Image display device, method for controlling its operation, and program
Patent Information
- Application Number
- JP2024009776
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- Filing Date
- 2024-01-25
- Publication Date
- 2026-08-28
- Estimated Expiration
- 2044-01-25
AI Technical Summary
【0019】 本発明によれば、画面上にタッチ要素が接触した場合、どのようなタッチ要素であるかを判別することができる。また、本発明によれば、1つの画面上で操作のダイナミック感を提供することができる。特に、プレイヤ以外の第三者もゲームに参加することができるゲーム装置を提供することができる。さらに、本発明によれば、画像表示装置の動作制御方法およびそれに用いられるプログラム、特に、ゲーム装置の動作制御方法およびゲームプログラムを提供することができる。
Smart Images

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Abstract
Description
Technical Field
[0001] The present invention relates to an image display device, an operation control method therefor, and a program, and particularly relates to a game device, an operation control method therefor, and a game program.
Background Art
[0002] In recent years, many image display devices using touch panels have been used. Such an image display device can detect a touch operation by a user. However, these image display devices do not have a function of determining what type of touch element performed the touch operation. Therefore, different functions could not be provided depending on the type of the touch element. Accordingly, there is a need for an image display device that solves such a problem.
[0003] On the other hand, as an example of an image display device, a game device that executes competitive games or cooperative games is known (for example, Patent Document 1). In such a game device, a player operates a small screen. Therefore, the game play lacks dynamism. Further, the game device is a game device for single-person play. Therefore, friends and family cannot participate in playing the game with the game device, and cannot share the fun of game play. Accordingly, there is a need for a game device that solves such a problem.
Prior Art Literature
Patent Literature
[0004]
Patent Document 1
Summary of the Invention
Problem to be Solved by the Invention
[0005] An object of the present invention is to provide an image display device capable of determining what type of touch element it is when the touch element contacts a screen.
[0006] Another object of the present invention is to provide an image display device that can provide a sense of dynamism in operation on a single screen. In particular, it is to provide a game device that allows a third party other than the player to participate in the game.
[0007] Furthermore, another object of the present invention is to provide an operation control method for an image display device and a program used therein, in particular an operation control method for a game device and a game program. [Means for solving the problem]
[0008] These objectives are achieved by the present invention as described in (1) to (11) below. (1) An operation display unit that displays a predetermined image and receives touch information from touch elements, An image display device including a control unit that controls the display of a predetermined image, The display operation unit has a layer having a plurality of pixels stacked beneath its surface, The control unit, when the touch element comes into contact with the surface of the operation display unit, calculates the area of the superimposed pixel from the touch information of the superimposed pixel on which the touch element overlaps, and determines the type of the touch element based on the area, thereby enabling the display of an image.
[0009] (2) The image display device described in (1) above, wherein the touch information is the vertical and horizontal size of the superimposed pixel.
[0010] (3) The image display device according to (2) above, wherein the control unit determines the centroid of the touch element based on the vertical and horizontal dimensions of the superimposed pixels and the area of the touch element.
[0011] (4) The control unit allocates a pixel area for recognizing contact between the touch element and the surface, according to the type of the touch element, to the touch element with respect to its center of gravity, as described in (3) above.
[0012] (5) The control unit generates a predetermined effect in the pixel region as described in (4) above.
[0013] (6) The control unit generates a predetermined effect in the centroid pixel where the centroid is located among the plurality of pixels, as described in (3) above.
[0014] (7) The touch element includes a first touch element and a second touch element that is different from the first touch element. The control unit groups the first touch element and the second touch element when they are within a group setting distance, as described in (1) above.
[0015] (8) The image display device according to (7) above, wherein the control unit releases the grouping of the first touch element and the second touch element when the distance between the first touch element and the second touch element exceeds a group release distance greater than the group setting distance.
[0016] (9) The image display device according to (4) above, wherein the control unit is configured to ignore contact of the pixel area by a touch element other than the touch element.
[0017] (10) The step of displaying a predetermined image on a touch panel display unit having multiple pixels, When a touch element comes into contact with the display unit, the steps include: acquiring touch information for the superimposed pixels on which the touch element overlaps among the plurality of pixels; A step of calculating the area of the superimposed pixels from the touch information, A method for controlling operation of an image display device, comprising the step of: determining a type of the touch element based on the area.
[0018] (11) the step of displaying a predetermined image on a touch panel type display unit having a plurality of pixels; when a touch element touches the display unit, the step of acquiring touch information in overlapping pixels where the touch element overlaps among the plurality of pixels; the step of calculating the area of the overlapping pixels from the touch information; A program that causes a computer to function as the step of determining a type of the touch element based on the area. Advantageous Effects of Invention
[0019] According to the present invention, when a touch element touches a screen, it is possible to determine what type of touch element it is. Further, according to the present invention, a dynamic operational feel can be provided on a single screen. In particular, a game device that allows a third party other than a player to participate in a game can be provided. Furthermore, according to the present invention, an operation control method for an image display device and a program used therefor, in particular, an operation control method for a game device and a game program can be provided. Brief Description of Drawings
[0020] [Figure 1] FIG. 1 is a perspective view schematically showing a game device according to a first embodiment of the present invention. [Figure 2] FIG. 2 is a block diagram showing a configuration of the game device according to the first embodiment of the present invention. [Figure 3] FIG. 3 is a block diagram showing a configuration of processing means of the game device according to the first embodiment of the present invention. [Figure 4] FIG. 4 is a partially enlarged view showing an operation unit and a display unit of the game device according to the first embodiment of the present invention. [Figure 5]Figure 5 is an enlarged view showing an operation field image of the display unit of a game device according to a first embodiment of the present invention. [Figure 6] Figure 6 shows a character table stored in the memory unit of a game device according to the first embodiment of the present invention. [Figure 7] Figure 7 shows a reference information table stored in the memory unit of a game device according to the first embodiment of the present invention. [Figure 8] Figure 8 shows a touch element table stored in the memory unit of a game device according to the first embodiment of the present invention. [Figure 9] Figure 9 shows a display area table stored in the memory unit of a game device according to the first embodiment of the present invention. [Figure 10] Figure 10 is an enlarged view showing an operation field image of the display unit of a game device according to a first embodiment of the present invention. [Figure 11] Figure 11 is an enlarged view showing the configuration of the display unit of a game device according to the first embodiment of the present invention. [Figure 12] Figure 12 is an enlarged view showing the configuration of the display unit of a game device according to the first embodiment of the present invention. [Figure 13] Figure 13 is an enlarged view showing the configuration of the display unit of a game device according to the first embodiment of the present invention. [Figure 14] Figure 14 is an enlarged view showing the pixel configuration of a game device according to the first embodiment of the present invention. [Figure 15] Figure 15 is an enlarged view showing the center of gravity of the touch element of a game device according to the first embodiment of the present invention. [Figure 16] Figure 16 is an enlarged view showing the pixel area of the touch element of a game device according to the first embodiment of the present invention. [Figure 17] Figure 17 is a schematic diagram illustrating the grouping of game devices according to the first embodiment of the present invention. [Figure 18] Figure 18 is a schematic diagram illustrating the grouping of game devices according to the first embodiment of the present invention. [Figure 19]Figure 19 is a schematic diagram illustrating the grouping of game devices according to the first embodiment of the present invention. [Figure 20] Figure 20 is a schematic diagram illustrating the first mini-game of a game device according to the first embodiment of the present invention. [Figure 21] Figure 21 is a schematic diagram illustrating a second mini-game of a game device according to a first embodiment of the present invention. [Figure 22] Figure 22 is a flowchart illustrating the game processing flow of a game device according to the first embodiment of the present invention. [Figure 23] Figure 23 is a flowchart illustrating the battle flow of a game device according to the first embodiment of the present invention. [Figure 24] Figure 24 is a flowchart illustrating the flow of mini-game processing in a game device according to the first embodiment of the present invention. [Figure 25] Figure 25 is a flowchart illustrating the grouping process of touch elements in a game device according to the first embodiment of the present invention. [Figure 26] Figure 26 is a schematic enlarged partial view showing the display unit and operation unit of a game device according to a second embodiment of the present invention. [Figure 27] Figure 27 is a schematic enlarged plan view showing a game device according to a third embodiment of the present invention. [Figure 28] Figure 28 is a schematic front view showing an image display device according to a fourth embodiment of the present invention. [Modes for carrying out the invention]
[0021] The image display device, its operation control method, and program of the present invention will be described in detail below.
[0022] <<First Embodiment>> A. Image display device The image display device of the present invention is not particularly limited as long as it can display an image. Such image display devices include, for example, desktop computers, laptop computers, mobile phones, smartphones, televisions, game devices, liquid crystal displays, and the like.
[0023] In the following, for ease of understanding, the case where the image display device is a game device will be described in detail based on the preferred embodiment shown in the attached drawings. For the sake of explanation, the upper side of the drawing will be referred to as "top," the lower side as "bottom," the left side as "left," the right side as "right," the front of the page as "front," and the back of the page as "back."
[0024] Figure 1 is a schematic perspective view showing a game device according to the first embodiment of the present invention, Figure 2 is a block diagram showing the configuration of the game device according to the first embodiment of the present invention, and Figure 3 is a block diagram showing the configuration of the processing means of the game device according to the first embodiment of the present invention.
[0025] 1. Game Overview First, let's describe the games that can be played using the game device 1 of this embodiment. The game device 1 can play games such as competitive games and role-playing games using the recording medium 11. Specifically, the game is played with the recording medium 11 placed on the operation unit 3. Images corresponding to the character information (hereinafter referred to as "character information") recorded on the recording medium 11 are displayed on the display unit 6. This allows the game device 1 to play competitive games in which the character of one player competes against the opponent's character. However, the games that can be played using this game device 1 are not limited to the games described above.
[0026] 2. Recording media The recording medium 11 used in the game device 1 of this embodiment is not particularly limited as long as it can store character information. Such a recording medium 11 is formed in the shape of a card, for example, as shown in Figure 4. This recording medium 11 has a two-dimensional code on which character information, item information, etc., are recorded. Examples of this two-dimensional code include QR code (registered trademark) and Zcode (registered trademark). In the case of Zcode, the information is recorded so that it can be identified under invisible light (infrared). The recording medium 11 may also be a game IC card that stores player information and character information.
[0027] 3. Game device Next, the game device 1 will be described. As shown in Figure 1, the game device 1 of this embodiment includes two game devices (a first sub-game device 1A and a second sub-game device 1B) that are installed adjacent to each other. This game device 1 has one display unit 6 and is controlled by one control unit 8. Therefore, the overall size of the game device 1 can be made smaller. This reduces the overall cost of the game device 1. The game device 1 of this embodiment is not limited to a configuration in which two game devices are installed adjacent to each other (a 2-in-1 configuration), but may also have a configuration in which three or more game devices are installed adjacent to each other.
[0028] At first glance, the game device 1 of this embodiment appears to consist of two game devices placed adjacent to each other. However, the game device 1 is actually composed of two connected game devices. Therefore, each player can play on their respective sub-game devices, or they can cooperate to play a single game. As shown in Figures 1 and 2, such a game device 1 includes a housing 2, an operation unit 3, a reading unit 4, a speaker 5, a display unit 6, a storage unit 7, a control unit 8, and a communication unit 9. The configuration of each part will be described below.
[0029] The operation unit 3, reading unit 4, and speaker 5 of the game device 1 include a sub-operation unit 3A, a sub-reading unit 4A, and a speaker 5A for the first sub-game device 1A, and a sub-operation unit 3B, a sub-reading unit 4B, and a speaker 5B for the second sub-game device 1B. Since they have the same configuration, they will be described below as the operation unit 3, reading unit 4, and speaker 5 of the game device 1.
[0030] <Enclosure> The enclosure 2 has the function of installing or housing each component of the game device 1. As shown in Figure 1, the enclosure 2 is formed in a rectangular prism shape, but is not limited to this. The enclosure 2 may consist of a single enclosure (twin enclosure) or may be composed of sub-enclosures for each sub-game device connected together. In the case of a twin enclosure, the enclosure 2 is formed symmetrically.
[0031] <Operation section> Figure 4 is a partially enlarged view showing the operation unit and display unit of a game device according to the first embodiment of the present invention. The operation unit 3 has the function of receiving operation inputs made by the player in order to play the game. The operation unit 3 consists of two push buttons 31 and an operation field 32. The push buttons 31 are provided symmetrically on the upper surface of the housing 2 with the operation field 32 in the center. The operation field 32 is provided approximately in the center of the upper surface of the housing 2. The shape of the operation field 32 is not particularly limited, but can be formed in the shape of a rectangle, square, circle, ellipse, etc. Such an operation field 32 may be formed so that the player can place the recording medium 11 and move it. The operation field 32 is configured so that the reading unit 4, which will be described later, can read the recording medium 11.
[0032] The operation field 32 includes a plurality of lanes 321 for placing the recording medium 11. In this embodiment, as shown in Figures 1 and 4, three lanes 321 are arranged on the display unit 6 side of the operation field 32. Each lane 321 is formed in an elongated shape toward the display unit 6. Each lane 321 is perpendicular to the display unit 6 and arranged parallel to each other. The number of lanes 321 is not limited to three; there may be one or four or more. Each lane 321 may be sized to correspond to the size of the recording medium 11, may have a length that allows the placed recording medium 11 to move in the longitudinal direction, or may be set to a length greater than the length of the recording medium 11. The width of each lane 321 corresponds to the width of the recording medium 11.
[0033] <Reading section> The reading unit 4 has the function of reading information from the recording medium 11 placed on the operation field 32. The reading unit 4 is located inside the housing 2, below the operation field 32. Such a reading unit 4 is composed of, for example, an imaging device (camera) and an infrared light source. The infrared light source of the reading unit 4 irradiates the two-dimensional code 111 of the recording medium 11 with infrared light from below the operation field 32. In this state, the imaging device can image the two-dimensional code 111 of the recording medium 11, thereby reading the information recorded in the two-dimensional code 111 of the recording medium 11. The reading unit 4 may be located anywhere inside the housing 2 as long as the imaging device can image the operation field 32. The reading unit 4 may also consist of only the imaging device.
[0034] <Speaker> Speaker 5 has the function of outputting various sounds. Speaker 5 is located on the upper front of the housing 2. The number of speakers 5 is not particularly limited and may be one or more than one. In this embodiment, one speaker 5 is located on the upper front of the housing 2 corresponding to each sub-game device 1A, 1B. The sounds output by speaker 5 include music and sound effects stored in the memory unit 7.
[0035] <Display section> Figure 5 is an enlarged view showing an operation field image of the display unit of a game device according to the first embodiment of the present invention. The display unit 6 has the function of displaying a game image (a predetermined image) and receiving operation input from the player. Therefore, the display unit 6 functions as an operation display unit. The display unit 6 may be composed of a touch panel or may include a touch panel in part. As shown in Figure 1, such a display unit 6 is composed of a sub (first) display unit 61 that is inclined and provided on the upper surface of the housing 2, and a main (second) display unit 62 that is erected from the upper end of the sub display unit 61.
[0036] (Sub-display section) The sub-display unit 61 is inclined upward from the operation unit 3 toward the game device 1. Preferably, the sub-display unit 61 is positioned at a first angle θ1 in the range of 90 to 180°, more preferably 130 to 180°, relative to the operation unit 3. This ensures that the image displayed on the sub-display unit 61 is clearly visible even when the player is sitting in front of the game device 1.
[0037] The sub-display unit 61 can display images for the first sub-game device 1A and images for the second sub-game device 1B. The sub-display unit 61 can also display an image across its entire area when a player is playing cooperatively with another player. As shown in Figures 4 and 5, the sub-display unit 61 displays an image of the operation field 32 (operation field image 63) adjacent to the operation unit 3. The operation field image 63 includes three lane images 631, a connection image 632, and a character image 633. The operation field image 63 may be displayed across the entire area of the sub-display unit 61 or in the area on the operation unit 3 side. When the operation field image 63 is displayed in the area on the operation unit 3 side, a different image may be displayed in the area on the main display unit 62 side.
[0038] The lane images 631 are formed in an elongated shape, corresponding to the lanes 321 of the operation unit 3. Each lane image 631 is arranged parallel to each other along a direction (Y direction) perpendicular to the longitudinal direction (X direction) of the lane 321 (Figure 4). The number of lane images 631 does not depend on the number of lanes 321; there may be one or four or more. In this embodiment, as shown in Figure 4, the three lane images 631 correspond to the three lanes 321 of the operation unit 3. Therefore, each lane 321 is configured to be a single lane together with the lane images 631. This allows the player to perceive that the recording medium 11 has been moved onto the lane images 631 by moving the image of the recording medium 11 on the lane images 631.
[0039] The connection image 632 is an image that shows the correspondence between lane 321 and lane image 631. The connection image 632 is formed in a straight line, but is not limited to this. The connection image 632 extends from the center of the lower end of lane image 631 to the center of the upper end of lane 321. The position in which the connection image 632 is displayed is not particularly limited. Note that the connection image 632 does not have to be displayed, and the lane image 631, the connection image 632, and lane 321 may be displayed so that they are arranged in the same straight line.
[0040] As shown in Figure 5, the character image 633 is displayed on the lane image 631 together with the image of the recording medium 11. The character image 633 is an image corresponding to the character information recorded on the recording medium 11. Since the lane image 631 corresponds to lane 321, the length and width of the lane image 631 are the same size as the length and width of lane 321. However, the length and width of the lane image 631 are not limited to this and may be set to a different size than the length and width of lane 321.
[0041] If the length of the lane image 631 is longer than the lane 321, the character image 633 will slide a certain distance. This gives the player the impression that they have operated the recording medium 11 over a longer distance. Also, if the width of the lane image 631 is greater than the lane 321, a larger character image 633 can be displayed on the lane image 631. This makes the character image 633 more prominent to the player.
[0042] Here, the touch element T has the function of touching the surface of the display unit 6. The touch element T is not particularly limited as long as the control unit 8 can receive touch information from the touch element T. For example, the touch element T includes a finger, palm, stylus pen, etc. They may be covered with a cover member that can detect capacitance.
[0043] The sub-display unit 61 has a plurality of pixels 69 as shown in Figure 14. The plurality of pixels 69 have the function of detecting whether or not a touch element T has touched the surface of the sub-display unit 61. The plurality of pixels 69 are stacked beneath the surface layer of the sub-display unit 61. The plurality of pixels 69 may be provided corresponding to the entire area of the sub-display unit 61, provided on the side of the sub-display unit 61 on the operation unit 3 side, or provided at any position on the sub-display unit 61. As a result, the sub-display unit 61 can function as an operation display unit and provide a mini-game as described later.
[0044] Multiple pixels 69 may be formed in a grid pattern, stripes, or dots. Furthermore, multiple pixels 69 may be randomly arranged on the XY plane of the layer, or regularly arranged to form a coordinate plane. When multiple pixels 69 are formed in a grid pattern or form a coordinate plane, the contact position of the touch element T in the sub-display unit 61 can be accurately determined.
[0045] (Main display section) The main display unit 62 is erected vertically above the upper end of the sub-display unit 61. The main display unit 62 is preferably positioned at a second angle θ2 in the range of 90 to 180°, more preferably 130 to 180°, relative to the sub-display unit 61. This ensures that the image displayed on the main display unit 62 is clearly visible even when the player is sitting in front of the game device 1.
[0046] The main display unit 62 overlaps with the upper surface of the sub-display unit 61. In this case, it is preferable that the image displayed at the lower end (a predetermined range) of the main display unit 62 is the same as the image displayed at the upper end (a predetermined range) of the sub-display unit 61. This allows the image displayed on the main display unit 62 to be seamlessly linked with the image displayed on the sub-display unit 61. Furthermore, like the sub-display unit 61, the main display unit 62 can display images for the first sub-game device 1A and images for the second sub-game device 1B, and can also display an image across its entire area.
[0047] The main display unit 62 may have multiple pixels 69, similar to the sub-display unit 61. These multiple pixels 69 have the same function as the multiple pixels 69 in the sub-display unit 61. Furthermore, the multiple pixels 69 may be provided across the entire area of the main display unit 62, at the sub-display unit 61 side, or at any position within the main display unit 62, similar to the sub-display unit 61. This allows the main display unit 62 to function as an operation display unit and provide mini-games as described later. Note that the main display unit 62 does not necessarily have multiple pixels 69. In this case, the main display unit 62 functions simply as a display unit 6.
[0048] <Storage section> Next, the memory unit 7 will be described. Figure 6 is a character table stored in the memory unit of a game device according to the first embodiment of the present invention, Figure 7 is a reference information table stored in the memory unit of a game device according to the first embodiment of the present invention, Figure 8 is a touch element table stored in the memory unit of a game device according to the first embodiment of the present invention, and Figure 9 is a display area table stored in the memory unit of a game device according to the first embodiment of the present invention.
[0049] The memory unit 7 stores the game program, game data, and effect data. The game program is a program that causes the game device 1 to run the game, and is realized through cooperation with the hardware. The game data is data related to the game, and includes character data, image data, sound effect data, etc.
[0050] Character data includes information such as the character's name, size, special moves, weapons, and strength. This data is stored in the character table in correspondence with the lane ratio, as shown in Figure 6. The lane ratio in the character table represents the ratio of the width and length of the lane image 631 to the size of the character image 633. If this ratio is large, the width and length of the lane image 631 will be changed, as will be described later. Note that a lane ratio of 1 means the normal width and length of the lane image 631 (default value), and the lane image 631 will not be changed.
[0051] Furthermore, the character data includes, for example, reference information indicating the properties of character A relative to the opposing character (e.g., strength), and appeal information related to that reference information. The reference information includes text information and image information, etc. The appeal information includes audio information and image information, etc. As shown in Figure 7, this data is stored in a reference information table for character A, with the reference information and appeal information associated with each opposing character.
[0052] The text information in the reference information is information about the strengths and characteristics of the player's character against the opponent's character, such as "likely to attack first." The image information in the reference information is a simplified version of the text information, and includes images with text information such as "super effective." The audio information in the appeal information is information about the player's character's cry, which is used to appeal to the player to choose the character. The image information in the appeal information is a circular image, which is used to appeal to the player to choose the character based on the size of the circular image.
[0053] Image data refers to game image data, including, for example, character images, background images, and various effect images. Sound effect data refers to sound data played during gameplay and is different from music data. Sound effect data includes, for example, evaluation sound data that plays in response to the player's actions.
[0054] The effect data includes data indicating the type of touch element T and data displayed when a mini-game is played. As shown in Figure 8, this data is stored in the touch element table, with the pixel area and effect associated with each type of touch element T. For example, if the type of touch element T is a single finger or a stylus pen, it is associated with a pixel area of 1 to 9999 and effect 1, which is "·". This allows the control unit 8 to identify the touch element T that has come into contact with the surface of the display unit 6, as will be described later.
[0055] Furthermore, the touch element table stores the pixel area assigned to the touch element T as "1x1" or similar, corresponding to the pixel area. This is used in the mini-game described later. It is preferable to set different ranges for the pixel area depending on the type. This allows for detailed determination of the type of touch element T. In this embodiment, three simple ranges for the pixel area are set, taking into consideration the simplicity and speed of game processing (Figure 8).
[0056] Furthermore, as shown in Figure 9, the memory unit 7 stores corresponding information for the display area of a character A for each opponent character, according to the properties of character A and the wear level of the opponent character. For example, the properties of character A include speed and power, and are indicated by "fast," "slow," "present," "absent," "same," etc. The wear level is information that is updated in real time during game execution and indicates whether or not the opponent character is more worn than character A. For example, if character A's speed is faster than opponent character 1's speed, the display area of character A is set to 62d+61e+61f+61g. And if opponent character 1's wear level is "Yes," the display area is set to 62c+62d+61e+61f+61g.
[0057] <Department Head> Next, the control unit 8 will be described. Figure 10 is an enlarged view showing an operation field image of the display unit of a game device according to the first embodiment of the present invention, and Figures 11 to 13 are enlarged views showing the configuration of the display unit of a game device according to the first embodiment of the present invention.
[0058] The control unit 8 controls all functions related to the execution of the game. As shown in Figure 2, such a control unit 8 includes an information acquisition means 81, a processing means 82, a display control means 83, a size change means 84, an information provision means 85, a display area change means 86, and a sound output control means 87.
[0059] (Information acquisition means) The information acquisition means 81 has the function of acquiring information such as operation input by the player, character information and game information from the recording medium 11. The information acquisition means 81 acquires operation input information when the player presses the push button 31. In addition, the information acquisition means 81 acquires touch operation input information (touch information) when the touch element T touches the surface of the display unit 6. Such touch operation input information includes, for example, information related to character selection, numerical values of the pixel 69 that overlaps with the touch element T, and information on the touch position. The numerical values of the pixel 69 are the height (vertical) and width (horizontal) of the pixel 69 that overlaps with the touch element T, or the XY coordinates (width, height). Furthermore, the information acquisition means 81 acquires character information, etc., read by the reading unit 4. In addition, the information acquisition means 81 acquires various other information acquired via the communication unit 9, which will be described later.
[0060] (Processing means) The processing means 82 has the function of processing the information acquired by the information acquisition means 81 and the progress of the game. For example, the processing means 82 determines the information of the game image stored in the memory unit 7 and provides it to the display control means 83. The processing means 82 also refers to the character table in Figure 6 based on the character information acquired by the information acquisition means 81 and determines the lane ratio corresponding to the character information. The processing means 82 also determines sound information and provides it to the sound output control means 87.
[0061] (Display control means) The display control means 83 has the function of controlling the display of all images related to the game. That is, the display control means 83 controls the main display unit 62 and the sub-display unit 61 to display game image data provided by the processing means 82. The display control means 83 also controls the sub-display unit 61 to display the operation field image 63. For example, as shown in Figure 4, the display control means 83 controls the display of the operation field image 63 on the sub-display unit 61, and as shown in Figure 11, controls the display of the game image on the main display unit 62. In this way, the display control means 83 can also control the display of predetermined images separately on the sub-display unit 61 and the main display unit 62, or to display predetermined images separately for each sub-game device.
[0062] (Method for changing size) The resizing means 84 has the function of changing the size of the lane image 631 according to the size of the character image 633 corresponding to the character information recorded on the recording medium 11. Specifically, when the recording medium 11 is placed in lane 321, the processing means 82 determines the lane ratio information corresponding to the character information of the recording medium 11. Then, the resizing means 84 changes the size of the lane image 631 corresponding to the lane 321 in which the recording medium 11 is placed, based on the lane ratio information.
[0063] For example, when the display control means 83 displays an image of character A on the lane image 631, the processing means 82 refers to Figure 6 and determines the lane ratio (width) information (1.4) and lane ratio (length) information (1.4) of character A. The resizing means 84 changes the size of the lane image 631 based on this lane ratio information. In this embodiment, as shown in Figure 10, the resizing means 84 changes the width of the lane image 631 to 1.4 times the width of the lane image 631 in its default state. This ensures that a large character image 633 is reliably displayed on the lane image 631. Therefore, the large character image 633 can be displayed with emphasis.
[0064] Similarly, the resizing means 84 can also change the width ratio of the lane image 631 to 0.8 times the default value based on the lane ratio (width) information (Figure 6). This allows the lane image 631 to be changed to match the smaller character image 633. This allows the lane image 631 to be effectively displayed in the operation field image 63 according to the size of the character image 633. The resizing means 84 does not need to consider the lane ratio (length) information in advance. The resizing means 84 can also change the width and length of the lane image 631 by considering both the lane ratio (width) information and the lane ratio (length) information. The left and right lane images 631 shown in Figure 10 are default images, and their width is set to the default value of 1.
[0065] Furthermore, once the processing means 82 determines the lane ratio information for the mega-sized character Z, the size-changing means 84 can merge adjacent lane images 631 based on this lane ratio information. As a result, there are two lane images 631 on the operation field image 63, and the character image 633 of the mega-sized character Z can be displayed on the merged lane image 631. In this way, an image can be displayed in which the characters corresponding to the two recording media 11 on the lane 321 are merged, providing the player with a sense of excitement. The size-changing means 84 can also similarly merge all lane images 631.
[0066] (Information provision means) The information providing means 85 has the function of providing reference information images 64 and appeal information images 65 related to the character image 633 on the lane image 631. Specifically, when the player touches the character image 633, the information providing means 85 refers to the reference information table for that character stored in the storage unit 7. The information providing means 85 then determines the reference information and / or appeal information corresponding to the opponent's character image displayed on the main display unit 62. The sub-display unit 61 then displays a "super effective" reference information image 64 near the character image 633, outside the operation field image 63, as shown in Figure 11, for example. This provides the player with information that the opponent's character image displayed on the main display unit 62 is extremely compatible (strong).
[0067] Furthermore, as shown in Figure 11, the sub-display unit 61 displays a triple-ring appeal information image 65 on the character image 633. This provides the player with information that the player's character image 633 is a good match (strong) against the opponent's character image displayed on the main display unit 62. Similarly, the information providing means 85 can also provide text information such as "Looks like you can attack first" as shown in Figure 7, instead of the image information of the reference information mentioned above. In addition, the information providing means 85 can also provide audio information such as "Cry" as shown in Figure 7 to the sound output control means 87, instead of the image information of the appeal information mentioned above.
[0068] In addition to the information provision described above, the information provision means 85 can also provide appeal information such as vibrating the character image 633 on the lane image 631, and reference information images 64 that show the order of matches against the opponent's character.
[0069] Furthermore, if the recording medium 11 is not set on the lane 321, the information providing means 85 may provide information about a character (assistant character) to be displayed on the lane image 631. The assistant character is not particularly limited, but may include characters that participated in cooperative play in past gameplay or characters that appeared in minigames. The information providing means 85 can provide information about the assistant character if the recording medium 11 is not placed on the lane 321 for a certain period of time, or if the player makes an input requesting information. This allows the player to enjoy the game using the assistant character even if they do not have the recording medium 11.
[0070] Furthermore, the player can decide whether to use a helper character in battle based on the helper character's information. Therefore, the display control means 83 can control the display of the helper character's image on the sub-display unit 61 based on the player's input. Alternatively, the display control means 83 can also control the display of the helper character's image on the sub-display unit 61 automatically based on the helper character's information, without the player's input. With this configuration, the player can enjoy the game using not only characters from the recording medium 11, but also characters that have appeared in past gameplay.
[0071] (Means for changing the display area) The display area changing means 86 has the function of changing the area in which the character image 633 is displayed between the main display unit 62 and the sub-display unit 61. Normally, as shown in Figure 12, the opponent's character image is displayed in the main display unit 62, and the player's character image 633 is displayed in the sub-display unit 61. Here, the main display unit 62 has, in order from the top, a first display area 62a that shows the progress of the game, and second to fourth display areas 62b to 62d that display the opponent's character image. On the other hand, the sub-display unit 61 includes fifth to seventh display areas 61e to 61g that display the character image 633, and an eighth display area 61h that displays the operation field image 63.
[0072] In this case, when the player selects a character image 633, the display area changing means 86 refers to the display area table stored in the storage unit 7. The display area changing means 86 then determines the display area of the character image 633 that corresponds to the opponent's character. For example, if the player's character is faster than the opponent's character, the display area changing means 86 changes the display area so that the player's character image 633 is displayed in the 5th to 7th display areas 61e to 61g of the sub-display unit 61 and the 4th display area 62d of the main display unit 62, as shown in Figure 13(a).
[0073] Furthermore, if the opponent's character is worn down, the display area changing means 86 further changes the display area so that the player's character image 633 is displayed in the third display area 62c of the main display unit 62, as shown in Figure 13(b). By changing the display area in this way, the player can be shown in stages that there is a high probability that their own character will win against the opponent's character. As a result, the player can efficiently defeat the opponent's character without engaging in unnecessary battles.
[0074] Similarly, if the player's character is slower than the opponent's character, the display area changing means 86 changes the display area so that the player's character image 633 is displayed in the sixth to seventh display areas 61f to 61g of the sub-display unit 61, as shown in Figure 13(c). Furthermore, if the player's character is worn down, the display area changing means 86 further changes the display area so that the player's character image 633 is displayed only in the seventh display area 61g of the sub-display unit 61, as shown in Figure 13(d). By changing the display area in this way, the player can be shown in stages that there is a high probability that the player's character will lose to the opponent's character. As a result, the player can fight the opponent's character efficiently without engaging in unnecessary battles.
[0075] (Sound output control means) The sound output control means 87 controls the output of all sounds and music related to the game. Specifically, the sound output control means 87 controls the output of music and sounds determined by the processing means 82. By providing sound and music information to the speaker 5, the speaker 5 can output sound and music.
[0076] As mentioned above, the game device 1 of this embodiment has a display unit 6, particularly a sub-display unit 61, which is a touch panel. Therefore, the game device 1 can provide various mini-games using the sub-display unit 61. The mini-games may be played using the entire area of the sub-display unit 61, or any area of the 5th to 8th display areas 61e to h.
[0077] The configuration of the control unit 8 for providing mini-games will be described below. Figure 14 is an enlarged view showing the pixel configuration of the game device according to the first embodiment of the present invention, Figure 15 is an enlarged view showing the center of gravity of the touch element of the game device according to the first embodiment of the present invention, Figure 16 is an enlarged view showing the pixel area of the touch element of the game device according to the first embodiment of the present invention, and Figures 17 to 19 are schematic diagrams for explaining the grouping of the game device according to the first embodiment of the present invention.
[0078] As shown in Figure 3, the processing means 82 includes an area calculation means 821, a determination means 822, an effect generation means 823, a centroid determination means 824, an assignment means 825, and a grouping means 826. The configuration of each part will be described in detail below.
[0079] (Area calculation means) The area calculation means 821 has the function of calculating the area (pixel area) of the pixels 69 that overlap with the touch element T from the pixel values acquired by the information acquisition means 81. For example, if the touch element T is three fingers, the information acquisition means 81 acquires the width and height coordinates of all pixels 69 that overlap with the three fingers. In this case, the area calculation means 821 calculates the difference between the largest width value and the smallest width value among the acquired coordinates. Similarly, the area calculation means 821 calculates the difference between the largest height value and the smallest height value among the acquired coordinates. The area calculation means 821 may multiply the calculated width difference value and height difference value of the pixels 69 by the calculated width difference value and height difference value to calculate the pixel area of the pixels 69 that overlap with the three fingers.
[0080] The area calculation means 821 may also calculate the pixel area based on the difference in width and height of the pixels 69 and the numerical values in the pixel table below. The pixel table is stored in the storage unit 7 beforehand. TIFF0007912555000001.tif1588
[0081] Specifically, when the area calculation means 821 calculates a width difference value of 2560 and a height difference value of 4096, the area calculation means 821 uses the value of one pixel in the pixel table above to convert the calculated width difference value and height difference value as follows. Width value: 2560 ÷ 8.5 = 301 pixels • Height value: 4096 ÷ 15.2 = 270 pixels
[0082] The area calculation means 821 then uses the converted width difference value and height difference value to calculate the pixel area as 301 × 270 = 81270 pixels. Thus, the area of the pixels overlapping the three fingers is set to 81270 pixels. Alternatively, the area calculation means 821 may directly calculate the pixel area from the pixel values acquired by the information acquisition means 81.
[0083] (judgment means) The determination means 822 has the function of determining the type of pixel element from the pixel area calculated by the area calculation means 821. The determination means 822 refers to the touch element table shown in Figure 8. The determination means 822 then identifies the pixel area that contains the calculated pixel area and determines the type of touch element T. If the pixel area is 81270 pixels, the determination means 822 identifies the range of the pixel area that contains that pixel area as 10000 to 149999. The determination means 822 then determines that the touch element T is three fingers or a child's palm. Similarly, if the pixel area is 1 to 9999, the determination means 822 determines that the touch element T is a stylus pen or a finger.
[0084] The contact area of the display unit 6 by a child's palm and the contact area of the display unit 6 by three fingers are statistically approximately the same. Therefore, in this embodiment, the child's palm and three fingers are classified as the same touch element T. This simplifies the processing of the determination means 822. In this way, the game device 1 of this embodiment can determine which touch element T touched the display unit 6. Therefore, it can provide various mini-games, such as the coloring game described later.
[0085] Furthermore, in the touch element table of Figure 8, the range of the pixel area can be set to different ranges corresponding to the type of touch element T. In this case, the determination means 822 can determine that there is only one type of touch element T. This allows the determination means 822 to determine in detail the type of touch element T touched on the sub-display unit 61, such as a finger, a child's palm, or an adult's palm. Therefore, it is possible to provide mini-games corresponding to the type of touch element T.
[0086] (Means for generating effects) The effect generating means 823 has the function of generating an effect corresponding to the touch element T, based on the type of touch element T determined by the determination means 822. For example, if the determination means 822 determines that the touch element T is three fingers, the effect generating means 823 refers to the touch element table in Figure 8. The effect generating means 823 then determines an effect randomly or sequentially. For example, if effect 1 is determined, the effect generating means 823 controls the display of the effect image 68 of effect 1 at a position close to the touch element T (hand) or character image 633 (Figure 14(b)).
[0087] Similarly, if the touch element T is a finger, the image of Effect 1 shown in Figure 8 is displayed in a position close to the finger or character image 633 (Figure 14(a)). By displaying such an effect image 68, the type of touch element T can be visually indicated to the player. Therefore, for example, even if the parent and child touch the display unit 6 at the same time, it can be clearly indicated to the player which touch element T caused the effect.
[0088] Furthermore, the effect generating means 823 has the function of generating effects related to the mini-game described later. For example, when the touch element T touches the display unit 6, the effect generating means 823 controls the generation of a predetermined mark from the touched area (Figure 20), or changes the display of the character image 633. The effect generating means 823 can also control the change of the color of the image at the touched area (Figure 21). In addition, the effect generating means 823 can also produce different effects depending on the movement of the touch element T or the way the player operates the touch element T.
[0089] (Means for determining center of gravity) When a touch element T touches the display unit 6, the touch element T may come into contact with the display unit 6 at multiple locations. In this case, the information acquisition means 81 acquires the pixel values of the multiple contact points. In this case, the center of gravity determination means 824 has the function of determining the center of gravity 67 of the touch element T from the multiple contact points. For example, when the display unit 6 is touched with the palm, as shown in Figure 15, the palm may come into contact with the display unit 6 at five points. In this case, the center of gravity determination means 824 determines the center of gravity 67 of the palm based on the pixel positions of the five contact points and their pixel values such as width and height. The determination method is carried out by a general method. Note that the center of gravity determination means 824 may also determine the center of gravity 67 of the palm from only the pixel positions of the contact points or only the pixel values.
[0090] Furthermore, when the display unit 6 is touched with a finger, the center of gravity determination means 824 determines the center of gravity 67 of the finger based on the pixel value of the pixel 69 over which the finger is touching. Specifically, the center of gravity determination means 824 calculates the center of gravity 67 from the width value and height value of the pixel value. Since it is known which point the touch element T has as its center of gravity 67 when it contacts the display unit 6, it is easy to understand which range of pixel area the effect occurs in.
[0091] Furthermore, the center of gravity determination means 824 may determine one of the multiple contact points as the center of gravity 67. That is, the center of gravity determination means 824 can also determine the contact point with the largest contact area as the center of gravity 67. In this way, once the center of gravity 67 has been determined, the effect generating means 823 may display a black dot at the center of gravity 67 of the palm, as shown in Figure 15. This allows the player to see which part of the display unit 6 is primarily in contact with the palm.
[0092] (Allocation means) The assignment means 825 has the function of assigning a pixel area to the touch element T according to the type of touch element T determined. For example, if the determination means 822 determines that the touch element T is an adult's palm, the assignment means 825 refers to Figure 8 and identifies the pixel area corresponding to an adult's palm. Then, the assignment means 825 assigns a "5x5" pixel area 693 to the touch element T. At this time, the assignment means 825 assigns the pixel area 693 to the adult's palm so that the center of gravity 67 of the touch element T is located in the center of the pixel area 693. As a result, when an adult's palm touches the surface of the operation unit 3, it is determined that a "5x5" = 25 pixel area 693 is in contact with the touch element T (Figure 16(c)).
[0093] Furthermore, when the touch element T is three fingers or a child's palm, the same pixel area corresponds to them (Figure 8). Therefore, regardless of whether the touch element T is three fingers or a child's palm, a pixel area of "3 x 3" = 9 pixels 692 is assigned to the touch element T (Figure 16(b)). Similarly, when the touch element T is a finger, the assignment means 825 assigns a pixel area of "1 x 1" = 1 pixels 691 to the touch element T. Thus, the larger the touch element T, the larger the pixel area that is judged to be in contact with the display unit 6 at once. Therefore, the player can enjoy mini-games, especially coloring games, even more.
[0094] Furthermore, in the touch element table of Figure 8, the pixel areas can be set to be different for each type of touch element T. In this case, the assignment means 825 can assign a different pixel area to each type of touch element T. This makes it possible to support various mini-games, such as coloring games where a wide area of the display unit 6 is touched, or games where a narrow area is touched. Alternatively, the same pixel area may be set uniformly regardless of the type of touch element T. Moreover, the assignment means 825 may assign the center of gravity 67 of the touch element T to any position on the touch element T, rather than assigning it to the center of the pixel area.
[0095] (Method of grouping) The display unit 6 of the game device 1 in this embodiment has a certain area, so multiple touch elements T or different types of touch elements T may come into contact with the surface of the display unit 6. Furthermore, since the display unit 6 is made up of a touch panel, the player can slide or flick the display unit 6. Figures 17 to 19 show a state in which multiple touch elements T, such as the palm of the left hand (first touch element) and the palm of the right hand (second touch element), are touching the display unit 6.
[0096] The grouping means 826 has the function of grouping multiple touch elements T when the distance between the centers of gravity 67 of the multiple touch elements T approaches a predetermined distance. The grouping means 826 also has the function of setting the grouped touch elements T as a single touch element T (grouped touch element). Here, the predetermined distance is the group setting distance for grouping the first touch element T and the second touch element T. The group setting distance is 1 to 5 pixels, preferably 1 to 3 pixels, from the center of gravity 67. In other words, the group setting distance is a distance in the range of 8.3 to 41.5 mm, preferably 8.3 to 24.9 mm, from the center of gravity 67. This forms a group setting circle 601 centered on the center of gravity 67. When the group setting distance is within this range, the touch elements T can be properly grouped without colliding with each other.
[0097] Specifically, as shown in Figure 17, when the palms of the left and right hands are outside the group setting circle 601 of each other, the control unit 8 recognizes that the two touch elements T are touching the display unit 6. From this state, when the palms of the left and right hands move closer together, the group setting circle 601 of the left palm and the group setting circle 601 of the right palm intersect. At this time, the grouping means 826 groups the palms of the left and right hands together, as shown in Figure 18, and sets the grouped touch elements. Subsequently, the centroid determination means 824 newly determines the centroid 671 of the grouped touch elements. Then, the assignment means 825 assigns a new pixel area to the grouped touch elements.
[0098] In this case, the pixel area is not particularly limited and may be either a 5x5 = 25 pixel area or a 5x5 x 2 = 50 pixel area. This increases the area that contacts the display unit 6 at once, making it easier to play the mini-game described later. Also, since multiple players can play the mini-game simultaneously, it is possible to share the fun with more players than with conventional game devices.
[0099] On the other hand, the grouping means 826 has the function of ungrouping a plurality of touch elements T when the distance between the centroids 67 of the plurality of touch elements T is greater than a predetermined distance. The grouping means 826 also has the function of resetting the grouped touch elements as the original touch elements T. Here, the predetermined distance is the ungrouping distance for ungrouping the first touch element T and the second touch element T. The ungrouping distance is 2 to 6 pixels, preferably 2 to 4 pixels, from the centroid 67. In other words, the group setting distance is a distance in the range of 16.6 to 49.8 mm, preferably 16.6 to 33.2 mm. This forms an ungrouping circle 602 centered on the centroid 67. When the ungrouping distance is within this range, the grouping is not immediately released, which gives the player some leeway.
[0100] As shown in Figure 18, when the touch elements T are grouped, the control unit 8 recognizes that the grouped touch elements are being touched. From this state, when the palms of the left and right hands move away from each other, the group release circle 602 of the left palm and the group release circle 602 of the right palm come into contact (Figure 19). When the palms of the left and right hands move further apart, the grouping means 826 releases the group. This returns the state to that shown in Figure 17, and the control unit 8 recognizes the two touch elements T (Figure 17). This allows multiple players to freely slide the display unit 6, giving them an advantage in the mini-game described later. Also, since multiple players can each play the game, the fun can be shared with more players than with conventional game devices.
[0101] Thus, by providing a group setting circle 601 and a group ungrouping circle 602, a difference is created between group setting and group ungrouping. This difference allows the grouping to be maintained for a certain amount of time or distance even when the touch elements T move away from each other. Therefore, the player can be kept engaged for a longer period of time. Alternatively, the group setting circle 601 and the group ungrouping circle 602 may be merged by making the group setting distance and the group ungrouping distance the same.
[0102] In addition to the above configuration, the control unit 8 of the present invention may also include direction detection means for detecting the direction of movement of the touch element T. For example, if the player flicks the sub-display unit 61 upwards, the direction detection means detects that the direction of movement of the touch element T is upwards. As a result, the effect generating means 823 can generate a predetermined effect toward the main display unit 62 based on the detected upward direction. This makes it possible to generate a predetermined effect from the sub-display unit 61 toward the main display unit 62, and to provide a mini-game across the entire display unit 6.
[0103] Furthermore, the processing means 82 may have a function to ignore contact of touch elements T within a predetermined circle centered on the center of gravity 67. Specifically, the processing means 82 sets a circle with the center of gravity 67 as the center and a radius equal to the distance from the center of gravity 67 to the furthest contact point. Next, the processing means 82 sets a threshold circle that is larger than the said radius. In this state, even if another touch element T comes into contact with the display unit 6 in an area inside the threshold circle, the processing means 82 can provide a function to ignore the contact of the other touch element T.
[0104] Furthermore, the processing means 82 may have a function to ignore contact with a pixel area by another touch element T. With this function, contact by another touch element is not recognized, so the centroid 67 of the touch element T can be accurately and reliably fixed. The radius of the threshold circle is not particularly limited, but a distance of 2 to 5 pixels is preferred, and a distance of 3 to 4 pixels is preferred.
[0105] <Communications Department> The communication unit 9 has the function of communicating with an external network (LAN, WAN, Internet, etc.) or device via wired or wireless connection. The game device 1 of the present invention may communicate data with other devices such as other game devices or information terminals via the communication unit 9. For example, the communication unit 9 can communicate with other devices to obtain music data or game programs. This allows the game program to be updated and the latest game to be provided. Note that the game device 1 does not necessarily have a communication unit 9.
[0106] The image display device of the present invention has been described above as a game device 1. In addition to the parts described above, the game device 1 of this embodiment also includes a coin slot, a coin return slot, and an outlet for the recording medium 11 on the front of the housing 2.
[0107] Furthermore, game device 1 can be connected to multiple game devices 1 via a network. In this case, a server (not shown) manages various information. This allows the server to know which players are playing on the game device 1. By the server managing the players' touch elements T, for example, if the determination means 822 determines that the touch element T is a child's palm, the server can provide predetermined benefits to the player at a certain rate.
[0108] 4. Explanation of the mini-games Next, a mini-game executed by the game device 1 of this embodiment will be described. Figure 20 is a schematic diagram illustrating the first mini-game of the game device according to the first embodiment of the present invention, and Figure 21 is a schematic diagram illustrating the second mini-game of the game device according to the first embodiment of the present invention.
[0109] The mini-game may be executed at any time during gameplay. For example, the mini-game may be executed randomly at the end of a battle, when defeating an opponent's character, etc. The mini-game is provided by the various configurations of the control unit 8 and the processing means 82 (e.g., the mini-game providing means) as described above. Such a mini-game is not particularly limited as long as it is provided by the touch element T coming into contact with the display unit 6. Examples include a mini-game that generates a predetermined image (first mini-game) and a coloring game (second mini-game).
[0110] <First Mini-Game> When the touch element T comes into contact with the display unit 6, the effect generating means 823 controls the display of a predetermined mark or other image at the pixel (hereinafter referred to as the "superimposed pixel") 695 where the center of gravity 67 of the touch element T overlaps. For example, as shown in Figure 20, at the superimposed pixel 695 where the center of gravity 67 of the touch element T overlaps, the effect generating means 823 generates an effect that makes a heart mark image appear (Figure 20(a)). This effect may occur only once or throughout the entire duration that the touch element T is in contact. In this state, when the touch element T moves, the effect at the superimposed pixel 695 disappears (Figure 20(b)). Meanwhile, at the superimposed pixel (hereinafter referred to as the "next superimposed pixel") 696 where the touch element T has moved to, the effect generating means 823 generates a similar effect (Figure 20(b)).
[0111] In this state, when the touch element T returns to the superimposed pixel 695, the effect generating means 823 generates the above effect again at the superimposed pixel 695 according to a predetermined time (Figure 20(c)). If the touch element T returns to the superimposed pixel 695 earlier than this predetermined time, the effect will not be generated. The predetermined time (non-function time) is not particularly limited, but is preferably around 0.5 to 3 seconds. By providing a predetermined time, the effect does not persist even if the touch element T touches the same pixel 69 on the display unit 6, thus providing the player with an incentive to move the touch element T over a wide area on the display unit 6. This makes it possible to generate the effect over a wide area of the display unit 6.
[0112] The effect generating means 823 can also generate the above effect on the superimposed pixel 695 in accordance with the number of pixels moved from the superimposed pixel 695, instead of for a predetermined period of time. Specifically, if the touch element T moves a predetermined number of pixels (for example, 1 to 10) from the superimposed pixel 695 to the superimposed pixel 695, the effect generating means 823 can eliminate the inability period. Therefore, when the touch element T returns to the superimposed pixel 695 from the next superimposed pixel 696, the effect generating means 823 can reactivate the above effect. As a result, since the effect does not occur unless the touch element T moves a predetermined distance on the display unit 6, an incentive is given to the player to move the touch element T over a wide area on the display unit 6. This makes it possible to generate the effect over a wide area of the display unit 6.
[0113] The effect generating means 823 may generate effects such as sound, image vibration, or image polarization instead of a predetermined mark or other image. The effect generating means 823 may also refer to the touch element table in Figure 8 and change the magnitude of the effect generated according to the type of touch element T.
[0114] <Second Mini-Game> When the touch element T comes into contact with the display unit 6, the effect generating means 823 controls the superimposed pixel 695 where the center of gravity 67 of the touch element T overlaps to change the color of the displayed image. For example, as shown in Figure 21, a water droplet image (mini-game image) is displayed (Figure 21(a)). When the finger on the touch element T comes into contact with the display unit 6, the effect generating means 823 generates an effect that changes the color of the image at the superimposed pixel 695. In this state, when the touch element T moves, the effect generating means 823 causes the image color to change at the next superimposed pixel 696 where the center of gravity 67 of the touch element T overlaps (Figure 21(b)). In this case, since the assignment means 825 has assigned a "1x1" pixel area 692 to the finger, the effect generating means 823 can change the color of the image at one pixel 69. By repeating this, the effect generating means 823 can change the color of the water droplet image (Figure 21(d)).
[0115] When the touch element T is represented by three fingers, the effect generating means 823 generates an effect that changes the color of the water droplet image, similar to how it does with fingers. In this case, since the assignment means 825 assigns a "3x3" pixel area 692 to the three fingers, the color of the image in nine pixels 69 can be changed at once (Figure 21(c)). As a result, the effect generating means 823 can change the color of a wider area at once than the touch element T represented by fingers, providing the player with a more satisfying experience and enabling them to complete the game more quickly (Figure 21(d)). The determination means 822 determines that the game is successful when the color of the water droplet image has changed by 80-100%. This allows the effect generating unit 823 to generate predetermined effects, such as leveling up.
[0116] In addition, the mini-game may be one in which the appearance or expression of the character image 633 changes when the touch element T comes into contact with the character image 633 displayed on the display unit 6. This is a game in which the display of the character image 633 changes instead of changing the color as in the second mini-game.
[0117] B. Method for controlling the operation of an image display device <Processing of game devices> Next, the operation control method for the image display device of the present invention will be described. In the following, for the sake of understanding, the case in which the image display device is a game device will be used as an example. Figure 22 is a flowchart illustrating the game processing flow of a game device according to the first embodiment of the present invention, Figure 23 is a flowchart illustrating the battle flow of a game device according to the first embodiment of the present invention, and Figure 24 is a flowchart illustrating the mini-game processing flow of a game device according to the first embodiment of the present invention.
[0118] First, when the player inserts a coin, the control unit 8 controls the display of the game image and the opponent's character image. As a result, the main display unit 62 of the display unit 6 displays the opponent's character image (S1). At the same time, the control unit 8 controls the display of the operation field image 63. As a result, the sub-display unit 61 of the display unit 6 displays the operation field image 63 (S2). In this state, the player sets the recording medium 11 on the lane 321 of the operation field 32 (S3). Then, the reading unit 4 reads the character information stored in the recording medium 11.
[0119] The control unit 8 acquires character information and determines whether the size of the character image 633 corresponding to the character information is the default size (S4). If the control unit 8 determines that the character image 633 is not the default size, it changes the size of the lane image 631 corresponding to the lane 321 in which the storage medium 11 is set (S5). Subsequently, the control unit 8 controls the display of the character image 633 on the lane image 631. As a result, the sub-display unit 61 of the display unit 6 displays the character image 633 on the lane image 631 (S6).
[0120] On the other hand, in step S4, if the control unit 8 determines that the character image 633 is the default, the process proceeds to step S6. Next, the control unit 8 determines whether all recording media 11 have been set on lane 321 (S7). If the control unit 8 determines that not all recording media 11 have been set on lane 321, the control unit 8 determines whether an assist character has been set (S71). If the control unit 8 determines that no assist character has been set, the process proceeds to step S3. As a result, the processes from steps S3 to S71 are repeated.
[0121] In step S71, if the control unit 8 determines that a helper character has been set, the control unit 8 controls the display of the helper character's image on the lane image 631. As a result, the sub-display unit 61 of the display unit 6 displays the helper character's image on the lane image 631 (S72). Then the process proceeds to step S8.
[0122] In step S7, if it is determined that all recording media 11 have been set on the lane 321, the process proceeds to step S8. The control unit 8 receives information that the touch element T has touched the character image 633 on the lane image 631 (S8). As a result, the control unit 8 controls the display of reference information for the touched character image 633 (S9). Next, the control unit 8 determines whether or not the touch element T has slid the character image 633 (S10). If it is determined that the touch element T has not slid the character image 633, the process returns to step S8. As a result, the processes in steps S8 to S10 are repeated. On the other hand, if it is determined that the touch element T has slid the character image 633, the process proceeds through a battle (S11) and a mini-game (S12), and then ends.
[0123] Next, the battle process provided by the game device 1 will be explained using Figure 23. First, in step S11 in Figure 22, the control unit 8 compares the acquired character information with the opponent's character information and determines whether their properties are different (S111). If it is determined that the properties are not different, the control unit 8 controls the display of the player's character image 633 in the 5th to 7th display areas 61e to g of the sub-display unit 61. As a result, the player's character image 633 is displayed as shown in Figure 12 (S112a).
[0124] On the other hand, if the control unit 8 determines that the properties are different, that is, if the property value of the player's character image 633 is greater than the property value of the opponent's character image, the control unit 8 controls the player's character image 633 to be enlarged and displayed in the fourth display area 62d of the main display unit 62. As a result, the player's character image 633 is displayed as shown in Figure 13(a) (S112b).
[0125] Furthermore, if the control unit 8 determines that the properties are different, that is, if the property value of the player's character image 633 is smaller than the property value of the opponent's character image, the control unit 8 controls the player's character image 633 to be displayed in a reduced size in the 6th to 7th display areas 61f to g of the sub-display unit 61. As a result, the player's character image 633 is displayed as shown in Figure 13(c) (S112c).
[0126] Next, the control unit 8 determines whether or not the opponent's character is worn out (S113). If the control unit 8 determines that the opponent's character is worn out, the control unit 8 enlarges the player's character image 633 so that it is also displayed in the third display area 62c of the main display unit 62 (S114). As a result, the player's character image 633 is displayed as shown in Figure 13(b).
[0127] On the other hand, if the control unit 8 determines in step S113 that there is no wear on the opponent's character, the process proceeds to step S115. Next, the control unit 8 determines whether or not there is wear on the player's character (S115). If the control unit 8 determines that there is wear on the player's character, the control unit 8 controls the player's character image 633 to be displayed in a reduced size in the seventh display area 61g of the sub-display unit 61. As a result, the opponent's character image is displayed enlarged as shown in Figure 13(d) (S116). Then the process ends.
[0128] On the other hand, if the control unit 8 determines in step S115 that there is no wear on the opponent's character, the process ends. Note that steps S113-S114 and S115-S116 may be performed in reverse order.
[0129] Next, the processing of the first mini-game provided by the game device 1 will be explained using Figure 24. In step S12 of Figure 22, the control unit 8 starts the first mini-game. The control unit 8 controls the display of an arbitrary character image 633 (S121). In this state, the control unit 8 acquires touch information from the touch element T at a predetermined (superimposed) pixel 695 (S122). The control unit 8 generates an effect at the said superimposed pixel 695 (S123). Next, the control unit 8 determines whether or not the touch element T has moved (S124).
[0130] When the control unit 8 determines that the touch element T has moved, it determines whether a predetermined time has elapsed (S125). Next, when it determines that the predetermined period has elapsed, the control unit 8 determines whether the touch element T has returned to the predetermined pixel and whether it has received touch information from the touch element T again (S126). When the control unit 8 determines that it has received touch information again, the control unit 8 generates the effect again at that predetermined pixel (S127). This completes the process.
[0131] Furthermore, if it is determined in step S124 that the touch element T has moved, that is, that the touch element T has moved to another pixel, the process returns to step S122 and steps S122 to S124 are repeated. On the other hand, if it is determined that the touch element T has not moved, the effect does not occur again and the process ends.
[0132] If it is determined in step S125 that the predetermined time has not elapsed, the process returns to step S122, and steps S122 to S125 are repeated. Also, if it is determined in step S126 that touch information from the touch element T has not been received again, the process returns to step S122, and steps S122 to S125 are repeated.
[0133] On the other hand, the processing of the second mini-game is achieved by omitting steps S125 to S126. However, the processing of the second mini-game may be the same as the processing of the first mini-game. In this case, the effect of step S127 may be the generation of a predetermined mark, etc.
[0134] <Grouping process> Next, the process of grouping touch elements T received by the display unit 6 of the game device 1 of the present invention will be explained. Figure 25 is a flowchart illustrating the flow of grouping touch elements of a game device according to the first embodiment of the present invention. First, the control unit 8 receives touch information from a plurality of touch elements T (S21). Here, the plurality of touch elements T will be described as touch element Ta and touch element Tb.
[0135] The control unit 8 acquires pixel values as touch information from each touch element T (S22). The control unit 8 calculates the pixel area based on the acquired pixel values (S23). The control unit 8 determines the type of each touch element T based on the calculated pixel area (S24).
[0136] Next, the control unit 8 determines the centroid 67 of each touch element T based on the pixel value and pixel area (S25). Then, based on the type of each touch element T, the control unit 8 assigns a pixel area to the touch element T, centered on its centroid 67 (S26). In this state, the control unit 8 determines whether the centroid 67 of touch element Ta and the centroid 67 of touch element Tb are within the group setting distance (S27). If it determines that the centroid 67 of touch element Ta and the centroid 67 of touch element Tb are within the group setting distance, the control unit 8 groups the touch element Ta and the touch element Tb together (S28). This generates a grouped touch element T.
[0137] At this time, the control unit 8 determines the grouping centroid of the grouped touch element T based on the aforementioned pixel value and pixel area (S29). Then, the control unit 8 allocates a new pixel region centered on this grouping centroid (S210). Next, the control unit 8 determines whether the centroid 67 of touch element Ta and the centroid 67 of touch element Tb are within the ungrouping distance (S211). If it determines that the centroid 67 of touch element Ta and the centroid 67 of touch element Tb are not within the ungrouping distance, the grouping of touch element Ta and touch element Tb is released (S212). This completes the process.
[0138] On the other hand, if in step S211 the control unit 8 determines that the center of gravity 67 of touch element Ta and the center of gravity 67 of touch element Tb are within the group release distance, the control unit 8 maintains the group (S213). As a result, steps S211 to S213 are repeated. Also, if in step S27 the control unit 8 determines that the center of gravity 67 of touch element Ta and the center of gravity 67 of touch element Tb are not within the group setting distance, the process ends.
[0139] The processing methods described above can be created using programs executed on a computer. Such programs are implemented using components such as a CPU (Central Processing Unit), microprocessor, GPU (Graphics Processing Unit), RAM (Random Access Memory), and ROM (Read Only Memory).
[0140] <<Second Embodiment>> Next, a second embodiment of the image display device of the present invention will be described based on the attached drawings.
[0141] Figure 26 is a schematic enlarged view of the display and operation sections of a game device according to a second embodiment of the present invention. The second embodiment will be described below, focusing on the differences from the first embodiment described above, and omitting explanations of similar matters. Components similar to those in the first embodiment described above are denoted by the same reference numerals.
[0142] The game device 100 of this embodiment is the same as the game device 1 of the first embodiment, except that the arrangement of the lanes 321 in the operation field 32 of the operation unit 3 is different. Specifically, as shown in Figure 26, the game device 100 of this embodiment has lanes 321 arranged along the lane image 631, forming a straight line with the lane image 631. In other words, the lane image 631 and lane 321 are formed in an elongated shape, like a single operation unit 3. As a result, when the recording medium 11 on lane 321 is slid forward, the character image 633 on lane image 631 is displayed as moving forward. Therefore, the player can be given the impression that the recording medium 11 has actually been moved from lane 321 to lane image 631. Furthermore, the game device 100 of this embodiment has the same effects as the game device 1 of the first embodiment.
[0143] <<Third Embodiment>> Next, a third embodiment of the image display device of the present invention will be described based on the attached drawings.
[0144] Figure 27 is an enlarged plan view schematically showing a game device according to the third embodiment of the present invention. The third embodiment will be described below, focusing on the differences from the first embodiment described above, and omitting explanations of similar matters. Components similar to those in the first embodiment described above are denoted by the same reference numerals.
[0145] The game device 200 of this embodiment differs from the game device 1 of the first embodiment and the game device 100 of the second embodiment in that the entire device is formed on a flat surface. Specifically, as shown in Figure 27, in the game device 200 of this embodiment, the display unit 6, the operation unit 3A of the first sub-game device 1A, and the operation unit 3B of the second sub-game device 1B are formed on the same plane. That is, the sub-operation unit 3A of the first sub-game device 1A and the sub-operation unit 3B of the second sub-game device 1B are provided with the display unit 6 in between. As a result, the display unit 6 and the two sub-operation units 3A and 3B are facing vertically upward. With this configuration, players play the game facing each other.
[0146] Therefore, since players can play while looking at their opponent, it can provide the feeling of actually battling each other. Also, since the display unit 6 is oriented vertically upward, even children can easily touch the display unit 6, and multiple people can touch the display unit 6 simultaneously. Therefore, multiple people, including children, can enjoy the mini-game. Furthermore, the game device 200 of this embodiment has the same effects as the game device 1 of the first embodiment and the game device 100 of the second embodiment.
[0147] <<Fourth Embodiment>> Next, a fourth embodiment of the image display device of the present invention will be described based on the attached drawings.
[0148] Figure 28 is a schematic front view showing an image display device according to the fourth embodiment of the present invention. The fourth embodiment will be described below, focusing on the differences from the first embodiment described above, and omitting explanations of similar matters. Components similar to those in the first embodiment described above are denoted by the same reference numerals.
[0149] The image display device 300 of this embodiment differs from the image display devices of the first to third embodiments in that it is made of a smartphone. Specifically, as shown in Figure 28, the image display device 300 of this embodiment has a display unit 6 made of a touch panel as a display operation unit. The image display device 300 is made smaller than the game device 1 of the first embodiment. Therefore, players can enjoy mini-games anytime, anywhere. Also, as shown in Figure 28, the image display device 300 can appropriately group the touch elements T of the index finger and thumb of one hand. The image display device 300 of this embodiment also has the same effects as the game device 1 of the first embodiment.
[0150] The image display device, its operation control method, and program of the present invention have been described above based on preferred embodiments, but the present invention is not limited thereto. The configuration of each part can be replaced with any configuration having a similar function. In addition, the present invention may be modified by adding any other means or components. Furthermore, the present invention may be a combination of any two or more configurations (features) from the above embodiments. [Explanation of Symbols]
[0151] 1, 100, 200…Game device (image display device), 300…Image display device 1A…First sub-game device 1B…Second sub-game device 2…Castle 3…Operation unit 3A…First sub-operation unit 3B…Second sub-operation unit 31…Push button 32…Operation field 321…Lane 4…Reading unit 5…Speaker 6…Display unit 61…Sub-display unit 61e~h…5th~8th display area 62…Main display unit 62a~d…1st~4th display area 63 …Operation field image 631…Lane image 632…Connection image 633…Character image 64…Reference information image 65…Appeal information image 67, 671…Center of gravity 68…Effect image 69…Pixel 691~693…Pixel area 695…Superimposed pixel 696…Next superimposed pixel 601…Group setting circle 602…Group ungrouping circle 7…Storage unit 8…Control unit 81…Information acquisition means 82…Processing means 821…Area calculation means 822…Determination means 823…Effect generation means 824…Center of gravity determination means 825…Assignment means 826…Grouping means 83…Display control means 84…Size change means 85…Information provision means 86…Display area change means 87…Sound output control means 9…Communication unit 11…Recording medium T…Touch element
Claims
1. An operation display unit that displays a predetermined image and receives touch information from touch elements, An image display device including a control unit that controls the display of a predetermined image, The operation display unit has a layer having multiple pixels stacked beneath its surface, When the touch element comes into contact with the surface of the operation display unit, the control unit calculates the area of the superimposed pixel from the touch information of the superimposed pixel on which the touch element overlaps, and determines the type of the touch element based on the area. The touch element includes a first touch element and a second touch element that is different from the first touch element. The control unit determines the first center of gravity of the first touch element and the second center of gravity of the second touch element based on the touch information, sets a group setting circle for grouping the first touch element and the second touch element centered on the first center of gravity and the second center of gravity, and sets a group ungrouping circle for ungrouping the grouped first touch element and the second touch element centered on the first center of gravity and the second center of gravity. The image display device is characterized in that the group ungrouping circle is larger than the group setting circle.
2. The image display device according to claim 1, wherein the touch information is the vertical and horizontal size of the superimposed pixel.
3. The image display device according to claim 2, wherein the control unit determines the first centroid of the first touch element and the second centroid of the second touch element based on the vertical and horizontal dimensions of the superimposed pixels.
4. The control unit allocates pixel regions for recognizing contact between the first touch element and the second touch element and the surface, according to the type of the touch element, to the first touch element and the second touch element, centered on the first and second centroids, to the first and second touch elements, respectively, to the image display device according to claim 3.
5. The image display device according to claim 3, wherein the control unit generates a predetermined effect in the centroid pixel where the first centroid and the second centroid are located among the plurality of pixels.
6. The image display device according to claim 1, wherein the control unit groups the first touch element and the second touch element when the first touch element and the second touch element are within the range of the group setting distance of the group setting circle.
7. The image display device according to claim 6, wherein the control unit releases the grouping of the first touch element and the second touch element when the distance between the first touch element and the second touch element exceeds a group release distance greater than the group setting distance.
8. The image display device according to claim 4, wherein the control unit is configured to ignore contact of the pixel area by another touch element different from the first touch element and the second touch element.
9. The steps include: displaying a predetermined image on a touch panel display unit having multiple pixels; When a touch element including a first touch element and a second touch element different from the first touch element comes into contact with the display unit, the steps include acquiring touch information in the superimposed pixels among the plurality of pixels on which the touch element overlaps, A step of calculating the area of the superimposed pixels from the touch information, A step of determining the type of touch element based on the area, A step of determining the first center of gravity of the first touch element and the second center of gravity of the second touch element based on the touch information, A step of setting a group setting circle for grouping the first touch element and the second touch element, with the first center of gravity and the second center of gravity as the center; The process includes the step of setting a degrouping circle for ungrouping a grouped first touch element and a second touch element, centered on the first and second centers of gravity, A method for controlling the operation of an image display device, characterized in that the group release circle is larger than the group setting circle.
10. The steps include: displaying a predetermined image on a touch panel display unit having multiple pixels; When a touch element including a first touch element and a second touch element different from the first touch element comes into contact with the display unit, the steps include acquiring touch information in the superimposed pixels among the plurality of pixels on which the touch element overlaps, A step of calculating the area of the superimposed pixels from the touch information, The steps include determining the type of the touch element based on the area and A step of determining the first center of gravity of the first touch element and the second center of gravity of the second touch element based on the touch information, A step of setting a group setting circle for grouping the first touch element and the second touch element, with the first center of gravity and the second center of gravity as the center; The computer is made to function as a step of setting a degrouping circle for ungrouping the grouped first touch element and the second touch element, with the first and second centers of gravity as the center. The program is characterized in that the group release circle is larger than the group setting circle.
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