes a CPU that executes instructions of a program which is software for realizing each function, a ROM (Read Only Memory) or a storage device (collectively referred to as a "recording medium") in which the program and various data are recordable in a readable manner by a computer (or the CPU), a RAM (Random Access Memory) for expanding the program, and the like. Then, when the computer (or the CPU) reads and executes the program from the recording medium, the object of the present invention is achieved. As the recording medium, a "non-transitory tangible medium" such as a tape, a disk, a card, a semiconductor memory, a programmable logic circuit, or the like can be used. Further, the program may be supplied to the computer via any transmission medium (such as a communication network or a broadcast wave) capable of transmitting the program. Note that one aspect of the present invention can also be realized in the form of a data signal embedded in a carrier wave in which the program is embodied by electronic transmission.
[0126] The embodiments disclosed this time should be considered to be illustrative in all respects and not restrictive. The scope of this invention is shown not by the above description but by the claims, and it is intended that all modifications within the meaning and scope equivalent to the claims are included.
Explanation of Reference Numerals
[0127] 1 Game system, 2 Network, 10, 20 Processor, 11, 21 Memory, 12, 22 Storage, 13, 23 Communication IF (operation unit), 14, 24 Input / output IF (operation unit), 15 Touch screen (display unit, operation unit), 17 Camera (operation unit), 18 Distance measurement sensor (operation unit), 100 User terminal (information processing device), 110, 210 Control unit, 111 Operation reception unit, 112 Display control unit, 113 UI control unit, 114 Animation generation unit, 115 Game progress unit, 120, 220 Storage unit, 121, 221 Game program, 122, 222 Game information, 123, 223 User information, 151 Input unit (operation unit), 152 Display unit, 200 Server, 1010 Object, 1020 Controller (operation unit), 1030 Storage medium
Claims
1. Cause a computer to function as execution means for executing control according to an operation on a touch screen, wherein the execution means when a touch operation on the touch screen continues for a predetermined time, after the touch operation is released, executes first control in response to receiving a tap operation on the touch screen; executes second control different from the first control and corresponding to a specific operation, which is an operation on the touch screen different from the tap operation, and even when the specific operation is received after the release of the touch operation that has continued for the predetermined time, executes the second control corresponding to the specific operation without executing the first control; after receiving the specific operation after the release of the touch operation that has continued for the predetermined time, while executing the second control corresponding to the specific operation, the first control is not executed even if the tap operation is received unless the touch operation that has continued for the predetermined time is released again after the second control is executed, a program.
2. The program according to claim 1, wherein the effect given to the user by the first control varies according to the time from the release of the touch operation to the reception of the tap operation.
3. The program according to claim 1 or 2, wherein the effect given to the user by the first control varies according to the time during which the touch operation continued.
4. The execution means according to any one of claims 1 to 3 executes control different from the first control when receiving a tap operation on the touch screen but not after the release of the touch operation that has continued for the predetermined time.
5. An information processing apparatus comprising a touch screen, comprising execution means for executing control according to an operation on the touch screen, wherein the execution means when a touch operation on the touch screen continues for a predetermined time, after the touch operation is released, executes first control in response to receiving a tap operation on the touch screen; In response to a specific operation different from the tap operation, which is an operation on the touch screen, execute a second control corresponding to the specific operation, which is different from the first control, and even if the specific operation is received after the touch operation that has continued for the predetermined time is released, execute the second control corresponding to the specific operation without executing the first control. After the touch operation that has continued for the predetermined time is released and after the specific operation is received, while executing the second control corresponding to the specific operation, even if the second control is executed, unless the touch operation that has continued for the predetermined time is released again, even if the tap operation is received, the first control is not executed. An information processing apparatus.
Citation Information
Patent Citations
Program and game device
JP2016120130A
Program, game device, and server system
JP2017012423A
Game program, method, and information processor with touch screen
JP2017192538A