Program and information processing device

The program enhances game operability by determining rotation direction through tap coordinates relative to object positions, improving intuitive control and reducing complexity in moving object interactions.

JP7800016B2Active Publication Date: 2026-01-16SEGA CORP
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Patent Information

Application Number
JP2021130965
Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
Filing Date
2021-08-10
Publication Date
2026-01-16
Estimated Expiration
2041-08-10

AI Technical Summary

Technical Problem

Existing methods for determining the rotation direction of objects in game operations, such as double tap operations, require quick and precise positioning, leading to poor operability, especially when objects move automatically on the screen.

Method used

A program that acquires first coordinates upon a tap on the screen, determines the rotation direction based on the relative position of the tap to the object's position, and rotates the object accordingly, with optional display enhancements to indicate the rotation direction.

Benefits of technology

Improves operability by allowing intuitive rotation control of moving objects based on tap positions, enhancing player interaction and reducing operational complexity.

✦ Generated by Eureka AI based on patent content.

Smart Images

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Patent Text Reader

Abstract

To provide a program capable of improving operability of a player's object operation.SOLUTION: A program for displaying and controlling an object on a screen causes a computer to function as: acquisition means 62 for acquiring first coordinates indicating the position of a touch operation on the screen where a player's tap operation is executed to the screen; determination means 70 for determining a rotational direction of the object on the basis of second coordinates and the first coordinates acquired by the acquisition means 62 when coordinates indicating the position of the object on the screen when there occurs a tap operation are represented as the second coordinates; and rotation means 72 for rotating the object in the rotational direction determined by the determination means 70.SELECTED DRAWING: Figure 5
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Description

[Technical Field]

[0001] The present invention relates to a program and an information processing device. [Background technology]

[0002] 2. Description of the Related Art Conventionally, there is known technology relating to a game device in which game operations are performed by operating a touch panel.

[0003] In this regard, for example, Patent Document 1 listed below describes a technique in which an object is rotated by a double tap operation, and the rotation direction of the object is determined based on the second tap position relative to the first tap position, with the first tap position being used as a reference. Patent Document 1 also describes rotating an object when the first or second tap position is located on the object. [Prior art documents] [Patent documents]

[0004] [Patent Document 1] Japanese Patent Application Laid-Open No. 2007-102495 Summary of the Invention [Problem to be solved by the invention]

[0005] As described in Patent Document 1, the method of determining the rotation direction by a double tap operation requires the player to consciously shift the first tap position and the second tap position and perform the operation quickly, resulting in poor operability. Also, as described in Patent Document 1, the method of rotating an object when the first or second tap position is located on the object requires the player to perform a tap operation on the moving object, for example, when the object moves automatically on the screen, resulting in the same poor operability.

[0006] The present invention has been made in view of the above-mentioned problems, and has an object to provide a program and an information processing device that can improve the operability of object operation by a player. [Means for solving the problem]

[0007] A program according to a first aspect of the present invention is a program for controlling the display of an object on a screen, and causes a computer to function as: acquisition means for, when a player taps on the screen, acquiring first coordinates indicating a position of the tap operation on the screen; determination means for, when a coordinate indicating a position of the object on the screen when the tap operation is performed is taken as a second coordinate, determining a rotation direction of the object based on the second coordinates and the first coordinates acquired by the acquisition means; and rotation means for rotating the object in the rotation direction determined by the determination means.

[0008] In a program according to a second aspect of the present invention, the object is displayed and controlled so as to automatically move within the screen, and the determination means determines the rotation direction based on the position of the first coordinate relative to the second coordinate in a direction intersecting the direction of the movement.

[0009] In the program according to a third aspect of the present invention, the determination means determines the rotation direction to be right rotation when the first coordinate is located on one side of the second coordinate in a direction intersecting the direction of movement, and determines the rotation direction to be left rotation when the first coordinate is located on the other side of the second coordinate.

[0010] A fourth aspect of the present invention provides a program that causes the computer to further function as display control means that controls the display of position information indicating the position of the object on the screen in the intersecting direction on the screen.

[0011] A program according to a fifth aspect of the present invention further causes the computer to function as a notification means for notifying the rotation direction when the rotation means rotates the object in the rotation direction.

[0012] An information processing device according to a sixth aspect of the present invention is an information processing device that controls the display of an object on a screen, and includes: an acquisition means that, when a player taps on the screen, acquires a first coordinate indicating a position of the tap operation on the screen; a determination means that, when a coordinate indicating a position of the object on the screen when the tap operation is performed is defined as a second coordinate, determines a rotation direction of the object based on the second coordinate and the first coordinate acquired by the acquisition means; and a rotation means that rotates the object in the rotation direction determined by the determination means. [Effects of the Invention]

[0013] According to the present invention, it is possible to improve the operability of the player in operating objects. [Brief explanation of the drawings]

[0014] [Figure 1] 1 is a block diagram showing an example of the overall configuration of a game system according to an embodiment of the present invention. [Figure 2] 2 is a block diagram showing an example of a hardware configuration of a server device shown in FIG. 1. FIG. [Figure 3] 2 is a block diagram showing an example of the hardware configuration of a smartphone as the terminal device shown in FIG. 1. FIG. [Figure 4] FIG. 2 is a diagram schematically illustrating an example of a game execution screen in the game system according to the present embodiment. [Figure 5] FIG. 2 is a block diagram showing an example of the functional configuration of the game system according to the present embodiment. [Figure 6] 6 is a flowchart showing an example of the flow of processing performed by each functional component shown in FIG. 5 in the game system according to the present embodiment. [Figure 7A]FIG. 2 is a diagram showing an example of a game execution screen in the game system according to the present embodiment. [Figure 7B] FIG. 10 is a diagram showing an example of a game execution screen when a rotation operation is performed. [Figure 8] 10A and 10B are diagrams illustrating a method for rotating a falling block in the game system according to the present embodiment. [Figure 9] FIG. 10 is a diagram showing an example of an option screen in the game system according to the present embodiment. DETAILED DESCRIPTION OF THE INVENTION

[0015] Hereinafter, an embodiment of the present invention (hereinafter referred to as "the present embodiment") will be described in detail with reference to the accompanying drawings. To facilitate understanding of the description, the same components and steps in each drawing will be denoted by the same reference numerals as much as possible, and duplicated descriptions will be omitted.

[0016] <Overall structure> FIG. 1 is a block diagram showing an example of the overall configuration of a game system 1 according to this embodiment.

[0017] 1, the game system 1 includes a server device 10 and one or more terminal devices 12. The server device 10 and the terminal devices 12 are configured to be able to communicate with each other via a communication network NT such as an intranet, the Internet, or a telephone line.

[0018] The server device 10 is an information processing device that provides the game execution results obtained by executing the game program 14, or the game program 14 itself, to players of each terminal device 12 via the communication network NT. In this embodiment, the server device 10 provides the game program 14 itself to players of the terminal devices 12.

[0019] Each terminal device 12 is an information processing device owned by each player, and is an information processing device that provides a game to each player by installing and executing a game program 14 received from the server device 10. Examples of these terminal devices 12 include various devices such as smartphones, mobile phones, arcade game devices, consumer game devices, tablets, and personal computers.

[0020] <Hardware configuration> FIG. 2 is a block diagram showing an example of a hardware configuration of the server device 10 shown in FIG.

[0021] 2, the server device 10 includes a control device 20, a communication device 26, and a storage device 28. The control device 20 is mainly configured to include a CPU (Central Processing Unit) 22 and a memory 24.

[0022] In the control device 20, the CPU 22 executes predetermined programs stored in the memory 24 or the storage device 28, etc., thereby functioning as various functional components. Details of these functional components will be described later.

[0023] The communication device 26 is configured with a communication interface for communicating with an external device, etc. This communication device 26 transmits and receives various information to and from the terminal device 12, for example.

[0024] The storage device 28 is configured with a hard disk, etc. The storage device 28 stores various programs and information necessary for executing processes in the control device 20, including the game program 14, as well as information on the results of the processes.

[0025] The server device 10 can be realized using an information processing device such as a dedicated or general-purpose server computer. The server device 10 may be configured by a single information processing device or by multiple information processing devices distributed over a communication network NT. FIG. 2 shows only a portion of the main hardware configuration of the server device 10, and the server device 10 may also have other components that are generally included in a server. The hardware configuration of the multiple terminal devices 12 may also have the same configuration as the server device 10, except for including, for example, an operating means and a display device.

[0026] FIG. 3 is a block diagram showing an example of the hardware configuration of a smartphone serving as the terminal device 12 shown in FIG.

[0027] As shown in FIG. 3, the terminal device 12 includes a main control unit 30, a touch panel (touch screen) 32, a camera 34, a mobile communication unit 36, a wireless LAN communication unit 38, a storage unit 40, and a speaker 42.

[0028] The main control unit 30 is configured to include a CPU, memory, etc. The main control unit 30 is connected to a touch panel 32 as a display input device, a camera 34, a mobile communication unit 36, a wireless LAN communication unit 38, a storage unit 40, and a speaker 42. The main control unit 30 has a function to control these connection destinations.

[0029] The touch panel 32 has the functions of both a display device and an input device, and is composed of a display 32A that performs the display function and a touch sensor 32B that performs the input function. The display 32A is composed of a general display device such as a liquid crystal display or an organic EL (Electro Luminescence) display. The display 32A displays on its screen game images generated by the execution of the game program 14 by the main control unit 30. Under the control of the main control unit 30, the display 32A appropriately switches and displays screens such as an options screen (see FIG. 9) for setting up the game, a game start screen, and a game execution screen (see FIGS. 7A and 7B).

[0030] The touch sensor 32B is configured with an element for detecting a touch operation on the screen displayed by the display 32A. The touch sensor 32B can use any known method for detecting a touch operation, such as a capacitance type, a resistive film type (pressure-sensitive type), or an electromagnetic induction type. The touch sensor 32B accepts a player's operation input by detecting the movement of the player's finger as an operator that contacts the screen. Note that the operator is not limited to a player's finger and may be, for example, a stylus. When the touch sensor 32B detects the movement of the player's finger, it detects coordinates indicating the position of the contact on the screen and outputs the coordinates to the main control unit 30. The coordinates indicating the position are expressed, for example, as coordinate values ​​on an xy plane along the screen displayed by the display 32A. In this embodiment, when the player taps on the screen, the touch sensor 32B detects coordinates (x coordinate, y coordinate) indicating the position of the tap operation on the screen.

[0031] The camera 34 has a function of taking still images and / or moving images and storing them in the storage unit 40.

[0032] The mobile communication unit 36 ​​has a function of connecting to a mobile communication network via an antenna 36A and communicating with other communication devices connected to the mobile communication network.

[0033] The wireless LAN communication unit 38 has a function of connecting to the communication network NT via an antenna 38A and communicating with other devices such as the server device 10 connected to the communication network NT.

[0034] The storage unit 40 stores various programs and data, such as the game program 14 and play data indicating the elapsed time status of the game and player information of the game program 14. The play data may also be stored in the server device 10.

[0035] The speaker 42 has a function of outputting game sounds and the like.

[0036] <Game Overview> The game executed by the game system 1 according to this embodiment is not particularly limited, but may be, for example, a drop-type puzzle game called "Puyo Puyo (registered trademark)."

[0037] FIG. 4 is a diagram schematically showing an example of a game execution screen 50 in the game system 1 according to this embodiment.

[0038] As shown in Fig. 4, the game execution screen 50 includes a rectangular game field 52 and blocks 54 called "Puyo (registered trademark)" as objects. The game field 52 is configured with a grid of 12 vertical squares and 6 horizontal squares, and one block 54 can be placed in each square of the grid. The game field 52 is made up of an upper frame portion 52a, a lower frame portion 52b, a left frame portion 52c, and a right frame portion 52d.

[0039] As the game progresses, a pair of blocks 54 is displayed and controlled to automatically move within the game execution screen 50. In this embodiment, the pair of blocks 54 is displayed and controlled to fall from top to bottom within the game execution screen 50. Hereinafter, the pair of blocks 54 will be referred to as "falling blocks 56." The falling blocks 56 are objects controlled by the player and include a block 54a as a first object that serves as the axis of rotation of the falling block 56, and a block 54b as a second object that rotates around the block 54a around the axis of rotation. The falling blocks 56 have an overall shape that is elongated in one direction. The falling blocks 56, consisting of the blocks 54a and 54b lined up vertically, fall from the upper frame 52a of the game field 52 at a predetermined speed. The center coordinates 55 of the lower block 54a of the vertically lined up blocks 54a and 54b, serve as the axis of rotation of the falling block 56. This allows the falling block 56 to rotate around the center coordinate 55 of the first-appearing block 54a as the rotation axis, even if the entire falling block 56 does not appear in the game field 52 when the falling block 56 falls from the upper frame portion 52a.

[0040] When a falling block 56 collides with the lower frame 52b of the game field 52 or a fixed block 54, it is fixed in position. However, when a pair of blocks 54 are lined up side by side and only one block 54 collides with a fixed block 54, that block 54 is fixed in position, but the other block 54 continues to fall. As a result, the falling block 56 separates into individual blocks 54. When the other block 54 further falls and collides with the lower frame 52b of the game field 52 or a fixed block 54, it is fixed in position.

[0041] When blocks 54 of the same color are placed and fixed around a block, the blocks 54 of the same color will combine together. When four or more blocks 54 combine, the blocks 54 disappear, and the player receives a score. When a block 54 disappears, the blocks 54 that were on top of the disappeared block 54 fall. If four or more blocks 54 combine again at this time, they will disappear, creating a chain reaction. The score obtained when blocks 54 disappear can be calculated by multiplying the number of blocks 54 that have been eliminated by a preset chain reaction multiplier. When the third column from the left frame portion 52c of the game field 52 is filled with blocks 54 up to the top frame portion 52a, the game is over.

[0042] The player performs any operation to move the falling block 56 laterally, drop it at high speed, or rotate it. For example, the player can move the falling block 56 laterally by flicking the game execution screen 50 in a horizontal direction. The player can also make the falling block 56 fall downward at high speed by dragging the game execution screen 50 in a downward direction. The player can also rotate the falling block 56 by tapping the game execution screen 50. In this embodiment, the position of the falling block 56 on the game execution screen 50 is used as a reference, and the rotation direction is determined by the position of the player's tap operation relative to that position. The following describes in detail the functional configuration of the game system 1 for determining the rotation direction in this manner.

[0043] <Functional configuration> FIG. 5 is a block diagram showing an example of the functional configuration of the game system 1 according to this embodiment.

[0044] 5, the server device 10 in the game system 1 includes, as functional components, an acquisition means 62, a game control means 64, a display control means 66, and a notification means 68. These functional components are realized by the control device 20 of the server device 10 executing the game program 14. Note that all or part of these functional components may be included in the terminal device 12. For example, the server device 10 may include the display control means 66 and the notification means 68, and the terminal device 12 may include, as functional components, the acquisition means 62 and the game control means 64.

[0045] The acquisition means 62 is a functional means for acquiring, when a player performs a tap operation on the game execution screen 50, first coordinates indicating the position of the tap operation on the game execution screen 50. The acquisition means 62 acquires the coordinates output by the touch sensor 32B when a tap operation is performed, thereby acquiring the first coordinates indicating the position of the tap operation on the game execution screen 50. In the present embodiment, the acquisition means 62 acquires, as the first coordinate, the x coordinate of the coordinates (x coordinate, y coordinate) output by the touch sensor 32B. The acquired first coordinates are output to the determination means 70.

[0046] The game control means 64 is a functional means for controlling the entire game. For example, the game control means 64 controls the fall of the falling block 56 as time passes in the game. The game control means 64 also receives signals output by the touch sensor 32B, and controls the movement and rotation of the falling block 56 based on the received signals. The game control means 64 includes a determination means 70 and a rotation means 72.

[0047] The determining means 70 is a functional means for determining the rotation direction of the falling block 56, when the coordinates indicating the position of the falling block 56 on the game execution screen 50 when a tap operation is performed are defined as second coordinates, based on the second coordinates and the first coordinates acquired by the acquiring means 62. The coordinates indicating the position of the falling block 56 on the game execution screen 50 are coordinates (x coordinate, y coordinate) indicating the position of the falling block 56 on an xy plane along the game execution screen 50, and are the coordinates of any point included in the falling block 56.

[0048] In this embodiment, the second coordinate is the x coordinate of the center coordinates 55 of the block 54a, which serves as the rotation axis of the falling block 56. The x coordinate of the center coordinates 55 of the block 54a is stored, for example, as a variable indicating the current position of the falling block 56 along the x axis for game control purposes. The determination means 70 determines the rotation direction of the falling block 56 by using, as the second coordinate, the x coordinate of the center coordinates 55 of the block 54a when the first coordinate is output from the touch sensor 32B.

[0049] The determination means 70 determines the rotation direction based on the position of the first coordinate relative to the second coordinate in a direction intersecting the falling direction of the falling block 56 (the direction from top to bottom on the game execution screen 50). The direction intersecting the falling direction of the falling block 56 is, for example, a direction along the x-axis that is perpendicular to the falling direction of the falling block 56. In other words, the determination means 70 determines the rotation direction based on the positional relationship of the x-coordinate among coordinates (x-coordinate, y-coordinate) on the xy plane.

[0050] The determination means 70 determines the rotation direction as right rotation when the first coordinate is located on one side of the second coordinate in the direction along the x-axis. When the first coordinate is located on the right side of the second coordinate, this refers to when the first coordinate is positive relative to the second coordinate. On the other hand, when the first coordinate is located on the left side of the second coordinate in the direction along the x-axis, this refers to when the first coordinate is negative relative to the second coordinate. Even if the player taps directly above the falling block 56, the determination means 70 determines whether the first coordinate, indicating the position of the tap operation, is located on the right or left side of the second coordinate, and always determines either right rotation or left rotation. Information indicating the determined rotation direction is output to the rotation means 72.

[0051] The rotation means 72 is a functional means for rotating the falling block 56 in the rotation direction determined by the determination means 70. Rotation refers to rotating the orientation of the object to be operated around an arbitrary position of the object as the rotation center. In this embodiment, the rotation means 72 controls the block 54b to rotate around the block 54a, which serves as the rotation axis. When the determination means 70 determines that the rotation direction is clockwise rotation, the rotation means 72 rotates the falling block 56 clockwise by 90 degrees. That is, the rotation means 72 rotates the block 54b clockwise by 90 degrees around the block 54a. On the other hand, when the determination means 70 determines that the rotation direction is counterclockwise rotation, the rotation means 72 rotates the falling block 56 counterclockwise by 90 degrees. That is, the rotation means 72 rotates the block 54b counterclockwise by 90 degrees around the block 54a. In addition, when the falling block 56 is located at the edge of the game field 52, i.e., when it is positioned so as to be in contact with the left frame portion 52c (or the right frame portion 52d) of the game field 52, the rotation means 72 translates the falling block 56 by one square so as to move it away from the left frame portion 52c (or the right frame portion 52d) and rotates it.

[0052] The display control means 66 is a functional means for controlling the display of position information indicating the position of the falling block 56 in the direction along the x-axis on the game execution screen 50 on the game execution screen 50. In this embodiment, the display control means 66 controls the display of the x-coordinate position of the center coordinates 55 of the block 54a, which serves as the rotation axis, on the game execution screen 50 as the position information. For example, the display control means 66 generates screen data for displaying the game execution screen 50 including a reference mark 94 (see FIGS. 7A and 7B) indicating the x-coordinate position of the center coordinates 55 of the block 54a, and transmits the screen data to the main control unit 30 of the terminal device 12. In response to this, the main control unit 30 controls the display of the display 32A, so that the game execution screen 50 including the reference mark 94 is displayed on the display 32A.

[0053] The notification means 68 is a functional means for notifying the rotation direction when the falling block 56 is rotated in the rotation direction by the rotation means 72. In this embodiment, the notification means 68 notifies the rotation direction by controlling the display of information indicating the rotation direction on the game execution screen 50.

[0054] For example, the notification means 68 generates screen data for displaying the game execution screen 50 including a rotation mark 100 (see FIG. 7B), which is an arrow indicating the rotation direction, and transmits the screen data to the main control unit 30 of the terminal device 12. In response to this, the main control unit 30 controls the display 32A, so that the game execution screen 50 including the rotation mark 100 is displayed on the display 32A.

[0055] The notification means 68 also generates control information for displaying a predetermined area on the game execution screen 50 that corresponds to the rotation direction as a light-emitting area 102 (see FIG. 7B ), and transmits the control information to the main control unit 30 of the terminal device 12. In response to this, the main control unit 30 controls the display 32A, causing the predetermined area on the game execution screen 50 that corresponds to the rotation direction to glow and be displayed as the light-emitting area 102.

[0056] <Processing flow> Fig. 6 is a flowchart showing an example of the flow of processing performed by each functional component shown in Fig. 5 in the game system 1 according to this embodiment. The content and order of the processing shown in Fig. 6 can be changed as appropriate. The processing in Fig. 6 starts, for example, when a player presses a start button on a game start screen to start play.

[0057] (Step SP10) The display control means 66 controls the display 32A of the terminal device 12 so as to display a game execution screen.

[0058] FIG. 7A is a diagram showing an example of a game execution screen 50 in the game system 1 according to this embodiment.

[0059] As shown in FIG. 7A, the game execution screen 50 includes a game field 52, a falling block 56, and a reference mark 94. The reference mark 94 is, for example, triangular and is displayed at the x-coordinate position of the center coordinate 55 of the block 54a, which serves as the rotation axis, in the upper frame portion 52a and the lower frame portion 52b of the game field 52. The reference mark 94 may be displayed on either the upper frame portion 52a or the lower frame portion 52b. As in the game execution screen 50 shown in FIG. 7A, if the x-coordinate position of the center coordinate 55 of the block 54a is shifted from the center of the screen (the horizontal center of the game field 52), the reference mark 94 is also displayed shifted from the center of the screen accordingly. Every time the block 54a moves, the reference mark 94 also moves accordingly.

[0060] Returning to FIG. 6, the process proceeds to step SP12.

[0061] (Step SP12) The game control means 64 determines whether or not the player has performed a tap operation on the game execution screen 50. When the game control means 64 receives a signal indicating that a tap operation has been performed from the touch sensor 32B, the game control means 64 makes a positive determination. Then, the processing proceeds to step SP14. On the other hand, when the game control means 64 does not receive a signal indicating that a tap operation has been performed from the touch sensor 32B, the game control means 64 makes a negative determination. Then, the processing proceeds to step SP20.

[0062] (Step SP14) The acquisition means 62 acquires the signal output by the touch sensor 32B to acquire the x coordinate of the first coordinates indicating the position of the tap operation by the player on the game execution screen 50. Then, the processing proceeds to step SP16.

[0063] (Step SP16) The determination means 70 determines whether the first coordinate acquired in step SP14 is located to the right or left of the x coordinate (second coordinate) of the center coordinate 55 of the block 54a, which serves as the rotation axis of the falling block 56 when the tap operation is performed. Then, based on the determination result, the determination means 70 determines the rotation direction of the falling block 56 to be either clockwise rotation or counterclockwise rotation. Then, the process proceeds to the process of step SP18.

[0064] (Step SP18) The rotation means 72 rotates the dropping block 56 in the rotation direction determined in step SP16. At this time, the notification means 68 notifies the rotation direction of the dropping block 56.

[0065] FIG. 7B is a diagram showing an example of the game execution screen 50 when a rotation operation is performed.

[0066] 7B, the game execution screen 50 on which the rotation operation has been performed includes a tap mark 98, a rotation mark 100, and a light-emitting area 102. That is, the notification means 68 notifies the rotation direction by controlling the display 32A to display the game execution screen 50 including the rotation mark and the light-emitting area.

[0067] The tap mark 98 is a mark, such as a circle, that indicates a predetermined area including the position where the player tapped. The tap mark 98 is displayed so as to follow the position of the input coordinates when the player performs a swipe operation. The rotation mark 100 is an arrow that indicates the rotation direction, and is displayed, for example, outside the game field 52. When the rotation direction is clockwise, the rotation mark 100, an arrow indicating clockwise rotation, is displayed on the right side of the right frame portion 52d of the game field 52. On the other hand, when the rotation direction is counterclockwise, the rotation mark 100, an arrow indicating counterclockwise rotation, is displayed on the left side of the left frame portion 52c of the game field 52.

[0068] The light emitting area 102 is an area that emits light in an area corresponding to the rotation direction of the game field 52. When the rotation direction is clockwise, the lower right half of the game field 52 is displayed as illuminating light emitting area 102. On the other hand, when the rotation direction is leftward, the lower left half of the game field 52 is displayed as illuminating light emitting area 102.

[0069] 8A to 8D are diagrams illustrating a method for rotating the falling block 56 in the game system 1 according to this embodiment. Fig. 8A shows the falling block 56 in a non-rotating state at the time when it appears from the upper frame portion 52a of the game field 52, and Figs. 8B to 8D show the falling block 56 in a state in which it has been rotated by the rotation means 72.

[0070] 8(A), when the falling block 56 appears from the upper frame portion 52a of the game field 52, the center coordinates 55 of the lower block 54a of the blocks 54a and 54b arranged vertically is set as the rotation axis of the falling block 56. The rotation means 72 rotates the falling block 56 around the center coordinates 55 as the rotation axis.

[0071] For example, in the state of Fig. 8(A), when the player taps on a position to the right of the x-coordinate position of the center coordinate 55 of the block 54a, the rotation means 72 rotates the block 54b 90 degrees to the right (clockwise) around the center coordinate 55. As a result, as shown in Fig. 8(B), the falling blocks 56 are arranged side by side with the block 54a positioned to the left of the block 54b.

[0072] 8(B), when the player taps on a position to the right of the x-coordinate position of the center coordinate 55 of the block 54a, the rotation means 72 rotates the block 54b 90 degrees to the right (clockwise) around the center coordinate 55. As a result, the falling blocks 56 are arranged vertically with the block 54a above the block 54b, as shown in FIG.

[0073] 8(C), when the player taps on a position to the right of the x-coordinate position of the center coordinate 55 of the block 54a, the rotation means 72 rotates the block 54b 90 degrees to the right (clockwise) around the center coordinate 55. As a result, the falling blocks 56 are arranged side by side with the block 54a positioned to the right of the block 54b, as shown in FIG.

[0074] 8(D), if the player taps on a position to the right of the x-coordinate position of the center coordinate 55 of the block 54a, the rotation means 72 rotates the block 54b 90 degrees to the right (clockwise) around the center coordinate 55. As a result, the falling blocks 56 return to the vertically aligned state as shown in FIG.

[0075] Returning to FIG. 6, when the processing of step SP18 ends, the processing proceeds to the processing of step SP20.

[0076] (Step SP20) The game control means 64 determines whether or not to end the game. The game control means 64 determines whether or not to end the game based on, for example, whether or not the game is over, or whether or not an operation to select the end of the game has been performed by the player. If the determination is negative, the process returns to the process of step SP12, and if the determination is positive, the series of processes shown in FIG. 6 ends.

[0077] <Effects> As described above, in this embodiment, the program controls the display of a falling block 56 as an object on the game execution screen 50, and the program causes the computer to function as: acquisition means 62 that acquires, when a player taps on the game execution screen 50, a first coordinate indicating the position of the tap operation on the game execution screen 50; determination means 70 that, when the coordinate indicating the position of the falling block 56 on the game execution screen 50 when the tap operation is performed is taken as a second coordinate, determines the rotation direction of the falling block 56 based on the second coordinate and the first coordinate acquired by the acquisition means 62; and rotation means 72 that rotates the falling block 56 in the rotation direction determined by the determination means 70.

[0078] According to this configuration, when the player taps a predetermined position on the game execution screen 50, the rotation direction of the falling block 56 is determined based on the position of the tap operation relative to the position of the falling block 56, and the falling block 56 rotates in the determined rotation direction. Therefore, the player can intuitively control the rotation of the falling block 56 in the desired rotation direction, thereby improving the operability of the falling block 56.

[0079] In addition, in this embodiment, the falling block 56 is displayed and controlled so as to automatically move within the game execution screen 50, and the determination means 70 determines the rotation direction based on the position of the first coordinate relative to the second coordinate in the direction along the x-axis, which is the direction intersecting the direction of movement.

[0080] According to this configuration, the player can rotate the falling block 56 by tapping a predetermined position along the x-axis on the falling block 56 on the game execution screen 50. Therefore, the player can intuitively rotate the falling block 56 in a desired direction.

[0081] Furthermore, in this embodiment, the determination means 70 determines the rotation direction to be right rotation when the first coordinate is located to the right, which is one direction, relative to the second coordinate in the direction along the x-axis, and determines the rotation direction to be left rotation when the first coordinate is located to the left, which is the other direction, relative to the second coordinate.

[0082] According to this configuration, on the game execution screen 50, the player can rotate the falling block 56 to the right by tapping the right side of the falling block 56 in a direction along the x-axis, and can rotate the falling block 56 to the left by tapping the left side of the falling block 56 in a direction along the x-axis.

[0083] In addition, in this embodiment, the program causes the computer to further function as a display control means 66 that controls the display of a reference mark 94 on the game execution screen 50 as position information indicating the position of the falling block 56 in the direction along the x-axis on the game execution screen 50.

[0084] According to this configuration, the position of the falling block 56 in the direction along the x-axis is displayed by the reference mark 94, so that the player can easily grasp the position of the falling block 56. Therefore, the player can appropriately tap a predetermined position relative to the position of the falling block 56.

[0085] In this embodiment, the program also causes the computer to function as a notification means 68 that notifies the rotation direction when the rotation means 72 rotates the falling block 56 in the rotation direction.

[0086] According to this configuration, the rotation direction is notified, so the player can check whether or not the falling block 56 has been rotated appropriately.

[0087] In addition, in this embodiment, the notification means 68 notifies the rotation direction by controlling the display of a rotation mark 100, which is an arrow indicating the rotation direction, on the game execution screen 50, and by controlling the display of a predetermined area on the game execution screen 50 that corresponds to the rotation direction so that it lights up as a light-emitting area 102.

[0088] According to this configuration, the rotation mark 100 and the light emitting area 102 allow the player to easily confirm the direction of rotation.

[0089] In addition, in this embodiment, the object, falling block 56, is composed of block 54a, which serves as the rotation axis of falling block 56, and block 54b, which rotates around block 54a with block 54a as the rotation axis, and determination means 70 determines the rotation direction using center coordinate 55 of block 54a as the second coordinate.

[0090] According to this configuration, the center coordinate 55 of the block 54a, which serves as the rotation axis of the falling block 56, can be made the same as the second coordinate for determining the rotation direction of the falling block 56. This makes it possible to suppress the player's uncomfortable rotation operation caused by the difference between the center coordinate of the block 54a, which serves as the rotation axis of the falling block 56, and the second coordinate for determining the rotation direction.

[0091] In addition, in this embodiment, the acquisition means 62 acquires first coordinates indicating the position on the game execution screen 50 of the tap operation not only when the player taps on a part within the game field 52 on the game execution screen 50, but also when the player taps on a part outside the game field 52 on the game execution screen 50.

[0092] According to this configuration, even if the falling block 56 is located close to the left frame portion 52c or the right frame portion 52d of the game field 52, for example, and it is difficult to tap the left or right side of the falling block 56 within the game field 52, the falling block 56 can be rotated appropriately by tapping the part outside the left frame portion 52c or the right frame portion 52d outside the game field.

[0093] <Modification> The present invention is not limited to the above-described embodiments. In other words, variations on the above-described embodiments, which are appropriately modified by a person skilled in the art, are also included within the scope of the present invention as long as they incorporate the features of the present invention. Furthermore, the elements of the above-described embodiments and the modifications described below can be combined to the extent technically possible, and such combinations are also included within the scope of the present invention as long as they incorporate the features of the present invention.

[0094] For example, the processing of FIG. 6 may be executed by the player by making predetermined settings on an option screen.

[0095] 9 is a diagram showing an example of an option screen 80 in the game system 1 according to this embodiment. When the player presses a button for displaying the option screen 80, the display control means 66 controls the display 32A to display the option screen 80.

[0096] As shown in FIG. 9, the options screen 80 is a screen for configuring game settings, and includes an operation settings button 82, a rotation settings button 84, a display settings button 86, a flick sensitivity settings button 88, and a back button 90.

[0097] The operation setting button 82 is a button for selecting the setting of the operation to be used to move and rotate the falling block 56. The operation setting button 82 includes a flick and tap operation button 82a and a button operation button 82b. The flick and tap operation button 82a is a button for setting the movement and rotation of the falling block 56 to be performed by flick and tap operations on the screen. The button operation button 82b is a button for setting the movement and rotation of the falling block 56 to be performed by tapping buttons displayed on the screen.

[0098] The rotation setting button 84 is a button for setting a reference for determining the rotation direction of the falling block 56. The rotation setting buttons 84 include a screen center reference button 84a and a falling Puyo reference button 84b. The screen center reference button 84a is a button for setting the center position in the x-axis direction on the screen (the center position in the horizontal direction on the game field 52) as the reference. The falling Puyo reference button 84b is a button for setting the position of the falling block 56 on the screen as the reference.

[0099] The display setting button 86 is a button for setting whether or not to display the position information (reference mark 94) of the falling block 56 and information indicating the rotation direction of the falling block 56 (rotation mark 100, light emitting area 102) on the game execution screen 50. Each time the display setting button 86 is pressed by the player, the setting switches between ON and OFF.

[0100] The flick sensitivity setting button 88 is a button for setting the sensitivity of the player's flick operation.

[0101] The back button 90 is a button for transitioning from the option screen 80 to the game start screen.

[0102] On such an option screen 80, if the player presses the flick & tap operation button 82a and the falling Puyo reference button 84b to select these settings, and also presses the display setting button 86 to select the display setting as ON, and then starts playing the game, the processing shown in Figure 6 can be executed.

[0103] Furthermore, for example, the acquiring means 62 may acquire at least one of an x ​​coordinate and a y coordinate as the first coordinate and the second coordinate. Furthermore, the determining means 70 may determine the rotation direction based on the position of the first coordinate relative to the second coordinate, not only in the direction along the x axis but also in the direction along the y axis or in the direction intersecting the x axis and the y axis. For example, instead of performing right rotation in all cases where the first coordinate is located to the right of the second coordinate, the determining means 70 may perform left rotation when the first coordinate is located to the upper right of the second coordinate, and may perform right rotation when the first coordinate is located to the lower right of the second coordinate. Similarly, the determining means 70 may perform right rotation when the first coordinate is located to the upper left of the second coordinate, and may perform left rotation when the first coordinate is located to the lower left of the second coordinate.

[0104] The coordinates serving as the rotation axis of the falling block 56 are not limited to the center coordinates 55 of the block 54a, but may be any point included in the falling block 56. The determination means 70 does not need to determine the rotation direction using the center coordinates 55 of the block 54a, serving as the rotation axis of the falling block 56, as the second coordinates. The determination means 70 may determine the rotation direction using any point coordinates included in the falling block 56, such as the coordinates of the center or center of gravity of the falling block 56, as the second coordinates. The control object may be displayed and controlled to automatically move in other directions within the game execution screen 50, in addition to automatically falling from top to bottom within the game execution screen 50. The determination means 70 may determine the rotation direction based on the position of the first coordinate relative to the second coordinate in a direction intersecting the direction of movement of the control object. The determination means 70 may determine a right rotation when the first coordinate is located on one side of the second coordinate in a direction intersecting the direction of movement, and may determine a left rotation when the first coordinate is located on the other side of the second coordinate in a direction intersecting the direction of movement.

[0105] Furthermore, the determining means 70 may not only determine the rotation direction as either clockwise or counterclockwise, but may also determine the angle of rotation. Furthermore, the rotating means 72 may not only rotate the falling block 90 degrees, but may also rotate it by the angle determined by the determining means 70. Furthermore, in the above embodiment, the method of rotation is described in which the block 54b rotates around the block 54a, which serves as the rotation axis, but the method of rotation is not limited to this. For example, the orientation of the entire falling block 56 may be rotated around an arbitrary point on the falling block 56 as the rotation axis.

[0106] Furthermore, screen data for controlling the display of various screens, such as the game execution screen 50, on the display 32A may be generated by the terminal device 12, rather than the server device 10. Furthermore, the notification means 68 may notify the rotation direction by controlling the output of sound, vibration, or the like, in addition to or instead of controlling the display of information indicating the rotation direction on the screen. Furthermore, the display control means 66 may control the display of the reference mark 94 at any position, such as inside or outside the frame of the game field 52, rather than at the upper frame 52a or the lower frame 52b of the game field 52. Furthermore, the display control means 66 may control the display of information indicating the position of the object to be operated on the game execution screen 50, not only the position in a direction intersecting the direction of movement of the object, but also the position in another direction (e.g., y coordinate) or positions in multiple directions (e.g., x coordinate and y coordinate). [Explanation of symbols]

[0107] 10: Server device (computer), 62: Acquisition means, 70: Determination means, 72: Rotation means

Claims

1. A program for controlling the display of an object on a screen, Computer, an acquisition means for acquiring, when a tap operation is performed on the screen by a player, first coordinates indicating a position on the screen of the tap operation; a determination means for determining a rotation direction of the object based on second coordinates and the first coordinates acquired by the acquisition means, when the second coordinates are coordinates indicating the position of the object on the screen when the tap operation is performed; rotation means for rotating the object in the rotation direction determined by the determination means; It functions as the objects include a first object and a second object; the rotation means rotates the second object around a rotation axis defined by central coordinates of the first object initially displayed on the screen; the center coordinates of the first object are the second coordinates; program.

2. A program for controlling the display of an object on a screen, Computer, an acquisition means for acquiring, when a tap operation is performed on the screen by a player, first coordinates indicating a position on the screen of the tap operation; a determination means for determining a rotation direction of the object based on second coordinates and the first coordinates acquired by the acquisition means, when the second coordinates are coordinates indicating the position of the object on the screen when the tap operation is performed; rotation means for rotating the object in the rotation direction determined by the determination means; a display control means for controlling the display of position information on the screen, when the object is configured to include a first object and a second object, the position information indicating the position of a center coordinate of the first object in a direction intersecting the direction of the movement on the screen of the object, the object being display-controlled so as to automatically move on the screen; A program to function as a

3. The display of the object is controlled so as to automatically move within the screen, the determining means determines the rotation direction based on a position of the first coordinate relative to the second coordinate in a direction intersecting the direction of the movement. The program according to claim 1.

4. the determining means determines the rotation direction to be a right rotation when the first coordinate is located on one side of the second coordinate in a direction intersecting the direction of movement, and determines the rotation direction to be a left rotation when the first coordinate is located on the other side of the second coordinate. The program according to claim 3.

5. The computer a notification means for notifying the rotation direction when the object is rotated in the rotation direction by the rotation means; The program according to any one of claims 1 to 4, further functioning as:

6. An information processing device that controls the display of an object on a screen, an acquisition means for acquiring, when a tap operation is performed on the screen by a player, first coordinates indicating a position on the screen of the tap operation; a determination means for determining a rotation direction of the object based on second coordinates and the first coordinates acquired by the acquisition means, where second coordinates are coordinates indicating the position of the object on the screen when the tap operation is performed; a rotation means for rotating the object in the rotation direction determined by the determination means; Equipped with the objects include a first object and a second object; the rotation means rotates the second object around a rotation axis defined by central coordinates of the first object initially displayed on the screen; the center coordinates of the first object are the second coordinates; Information processing device.

7. An information processing device that controls the display of an object on a screen, an acquisition means for acquiring, when a tap operation is performed on the screen by a player, first coordinates indicating a position on the screen of the tap operation; a determination means for determining a rotation direction of the object based on second coordinates and the first coordinates acquired by the acquisition means, where second coordinates are coordinates indicating the position of the object on the screen when the tap operation is performed; a rotation means for rotating the object in the rotation direction determined by the determination means; a display control means for controlling the display of position information on the screen, when the object includes a first object and a second object, the position information indicating the position of a center coordinate of the first object in a direction intersecting the direction of the movement of the object on the screen, the object being display-controlled so as to automatically move on the screen; An information processing device comprising:

Citation Information

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