Program and control method

The program facilitates single-hand operation on a mobile device to change the field of view by utilizing distinct touch sensor areas, addressing the inconvenience of dual-hand operations in existing technologies.

JP7713359B2Active Publication Date: 2025-07-25NHN CORP +1
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Patent Information

Application Number
JP2021165035
Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
Filing Date
2021-10-06
Publication Date
2025-07-25
Estimated Expiration
2040-10-08

AI Technical Summary

Technical Problem

Existing technologies require users to operate a mobile device's touch sensor with both hands to change the field of view while moving a character, which is inconvenient.

Method used

A program that controls the display of a mobile device to change the field of view based on single-hand operations, using a touch sensor with distinct areas for different commands, including controlling the character and adjusting the viewpoint and line-of-sight direction through device behavior.

Benefits of technology

Enables easy and convenient single-hand operation to change the field of view on a mobile device screen, allowing for seamless gameplay experiences.

✦ Generated by Eureka AI based on patent content.

Smart Images

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Patent Text Reader

Abstract

To easily realize operations for changing the field of view displayed on the screen [Solution] In one embodiment, the program causes the portable device to display on a display of the portable device an area that is part of a virtual space and that is viewed from a predetermined viewpoint in a predetermined line of sight, and while a first operation is input to a touch sensor arranged on the display, change the area displayed on the display by controlling the viewpoint and line of sight based on the behavior of the portable device.
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Description

Technical Field

[0001] The present invention relates to a technique for controlling display.

Background Art

[0002] A mobile device such as a smartphone has a display (sometimes called a touch panel) provided with a touch sensor. A user enjoys a game by using the touch sensor of the mobile device as an input device. The mobile device can provide a game to the user by executing a game application program. In a game including an element of operating a character in a virtual space, the screen displayed on the display often displays a view from a first-person perspective or a view from a virtual viewpoint provided near the character.

[0003] In general, a change (movement) of the view is realized by moving the character. On the other hand, when it is desired to change the view without moving the character, a technique for changing the view by an operation on a predetermined area set in the touch sensor is disclosed in, for example, Patent Document 1.

Prior Art Documents

Patent Documents

[0004]

Patent Document 1

Summary of the Invention

Problems to be Solved by the Invention

[0005] According to the technology of Patent Document 1, when trying to change the field of view while moving a character, operations on the touch sensor are required at at least two locations. At this time, for example, while holding the mobile device with the right hand, the user operates one location of the touch sensor with the thumb of the right hand, and further operates another location of the touch sensor with the finger of the left hand. That is, when holding the mobile device, the user needs to operate the touch sensor with both hands.

[0006] One of the objects of the present invention is to easily realize an operation for changing the field of view displayed on the screen.

Means for Solving the Problem

[0007] According to an embodiment of the present invention, a program is provided for causing the mobile device to display, on a display of the mobile device, a region that is part of a virtual space and is viewed from a predetermined viewpoint in a predetermined line-of-sight direction, and to change the region displayed on the display by controlling the viewpoint and the line-of-sight direction based on the behavior of the mobile device while a first operation is input to a touch sensor arranged on the display.

[0008] The first operation may include an instruction for controlling a character in the virtual space.

[0009] Controlling the character may include first control for moving the character in a first mode in the virtual space.

[0010] Controlling the character may include second control for transitioning to an operation mode for moving the character in a second mode different from the first mode in the virtual space.

[0011] The first operation may include an instruction for moving the character in the second mode.

[0012] The control ranges of the viewpoint and the line-of-sight direction when executing the second control may be different from those when executing the first control.

[0013] When the character moves according to the first aspect, the viewpoint and the line-of-sight direction change according to the position or orientation of the character. When the character moves according to the second aspect, the line-of-sight direction may be controlled to face a predetermined range.

[0014] The area to be displayed on the display may be further changed by controlling the viewpoint and the line-of-sight direction based on a second operation input to the touch sensor.

[0015] The touch sensor may include at least a first area and a second area, and may receive the first operation in the first area and the second operation in the second area.

[0016] The behavior of the mobile device may include a change in the tilt of the mobile device.

[0017] According to another embodiment, a region that is part of a virtual space and is viewed from a predetermined viewpoint in a predetermined line-of-sight direction is displayed on a display of a mobile device, and while a first operation is input to a touch sensor arranged on the display, the region to be displayed on the display is changed by controlling the viewpoint and the line-of-sight direction based on the behavior of the mobile device. A field-of-view control method is provided.

Advantages of the Invention

[0018] According to an embodiment of the present invention, an operation for changing the field of view displayed on the screen can be easily realized.

Brief Description of the Drawings

[0019]

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Embodiments for Carrying Out the Invention

[0020] Hereinafter, an embodiment of the present invention will be described in detail with reference to the drawings. The following embodiments are examples of the embodiments of the present invention, and the present invention is not limited to these embodiments. In the drawings referred to in this embodiment, the same parts or parts having the same function are denoted by the same reference numerals or similar reference numerals (reference numerals with A, B, etc. added after the numbers), and the repeated description thereof may be omitted.

[0021] [Configuration of Communication System] FIG. 1 is a block diagram showing the configuration of a communication system in an embodiment. A communication system 1000 in an embodiment is a client-server system having a communication device 10 and a server 50. The communication device 10 and the server 50 are connected to a network NW such as the Internet or a communication line. In FIG. 1, the server 50 is described as a single device, but it may be composed of a plurality of devices that cooperate with each other.

[0022] The communication device 10, which is a client, is, for example, a smartphone and can communicate with other devices by connecting to the network NW. The communication device 10 is not limited to a smartphone and may be any portable device that can be held by a user, such as a tablet terminal or a portable game machine.

[0023] By executing the installed game program, the communication device 10 provides a game that can be played by a plurality of users in cooperation with the server 50 to the user of the communication device 10. In this example, a game is provided to the user in which the user can operate a game character that can move in a virtual space to fight against other game characters. Thus, since it is a game in which a plurality of game characters fight against each other, a plurality of communication devices 10 corresponding to the plurality of game characters are connected to the server 50.

[0024] Server 50 is an example of an information processing device that provides an application program or various services to communication device 10. The various services include, for example, services such as login processing and synchronization processing when an online game is executed in communication device 10. In addition, the various services may include, for example, an SNS (Social Networking Service).

[0025] The application program includes, for example, an application program (referred to as a game program) for executing the game described below. The application program is recorded on a recording medium readable by server 50. The recording medium may be a storage device included in server 50, a storage device connected to server 50, or a storage device to which server 50 is connected via network NW.

[0026] [Configuration of Communication Device] FIG. 2 is a block diagram showing the configuration of a communication device in one embodiment. The communication device 10 in one embodiment includes a control unit 11, a storage unit 12, a display unit 13, an operation unit 14, a sensor unit 15, an imaging unit 16, a position detection unit 17, and a communication unit 18. Communication device 10 is not limited to including all of these configurations. Further, communication device 10 may include other configurations such as a microphone and a speaker.

[0027] Control unit 11 is an example of a computer including a processor (arithmetic processing circuit) such as a CPU (Central Processing Unit) and a storage device such as a RAM. Control unit 11 executes the program stored in storage unit 12 by the processor to realize various functions in communication device 10. The signals output from each element of communication device 10 are used by the various functions realized in communication device 10. Control unit 11 realizes a game display function used when providing a game to the user by executing the game program.

[0028] The storage unit 12 is a storage device such as a non-volatile memory or a hard disk drive. The storage unit 12 stores various data such as programs and parameters necessary for the execution of the programs. The game program described above is downloaded from the server 50 or another server via the network NW and installed in the communication device 10 by being stored in the storage unit 12. The game program may be provided in a state recorded on a recording medium such as a magnetic recording medium, an optical recording medium, a magneto-optical recording medium, or a semiconductor memory. In this case, the communication device 10 only needs to be equipped with a device for reading this recording medium. The storage unit 12 is also an example of a recording medium.

[0029] The display unit 13 is a display having a display area for displaying various screens (for example, a game screen, etc.) according to the control of the control unit 11. The display unit 13 is, for example, a display device such as a liquid crystal display or an organic EL display.

[0030] The operation unit 14 is an operation device that outputs a signal according to the user's operation to the control unit 11. The operation unit 14 is a touch sensor arranged on the surface of the display unit 13. The operation unit 14 constitutes a touch panel in combination with the display unit 13. By touching the operation unit 14 with the user's finger or a stylus pen, etc., commands or information according to the user's operation are input into the communication device 10. The operation unit 14 may include a switch arranged on the housing of the communication device 10.

[0031] The sensor unit 15 is a device having a function of collecting information about the movement of the communication device 10, the environment around the communication device 10, etc. and converting it into a signal. The sensor unit 15 includes, for example, an acceleration sensor, a gyro sensor, etc. The control unit 11 acquires information about the behavior (for example, inclination, vibration, etc.) of the communication device 10 based on the output signal of the sensor unit 15. The sensor unit 15 may include an illuminance sensor, a temperature sensor, a magnetic sensor, and other sensors.

[0032] Figures 3 and 4 are diagrams for explaining the directional changes of the communication device in one embodiment. Figure 3 is an explanatory diagram when the communication device 10 is viewed from the front. At this time, the display unit 13 is arranged in a front-facing position with respect to the housing 19 of the communication device 10. As shown in Figure 3, the sensor unit 15 outputs a signal corresponding to the change in the inclination of the housing 19. Specifically, the sensor unit 15 outputs a signal indicating the angles of the rotation ARH in the left-right direction (rotation around the vertical axis) and the rotation ARV in the up-down direction (rotation around the left-right axis) of the housing 19. In the following description, the angles related to the rotations ARH and ARV obtained by this signal may be referred to as angle information.

[0033] Figure 4 is an explanatory diagram when the communication device 10 is viewed from above. As shown in Figure 4, even when the communication device 10 rotates while moving from position P1 to position P2 instead of rotating around the axis center, the sensor unit 15 can output a signal indicating the angle indicating the rotation ARH when moving from position P1 to position P2. Returning to Figure 2, the description will continue.

[0034] The imaging unit 16 is an imaging device that converts an image of an imaging target into a signal. The communication device 10 generates image data based on the imaging signal output from the imaging unit 16. The image data may be data of a still image or data of a moving image. In the following description, when referring to an image, unless otherwise specified, it includes both still images and moving images. The imaging unit 16 also functions as a scanner for reading an identification code such as a one-dimensional code or a two-dimensional code.

[0035] The position detection unit 17 detects the position of the communication device 10 based on position information. The position detection unit 17 of the present embodiment detects the position of the communication device 10 using GNSS (Global Navigation Satellite System).

[0036] The communication unit 18 is a wireless communication module that connects to the network NW under the control of the control unit 11 and transmits and receives information with other devices such as the server 50 connected to the network NW. The communication unit 18 may include a communication module that performs infrared communication, short-range wireless communication, and the like.

[0037] [Configuration of Server] FIG. 5 is a block diagram showing the configuration of a server in an embodiment. The server 50 in an embodiment includes a control unit 51, a storage unit 52, and a communication unit 53.

[0038] The control unit 51 is an example of a computer including a processor (arithmetic processing circuit) such as a CPU and a storage device such as a RAM. The control unit 51 executes the program stored in the storage unit 52 by the processor to realize various functions in the server 50. The signals output from each element of the server 50 are used by various functions realized in the server 50. The control unit 51 realizes a game progress control function for progressing the game provided to the communication device 10 by executing the game providing program.

[0039] The storage unit 52 is a storage device such as a non-volatile memory and a hard disk drive. The storage unit 52 stores information such as programs and parameters necessary for the execution of the programs. The programs include a game providing program. The game providing program is also stored in the storage unit 52. Various data received from the communication device 10 during the provision of the game are also stored in the storage unit 52. The storage unit 52 may store the game program provided to the communication device 10.

[0040] The game providing program may be installed in the server 50 by being downloaded from another server via the network NW and stored in the storage unit 52. The game providing program may be provided in a state of being recorded on a computer-readable recording medium such as a magnetic recording medium, an optical recording medium, a magneto-optical recording medium, or a semiconductor memory. In this case, the server 50 only needs to be equipped with a device for reading this recording medium. The storage unit 52 is also an example of a recording medium.

[0041] The communication unit 53 is a wireless communication module that connects to the network NW under the control of the control unit 51 and transmits and receives information with other devices such as the communication device 10 connected to the network NW and other servers. Examples of other servers include a game server, an SNS server, and a mail server.

[0042] [Game display function] The game is provided to the user by the game display function and the game progress control function. First, the game display function will be described. The game display function is realized when the control unit 11 of the communication device 10 executes the game program. Part or all of the configuration for realizing the game display function described below may be realized by hardware.

[0043] FIG. 6 is a block diagram showing the game display function in an embodiment. The game display function 100 in an embodiment includes a game operation acquisition unit 101, an operation data transmission unit 103, a control data reception unit 105, a game data storage area 107, and a display data generation unit 109.

[0044] The game operation acquisition unit 101 acquires game operations among the operations input to the operation unit 14 by the user. The game operation is an operation related to the game among the operations input to the operation unit 14 by the user, and includes, for example, the movement of a game character, the specification of parameters, etc.

[0045] The operation data transmission unit 103 generates operation data indicating the game operations acquired by the game operation acquisition unit 101 and transmits it to the server 50 via the communication unit 18.

[0046] The control data reception unit 105 receives control data from the server 50 via the communication unit 18. The control data is data generated by the server 50 based on the operation data transmitted from each communication device 10.

[0047] The game data storage area 107 is an area that stores data (such as image data, etc.) necessary for displaying the game screen.

[0048] The display data generation unit 109 generates display data for displaying the game screen on the display unit 13 based on the game operations acquired by the game operation acquisition unit 101 and the control data received by the control data reception unit 105. At this time, the display data generation unit 109 uses the data stored in the game data storage area 107 as necessary. The processing of the game screen based on the game operations includes, for example, the field-of-view control processing described later.

[0049] When the game operation indicates an operation different from the operation of moving the game character, such as an operation on a setting screen displayed on the game screen, the display data generation unit 109 may generate display data based on the game operation regardless of the control data.

[0050] [Game progress control function] Next, the game progress control function will be described. The game progress control function is realized by the control unit 51 of the server 50 executing the game providing program. Part or all of the configuration for realizing the game progress control function described below may be realized by hardware.

[0051] FIG. 7 is a block diagram showing a game progress control function according to an embodiment of the present invention. The game progress control function 500 according to an embodiment includes an operation data reception unit 501, a process execution unit 503, and a control data transmission unit 505.

[0052] The operation data reception unit 501 receives operation data transmitted from a plurality of communication devices 10. These operation data are associated with game characters corresponding to the communication devices 10 as the transmission sources. The game characters corresponding to the communication devices 10 are assigned to users who have logged in via the communication devices 10 and are game characters that can be operated by the users.

[0053] The process execution unit 503 generates status data for controlling the operation of the game character corresponding to the operation data in a virtual space based on the operation data received by the operation data reception unit 501.

[0054] The status data defines, for example, coordinates, orientation, movement, and various other states of a game character in a virtual space. The operation of the game character is controlled to be in the state defined by the status data. The status data is not limited to defining the state of a game character operated by a user, and may also define the states of various objects in a virtual space. The object here includes, for example, those whose states change as the game progresses (elapsed time or the result of the operation of a game character), and those whose states do not change at all during the game progress may not be included. In the following description, the game character and the object may be collectively referred to simply as a character.

[0055] The process execution unit 503 provides the status data generated for each character to the control data transmission unit 505.

[0056] The control data transmission unit 505 transmits control data including status data to each of the plurality of communication devices 10 via the communication unit 58 at predetermined time intervals.

[0057] In this manner, the game display function 100 and the game progress control function 500 provide the game to the user.

[0058] [View control method] Next, a description will be given of the visual field control process (visual field control method) executed by the game display function 100. When a game is started, the communication device 10 (game display function 100) starts the visual field control process.

[0059] 8 is a flowchart showing a field of view control method in one embodiment. The communication device 10 displays a game screen and controls the game screen based on game operations and control data (step S100). The game screen includes an area (field of view) that is a part of the virtual space. The field of view is defined by a viewpoint and a line of sight set in the virtual space.

[0060] 9 is a diagram for explaining visual field control in a virtual space in one embodiment. The visual field VA is a partial area of the virtual space VS, and corresponds to an area displayed as a game screen on the display unit 13 when the virtual space VS is viewed from the viewpoint VP along the line of sight VD (see FIG. 10). The game character CH1 is a game character operated by the user of the communication device 10. The game character CH2 is a game character operated by a user other than this user, or a game character controlled by the server 50 according to a predetermined algorithm.

[0061] The character reference point VC is defined as a position linked to the position of the game character CH1 operated by the user of the communication device 10. For example, the character reference point VC may be the head center of the game character CH1, or may be a position outside the game character CH1 by being shifted a predetermined distance in a predetermined direction from the head center.

[0062] The character direction DC corresponds to the front direction of the game character CH1. The viewpoint VP is set behind the game character CH1. Specifically, it is set on the side opposite to the character direction DC with respect to the character reference point VC. The distance between the viewpoint VP and the character reference point VC is preset.

[0063] The line-of-sight direction VD corresponds to the direction from the viewpoint VP to the character reference point VC. The viewpoint VP moves up, down, left, and right around the character reference point VC. In the following description, the up, down, left, and right directions are defined as the directions when looking at the character reference point VC from the viewpoint VP.

[0064] When the viewpoint VP moves in the upward direction D1, the line-of-sight direction VD tilts downward, so the visual field VA changes downward. When the viewpoint VP moves in the downward direction D2, the line-of-sight direction VD tilts upward, so the visual field VA changes upward. When the viewpoint VP moves in the leftward direction D3, the line-of-sight direction VD tilts to the right, so the visual field VA changes to the right. When the viewpoint VP moves in the rightward direction D4, the line-of-sight direction VD tilts to the left, so the visual field VA changes to the left.

[0065] The control of the visual field VA, that is, the control of the viewpoint VP and the line-of-sight direction VD, includes three types of control in this example. First, the first visual field control is the control associated with the movement of the game character CH1. According to this control, the viewpoint VP is controlled so that the character direction DC corresponding to the movement direction and the line-of-sight direction VD become the same.

[0066] The second visual field control is the control based on the behavior of the communication device 10. The behavior of the communication device 10 is represented by the angle information due to the rotation of the housing 19 in this example. Therefore, the second visual field control can also be said to be the control based on the angle information. The second visual field control is executed in this example when a specific operation (the first operation described later) is input to the operation unit 14. The third visual field control is the control based on the operation on the operation unit 14 (the second operation described later).

[0067] According to the second field of view control and the third field of view control, even if the game character CH1 is moving, the viewpoint VP is controlled regardless of its moving direction. As a result, since the line-of-sight direction VD changes as the viewpoint VP changes, the orientation of the game character CH1 (character direction DC) is controlled so that this line-of-sight direction VD and the character direction DC become the same. As a result, when the game character CH1 is moving, the moving direction and the character direction DC may be different.

[0068] In the second field of view control and the third field of view control, it may be controlled so that the character direction DC does not change even if the line-of-sight direction VD changes. It may be controlled so that the character direction DC does not change only under specific conditions. In this case, the line-of-sight direction VD and the character direction DC may not be the same. Returning to FIG. 8, the description will be continued.

[0069] The communication device 10 controls the display of the game screen until any one of the first operation, the second operation, and the game end instruction is input to the operation unit 14 (steps S100, S200; No, S300; No, S400; No). When the game end instruction is input to the operation unit 14 (step S400; Yes), the communication device 10 ends the field of view control process. Subsequently, the first operation and the second operation will be described.

[0070] FIG. 10 is a diagram showing an example of an operation on the operation unit in an embodiment. As shown in FIG. 10, the game screen displayed on the display unit 13 includes a region corresponding to the field of view VA in the virtual space VS. The region for receiving an operation on the operation unit 14 (touch sensor) (hereinafter referred to as the operation region) is arranged in the same region as the display unit 13. The operation region includes a first region TA1 and a second region TA2.

[0071] In this example, the first area TA1 is a semi-circular area located at a position partially overlapping with the area where the game character CH1 is displayed. The first area TA1 is an area that receives operations for controlling the game character CH1. If the starting point of the operation is included in the first area TA1, it is recognized as an operation for controlling the game character CH1. The second area TA2 is a rectangular area in this example. The second area TA2 may be arranged in an area different from the first area TA1, and may be all areas other than the first area TA1.

[0072] When an operation of sliding from the position TP1 of the first area TA1 to the position TP2 is input, the game character CH1 moves in the direction from the position TP1 to the position TP2. If the starting point of the operation is the first area TA1, even if it enters the second area TA2 during the operation or the end point of the operation is the second area TA2, it is recognized as an operation for controlling the game character CH1. In this example, it corresponds to an operation for moving the game character CH1 toward the game character CH2. This operation does not correspond to either the first operation or the second operation in this example.

[0073] FIG. 11 is a diagram showing an example of field of view control by moving a game character in an embodiment. When the game character CH1 moves toward the game character CH2 in response to an operation of sliding from the position TP1 to the position TP2, the field of view VA changes as the game character CH1 moves. The field of view control accompanying the movement of the game character CH1 corresponds to the first field of view control described above. As the game character CH1 moves toward the game character CH2, as shown in FIG. 11, the game character CH2 is arranged near the center of the game screen (field of view VA).

[0074] As shown in FIG. 10, when an operation of sliding from the position TP3 at the starting point of the second region TA2 to the position TP4 is input, the communication device 10 detects that the operation input to the operation unit 14 is the second operation (FIG. 8, step S300; Yes), and performs field of view control based on the second operation (FIG. 8, step S350). If the starting point of the operation is included in the second region TA2, even if the operation enters the first region TA1 during the operation or the end point of the operation is in the first region TA1, it is detected as the second operation. The second operation is an operation on the second region TA2. This field of view control corresponds to the third field of view control described above.

[0075] FIG. 12 is a diagram showing an example of field of view control according to a line-of-sight change instruction in an embodiment. When an operation of sliding from the position TP3 to the position TP4 is input, the communication device 10 recognizes this operation as a line-of-sight change instruction. The communication device 10 scrolls the game screen along the sliding direction from the position TP3 to the position TP4 (the direction of the arrow indicated by the two-dot chain line). The field of view VA changes in the direction opposite to this arrow. Conversely, the field of view VA may change in the sliding direction from the position TP3 to the position TP4. Even if the sliding direction is not horizontal with respect to the virtual space VS, in this example, the field of view VA changes horizontally corresponding to the direction of the horizontal component of the sliding direction. The field of view VA changes according to the sliding amount from the position TP3.

[0076] As shown in FIG. 10, when an operation for a predetermined time (hereinafter referred to as a long-press operation) is input in the first region TA1 (for example, the position TP5), the communication device 10 detects that the operation input to the operation unit 14 is the first operation (FIG. 8, step S200; Yes), and performs field of view control based on the angle information (FIG. 8, step S250). The first operation is a long-press operation on the first region TA1. This field of view control corresponds to the second field of view control described above.

[0077] When the communication device 10 is long-pressed in the first area TA1, in addition to the second field of view control, it also executes in parallel the control to shift the operation mode of the game character CH1 to a special mode. In this example, the special mode is a mode for sniping other game characters. The operation mode before shifting to the special mode is hereinafter referred to as the normal mode. When the long-press operation is released (the operation on the operation unit 14 is released), the special mode is released and the normal mode is restored.

[0078] FIG. 13 is a diagram showing an example of field of view control by shifting to a special mode in an embodiment. When shifting to the special mode, as shown in FIG. 13, a target marker TM imitating the sight of a weapon such as a rifle is displayed at a predetermined position on the game screen. Further, the field of view VA changes so that a game character satisfying a predetermined condition overlaps the position of the target marker TM. The game character satisfying the predetermined condition is, for example, a character determined according to conditions using parameters such as the distance from the center of the game screen, the distance from the game character CH1, the relationship with the attributes of the game character CH1 (the situation of the character, predetermined set values, etc.), or a combination thereof. Along with this, the line-of-sight direction VD is changed, whereby the field of view VA changes. At this time, the character direction DC is also controlled to face the game character overlapping the target marker TM. That is, the character direction DC and the line-of-sight direction VD are interlocked. When the game character overlapping the target marker TM moves, the target marker TM may move following the game character or may not move following it.

[0079] Furthermore, in this example, the communication device 10 moves the positions of the viewpoint VP and the character reference point VC in FIG. 9 to the right side of the game character CH1. That is, the character reference point VC moves not to the position of the head of the character CH1 but to the space on the right side of the character CH1. By narrowing the area of the field of view VA in FIG. 9 and displaying it on the game screen, for example, the vicinity of the target marker TM may be enlarged and displayed.

[0080] In the special mode, for example, the game character CH1 can also be moved by continuously sliding (without lifting the finger) to another position (a position other than the position TP5) from the long-press operation. The movement mode of the game character CH1 in the special mode is different from the movement mode of the game character CH1 in the normal mode.

[0081] FIG. 14 is a diagram showing an example of field-of-view control by moving a game character in the special mode according to an embodiment. In this example, an example of a slide operation from the position TP5 of the long-press operation to the right side is shown. In this special mode, the game character CH1 moves in the direction of the slide operation (the direction of the arrow shown by the two-dot chain line) while fixing the line-of-sight direction VD in the direction of the game character CH2 where the target marker TM is superimposed, for example, and while linking the line-of-sight direction VD and the character direction DC. At this time, the display position of the game character CH1 on the display unit 13 is substantially fixed, and the background near the game character CH1 scrolls from right to left. That is, when the game character CH1 moves in the special mode, the line-of-sight direction VD is controlled to face a predetermined range (in this example, near the game character CH2).

[0082] The moving speed in the special mode may be controlled to be slower or faster than the moving speed in the normal mode. With the transition from the normal mode to the special mode, various elements other than the control of the moving speed may also be controlled. Examples of the control targets include, for example, the change in the appearance of the game character CH1, the change in the moving method (e.g., walking and floating, etc.), the generation of an avatar of the game character CH1, the status change (e.g., increase in attack power, physical strength recovery, etc.), the change in the attack method (e.g., from a single-shot attack to a continuous attack), the change or addition of the type of attack (e.g., an attack that damages the game character that touches the game character CH1 itself). The state of the game character related to the game character CH1 operating in the special mode may be changed. The other game characters related to the game character CH1 may be, for example, other game characters existing within a predetermined range determined based on the position of the game character CH1, or other game characters given an attribute having a specific relevance to the game character CH1.

[0083] In such a special mode, the communication device 10 controls the visual field VA according to the angle information regarding the rotation ARH of the housing 19. Here, the communication device 10 changes the line-of-sight direction VD according to the angle information.

[0084] FIG. 15 is a diagram showing an example of field of view control based on a line-of-sight change instruction in a special mode. In the special mode, when the housing 19 is rotated from the position P1 shown in FIG. 4 to the position P2 as shown, the communication device 10 recognizes this rotation as a line-of-sight change instruction. The communication device 10 changes the field of view VA according to the direction (left-right direction) and the amount of the rotation ARH. By rotating the housing 19 from the position P1 shown in FIG. 4 to the position P2 so as to change the field of view VA such that the line-of-sight direction VD faces the right side, the game screen scrolls in the direction of the arrow shown by the dashed-dotted line. At this time, the character direction DC also interlocks with the line-of-sight direction VD. The field of view VA changes in the direction opposite to this arrow. The field of view VA changes according to the amount of the rotation ARH. At this time, since the display position of the target marker TM does not change, the target marker TM moves away from the game character CH2. Even in such control, as described above, since the state where the viewpoint VP is set on the side opposite to the character direction DC with respect to the character reference point VC is maintained, even if the position of the game character CH1 (character reference point VC) does not change, the viewpoint VP and the line-of-sight direction VD in the virtual space VS are controlled to change.

[0085] The rotation angle of the line-of-sight direction VD may be controlled in the same way as the angle of rotation ARH, or may be controlled differently. When the rotation angle of the line-of-sight direction VD is controlled to be different from the angle of rotation ARH, for example, it may be controlled such that the greater the rotation speed of the housing 19, the greater the rotation angle of the line-of-sight direction VD. The rotation angle of the line-of-sight direction VD may be an angle obtained by multiplying the angle of rotation ARH by a predetermined value. The predetermined value may be set to be greater than 1, for example. If the predetermined value is 2, when the rotation ARH is 90 degrees, the rotation angle of the line-of-sight direction VD can be set to 180 degrees. Thereby, the visual field VA can be greatly changed with respect to the rotation of the housing 19. If the predetermined value is set to be less than 1, the visual field VA can also be finely changed with respect to the rotation of the housing 19. Among these various controls, the control to be applied may be preset, or may be set according to the attributes of the game character CH1. When a plurality of types of operations are detected as the first operation, the control applied may be changed according to the type of operation.

[0086] In the special mode, when the communication device 10 detects the second operation (step S300), it executes the process of step S350 as described above, that is, the visual field control (third visual field control) based on the second operation. In this example, the communication device 10 can execute the first visual field control and the third visual field control in the normal mode, and can execute the second visual field control and the third visual field control in the special mode. When the special mode is canceled and the device returns to the normal mode, instead of applying the visual field VA immediately before transitioning to the special mode to the game screen, the visual field VA in the character direction DC and the line-of-sight direction VD corresponding to the character direction DC immediately before returning to the normal mode is applied to the game screen.

[0087] In this example, in the visual field control based on the angle information (second visual field control), the visual field VA also changes when the housing 19 rotates in the direction of rotation ARV.

[0088] FIG. 16 is a diagram showing an example of field of view control according to an instruction to change the line of sight in a special mode in one embodiment. The communication device 10 changes the field of view according to the direction (vertical direction) and amount of rotation of the rotary ARV. When the housing 19 is rotated so as to face downward (the upper part of the housing 19 is tilted backward so that the display unit 13 faces upward), the communication device 10 recognizes this rotation as an instruction to change the line of sight, and changes the field of view VA so that the line of sight direction VD faces downward. As shown in FIG. 16, the game screen scrolls in the direction of the arrow indicated by the dashed two-dot line. The field of view changes in the direction opposite to this arrow. The field of view VA changes according to the amount of rotation of the rotary ARV. At this time, since the display position of the target marker TM does not change, the target marker TM moves away from the game character CH2.

[0089] Furthermore, the communication device 10 may display the game character CH1 with the rifle tilted downward in a posture that is slightly bent forward and facing downward by turning the character direction DC downward. When the housing 19 is rotated so as to face upward, the communication device 10 changes the field of view VA so that the line of sight direction VD faces upward, and further by turning the character direction DC upward, it may display the game character CH1 with the rifle tilted upward in a posture of slightly raising the face and looking up.

[0090] As described above, by tilting the housing 19 to change the direction of the target marker TM in the virtual space VS, the game character to be attacked can be changed. When the process of locking on to the game character to be attacked is included, the target of the lock-on can be changed. When an attack method such as throwing a bomb toward the target marker TM (an attack that uses a parabolic trajectory under the influence of gravity to move the object used for the attack) is adopted, for example, by tilting the housing 19 in the vertical direction, the trajectory of the bomb can be changed to make the arrival point different.

[0091] When returning to the normal mode after the special mode is canceled, if the line-of-sight direction VD changes in the vertical direction, the viewing field VA displayed on the game screen may be controlled so as to return to the control range of the line-of-sight direction VD in the normal mode. In this case, it may return gradually (continuous viewing field change), or it may return stepwise (one or more discontinuous viewing field changes).

[0092] When returning to the normal mode after the special mode is canceled, even if the line-of-sight direction VD has changed in the vertical direction, similar to the case where the viewing field direction VD has changed in the horizontal direction, the character direction DC immediately before returning to the normal mode and the viewing field VA of the line-of-sight direction VD corresponding to the character direction DC are applied to the game screen, and then it may be controlled to return to the control range of the line-of-sight direction VD in the normal mode by a predetermined operation thereafter.

[0093] By such control, the special mode can be used as an operation mode for realizing a viewing field not applicable in the normal mode. By operating the special mode as a mode that expands the control range of the viewing field in this way, it becomes possible to see places that cannot be seen in the normal mode. For such purposes, the special mode does not have to operate as a mode for sniping other game characters as described above.

[0094] Thus, in the third viewing field control executable in the normal mode, the line-of-sight direction VD is limited to movement only in the left and right directions, but in the second and third viewing field controls executable in the special mode, the line-of-sight direction VD can move vertically and horizontally. Therefore, the control range of the viewing field VA (viewpoint VP and line-of-sight direction VD) in the normal mode is different from the control range in the special mode.

[0095] In the normal mode, it is a mode mainly for moving the game character CH1. In the situation where the game character CH1 is moving, empirically, the user can respond to the left - right visual field changes without discomfort, but may feel discomfort and unable to respond to the up - down visual field changes, which may make the user feel unwell. By restricting the control range of the visual field VA in the left - right direction in the normal mode, the discomfort felt by the user can also be reduced. The above is the explanation of the visual field control process.

[0096] In this way, after the communication device 10 shifts to the special mode and during the movement of the game character in that mode, the communication device 10 (housing 19) can change the visual field VA according to its behavior. Therefore, the user can change the visual field VA of the game screen by tilting the communication device 10 during the game operation. Since the visual field VA can be changed in this way, the user can perform the act of tilting the communication device 10 while operating the operation unit 14 (touch sensor) with only one hand that holds the communication device 10. Also, except when a specific operation is input to the operation unit 14, the visual field VA does not change even if the communication device 10 is tilted, so it is possible to prevent the visual field VA from changing unintentionally during the game.

[0097] <Modification Example> As described above, an embodiment of the present invention has been explained. However, an embodiment of the present invention can also be deformed into various forms as follows. Also, the above - described embodiment and the modification examples described below can be applied in combination with each other as long as no contradiction occurs. Furthermore, for a part of the configuration of each embodiment, it is possible to add, delete, or replace other configurations.

[0098] (1) As described above, the game is provided to the user by the game display function realized in the communication device 10 and the game progress control function realized in the server 50. A part of the game display function may be realized in the server 50. For example, among the game display functions, the control data reception unit 105, the game data storage area 107, and the display data generation unit 109 may be realized in the server 50. In this case, the communication device 10 may receive the display data from the server 50 and display it on the display unit 13 based on the display data.

[0099] (2) In the above-described embodiment, when a slide operation starting from the first area TA1 is input, the view control (first view control) accompanying the movement of the game character CH1 is executed. By detecting such a slide operation as the first operation, view control (second view control) based on the angle information may be executed for the movement of the game character CH1. In this way, the first operation may be another operation or may include a plurality of types of operations as long as it corresponds to an instruction for controlling the game character CH1. Conversely, an operation on the operation unit 14 (touch sensor) does not necessarily have to correspond to an instruction for controlling the game character CH1.

[0100] In this way, when the first operation includes an operation other than the long-press operation, there may be a case where the special mode is not entered. In this case, for example, only the view control corresponding to the rotation ARH may be enabled and the view control corresponding to the rotation ARV may be disabled to limit the control range of the line-of-sight direction VD to the left and right, or the line-of-sight direction VD may be controlled in the same way as in the special mode.

[0101] (3) In the above-described embodiment, one viewpoint VP is set in the vicinity of the game character CH1 in the virtual space VS, and the visual field VA changes as the viewpoint VP moves. That is, one virtual camera is set in the virtual space VS for one game character CH1. On the other hand, a plurality of virtual cameras (a plurality of viewpoints VP) may be set in the virtual space VS for one game character CH1. For example, by setting a virtual camera used in the normal mode and a virtual camera used in the special mode, when the operation mode is switched, the visual field may be controlled by the virtual camera corresponding to the operation mode. Virtual cameras may be set for each type of visual field control.

Explanation of Signs

[0102] 10… Communication device, 11… Control unit, 12… Storage unit, 13… Display unit, 14… Operation unit, 15… Sensor unit, 16… Imaging unit, 17… Position detection unit, 18… Communication unit, 50… Server, 51… Control unit, 52… Storage unit, 58… Communication unit, 100… Game display function, 101 Game operation acquisition unit, 103… Operation data transmission unit, 105… Control data reception unit, 107… Game data storage area, 109… Display data generation unit, 500… Game progress control function, 501… Operation data reception unit, 503… Processing execution unit, 505… Control data transmission unit, 1000… Communication system

Claims

1. A region that is part of a virtual space and is viewed from a predetermined viewpoint in a predetermined line-of-sight direction is displayed on a display of a mobile device. While a first operation is input to a touch sensor disposed on the display, control is performed to change a lock-on target among characters to be attacked existing in the region to another character based on the behavior of the mobile device. While the first operation is not input to the touch sensor, the control based on the behavior is stopped. A program comprising the above.

2. The program according to claim 1, wherein the first operation includes a long-press operation.

3. The program according to claim 1, wherein the first operation is a long-press operation and a continuous operation from the operation, and includes a movement operation for moving the character in the virtual space.

4. By the movement operation before the long-press operation, the character is moved in the virtual space in a first mode. By the movement operation after the long-press operation, the character is moved in the virtual space in a second mode different from the first mode. The program according to claim 3.

5. The program according to claim 4, wherein a control range of the viewpoint and the line-of-sight direction when the character moves in the second mode is different from the control range when the character moves in the first mode.

6. When the character moves in the first mode, the viewpoint and the line-of-sight direction change according to the position or orientation of the character. When the character moves in the second mode, the line-of-sight direction is controlled to face a predetermined range. The program according to claim 4 or claim 5.

7. The program according to claim 6, wherein the predetermined range is a range including the lock-on target.

8. The program according to any one of claims 1 to 7, wherein the region displayed on the display is further changed by controlling the viewpoint and the line-of-sight direction based on a second operation input to the touch sensor.

9. The touch sensor includes at least a first region and a second region. The program according to claim 8, wherein the first operation is received in the first region and the second operation is received in the second region.

10. The behavior of the mobile device is a program according to any one of claims 1 to 9, including a change in the inclination of the mobile device.

11. A control method executed by a computer, displaying, on a display of a mobile device, a region that is part of a virtual space and is viewed from a predetermined viewpoint in a predetermined line-of-sight direction, while a first operation is input to a touch sensor arranged on the display, controlling to change a lock-on target among characters to be attacked existing in the region to another character based on the behavior of the mobile device, while the first operation is not input to the touch sensor, stopping the control based on the behavior, A control method including the above.

12. The control method according to claim 11, wherein the first operation is a long-press operation, or a long-press operation and an operation subsequent to the operation, and includes a movement operation for moving the character in the virtual space.

Citation Information

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