Game processing method, game program, game device, and game system

The game processing method utilizes mouse data to control virtual objects in a virtual space, addressing the demand for new mouse-based games by providing an innovative and intuitive gameplay experience.

WO2025134263A1PCT designated stage expired Publication Date: 2025-06-26NINTENDO CO LTD

Patent Information

Application Number
PCT/JP2023/045688
Authority / Receiving Office
WO · WO
Patent Type
Applications
Current Assignee / Owner
Filing Date
2023-12-20
Publication Date
2025-06-26

AI Technical Summary

Technical Problem

There is a demand for new games that utilize a mouse as an operating device, offering innovative and intuitive gameplay experiences.

Method used

A game processing method that uses a computer to receive data from a mouse, including incident light and posture data, to control a virtual object in a virtual space. The method involves accelerating the virtual object based on mouse movement and changing its path in response to mouse tilting, providing a new and intuitive operation mechanism.

Benefits of technology

The method enables users to experience a new and engaging gameplay property where virtual objects can be operated with a novel and intuitive mouse-based operation, enhancing user interaction and immersion.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

The present invention involves: receiving first data based on movement of a mouse on a working surface; receiving second data based on the posture of the mouse; accelerating a virtual object in a virtual space in a predetermined direction when the first data indicates that the mouse is moved on the working surface in one direction along a longitudinal direction; and changing the course of the virtual object being moved when the second data indicates that the mouse is inclined in a roll direction.
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Description

Game processing method, game program, game device, and game system

[0001] The present disclosure relates to information processing for games and the like.

[0002] 2. Description of the Related Art Games that use a mouse as an operating device have been known for some time (for example, see Patent Document 1).

[0003] Japanese Patent Application Laid-Open No. 2001-062145

[0004] There was a demand for new games that used a mouse as a control device.

[0005] SUMMARY OF THE INVENTION Therefore, an object of the present invention is to provide a game processing method and the like that can realize a novel game using a mouse as an operating device.

[0006] To achieve the above object, the following configuration examples can be given.

[0007] One configuration example is a game processing method in which a computer of an information processing device receives first data based on incident light through an opening provided on the bottom surface of the mouse, receives second data based on the posture of the mouse, accelerates a virtual object in a virtual space in a predetermined direction when the first data indicates that the mouse is being moved in one direction, forward or backward, on a work surface, and changes the course of the moving virtual object when the second data indicates that the mouse is being tilted in a roll direction.

[0008] According to the above configuration example, it is possible to provide the user with a game that has new interest and allows the user to operate virtual objects through new and intuitive operations.

[0009] As another configuration example, the computer may be configured to reduce the degree of course change of the virtual object according to the second data from when the virtual object is accelerated until the first condition is satisfied.

[0010] According to the above configuration example, even if the user unintentionally tilts the mouse after sliding it in one direction, for example when lifting the mouse to return it to its original position on the work surface, the degree to which the virtual object changes course unintentionally can be reduced.

[0011] As another configuration example, the first condition may be satisfied when it is determined that the mouse has been removed from the work surface and then touched down on the work surface again.

[0012] If the mouse is moved across the work surface, lifted, and then touches the ground again, it can be assumed that the tilt of the mouse in the roll direction is the result of an intentional operation by the user. According to the above configuration example, the path of the virtual object can be smoothly changed in response to such an intentional tilt operation by the user.

[0013] As another configuration example, the first condition may be satisfied when a first predetermined time has elapsed from a first timing after the virtual object is accelerated.

[0014] The tilt of the mouse in the roll direction after a predetermined time has elapsed since the mouse was moved and lifted on the work surface can be assumed to be the result of an intentional operation by the user. According to the above configuration example, the path of the virtual object can be smoothly changed in response to such an intentional tilt operation by the user.

[0015] In another example configuration, the computer may begin accelerating the virtual object when the mouse is lifted off the work surface.

[0016] According to the above configuration example, it is possible to intuitively control the timing at which the virtual object actually accelerates. Furthermore, if the virtual object is a skateboard, for example, it is possible to provide an operational feeling similar to the experience of kicking the ground to accelerate a real skateboard.

[0017] As another example configuration, the computer may accelerate the virtual object in a predetermined direction when the first data indicates that the mouse is being moved on the work surface within a predetermined angular range that includes an axis extending in one direction, forward or backward, of the mouse.

[0018] According to the above configuration example, even if the user moves the mouse in a direction different from the one direction, the virtual object accelerates, so that an easy movement operation can be realized.

[0019] As another configuration example, the computer may accelerate the virtual object in a predetermined direction according to the absolute amount of movement of the mouse on the work surface based on the first data.

[0020] According to the above configuration example, even if the user moves the mouse in a direction different from the one direction, the virtual object accelerates not only in accordance with the amount of movement in the one direction but also in accordance with the amount of movement (absolute amount) due to the movement operation, thereby preventing the sense of discomfort that the virtual object does not accelerate or accelerates too little in proportion to the distance moved.

[0021] As another configuration example, the computer may display on a display unit an acceleration parameter that can accelerate the virtual object according to the remaining amount, that decreases when the virtual object is accelerated, and that is recovered when a second condition is satisfied.

[0022] According to the above configuration example, the acceleration of the virtual object is restricted, and therefore it is possible to provide the user with the interest of determining the necessity of acceleration.

[0023] As another configuration example, the computer may be configured to cause a virtual object to perform a predetermined action when the mouse is removed from the work surface during input via the mouse operation section.

[0024] According to the above configuration example, it is possible to distinguish between, for example, an operation of lifting the mouse to return it to its position on the work surface and an operation of lifting the mouse to perform a specified action, thereby preventing operations that are contrary to the user's intention.

[0025] In another configuration example, the predetermined action may be a jump.

[0026] Since a jumping action and the operation of lifting the mouse off the work surface have an affinity with each other, the above configuration example allows the virtual object to jump with an intuitive operation.

[0027] As another configuration example, the computer may be configured to set the virtual object to a ready state while an operation is being input to the operation unit.

[0028] The virtual object may be a skateboarder, the ready state may be a crouching state, and the skateboarder may accelerate or decelerate more or less while in the ready state than when not in the ready state.

[0029] According to the above configuration example, it is possible to intuitively understand that the crouching state is a preparation state for a jump, which is a predetermined action. Furthermore, it is possible to intuitively understand that the acceleration rate of the virtual object is high or the deceleration rate is low from the crouching state, which provides an interest in whether or not the virtual object will enter a crouching state.

[0030] As another example, the computer may decelerate a moving virtual object when the second data indicates that the mouse has been rotated in a yaw direction.

[0031] According to the above configuration example, it is possible to provide the user with a game that has new interest and allows the user to operate virtual objects through new and intuitive operations.

[0032] In another example configuration, the virtual object may be a skateboarder, and the computer may cause the skateboarder to kick the ground in the virtual space, accelerating the skateboarder forward, when the first data indicates that the mouse is being moved backward on the work surface.

[0033] According to the above configuration example, it is possible to provide an operational feeling similar to the experience of a real skateboarder kicking the ground and accelerating forward.

[0034] FIG. 1 is a block diagram showing an example of the internal configuration of the game device 10; FIG. 2 is a schematic diagram showing an example of the appearance of a mouse; FIG. 3 is a diagram for explaining how to operate the mouse; FIG. 4 is a diagram showing an example of a game screen of the game; FIG. 5 is a diagram for explaining how to operate the game; FIG. 6 is a diagram for explaining how to operate the game; FIG. 7 is a diagram for explaining how to operate the game;

[0035] An embodiment will be described below.

[0036] [Hardware Configuration of Information Processing Device] An information processing device (information processing system) for executing information processing according to this embodiment will be described. The information processing device is, for example, a stationary or portable game device, a personal computer, a tablet terminal, a smartphone, a wearable terminal, or the like. Note that the information processing device according to this embodiment may be a server, or may be composed of a game device such as the above and a predetermined server. In this embodiment, a stationary game device (sometimes simply referred to as a "game device") will be described as an example of an information processing device.

[0037] FIG. 1 is a block diagram showing an example of the internal configuration of a game device (game system) 10 according to this embodiment. The game device 10 includes a processor 11. The processor 11 is an information processing unit that executes various information processes executed in the game device 10. For example, the processor 11 may be composed of only a CPU (Central Processing Unit), or may be composed of a SoC (System-on-a-Chip) that includes multiple functions such as a CPU function and a GPU (Graphics Processing Unit) function. The processor 11 executes various information processes by executing an information processing program (e.g., a game program) stored in a storage unit 12. The storage unit 12 may be an internal storage medium such as a flash memory or a DRAM (Dynamic Random Access Memory), or may be configured to use an external storage medium inserted into a slot (not shown).

[0038] The game device 10 also includes a mouse communication unit 13 for performing wired or wireless communication with the mouse 17 .

[0039] Furthermore, a display unit 15 (e.g., a television or the like) is connected to the game device 10 via an image / audio output unit 14. The processor 11 outputs images and sounds generated (e.g., by executing the above-described information processing) via the image / audio output unit 14 to the display unit 15, which is capable of outputting sounds.

[0040] The game device 10 also includes a network communication unit (not shown) and can communicate with external devices via a network. The network communication unit connects to a wireless LAN using a method that complies with the Wi-Fi standard, for example, and performs Internet communication with external devices (other game devices 10). The network communication unit can also perform short-range wireless communication (for example, infrared communication) with other game devices 10.

[0041] The mouse 17 and the display unit 15 may or may not be considered to be included in the game device 10.

[0042] Fig. 2 is a schematic diagram showing an example of the appearance of the mouse 17. As shown in Fig. 2, the mouse 17 has a plate shape with the y-axis direction as the longitudinal direction (a rectangular parallelepiped or a shape similar thereto, in which the thickness in the x-axis direction is smaller than the thickness in the y-axis direction and the z-axis direction, and the thickness in the z-axis direction is smaller than the thickness in the y-axis direction).

[0043] The mouse 17 includes an inertial sensor. Specifically, the mouse 17 includes an acceleration sensor (not shown) and an angular velocity sensor (not shown). The two sensors, the acceleration sensor and the angular velocity sensor, may be combined into one inertial sensor. The inertial sensor may also include another sensor. The acceleration sensor outputs data related to the magnitude of acceleration along three predetermined axes (the x, y, and z axes shown in FIG. 2). The acceleration sensor may output data related to acceleration along one or two axes. The angular velocity sensor outputs data related to angular velocity around three predetermined axes (the x, y, and z axes shown in FIG. 2). The angular velocity sensor may output data related to angular velocity around one or two axes. The output data from the acceleration sensor and the angular velocity sensor are repeatedly transmitted to the mouse communication unit 13 at appropriate timing. The data output by the inertial sensor may be used to calculate the posture, movement, rotation, etc. of the mouse 17.

[0044] As shown in FIG. 2 , the mouse 17 includes a sensor (sometimes referred to as a “mouse sensor”) 30 on its bottom surface for detecting operations such as a user sliding the mouse 17 across a work surface (the work surface that the bottom surface in FIG. 2 contacts). The mouse sensor 30 is, for example, a typical mouse sensor (e.g., an optical or laser sensor) that outputs data related to incident light through an opening in the bottom surface. The output data may be used to calculate the movement of the mouse 17 on the work surface (movement direction, movement distance, movement speed, virtual current coordinates, etc.). Also, as shown in FIG. 2 , the mouse 17 includes buttons 31 and 32. Data indicating the operation status of buttons 31 and 32 is repeatedly transmitted to the mouse communication unit 13 at appropriate times. The mouse 17 may include other operation units in addition to or instead of the buttons. For example, the mouse 17 may include an analog stick or a touchpad. The mouse 17 also includes a vibration device (not shown) that vibrates the mouse 17.

[0045] 3 is a diagram for explaining how to operate the mouse 17. As shown in FIG. 3, the user holds the mouse 17 in his / her right hand 33. Then, as shown in FIG. 3, the user can perform operations such as moving the mouse 17 on the work surface, pressing button 31 with the index finger or middle finger, and pressing button 32 with the thumb. The user can also perform operations such as lifting the mouse 17 off the work surface.

[0046] The mouse 17 is a right-handed mouse in which the button 32 is located in a position that is easy to press with the thumb of the right hand. The following description will be given of a case in which the user operates the mouse 17 with the right hand. Note that if the user operates the mouse with the left hand, a left-handed mouse (not shown) may be used instead of the right-handed mouse 17. The left-handed mouse differs from the right-handed mouse 17 in that the button 32 is located in a position that is easy to press with the thumb of the left hand (the position indicated by the reference numeral 32 when FIG. 3 is flipped horizontally).

[0047] The working surface of the mouse 17 does not have to be flat. For example, the user may use the upper surface (front surface) of the thigh as the working surface of the mouse 17.

[0048] [Game Assumed in This Embodiment] Next, an overview of game processing executed by the game device 10 according to this embodiment will be described. The game assumed in this embodiment is, as an example, a skateboarding game. Specifically, this is a game in which a player object (a skateboarder, which may or may not include a skateboard; sometimes referred to as a "PO") 100, which moves in response to a user's operation within a virtual space, moves, etc., to achieve a predetermined objective (for example, the objective of reaching a goal point as quickly as possible). In this game, the PO 100 may also pass through checkpoints and acquire coins.

[0049] [Outline of Game Processing of the Present Embodiment] Next, an outline of the operation of the game processing executed by the game device 10 according to the present embodiment will be described. FIG. 4 is an example of a game image depicting the virtual space of the game. As shown in FIG. 4, the PO 100 can move forward (toward the front of the skateboard) on a ground object (sometimes referred to as the "ground" or "road surface") in response to a user's operation. The PO 100 is also affected by air resistance, road resistance, and the like (sometimes simply referred to as "resistance"). Specifically, the PO 100 is subjected to a force due to the resistance in a direction that slows it down depending on the moving speed, etc. The PO 100 is also affected by the slope of the road surface. Specifically, the PO 100 is subjected to a force in the direction that moves down a slope depending on the angle of the slope. Therefore, the PO 100 accelerates or decelerates depending on the influence of the slope. Note that the direction of travel of the PO 100 may be changed in a direction that increases the slope angle.

[0050] FIG. 5 is a diagram illustrating an overview of an operation for accelerating the PO 100 in the forward direction. Note that the user's hand operating the mouse 17 is not shown in FIG. 5 and subsequent figures. As shown in FIG. 5, the user can accelerate the PO 100 in the forward direction (the direction in which the skateboard moves forward) by moving the mouse 17 toward the user on the work surface (see (A) and (B)) and then lifting the mouse 17 from the work surface (see (C)). This allows the PO 100 to move forward with an intuitive operation. The user can then repeatedly accelerate the PO 100 in the forward direction by placing the lifted mouse 17 on the work surface, moving it toward the user again (see (A) and (B)), and then lifting it from the work surface again (see (C)). This allows the PO 100 to continue moving forward even if the PO 100 is decelerated during movement.

[0051] FIG. 6(1) is a diagram specifically illustrating the operation of accelerating the PO 100 in the forward direction. FIG. 6(2) is a diagram specifically illustrating the mouse operation that accelerates the PO 100 in the forward direction. In FIG. 6(2), (A) indicates the time when the mouse 17 starts moving toward the user (in the negative y-axis direction) on the work surface. (B) indicates the time when the mouse 17 has moved toward the user from (A) on the work surface a predetermined distance (e.g., 2 cm; the distance between (A) and (B) is exaggerated for convenience of illustration). (C) indicates the time when the mouse 17, having moved further toward the user from (B) on the work surface, is lifted from the work surface (moved away from the work surface). (D) indicates the time when the lifted mouse 17 is moving toward the user in the air to move the mouse 17 toward the user again on the work surface. Also, (Z) indicates the time when the mouse 17, moving further forward from (B), has been on the work surface for a predetermined time (e.g., 0.5 seconds) since (B) without being lifted. Note that although (Z) is written closer to the user than (C) in Figure 6 (2), the position of (Z) does not have any particular significance.

[0052] First, assume that at time (A), the PO 100 is moving forward by inertia, as shown in FIG. 6(1)(a). Then, at time (B), when the mouse 17 has moved a predetermined distance forward on the work surface from time (A), the PO 100 raises its right foot and enters an acceleration preparation state, as shown in FIG. 6(1)(b). Then, at time (C), when the mouse 17 has moved forward on the work surface from time (B) and been lifted off the work surface, the PO 100 kicks off the road surface with its right foot and accelerates forward, as shown in FIG. 6(1)(c). In this case, the PO 100 accelerates at a rate corresponding to the distance traveled by the mouse 17 from time (B) to time (C). Note that, in other embodiments, the PO 100 may accelerate at a rate corresponding to the distance traveled by the mouse 17 from time (A) to time (C), or the rate of acceleration may be constant. If the user subsequently wishes to accelerate the PO 100 again, he or she moves the lifted mouse 17 backward in the air (see (D)), places it on the work surface (and then places it back on the ground; see (A)), and performs the above operation again.

[0053] By performing the above operations, the user can accelerate (or repeatedly accelerate) the PO 100. In this way, when the mouse 17 is moved toward the user and then lifted from the work surface, the PO 100 kicks the road surface and accelerates, providing a feeling of operation similar to that of kicking the road surface with the mouse 17 to accelerate (the feeling of operation similar to that of kicking the road surface to accelerate an actual skateboard).

[0054] On the other hand, at time (Z) after a predetermined time (e.g., 0.5 seconds) has elapsed since time (B), the PO 100 kicks the road surface with its right foot and accelerates forward, as shown in FIG. 6(1)(c). In this case, the PO 100 may accelerate at a rate corresponding to the distance the mouse 17 has moved from time (B) to time (Z). In other embodiments, the PO 100 may accelerate at a rate corresponding to the distance the mouse 17 has moved from time (A) to time (Z), or the rate of acceleration may be constant. In this way, the PO 100 kicks the road surface and accelerates forward after a predetermined time has elapsed, providing a feeling of operation similar to the acceleration action of an actual skateboard, for example, in which the PO 100 accelerates by kicking the road surface quickly in a short period of time.

[0055] In this embodiment, whether the mouse 17 is on the work surface (the mouse is in contact with the ground) is determined based on whether the mouse sensor 30 detects the work surface, but the method of determination is not limited to this. For example, a button may be provided on the bottom surface of the mouse 17, and whether the mouse is in contact with the ground may be determined based on whether the button is pressed, or a distance sensor may be provided on the bottom surface of the mouse 17, and the distance sensor may be used to measure the distance to the work surface to determine whether the mouse is in contact with the ground.

[0056] FIG. 7 is a diagram illustrating the distance traveled by the mouse 17 when the mouse 17 is moved toward the user on the work surface. The user may not always hold the mouse 17 with the y-axis of the mouse 17 pointing straight back, but may hold the mouse 17 tilted in the yaw direction, as shown in FIG. 7 . Furthermore, when the user pulls the mouse 17 toward themselves, they may not always move it straight toward the user, but may move it slightly diagonally, as shown in FIG. 7 . Therefore, when the user accelerates the mouse 17 by moving it toward the user, it is possible that the mouse 17 is moving in a direction that deviates from the negative y-axis direction as viewed from the mouse 17. Therefore, in this embodiment, a movement of the mouse 17 in a direction within a predetermined angle range including the y-axis on the xy plane is considered to be an operation for accelerating the PO 100, and the PO 100 is accelerated. 7, as an example, the operation of moving the mouse 17 in a direction within a range of 70° left and right around the y-axis on the xy plane is regarded as an operation for accelerating the PO 100. As a result, as shown in FIG. 7, even if the user moves the mouse 17 in a direction that is deviated by a certain amount from the negative y-axis direction, the PO 100 will accelerate.

[0057] Furthermore, in this embodiment, the movement distance of the mouse 17 when the mouse 17 is moved toward the user on the work surface is defined as the absolute movement distance, not the movement distance only in the y-axis direction. Specifically, as shown in Fig. 7, this is the movement distance in the xy plane. By doing so, even if the user moves the mouse 17 in a direction diagonal to the negative y-axis direction, as shown in Fig. 7, the PO 100 accelerates by an amount corresponding to the absolute movement distance of the mouse 17. This prevents the user from feeling that the PO 100 does not move or that the acceleration of the PO 100 is insufficient relative to the movement distance of the mouse 17.

[0058] FIG. 8 is a diagram illustrating an operation for changing the course of a moving PO 100. As shown in FIG. 8(1), in response to an operation of tilting the mouse 17 to the left (sometimes referred to as a "left tilt operation"), the PO 100 leans its body to the left and changes course to the left by a degree corresponding to the degree (angle) of the left tilt operation. FIG. 8(2) shows an example in which, conversely, in response to an operation of tilting the PO 100 to the right (sometimes referred to as a "right tilt operation"), the PO 100 leans its body to the right and changes course to the right by a degree corresponding to the degree of the right tilt operation. In this embodiment, the PO 100 curves more to the left as the degree of left tilt operation increases, and curves more to the right as the degree of right tilt operation increases. Note that the example of course change is not limited to the above. In other embodiments, the PO 100 may change course by sliding sideways without changing its direction of travel, rather than by curving to change its direction of travel.

[0059] The left tilt operation and the right tilt operation (sometimes collectively referred to as "tilt operation") are detected by an inertial sensor provided in the mouse 17. The tilt operation may be detected using an angular velocity sensor, or may be detected using both an acceleration sensor and an angular velocity sensor. The tilt operation is an operation in which the mouse 17 is tilted in the roll rotation direction (the direction of rotation around the y-axis), and therefore may also be called a "tilt operation in the roll direction."

[0060] For example, the initial position may be set to a position where the z-axis of the mouse 17 is perpendicular to the work surface, and the tilt from the initial position may be detected as the tilt due to the tilt operation. This prevents the PO 100 from unintentionally changing course even on an inclined work surface (a work surface that is not perpendicular to the direction of gravitational acceleration).

[0061] In this embodiment, even if a tilt operation is performed, the PO 100 may not change its course. In other words, the course change may be restricted. Specifically, from the time when the PO 100 accelerates (see (C) and (Z) in FIG. 6(2)), until the mouse 17 touches the ground again (changes from a non-grounded state to a grounded state) or until a predetermined time (e.g., 0.5 seconds) has elapsed, the PO 100 is restricted from changing its course even if a tilt operation is performed. This prevents the PO 100 from unintentionally changing its course due to the lifted mouse 17 (see (D) in FIG. 6(2)) unintentionally tilting in the roll direction when the PO 100 is accelerated in FIG. 6(2)(C). Furthermore, the PO 100 can smoothly change its course after the mouse 17 touches the ground again (see (A) in FIG. 6(2)). Furthermore, even if the mouse 17 does not touch the ground again, there is a high possibility that an intentional tilting operation is being performed after a certain amount of time has passed since the PO 100 accelerated, so the restriction on course change is lifted after the above-mentioned predetermined time has passed, making it possible to change course.

[0062] In other embodiments, the restriction on changing direction may be initiated from the time when the mouse 17 starts moving toward the user on the work surface (see (A) in FIG. 6(2)). The restriction on changing direction may also be initiated from the time when the mouse 17 touches the work surface (the time when the touchdown begins; see (D) to (A) in FIG. 6(2)). In this embodiment, the restriction on changing direction of the PO 100 is complete. However, in other embodiments, the restriction on changing direction of the PO 100 may not be complete, but may be limited to a smaller degree. For example, during the restriction on changing direction, the restriction on the degree of change of direction may be limited to half the normal degree of change of direction relative to the degree of tilt of the mouse 17, or the upper limit of the degree of change of direction may be reduced.

[0063] FIG. 9 is a diagram illustrating operations for causing the PO 100 to crouch and jump. As shown in FIG. 9(1), when the button 32 is continuously pressed while the PO 100 is not jumping, the PO 100 assumes a crouching position (sometimes referred to as a "jump preparation state"). The PO 100 may be able to avoid obstacles (e.g., go under an obstacle) by assuming a crouching position. In a crouching position, air resistance is reduced, so the force of air resistance slowing the PO 100 while moving is less than when the PO 100 is standing. In other words, the degree of deceleration is reduced. Even when the button 32 is pressed, if the acceleration operation described with reference to FIG. 6 is performed, the PO 100 may accelerate by kicking the road surface in a crouching position. Furthermore, if the course change operation described with reference to FIG. 8 is performed with the button 32 pressed, the PO 100 may change course in a crouching position. If the mouse 17 is equipped with, for example, an analog stick, the PO 100 may assume a crouching position when the analog stick is tilted. In the present embodiment, the PO 100 assumes a crouching position while the button 32 is being pressed, but in other embodiments, the PO 100 may assume a crouching position when the button 32 is pressed once, and may return to a standing position when the button 32 is pressed once again while in the crouching position.

[0064] Furthermore, when the mouse 17 is lifted while the button 32 is pressed (jump preparation state), the PO 100 jumps. By jumping, the PO 100 may be able to jump over obstacles or go through rings. The detection of the lifting of the mouse 17 is, for example, performed by an inertial sensor detecting a predetermined or greater change in acceleration in the z-axis direction. The detection of the lifting of the mouse 17 may also be performed by the mouse sensor 30 detecting that the mouse 17 has come off the ground, or by both detection by the inertial sensor and detection by the mouse sensor 30. In this way, by performing an operation to lift the mouse 17 while the button 32 is pressed (in a crouching position), the PO 100 jumps, thereby preventing the mouse from unintentionally jumping when it is lifted during an acceleration operation (see FIG. 6 ).

[0065] [Details of Information Processing in This Embodiment] Next, the information processing in this embodiment will be described in detail with reference to FIGS.

[0066] [Regarding Data Used] Various types of data used in this game processing will now be described. Fig. 10 shows an example of data stored in the storage unit 12 of the game device 10. As shown in Fig. 10, the storage unit 12 is provided with at least a program storage area 301 and a data storage area 302. The program storage area 301 stores a game program 401. The data storage area 302 stores game control data 402, image data 408, virtual camera control data 409, operation data 410, etc. The game control data 402 includes object data 403.

[0067] The game program 401 is a game program for executing the game processing.

[0068] The object data 403 is data on objects placed in the virtual space, such as a player object, a ground (road) object, an enemy object, etc. The object data 403 also includes data on the coordinates, direction, posture, state, etc. of the object.

[0069] Image data 408 is image data such as background and virtual effects.

[0070] The virtual camera control data 409 is data for controlling the movement of a virtual camera placed in a virtual space.

[0071] The operation data 410 is data indicating the content of operations performed on the mouse 17. The operation data 410 includes, for example, data indicating the movement of the mouse 17 (including movement on the work surface), changes in posture, and input states such as the pressed states of various buttons. The content of the operation data is updated at a predetermined interval based on data output from the mouse 17.

[0072] In addition, the storage unit 12 stores various types of data used in game processing and drawing processing as needed.

[0073] [Details of Game Processing] Next, the game processing according to this embodiment will be described with reference to a flowchart. Figures 11 to 13 are examples of flowcharts showing the game processing according to this embodiment. Note that the following mainly describes the processing that is characteristic of this embodiment, and other descriptions will be omitted. For example, descriptions of the reflection processing of received data 412, the drawing processing, the transmission processing of transmission data, etc. will be omitted.

[0074] When this game processing is started and the skateboarding game is started, the game progression processing of Figures 11 to 13 is started. This processing is executed at predetermined intervals (for example, every drawing frame). When the skateboarding game ends, this game processing ends.

[0075] First, in step S100 of Fig. 11, processor 11 determines whether PO 100 is jumping (see Fig. 9(2)) based on object data 403. If the determination is YES, the process proceeds to step S115 of Fig. 13, and if the determination is NO, the process proceeds to step S101.

[0076] In step S101, the processor 11 determines whether or not a predetermined button (button 32) is being pressed, based on the operation data 411. If the determination is YES, the process proceeds to step S102, and if the determination is NO, the process proceeds to step S105 in FIG.

[0077] In step S102, the processor 11 sets the PO 100 to a jump preparation state (if it is already in the jump preparation state, it maintains the jump preparation state), as described with reference to FIG. 9(1). Thereafter, the process proceeds to step S103.

[0078] In step S103, processor 11 determines whether or not the jump operation described with reference to Fig. 9(2) has been performed, based on operation data 410. If the determination is YES, the process proceeds to step S104, and if the determination is NO, the process proceeds to step S105 in Fig. 12.

[0079] In step S104, the processor 11 jumps PO100 as described with reference to Fig. 9(2). Thereafter, the process proceeds to step S115 in Fig. 13 .

[0080] 12, the processor 11 determines whether the mouse 17 is in contact with the ground based on the operation data 410. If the determination is YES, the process proceeds to step S106, and if the determination is NO, the process proceeds to step S111 in FIG.

[0081] In step S106, the processor 11 calculates the movement distance of the mouse 17 based on the operation data 410. Specifically, the processor 11 calculates the movement distance from (A) in Fig. 6(2), as described with reference to Fig. 6 and Fig. 7. Thereafter, the process proceeds to step S107.

[0082] In step S107, the processor 11 determines whether the grounded mouse 17 has moved a predetermined distance (e.g., 2 cm) since it started moving. Specifically, the processor 11 determines whether the mouse 17 has moved from (A) to (B) in FIG. 6(2) based on the movement distance calculated in step S106. If the determination is YES, the process proceeds to step S108. If the determination is NO, the process proceeds to step S111 in FIG. 13.

[0083] In step S108, the processor 11 sets the PO 100 to the acceleration preparation state (if the PO 100 is already in the acceleration preparation state, the PO 100 maintains the acceleration preparation state), as described with reference to FIG. 6(1). Then, the process proceeds to step S109.

[0084] In step S109, the processor 11 determines whether the acceleration condition is satisfied. Specifically, as described with reference to FIG. 6, the processor 11 determines whether the mouse 17 has been lifted from the work surface (i.e., has been released from the ground; (C) in FIG. 6(2)) in the acceleration preparation state, or whether a predetermined time (e.g., 0.5 seconds) has elapsed since the acceleration preparation state was entered ((Z) in FIG. 6(2)). If the determination is YES, the process proceeds to step S110. If the determination is NO, the process proceeds to step S111 in FIG. 13.

[0085] In step S110, the processor 11 sets the acceleration of the PO 100 in accordance with the movement distance of the mouse 17 (the movement distance from (B) to (C) or (Z) in FIG. 6(2)), as described with reference to FIG. 6 and FIG. 7. Thereafter, the process proceeds to step S111 in FIG. 13.

[0086] 13, the processor 11 determines, based on the operation data 410, whether or not the mouse 17 is being tilted in the roll direction as described with reference to Fig. 8. If the determination is YES, the process proceeds to step S112, and if NO, the process proceeds to step S115.

[0087] In step S112, the processor 11 determines whether the PO 100 is moving (moving forward) based on the object data 403. If the determination is YES, the process proceeds to step S113, and if NO, the process proceeds to step S115.

[0088] In step S113, processor 11 determines whether or not the lane change restriction described with reference to Fig. 6 is in effect, based on operation data 410, etc. If the determination is YES, the process proceeds to step S115, and if the determination is NO, the process proceeds to step S114.

[0089] In step S114, the processor 11 sets a course change for the PO 100 in accordance with the tilt of the mouse 17 in the roll direction, based on the operation data 410. Thereafter, the process proceeds to step S115.

[0090] In step S115, the processor 11 determines whether or not a lane change restriction is in effect, similarly to step S113. If the determination is YES, the process proceeds to step S118, and if the determination is NO, the process proceeds to step S116.

[0091] In step S116, processor 11 determines whether the condition for starting the lane change restriction has been met based on operation data 410, etc. Specifically, processor 11 determines whether PO 100 has accelerated (see (C) and (Z) in FIG. 6(2)). If this determination is YES, the process proceeds to step S117, and if this determination is NO, the process proceeds to step S120.

[0092] In step S117, the processor 11 starts restricting the course change. Then, the process proceeds to step S120.

[0093] In step S118, processor 11 determines whether the conditions for canceling the lane change restriction have been met based on operation data 410, etc. Specifically, processor 11 determines whether mouse 17 has touched the ground again or whether a predetermined time has elapsed since the lane change restriction began, as described with reference to Fig. 6. If this determination is YES, the process proceeds to step S119, and if it is NO, the process proceeds to step S120.

[0094] In step S119, the processor 11 cancels (ends) the lane change restriction, and then the process proceeds to step S120.

[0095] In step S120, the processor 11 determines the movement speed and direction of the PO 100 and updates the movement status of the PO 100. Specifically, when the PO 100 is not jumping, the processor 11 determines the movement speed and direction of the PO 100 based on the acceleration set in step S110, the course change content set in step S114, the resistance, and the inclination of the road surface, and updates the movement status of the PO 100. Note that, for example, when the road surface is inclined sideways relative to the direction of travel of the PO 100, the movement direction of the PO 100 may be determined to turn toward the downward inclination. Note that the processor 11 may reduce air resistance when the PO 100 is crouching. Furthermore, when the PO 100 is jumping, the processor 11 determines the movement speed of the PO 100 based on air resistance and updates the movement status of the PO 100. When the PO 100 is jumping, the processor 11 may ignore road resistance. The processor 11 may determine the moving speed and direction of the PO 100 based on the slope of the road surface at the moment the PO 100 jumps. After that, the process returns to step S100.

[0096] According to the present embodiment described above, as explained using FIG. 6 , by moving the mouse 17 toward you and then lifting it off the work surface, you can cause the PO 100 to kick the road surface and accelerate, providing a feeling of operation similar to kicking the road surface with the mouse 17 to accelerate (the feeling of operation similar to kicking the road surface to accelerate on an actual skateboard). Furthermore, as explained using FIG. 8 , by tilting the mouse 17 in the roll direction, you can cause the PO 100 to lean its body and change course, providing a feeling of operation similar to leaning its body to change course on an actual skateboard. Furthermore, as explained using FIG. 9 , you can cause the PO 100 to jump by pressing the button 32 to crouch and then lifting the mouse 17, providing a feeling of operation similar to crouching and then jumping on an actual skateboard.

[0097] [Modification] In the above-described embodiment, as explained with reference to FIG. 6, the PO 100 accelerates at point (C) or (Z) after the mouse 17 moves forward. However, the condition for starting acceleration may be either one of these conditions, or another condition. For example, the PO 100 may accelerate when the movement distance of the mouse 17 reaches a predetermined value.

[0098] In the above-described embodiment, it is possible to change the course of the PO 100 by tilting the mouse 17 even while moving the mouse toward the player. However, changing the course in this case may be prohibited. That is, the user may not be able to simultaneously accelerate and change the course of the PO 100. In this case, the user must select whether to accelerate or change the course of the PO 100, for example, just before a curve, which adds a strategic element to the game.

[0099] Furthermore, in the above-described embodiment, no limit is imposed on the number of times the PO 100 can be accelerated, as described with reference to FIG. 6 and other figures. However, a limit may be imposed on the number of times the PO 100 can be accelerated. For example, the display unit 15 may display an acceleration parameter 200 that decreases as the PO 100 accelerates and recovers when a predetermined condition is met. If the acceleration parameter 200 remains, the PO 100 can be accelerated in response to an acceleration operation. FIG. 14 illustrates an example of the acceleration parameter 200. The acceleration parameter 200 shown in FIG. 14(1) decreases one of up to six circles with each acceleration of the PO 100. The acceleration parameter 200 shown in FIG. 14(2) decreases the energy used for acceleration (graph value) by a predetermined amount with each acceleration of the PO 100. The acceleration parameter 200 may recover over time. For example, the acceleration parameter 200 may recover one by one (or by a predetermined amount) if acceleration is not performed for a predetermined period of time, or may recover to its maximum. For example, the acceleration parameter 200 may be recovered one by one (or by a predetermined amount) over time, regardless of whether acceleration is occurring or not, or may be recovered up to a maximum. For example, the acceleration parameter 200 may be recovered by the PO 100 obtaining a predetermined item, or by the PO 100 performing a specific action (such as a jump).

[0100] In the above-described embodiment, when the PO 100 is not accelerated, the PO 100 may stop or continue to move, for example, at a predetermined low speed.

[0101] In the above-described embodiment, the PO 100 may decelerate in response to a predetermined operation. For example, if the mouse 17 is equipped with an analog stick, when it is detected that the analog stick is tilted toward the user (in the negative y-axis direction), the PO 100 may decelerate by raising the front end of the skateboard and lowering the rear end, thereby taking a braking posture. As another example, the PO 100 may take the braking posture by raising the positive y-axis side of the mouse 17 higher than the negative y-axis side.

[0102] In the above-described embodiment, the PO 100 may perform a power slide to rapidly decelerate in response to a predetermined operation. For example, when an inertial sensor detects that the mouse 17 has been rotated in the yaw direction (the direction of rotation around the Z axis in FIG. 2 ) at a rotational speed greater than or equal to a predetermined angle, the PO 100 may rotate in the detected rotational direction, so that the side of the skateboard faces the direction of travel, and the PO 100 may perform a power slide to rapidly decelerate. Note that in this embodiment, if deceleration by braking as described above is possible, the operation to perform a power slide is different from the operation to perform the braking as described above, and the deceleration by a power slide may be greater than the deceleration by braking.

[0103] In the above-described embodiment, the mouse 17 may be vibrated by a vibration device in response to the movement of the PO 100. For example, the mouse 17 may be vibrated when the PO 100 is moving on a road surface, and the vibration may be stopped when the PO 100 is off the road surface (jumping) or is stationary. The strength of the vibration of the mouse 17 may be changed depending on the condition of the road surface (e.g., asphalt, dirt, gravel). For example, the mouse 17 may be temporarily vibrated relatively strongly at the moment the PO 100 kicks the road surface. For example, when the PO 100 is moving on a road surface, a relatively weak vibration associated with the movement on the road surface may be continued, while a relatively strong vibration caused by the kicking may be temporarily superimposed.

[0104] In the above-described embodiment, the PO 100 may carry a weapon (such as a rifle, a bow and arrow, or a sword), and may use the weapon in response to a predetermined operation. As an example, the PO 100 may hold the weapon in response to an operation to raise the mouse 17. For example, the PO 100 may hold the weapon when an inertial sensor detects that the angular difference between the negative y-axis direction of the mouse 17 (see FIG. 2 ) and the direction of gravitational acceleration is within a predetermined angle (e.g., 30°). Furthermore, while the PO 100 is holding the weapon, the PO 100 may attack, for example, an enemy object using the weapon when an inertial sensor detects that the mouse 17 is swung at an acceleration or angular velocity equal to or greater than a predetermined value.

[0105] In the above-described embodiment, if the mouse 17 is lifted from the work surface and the PO 100 jumps (see FIG. 9 ), and then the mouse 17 is suddenly returned toward the work surface (for example, when an inertial sensor detects a change in acceleration in the z-axis direction of a predetermined value or more), the PO 100 may perform a predetermined action. For example, the PO 100 may somersault and land, or may stomp on an enemy object to inflict damage.

[0106] In the above-described embodiment, the PO 100 changes its course in response to tilting the mouse 17 in the roll direction (see FIG. 8 ). However, for example, the PO 100 may change its course in response to sliding the mouse 17 in the x-axis direction (left and right). For example, the PO 100 may be slid sideways to change its course. Furthermore, by sliding the PO 100 sideways, an enemy object may be attacked and damaged. Furthermore, an enemy object located next to the PO 100 may be attacked and damaged in response to sliding the mouse 17 in the x-axis direction, without sliding the PO 100 sideways.

[0107] In the above-described embodiment (see FIG. 2 ), the mouse sensor 30 outputs data regarding the light reflected from the work surface, and the processor 11 of the game device 10 calculates, based on the data, whether the mouse has moved on the work surface, the direction and amount of movement, etc. However, the mouse 17 may determine whether the mouse 17 has moved on the work surface, calculate the direction and amount of movement, etc., based on the data output by the mouse sensor 30, and transmit these data to the game device 10. That is, the mouse 17 may transmit data regarding the amount of movement, etc., of the mouse as data based on the light reflected from the work surface. Note that calculation of such data may be performed by a processor included in the mouse 17 or by the mouse sensor 30. The processor 11 of the game device 10 or the mouse 17 may also calculate the current position of the mouse in the mouse coordinate system based on the data based on the light reflected from the work surface. The same applies to an inertial sensor included in the mouse; either the game device 10 or the mouse 17 may calculate the actual attitude, etc.

[0108] The shape of the mouse 17 in the above-described embodiment (see FIG. 2 ) is merely an example. For example, the mouse 17 may have a grip that allows the user to easily grasp and lift it. As an example, the mouse 17 may be used like a general game controller. That is, a game controller having a mouse sensor 30 is included in the scope of the mouse in this disclosure. The mouse 17 may also be detachable from other devices. In another embodiment, the mouse may have a rotatable ball on its surface. In this case, instead of or in addition to moving the mouse on the work surface, the mouse may output data substantially similar to that obtained by moving the mouse on the work surface by freely rotating the ball. Game processing may then be performed based on such data acquired from the mouse.

[0109] Furthermore, although the above embodiment illustrates a skateboarding game, other games may be used. For example, the PO 100 may be a person, a snowboarder, a car, a boat, an airplane, etc. For example, if the PO 100 is a rotating body such as a tire, the rotating body may move forward in response to the mouse 17 being moved from the front to the back.

[0110] In the above-described embodiment, a series of processes related to game processing is executed by a single game device 10. In other embodiments, the series of processes may be executed in an information processing system including multiple information processing devices. For example, in an information processing system including a terminal device and a server device capable of communicating with the terminal device via a network, some of the series of processes may be executed by the server device. Furthermore, in an information processing system including a terminal device and a server device capable of communicating with the terminal device via a network, main processes of the series of processes may be executed by the server device, and some processes may be executed by the terminal device. In the above-described information processing system, the server system may be composed of multiple information processing devices, and the processes to be executed on the server side may be shared and executed by the multiple information processing devices. A so-called cloud gaming configuration may also be used. For example, the game device 10 may be configured to send operation data indicating user operations to a predetermined server, and various game processes may be executed on the server, with the execution results being streamed to the game device 10 as video and audio.

[0111] The game processing method, game program, game device, and game system according to the present disclosure can provide novel game processing using a mouse.

[0112] REFERENCE SIGNS LIST 10 Game device 11 Processor 12 Storage unit (memory) 15 Display unit 17 Mouse 30 Mouse sensor 31, 32 Buttons 100 Player object

Claims

1. A game processing method for causing a computer of an information processing apparatus to receive first data based on incident light passing through an opening provided on the bottom surface of a mouse, receive second data based on the posture of the mouse, accelerate a virtual object in a virtual space in a predetermined direction when the first data indicates that the mouse is being moved in one direction in the front-rear direction on a work surface, and change the path of the moving virtual object when the second data indicates that the mouse is tilted in the roll direction.

2. The game processing method according to claim 1, wherein the computer reduces the degree of path change of the virtual object according to the second data until a first condition is satisfied after the virtual object is accelerated.

3. The game processing method according to claim 2, wherein the first condition is satisfied by determining that the mouse has come into contact with the work surface again after being separated from the work surface.

4. The game processing method according to claim 2 or 3, wherein the first condition is satisfied by the elapse of a first predetermined time from a first timing after the virtual object is accelerated.

5. The game processing method according to any one of claims 1 to 4, wherein the computer starts accelerating the virtual object when the mouse leaves the work surface.

6. The game processing method according to any one of claims 1 to 5, wherein the computer accelerates the virtual object in the predetermined direction when the first data indicates that the mouse is being moved within a predetermined angle range including an axis extending in one direction in the front-rear direction of the mouse on the work surface.

7. The game processing method according to claim 6, wherein the computer accelerates the virtual object in the predetermined direction according to the absolute amount of movement of the mouse on the work surface based on the first data.

8. The game processing method according to any one of claims 1 to 7, wherein the computer causes a display unit to display an acceleration parameter that can accelerate the virtual object according to a remaining amount, decreases when the virtual object is accelerated, and recovers by satisfying a second condition.

9. The game processing method according to any one of claims 1 to 8, wherein the computer causes the virtual object to execute a predetermined action when the mouse is lifted from the work surface during an operation input to the operation unit of the mouse.

10. The game processing method according to claim 9, wherein the predetermined action is a jump.

11. The game processing method according to claim 9 or 10, wherein the computer causes the virtual object to be in a ready state during an operation input to the operation unit.

12. The virtual object is a skateboarder, the ready state is a crouched state, and during the ready state, the acceleration of the skateboarder is greater or the deceleration is smaller than when not in the ready state. The game processing method according to claim 11.

13. The game processing method according to any one of claims 1 to 12, wherein the computer decelerates the moving virtual object when the second data indicates that the mouse has been rotated in the yaw direction.

14. The virtual object is a skateboarder, and the computer causes the skateboarder to kick the ground in the virtual space and accelerate the skateboarder forward when the first data indicates that the mouse is being moved backward on the work surface. The game processing method according to any one of claims 1 to 13.

15. A game program for causing a computer of an information processing apparatus to receive first data based on incident light passing through an opening provided on the bottom surface of a mouse, receive second data based on the posture of the mouse, accelerate a virtual object in a virtual space in a predetermined direction when the first data indicates that the mouse is being moved in one direction in the front-rear direction on the work surface, and change the path of the moving virtual object when the second data indicates that the mouse is tilted in the roll direction.

16. A game device including a processor, wherein the processor receives first data based on incident light passing through an opening provided on the bottom surface of a mouse, receives second data based on the posture of the mouse, when the first data indicates that the mouse is being moved in one direction in the front-rear direction on a work surface, accelerates a virtual object in a virtual space in a predetermined direction, and when the second data indicates that the mouse is tilted in the roll direction, changes the path of the moving virtual object.

17. A game system including a mouse and a processor, wherein the mouse transmits first data based on incident light passing through an opening provided on the bottom surface of the mouse, transmits second data based on the posture of the mouse, the processor receives the first data, receives the second data, when the first data indicates that the mouse is being moved in one direction in the front-rear direction on a work surface, accelerates a virtual object in a virtual space in a predetermined direction, and when the second data indicates that the mouse is tilted in the roll direction, changes the path of the moving virtual object.

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