HK1253849B - Non-transitory computer readable medium and information processing method - Google Patents
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Description
技术领域Technical Field
本发明涉及一种非暂时性计算机可读介质和信息处理方法。The present invention relates to a non-transitory computer-readable medium and an information processing method.
背景技术Background Art
传统上,固定型游戏装置设置有实物控制器作为与游戏装置本体分开的操作装置。Conventionally, a stationary game apparatus is provided with a physical controller as an operating device separate from the game apparatus body.
这种实物控制器不适合于用于操作诸如智能电话等的移动终端上所执行的游戏。因而,已经使用移动终端的触摸屏上所显示的虚拟控制器来操作移动终端上所执行的游戏(例如,参见专利文献1)。Such physical controllers are not suitable for operating games executed on mobile terminals such as smartphones, etc. Therefore, virtual controllers displayed on the touch screen of the mobile terminal have been used to operate games executed on the mobile terminal (for example, see Patent Document 1).
引用列表Reference List
专利文献Patent Literature
专利文献1:日本特开2014-45965Patent Document 1: Japanese Patent Application Laid-Open No. 2014-45965
发明内容Summary of the Invention
发明要解决的问题Problems to be solved by the invention
然而,移动终端的触摸屏上所显示的传统虚拟控制器存在以下问题:在控制器在移动终端的画面上占用相对宽的面积的情况下,该控制器会损害游戏内的包括游戏角色的对象的可视性。However, a conventional virtual controller displayed on a touch screen of a mobile terminal has a problem in that the controller may impair visibility of objects including a game character within a game if the controller occupies a relatively wide area on the screen of the mobile terminal.
特别地,用以进行用于指示游戏角色动作的操作的传统虚拟控制器采用如下的指示操作:根据相对于该虚拟控制器的中心的手指移动距离,来设置游戏角色的移动速度等。这是因为,其使得游戏角色能够直观地移动。然而,在试图提高游戏角色的移动速度等的情况下,手指移动面积相应变大,由此甚至会更严重地损害可视性。In particular, conventional virtual controllers used to instruct game character movements employ a method of setting the character's movement speed, etc., based on the finger's movement distance relative to the center of the virtual controller. This allows for intuitive character movement. However, when attempting to increase the character's movement speed, the finger's movement area becomes larger, further compromising visibility.
因此,需要实现使得游戏者能够在更小的面积内移动其手指的同时直观地移动游戏角色的虚拟控制器。Therefore, there is a need to implement a virtual controller that enables a game player to intuitively move a game character while moving his or her fingers within a smaller area.
本发明是有鉴于上述情形而作出的,并且本发明的目的是使得能够实现使得游戏者可以在更小的面积内移动其手指的同时直观地移动游戏角色的虚拟控制器。The present invention has been made in view of the above-described circumstances, and an object of the present invention is to enable realization of a virtual controller that allows a game player to intuitively move a game character while moving his or her fingers within a smaller area.
用于解决问题的方案Solutions for solving problems
为了实现上述目的,根据本发明的方面的非暂时性计算机可读介质存储用于使用于控制终端的计算机执行控制处理的程序,所述终端包括:In order to achieve the above-mentioned object, a non-transitory computer-readable medium according to an aspect of the present invention stores a program for causing a computer for controlling a terminal to execute a control process, the terminal including:
显示介质,用于在其显示面上显示包括游戏角色的图像,其中所述游戏角色的动作根据用于使物体与所述显示面相接触的操作而改变,以及a display medium for displaying an image including a game character on a display surface thereof, wherein the action of the game character changes according to an operation for bringing an object into contact with the display surface, and
第一检测部件,用于检测根据物体与所述显示面的接触程度而变化的与所述显示介质相关的预定物理量,a first detecting component configured to detect a predetermined physical quantity related to the display medium that changes according to the degree of contact between the object and the display surface;
所述控制处理包括:The control process includes:
棘轮函数输出步骤,用于将所述第一检测部件的检测结果输入至预定的棘轮函数,并且将所述棘轮函数的输出值输出至外部;a ratchet function outputting step for inputting the detection result of the first detection component into a predetermined ratchet function, and outputting an output value of the ratchet function to the outside;
动作量确定步骤,用于根据所述棘轮函数的输出值来确定所述游戏角色的动作的预定量;以及an action amount determining step for determining a predetermined amount of action of the game character according to an output value of the ratchet function; and
动作控制执行步骤,用于执行控制,以根据所述动作量确定步骤中的处理所确定出的所述预定量来改变所述游戏角色的动作。The action control execution step is for executing control to change the action of the game character according to the predetermined amount determined by the processing in the action amount determination step.
还提供与根据本发明的方面的上述非暂时性计算机可读介质相对应的信息处理方法作为根据本发明的方面的信息处理方法。An information processing method corresponding to the above-mentioned non-transitory computer-readable medium according to aspects of the present invention is also provided as an information processing method according to aspects of the present invention.
发明的效果Effects of the Invention
根据本发明,使得能够实现使得游戏者可以在更小的面积内移动其手指的同时直观地移动游戏角色的虚拟控制器。According to the present invention, it is possible to realize a virtual controller that allows a game player to intuitively move a game character while moving his fingers within a smaller area.
附图说明BRIEF DESCRIPTION OF THE DRAWINGS
图1是示出根据本发明的实施例的游戏者终端1的硬件结构的框图。FIG. 1 is a block diagram showing a hardware structure of a player terminal 1 according to an embodiment of the present invention.
图2是示出用于利用图1的游戏者终端1上所显示的虚拟板来操作角色的基本方法的图。FIG. 2 is a diagram showing a basic method for operating a character using a virtual board displayed on the player terminal 1 of FIG. 1 .
图3是用于说明图2中的角色的移动速度的确定方法的图。FIG. 3 is a diagram for explaining a method of determining the moving speed of the character in FIG. 2 .
图4是用于说明利用图3中的确定方法所使用的棘轮(ratchet)函数可以确保操作的平滑性的图。FIG. 4 is a diagram for explaining that smoothness of operation can be ensured by using a ratchet function used in the determination method of FIG. 3 .
图5示出中断处理的行为。Figure 5 shows the behavior of interrupt handling.
图6是示出图1的游戏者终端的功能结构的示例的功能框图。FIG. 6 is a functional block diagram illustrating an example of a functional structure of the player terminal of FIG. 1 .
图7是用于说明应用于具有图6中的功能结构的游戏者终端的中断可否判断单元的用于判断是否需要进行中断的方法的示例的图。FIG. 7 is a diagram for explaining an example of a method for determining whether an interruption is necessary, applied to an interruption possibility determination unit of the player terminal having the functional configuration in FIG. 6 .
图8是示出应用于具有图6中的功能结构的游戏者终端的游戏角色动作量确定单元的传递函数的各种示例的图。FIG. 8 is a diagram showing various examples of transfer functions applied to a game character action amount determination unit of the player terminal having the functional structure in FIG. 6 .
图9是示出应用于具有图6中的功能结构的游戏者终端的游戏角色动作量确定单元的传递函数的各种示例的图。FIG. 9 is a diagram showing various examples of transfer functions applied to the game character action amount determination unit of the player terminal having the functional structure in FIG. 6 .
图10是示出通过具有图6中的功能结构的游戏者终端的游戏角色动作量控制执行单元来控制角色的动作的具体示例的图。FIG. 10 is a diagram showing a specific example of controlling the action of a character by the game character action amount control execution unit of the player terminal having the functional structure in FIG. 6 .
图11是用于说明具有图6中的功能结构的游戏者终端1所执行的处理的流程的示例的流程图。FIG. 11 is a flowchart for explaining an example of the flow of processing executed by the player terminal 1 having the functional structure in FIG. 6 .
具体实施方式DETAILED DESCRIPTION
以下将参考附图来说明本发明的实施例。Hereinafter, embodiments of the present invention will be described with reference to the accompanying drawings.
应当理解,以下被简称为“图像”的情况应当被解释成包括“运动图像”和“静止图像”这两者。It should be understood that what is hereinafter simply referred to as an "image" should be interpreted as including both a "moving image" and a "still image."
此外,“运动图像”应当被解释成包括分别通过以下第一处理至第三处理来显示的图像。Furthermore, "moving image" should be interpreted as including images displayed through the following first to third processes, respectively.
第一处理是指用于针对平面图像(2D图像)中的对象(例如,游戏角色)的各动作、在随着时间的经过而连续地在一系列静止图像之间进行切换的同时显示该一系列静止图像的处理。具体地,二维动画、即类似于所谓的翻书动画(book flipping)的处理是第一处理的示例。The first processing is a process for displaying a series of still images while switching between them over time in response to the actions of an object (e.g., a game character) in a two-dimensional image (2D image). Specifically, a process similar to two-dimensional animation, i.e., a so-called flipping book animation, is an example of the first processing.
第二处理是指用于预先设置与立体图像(基于3D模型的图像)中的对象(例如,游戏角色)的各动作相对应的游戏角色的动作并且在随着时间的经过而改变游戏角色的动作的同时显示该对象的处理。具体地,三维动画是第二处理的示例。The second processing is a process for presetting the actions of a game character corresponding to the actions of an object (e.g., a game character) in a stereoscopic image (an image based on a 3D model) and displaying the object while changing the actions of the game character over time. Specifically, three-dimensional animation is an example of the second processing.
第三处理是指用于准备与对象(例如,游戏角色)的各动作相对应的视频(即,运动图像)并且随着时间的经过而绘制该视频的处理。The third process refers to a process for preparing a video (ie, a moving image) corresponding to each action of an object (eg, a game character) and rendering the video over time.
图1是示出根据本发明的实施例的游戏者终端1的硬件结构的框图。FIG. 1 is a block diagram showing a hardware structure of a player terminal 1 according to an embodiment of the present invention.
游戏者终端1是通过智能电话等来实现的。The player terminal 1 is implemented by a smartphone or the like.
游戏者终端1包括CPU(中央处理单元)21、ROM(只读存储器)22、RAM(随机存取存储器)23、总线24、输入/输出接口25、触摸操作输入单元26、显示单元27、输入单元28、存储单元29、通信单元30、驱动器31、触摸压力检测单元41以及触摸位置检测单元42。The player terminal 1 includes a CPU (central processing unit) 21, a ROM (read-only memory) 22, a RAM (random access memory) 23, a bus 24, an input/output interface 25, a touch operation input unit 26, a display unit 27, an input unit 28, a storage unit 29, a communication unit 30, a driver 31, a touch pressure detection unit 41, and a touch position detection unit 42.
CPU 21根据在ROM 22中所记录的程序或者从存储单元29加载到RAM23中的程序来执行各种处理。The CPU 21 executes various processes according to a program recorded in the ROM 22 or a program loaded from the storage unit 29 into the RAM 23 .
RAM 23还适当存储在CPU 21执行各种处理时所需的数据等。The RAM 23 also appropriately stores data and the like required when the CPU 21 executes various processes.
CPU 21、ROM 22和RAM 23经由总线24而彼此连接。输入/输出接口25也连接至总线24。触摸操作输入单元26、显示单元27、输入单元28、存储单元29、通信单元30和驱动器31连接至输入/输出接口25。The CPU 21, ROM 22, and RAM 23 are connected to each other via a bus 24. An input/output interface 25 is also connected to the bus 24. A touch operation input unit 26, a display unit 27, an input unit 28, a storage unit 29, a communication unit 30, and a driver 31 are connected to the input/output interface 25.
触摸操作输入单元26包括触摸压力检测单元41以及触摸位置检测单元42,并且检测游戏者所输入的触摸操作。The touch operation input unit 26 includes a touch pressure detection unit 41 and a touch position detection unit 42 , and detects a touch operation input by a player.
这里,该触摸操作是指使物体与触摸操作输入单元26接触。与触摸操作输入单元26接触的物体例如是游戏者的手指或触笔。以下,将进行触摸操作的位置称为“触摸位置”,并且将触摸位置的坐标称为“触摸坐标”。Here, the touch operation refers to bringing an object into contact with the touch operation input unit 26. The object that comes into contact with the touch operation input unit 26 is, for example, a finger of the player or a stylus. Hereinafter, the position where the touch operation is performed is referred to as the "touch position," and the coordinates of the touch position are referred to as the "touch coordinates."
触摸压力检测单元41例如包括感压式传感器,并且检测由触摸操作输入单元26上的触摸操作所产生的压力(以下称为“触摸压力”)。The touch pressure detection unit 41 includes, for example, a pressure-sensitive sensor, and detects pressure (hereinafter referred to as “touch pressure”) generated by a touch operation on the touch operation input unit 26 .
触摸位置检测单元42例如包括层叠在显示单元27上的电容式或电阻式(感压式)位置输入传感器,并且检测触摸坐标。The touch position detection unit 42 includes, for example, a capacitive or resistive (pressure-sensitive) position input sensor stacked on the display unit 27 , and detects touch coordinates.
显示单元27是通过诸如液晶显示器等的显示器来实现的,并且显示诸如与游戏有关的图像等的各种图像。The display unit 27 is realized by a display such as a liquid crystal display, and displays various images such as images related to games.
如上所述,在本实施例中,触摸屏包括触摸操作输入单元26和显示单元27。As described above, in this embodiment, the touch screen includes the touch operation input unit 26 and the display unit 27 .
应当理解,在本说明中,被称为“显示介质”的事物不是简单意味着显示单元27,而是意味着包括触摸操作输入单元26和显示单元27的“触摸屏”。It should be understood that in this description, what is referred to as “display medium” does not simply mean the display unit 27 but means a “touch screen” including the touch operation input unit 26 and the display unit 27 .
这里,触摸屏上的触摸操作的类型的示例包括滑动和轻拂。Here, examples of the types of touch operations on the touch screen include sliding and flicking.
滑动和轻拂这两者的共同之处在于:这两者各自是以物体开始与显示介质相接触的第一状态开始、经由在保持物体与显示介质的接触的同时改变或维持物体的位置的第二状态(改变或维持触摸位置的第二状态)、到物体与显示介质的接触解除的第三状态(物体从显示介质移开的第三状态)为止的一系列操作。因而,在本说明书中,将该一系列操作统称为“滑动”。What both swipes and flicks have in common is that they each involve a series of operations, starting with a first state where an object begins contact with the display medium, passing through a second state where the object's position is changed or maintained while maintaining contact with the display medium (the second state where the touch position is changed or maintained), and ending in a third state where contact is released (the third state where the object is removed from the display medium). Therefore, in this specification, this series of operations is collectively referred to as a "swipe."
换句话说,在本说明书中所涉及的“滑动”是包括通常所谓的滑动和上述的轻拂等的广义概念。In other words, the “slide” referred to in this specification is a broad concept that includes what is generally called a slide and the above-mentioned flick.
输入单元28包括各种硬件按钮等,并且使得能够根据游戏者所进行的指示操作来输入各种信息。The input unit 28 includes various hardware buttons and the like, and enables input of various information according to instruction operations performed by the game player.
存储单元29是通过DRAM(动态随机存取存储器)等来实现的,并且存储各种数据。The storage unit 29 is realized by a DRAM (Dynamic Random Access Memory) or the like, and stores various data.
通信单元30控制经由包括因特网的网络(未示出)与其它装置(服务器(未示出)和其它游戏者终端1(未示出))之间所执行的通信。The communication unit 30 controls communication performed with other devices (a server (not shown) and other player terminals 1 (not shown)) via a network (not shown) including the Internet.
根据需要设置驱动器31。在驱动器31中,适当加载通过磁盘、光盘、磁光盘或半导体存储器等所实现的可移除介质32。根据需要,在存储单元29中安装通过驱动器31从可移除介质32读取的程序。与存储单元29同样地,可移除介质32还可以存储存储单元29中所存储的各种数据。A drive 31 is provided as needed. A removable medium 32 implemented as a magnetic disk, an optical disk, a magneto-optical disk, or a semiconductor memory is loaded into the drive 31 as appropriate. Programs read from the removable medium 32 by the drive 31 are installed in the storage unit 29 as needed. Like the storage unit 29, the removable medium 32 can also store various data stored in the storage unit 29.
通过如图1所示的游戏者终端1的各种硬件和各种软件之间的协作,使得可以在游戏者终端1执行游戏。As shown in FIG. 1 , the cooperation between various hardware and various software of the player terminal 1 enables execution of a game at the player terminal 1 .
例如,在本实施例中,使得可以在游戏者终端1上执行如图2所示通过使用3D虚拟板VP来操作游戏角色C的游戏。For example, in the present embodiment, it is made possible to execute a game in which a game character C is operated by using a 3D virtual tablet VP as shown in FIG. 2 on the player terminal 1 .
即,图2是用于说明利用图1中的游戏者终端1上所显示的3D虚拟板VP来操作游戏角色C的基本方法的图。2 is a diagram for explaining a basic method of operating the game character C using the 3D virtual pad VP displayed on the player terminal 1 in FIG. 1 .
图2的左部示出用作游戏者用以进行用于通过在触摸屏上进行滑动来指示游戏角色C的移动的操作的虚拟控制器的3D虚拟板VP。The left portion of FIG. 2 shows a 3D virtual pad VP used as a virtual controller for a game player to perform operations for instructing movement of a game character C by sliding on the touch screen.
这里,3D虚拟板VP是模拟物理十字形按钮的GUI(图形用户界面)。本实施例中的3D虚拟板VP具有圆形形状,并且是如下的GUI,该GUI用于根据游戏者所触摸的触摸位置相对于3D虚拟板VP的中心的方向来指示游戏角色C的移动方向,以及用于根据游戏者进行触摸操作时的触摸压力来指示游戏角色C的移动速度(加减速)。Here, the 3D virtual pad VP is a GUI (graphical user interface) that simulates a physical cross-shaped button. The 3D virtual pad VP in this embodiment has a circular shape and is a GUI for indicating the movement direction of the game character C based on the direction of the touch position touched by the player relative to the center of the 3D virtual pad VP, and for indicating the movement speed (acceleration and deceleration) of the game character C based on the touch pressure applied by the player during the touch operation.
图2的右部示出根据游戏者在触摸屏上的滑动来在游戏内的虚拟空间中移动的游戏角色C。The right portion of FIG. 2 shows a game character C that moves in a virtual space within the game according to a player's sliding on the touch screen.
这里,游戏角色C是指在游戏内的对象中游戏者可以操作的对象。即,这里的“游戏角色C”是不仅包括如图2所示的模拟人物的对象、而且还包括诸如汽车、飞机或球类游戏中的球等的无生命的对象的广义概念。Here, the game character C refers to an object that the player can manipulate among objects in the game. That is, the "game character C" here is a broad concept that includes not only objects that simulate people as shown in Figure 2, but also inanimate objects such as cars, airplanes, or balls in ball games.
在本实施例中,在远离触摸屏的游戏者的手指等与触摸屏接触时、即在滑动的第一状态时,3D虚拟板VP未处于其可被游戏者从视觉上识别的状态。In this embodiment, when the player's finger or the like away from the touch screen is in contact with the touch screen, ie, in the first sliding state, the 3D virtual tablet VP is not in a state visually recognizable by the player.
之后,在滑动转变成第二状态时,如图2的上部所示,3D虚拟板VP以可被游戏者从视觉上识别的状态显示在显示面上,以使得3D虚拟板VP的中心或重心位于滑动的第一状态下的触摸位置处。Thereafter, when the sliding transitions to the second state, as shown in the upper portion of FIG. 2 , the 3D virtual tablet VP is displayed on the display surface in a state visually recognizable by the player, so that the center or center of gravity of the 3D virtual tablet VP is located at the touch position in the first state of the sliding.
即,3D虚拟板VP变得可被游戏者识别,如同其出现在触摸屏上的最初的触摸位置处一样。That is, the 3D virtual pad VP becomes recognizable to the game player as if it appeared at the original touched position on the touch screen.
然后,在游戏者沿特定方向滑动时(在滑动转变成第二状态时),在游戏内的虚拟空间中,游戏角色C开始沿与特定方向相对应的方向低速行走。Then, when the player slides in a specific direction (when the sliding transitions to the second state), in the virtual space within the game, the game character C starts walking at a low speed in a direction corresponding to the specific direction.
另外,在本实施例中,在滑动的第二状态(手指未离开触摸屏的状态、即转变成滑动的第三状态之前的状态)下,在游戏者强力按压触摸屏时,触摸压力(来自触摸压力检测单元41的输出值)变大。这使得:如图2的下部所示,可以使游戏角色C加速移动,以达到与触摸压力的强度相对应的移动速度。Furthermore, in this embodiment, in the second sliding state (the state in which the finger has not left the touch screen, i.e., the state before transitioning to the third sliding state), if the player presses the touch screen firmly, the touch pressure (the output value from the touch pressure detection unit 41) increases. This allows the game character C to accelerate its movement to a speed corresponding to the strength of the touch pressure, as shown in the lower portion of FIG. 2 .
如上所述,强力且持续按压触摸屏以使游戏角色C加速的操作例如与驱动汽车时的加速操作类似,因而对于游戏者而言是直观的操作。As described above, the operation of strongly and continuously pressing the touch screen to accelerate the game character C is similar to, for example, an acceleration operation when driving a car, and is therefore an intuitive operation for the player.
另外,对于游戏者而言,使得除了触摸屏上的滑动以外,还可以仅通过对增强或减弱对触摸屏的按压程度的操作来加减速的同时使游戏角色C自由奔跑。因而,通过使用3D虚拟板VP,游戏者的手指在触摸屏的画面上移动的范围与使用传统虚拟控制器的情况相比变得较小,结果使得可以避免对触摸屏的画面上所显示的对象(包括游戏角色C)的可视性的损害。Furthermore, the player can make the game character C run freely while accelerating or decelerating simply by increasing or decreasing the degree of pressure on the touch screen, in addition to sliding on the touch screen. Thus, by using the 3D virtual tablet VP, the range of movement of the player's finger on the touch screen becomes smaller than when using a conventional virtual controller, thereby preventing the visibility of objects displayed on the touch screen (including the game character C) from being impaired.
即,在采用诸如智能电话等的具有相对小的显示画面的终端作为游戏者终端1的情况下,在画面上一次可以显示的内容受限至特定水平。然而,如在本实施例中,如果使得可以通过利用一个手指仅按压触摸屏来使游戏角色C自由移动,并且游戏者的手指的移动面积变小,则可以在游戏的执行期间确保显示面上的对象(包括游戏角色C)的可视性。That is, when a terminal with a relatively small display screen, such as a smartphone, is used as the player terminal 1, the content that can be displayed on the screen at one time is limited to a certain level. However, as in the present embodiment, if the game character C can be freely moved by simply pressing the touch screen with one finger, and the movement area of the player's finger is reduced, the visibility of objects (including the game character C) on the display surface can be ensured during the execution of the game.
如上所述,在本实施例中,游戏角色C的移动速度(加减速量)根据触摸压力(来自触摸压力检测单元41的输出值)而变化。然而,由于游戏者是实际的人物,因此原始触摸压力数据的时序变得不稳定并且不平滑(持续波动)。结果,在通过直接使用原始触摸压力数据来确定游戏角色C的移动速度的情况下,游戏角色C的移动(加减速)变得不稳定。As described above, in this embodiment, the movement speed (acceleration/deceleration) of the game character C varies according to the touch pressure (output value from the touch pressure detection unit 41). However, because the player is a real person, the timing of the raw touch pressure data becomes unstable and non-smooth (continuously fluctuates). As a result, when the movement speed of the game character C is determined directly using the raw touch pressure data, the movement (acceleration/deceleration) of the game character C becomes unstable.
因而,本实施例采用如图3所示的方法,其中该方法中,将触摸压力作为输入参数而输入至棘轮函数,并且通过使用棘轮函数的输出来确定游戏角色C的移动速度。Therefore, this embodiment adopts the method shown in FIG. 3 , in which the touch pressure is input as an input parameter to the ratchet function, and the movement speed of the game character C is determined by using the output of the ratchet function.
这里,棘轮函数是被输入预定物理量作为输入参数的函数,并且是即使在预定物理量波动的情况下也输出目前为止所输入的预定物理量的最大值的函数。Here, the ratchet function is a function to which a predetermined physical quantity is input as an input parameter, and is a function that outputs the maximum value of the predetermined physical quantity input so far even when the predetermined physical quantity fluctuates.
图3的左侧所示的曲线图表示原始触摸压力数据(来自触摸压力检测单元41的输出值)的时序变化。即,在图3的左侧,纵轴表示触摸压力(来自触摸压力检测单元41的输出值),以及横轴表示时间。即,曲线图连续的横轴长度表示游戏者的手指等与触摸屏接触的时长。The graph on the left side of FIG3 shows the temporal changes in raw touch pressure data (the output value from the touch pressure detection unit 41). Specifically, on the left side of FIG3 , the vertical axis represents touch pressure (the output value from the touch pressure detection unit 41), and the horizontal axis represents time. In other words, the length of the continuous horizontal axis of the graph represents the duration that the player's finger, etc., is in contact with the touch screen.
如上所述,由于原始触摸压力数据(来自触摸压力检测单元41的输出值)的时序是不平滑的(激烈波动的),因此使用原始触摸压力数据来设置游戏角色C的移动速度是不适当的,这是因为这会使游戏角色C不必要的加减速(加减速变得不平滑)。As described above, since the timing of the raw touch pressure data (the output value from the touch pressure detection unit 41) is not smooth (fluctuates violently), it is inappropriate to use the raw touch pressure data to set the movement speed of the game character C because this will cause unnecessary acceleration and deceleration of the game character C (the acceleration and deceleration become not smooth).
因而,本实施例采用如图3所示的方法,其中在该方法中,将触摸压力作为输入参数而输入至棘轮函数,并且通过使用棘轮函数的输出值来设置游戏角色C的移动速度。Therefore, this embodiment adopts a method as shown in FIG. 3 , in which the touch pressure is input as an input parameter to the ratchet function, and the movement speed of the game character C is set by using the output value of the ratchet function.
这使得如图4所示,可以通过使用棘轮函数的输出值、即最大触摸压力值来确定游戏角色C的移动速度。This makes it possible to determine the moving speed of the game character C by using the output value of the ratchet function, ie, the maximum touch pressure value, as shown in FIG. 4 .
即,可以通过应用棘轮函数来将图4的左侧所示的触摸压力的不平滑变化转换成图4的右侧所示的平滑变化。通过使用这些平滑变化来设置游戏角色C的移动速度,可以使游戏角色C平滑地加减速。具体地,例如,即使在触摸压力变小的情况下,除非游戏者的手指等从触摸屏移开,否则游戏角色C可以继续以与最大触摸压力值相对应的速度奔跑,即,不会不必要地改变游戏角色C的移动速度。That is, the non-smooth changes in touch pressure shown on the left side of FIG. 4 can be converted into smooth changes shown on the right side of FIG. 4 by applying a ratchet function. By using these smooth changes to set the movement speed of the game character C, the game character C can be smoothly accelerated and decelerated. Specifically, for example, even if the touch pressure decreases, the game character C can continue to run at the speed corresponding to the maximum touch pressure value unless the player's finger or the like is removed from the touch screen. In other words, the movement speed of the game character C is not unnecessarily changed.
这样,游戏者可以在无需连续强力按压游戏者终端1的触摸屏的情况下,仅通过使其手指在显示画面上的小面积内移动来直观地执行游戏角色C的移动操作。In this way, the player can intuitively perform the movement operation of the game character C simply by moving his finger within a small area on the display screen without continuously pressing the touch screen of the player terminal 1 with strong force.
另外,通过应用这种棘轮函数,如图5所示,还可以在控制游戏角色C的移动速度的同时,适当执行诸如使游戏角色C跳跃等的中断处理。Furthermore, by applying this ratchet function, as shown in FIG. 5 , it is possible to appropriately execute interrupt processing such as causing the game character C to jump while controlling the movement speed of the game character C.
图5示出中断处理的行为。Figure 5 shows the behavior of interrupt handling.
这里,中断处理是如下的分开处理:在预定处理的执行期间,从外部(与用于预定处理的执行请求不同的位置)提供执行请求。注意,将从外部提供的执行请求称为“中断”。Here, the interruption process is a separate process in which an execution request is provided from the outside (a different location from the execution request for the predetermined process) during execution of the predetermined process. Note that the execution request provided from the outside is referred to as an "interruption."
本实施例采用用于沿所设置的移动方向以所设置的移动速度使游戏角色C移动的处理作为预定处理。另外,例如,采用用于使游戏角色C跳跃的处理作为中断处理。即,在沿所设置的移动方向以所设置的移动速度使游戏角色C移动期间发生中断处理的情况下,使游戏角色C跳跃。This embodiment employs a process for moving the game character C in a set movement direction at a set movement speed as the predetermined process. Alternatively, for example, a process for causing the game character C to jump is employed as the interrupt process. Specifically, if an interrupt process occurs while the game character C is moving in the set movement direction at a set movement speed, the game character C is caused to jump.
尽管在本实施例中使用用于使游戏角色C跳跃的处理作为中断处理,但是不特别局限于该处理,并且中断处理例如可以是用于使游戏角色C的移动速度降低的处理,或者可以是用于使游戏角色C执行预定攻击动作的处理。Although in this embodiment, a process for making the game character C jump is used as the interruption process, it is not particularly limited to this process, and the interruption process may be, for example, a process for reducing the movement speed of the game character C, or may be a process for making the game character C perform a predetermined attack action.
这里,尽管没有对中断的发生条件进行特别限制,但是本实施例采用如下条件:在游戏者的手指与触摸屏接触的状态下,(因而,在游戏角色C以与棘轮函数的输出值相对应的移动速度移动的状态下),检测到用于在非常短的时间段(例如,100毫秒)内增强对触摸屏的按压程度、然后减弱按压程度的操作。Here, although there is no particular restriction on the conditions for the occurrence of the interruption, this embodiment adopts the following conditions: when the player's finger is in contact with the touch screen (and therefore, when the game character C is moving at a movement speed corresponding to the output value of the ratchet function), an operation is detected for increasing the degree of pressure on the touch screen within a very short period of time (for example, 100 milliseconds) and then reducing the degree of pressure.
这里,在进行用于在非常短的时间段内增强对触摸屏的按压程度、然后减弱按压程度的操作的情况下,如图5的左侧的曲线图所示,触摸压力在非常短的时间段内显著变化。Here, in the case where an operation for increasing the degree of pressing on the touch screen in a very short period of time and then decreasing the degree of pressing is performed, as shown in the left graph of FIG. 5 , the touch pressure varies significantly in a very short period of time.
如图5所示,在检测到触摸压力在非常短的时间段内显著变化的情况下,发生中断。这使得游戏角色C跳跃。As shown in Figure 5, an interruption occurs when a significant change in touch pressure is detected within a very short period of time. This causes the game character C to jump.
这里,在触摸压力在非常短的时间段内的变化直接输入(应用)至棘轮函数的情况下,棘轮函数的输出将变化。因而,在检测到触摸压力在非常短的时间段内显著变化的情况下,不将触摸压力(原始数据)输入至棘轮函数,并且输入预定的特定值(例如,0)。结果,棘轮函数的输出值不变,由此使得即使在发生中断的情况下也可以使游戏角色C继续以恒定速度移动。Here, if changes in touch pressure over a very short period of time are directly input (applied) to the ratchet function, the output of the ratchet function will change. Therefore, if a significant change in touch pressure is detected over a very short period of time, the touch pressure (raw data) is not input to the ratchet function, and a predetermined specific value (e.g., 0) is input instead. As a result, the output value of the ratchet function remains unchanged, allowing the game character C to continue moving at a constant speed even in the event of an interruption.
如上所述,在本实施例中,使用触摸压力作为向棘轮函数的输入参数,并且还使用触摸压力来判断是否需要发生中断。As described above, in this embodiment, the touch pressure is used as an input parameter to the ratchet function, and the touch pressure is also used to determine whether an interruption needs to occur.
这使得游戏者可以在其手指与触摸屏接触之后仅通过进行用于改变对触摸屏的按压程度的操作来指示在游戏角色C移动时的加速和瞬时运动(跳跃等)这两者。使得能够进行这种指示操作的GUI是3D虚拟板VP。This allows the player to instruct both acceleration and instantaneous movement (jumping, etc.) when the game character C moves, simply by changing the degree of pressing the touch screen after the player's finger comes into contact with the touch screen. The GUI that enables such instructing operations is the 3D virtual tablet VP.
即,可以通过增强/减弱对触摸屏上的3D虚拟板VP的按压程度来实现游戏角色C的加速和瞬时运动这两者的操作。例如,游戏者可以通过在相对长的时间段(例如,300毫秒)逐渐增强对3D虚拟板VP的按压程度来使游戏角色C加速,并且可以通过强力且瞬时(在诸如100毫秒等的短时间段内)按压3D虚拟板VP、之后立即减弱按压来使游戏角色C进行瞬时运动(跳跃等)。That is, by increasing/decreasing the degree of pressure on the 3D virtual pad VP on the touch screen, the game character C can be accelerated and instantly moved. For example, the game player can accelerate the game character C by gradually increasing the degree of pressure on the 3D virtual pad VP over a relatively long period of time (e.g., 300 milliseconds), and can make the game character C move instantly (jump, etc.) by pressing the 3D virtual pad VP strongly and instantly (within a short period of time such as 100 milliseconds) and then immediately decreasing the pressure.
如上所述,3D虚拟板VP是使得可以通过在智能电话等的显示面上的小面积内使手指移动来针对游戏角色C无缝地输入移动加减速命令和瞬时移动命令的GUI。As described above, the 3D virtual tablet VP is a GUI that enables seamless input of movement acceleration and deceleration commands and instantaneous movement commands for the game character C by moving a finger within a small area on the display surface of a smartphone or the like.
通过应用棘轮函数和中断而控制游戏角色C的移动的上述处理是经由游戏者终端1的硬件和软件之间的协作来实现的。在这种情况下,游戏者终端1例如可以具有图6所示的功能结构。The above-described process of controlling the movement of the game character C by applying the ratchet function and interruption is realized via cooperation between the hardware and software of the player terminal 1. In this case, the player terminal 1 may have a functional structure shown in FIG6, for example.
如图6所示,游戏者终端1的CPU 21具有用于中断可否判断单元51、棘轮函数输出单元52、游戏角色动作量确定单元53、游戏角色动作控制执行单元54和显示控制单元55的功能。6 , the CPU 21 of the player terminal 1 has functions for an interruption determination unit 51 , a ratchet function output unit 52 , a game character action amount determination unit 53 , a game character action control execution unit 54 , and a display control unit 55 .
另外,设置传递函数DB 61作为存储单元29中的区域。In addition, a transfer function DB 61 is provided as an area in the storage unit 29 .
尽管未示出,但是假定CPU 21具有用于控制通过使用3D虚拟板VP来操作游戏角色C的游戏执行的功能块(游戏执行单元)的功能。Although not shown, it is assumed that the CPU 21 has a function of a functional block (game execution unit) for controlling execution of a game by operating the game character C by using the 3D virtual tablet VP.
如上所述,触摸压力检测单元41检测根据利用手指对触摸屏(显示单元27)的按压程度而变化的触摸压力。As described above, the touch pressure detection unit 41 detects the touch pressure that varies according to the degree of pressing of the touch screen (display unit 27 ) with a finger.
触摸位置检测单元42检测触摸屏上的触摸位置(触摸坐标)。The touch position detection unit 42 detects a touch position (touch coordinates) on the touch screen.
具体地,在触摸操作输入单元26中,触摸位置检测单元42检测游戏者所触摸的触摸坐标(x,y),并且触摸压力检测单元41检测表示游戏者在触摸操作时的触摸压力的值(z=0~1)。这里,z=0意味着没有施加触摸压力,以及z=1意味着触摸压力具有最大可检测值。Specifically, in the touch operation input unit 26, the touch position detection unit 42 detects the touch coordinates (x, y) touched by the player, and the touch pressure detection unit 41 detects a value (z = 0 to 1) indicating the touch pressure of the player during the touch operation. Here, z = 0 means that no touch pressure is applied, and z = 1 means that the touch pressure has the maximum detectable value.
中断可否判断单元51接收触摸压力检测单元41的检测结果(触摸压力)作为输入,并且基于检测结果的变化时间段和变化量来判断是否需要进行中断处理。The interruption possibility determination unit 51 receives the detection result (touch pressure) of the touch pressure detection unit 41 as input, and determines whether interruption processing is necessary based on the change period and change amount of the detection result.
在本实施例中,中断可否判断单元51基于触摸压力检测单元41的检测结果,通过检测是否进行了“在非常短的时间段(例如,100毫秒)内增强了对触摸屏的按压程度、然后减弱按压程度的操作”来判断是否需要进行中断处理。In this embodiment, the interruption possibility judgment unit 51 judges whether interruption processing is needed based on the detection result of the touch pressure detection unit 41 by detecting whether "the operation of increasing the pressure on the touch screen within a very short period of time (for example, 100 milliseconds) and then reducing the pressure is performed."
这里,用于检测“在非常短的时间段内增强了对触摸屏的按压程度、然后减弱按压程度的操作”的方法可以是基于触摸压力检测单元41的检测结果(触摸压力)的变化时间段和变化量的方法。Here, the method for detecting "the operation of increasing the degree of pressure on the touch screen for a very short period of time and then weakening the degree of pressure" can be a method based on the change period and change amount of the detection result (touch pressure) of the touch pressure detection unit 41.
例如,本实施例采用图7所示的方法。For example, this embodiment adopts the method shown in FIG. 7 .
即,图7是用于说明具有图6的功能结构的游戏者终端的中断可否判断单元51中所采用的用于判断是否需要进行中断的方法的示例的图。7 is a diagram for explaining an example of a method for determining whether an interruption is necessary, which is employed in the interruption possibility determination unit 51 of the player terminal having the functional configuration of FIG. 6 .
在图7中,纵轴表示触摸压力,以及横轴表示时间。注意,假定纵轴的最小值不一定意味着触摸压力为0,而是意味着触摸压力为特定值。7 , the vertical axis represents touch pressure, and the horizontal axis represents time. Note that the minimum value of the vertical axis does not necessarily mean that the touch pressure is 0, but rather means that the touch pressure is a specific value.
如图7所示,在在时间段α内(变化时间段在时间段α内)发生触摸压力的局部变化并且变化量d超过阈值β的情况下,中断可否判断单元51检测到进行了“在非常短的时间段内增强了对触摸屏的按压程度、然后减弱按压程度的操作”并且判断为需要进行中断,否则判断为不必进行中断。As shown in Figure 7, when a local change in touch pressure occurs within the time period α (the change time period is within the time period α) and the change amount d exceeds the threshold value β, the interruption possibility judgment unit 51 detects that "the operation of increasing the degree of pressure on the touch screen within a very short period of time and then weakening the degree of pressure" has been performed and judges that an interruption is required, otherwise it is judged that an interruption is not necessary.
时间段α和阈值β是可以由设计者等任意改变的值。The time period α and the threshold value β are values that can be arbitrarily changed by a designer or the like.
返回参考图6,在中断可否判断单元51判断为不必进行中断的情况下,中断可否判断单元51直接向棘轮函数输出单元52提供触摸压力检测单元41的检测结果(触摸压力)。Referring back to FIG. 6 , when the interruption determination unit 51 determines that the interruption is unnecessary, the interruption determination unit 51 directly provides the detection result (touch pressure) of the touch pressure detection unit 41 to the ratchet function output unit 52 .
另一方面,在中断可否判断单元51判断为需要进行中断的情况下,中断可否判断单元51针对游戏角色动作控制执行单元54执行中断。在这种情况下,中断可否判断单元51禁止向棘轮函数输出单元52提供触摸压力检测单元41的检测结果(触摸压力),或者对检测结果进行处理、然后将其提供给棘轮函数输出单元52。On the other hand, if the interruption determination unit 51 determines that an interruption is necessary, the interruption determination unit 51 interrupts the game character motion control execution unit 54. In this case, the interruption determination unit 51 prohibits the provision of the detection result (touch pressure) of the touch pressure detection unit 41 to the ratchet function output unit 52, or processes the detection result and then provides it to the ratchet function output unit 52.
具体地,例如,在触摸压力检测单元41的检测结果(触摸压力)被设置为如上所述的z=0~1的值的情况下,在中断可否判断单元51判断为需要进行中断处理时,中断可否判断单元51向棘轮函数输出单元52提供“0”作为对检测结果进行处理所获得的值。Specifically, for example, when the detection result (touch pressure) of the touch pressure detection unit 41 is set to a value of z=0~1 as described above, when the interruption possibility judgment unit 51 determines that interruption processing is required, the interruption possibility judgment unit 51 provides "0" to the ratchet function output unit 52 as the value obtained by processing the detection result.
此外,这里,在中断发生的情况下,在向棘轮函数输出单元52直接提供触摸压力时,产生以下问题。即,即使在游戏者仅为了执行中断(例如,为了指示游戏角色C跳跃)而增强触摸压力的情况下,在将触摸压力直接输入至棘轮函数时,也可能更新最大值。在这种情况下,棘轮函数的输出值增大,因此游戏角色C的移动速度增大。即,产生以下问题:即使在游戏者不意图执行用于指示加速的操作的情况下,也使游戏角色C加速。Furthermore, here, when an interrupt occurs, directly applying touch pressure to the ratchet function output unit 52 presents the following problem. Specifically, even if the player increases touch pressure solely to initiate an interrupt (e.g., to instruct the game character C to jump), the maximum value may be updated when the touch pressure is directly input to the ratchet function. In this case, the output value of the ratchet function increases, thereby increasing the movement speed of the game character C. This results in the following problem: even if the player does not intend to perform an operation to instruct acceleration, the game character C is accelerated.
因而,为了防止这种问题的发生,在本实施例中,在判断为需要进行中断的情况下,不向棘轮函数输出单元52提供触摸压力自身,而提供通过对触摸压力进行处理所获得的值“0”。这防止了在游戏者指示了中断(例如,指示了游戏角色C跳跃)、而不是加速的情况下棘轮函数的输出值意外地增大,由此使得可以以恒定速度维持游戏角色C的移动速度。Therefore, to prevent this problem from occurring, in this embodiment, when it is determined that an interruption is necessary, the ratchet function output unit 52 is not supplied with the touch pressure itself, but with a value "0" obtained by processing the touch pressure. This prevents the ratchet function output value from unexpectedly increasing when the player instructs an interruption (for example, instructing the game character C to jump) rather than accelerating, thereby maintaining the movement speed of the game character C at a constant speed.
棘轮函数输出单元52将触摸压力检测单元41的检测结果(更精确地,在需要进行中断的情况下的诸如“0”等的处理值)输入至预定的棘轮函数,并且将棘轮函数的输出值提供给游戏角色动作量确定单元53。The ratchet function output unit 52 inputs the detection result of the touch pressure detection unit 41 (more precisely, a processing value such as "0" when interruption is required) to a predetermined ratchet function, and provides the output value of the ratchet function to the game character action amount determination unit 53.
游戏角色动作量确定单元53根据棘轮函数的输出来确定游戏角色C的移动速度。The game character action amount determination unit 53 determines the movement speed of the game character C based on the output of the ratchet function.
这里,不对移动速度确定方法进行特别限制,并且移动速度确定方法可以是基于棘轮函数的输出值来确定移动速度的任何方法。Here, the moving speed determination method is not particularly limited, and may be any method of determining the moving speed based on the output value of the ratchet function.
在本实施例中,将多个类型的模式存储在传递函数DB 61中作为用于将棘轮函数的输出转换成游戏角色C的移动速度的函数(以下称为“传递函数”)。另外,本实施例采用如下方法:提取具有多个模式中的预定模式的传递函数,并且通过使用所提取出的传递函数来确定游戏角色C的移动速度。In the present embodiment, a plurality of types of patterns are stored in the transfer function DB 61 as a function (hereinafter referred to as a "transfer function") for converting the output of the ratchet function into the movement speed of the game character C. In addition, the present embodiment adopts a method of extracting a transfer function having a predetermined pattern from among the plurality of patterns and determining the movement speed of the game character C by using the extracted transfer function.
图8和9是示出具有图6的功能结构的游戏者终端1的游戏角色动作量确定单元53中所采用的传递函数的各种示例的图。8 and 9 are diagrams showing various examples of transfer functions employed in the game character action amount determination unit 53 of the player terminal 1 having the functional structure of FIG. 6 .
在图8和9中,纵轴表示传递函数的输出、即游戏角色C的移动速度,以及横轴表示传递函数的输入,即棘轮函数的输出。In FIGS. 8 and 9 , the vertical axis represents the output of the transfer function, ie, the movement speed of the game character C, and the horizontal axis represents the input of the transfer function, ie, the output of the ratchet function.
图8的(A)的示例中的传递函数表示如何在人物游戏角色C奔跑的同时使人物游戏角色C加速。The transfer function in the example of FIG. 8(A) represents how to accelerate the human game character C while the human game character C runs.
图8的(B)的示例中的传递函数表示如何使汽车加速、即表示多级变速。The transfer function in the example of FIG8(B) shows how to accelerate the car, that is, shows multi-stage speed change.
图8的(C)的示例中的传递函数表示如何使飞机加速,即表示逐渐加速直到特定时刻、并且从该时刻起立即以指数方式加速的喷气引擎的行为。The transfer function in the example of FIG. 8(C) represents how to accelerate an airplane, that is, represents the behavior of a jet engine that gradually accelerates until a certain moment and then immediately accelerates exponentially from that moment.
如上所述,图8的示例中的传递函数是游戏角色C的移动速度随着棘轮函数的输出值的增大而增大的各种模式、即用于加速的模式的示例。As described above, the transfer function in the example of FIG. 8 is an example of various patterns in which the movement speed of the game character C increases as the output value of the ratchet function increases, that is, patterns for acceleration.
传递函数不限于用于加速的模式,并且还可以采用如图9所示的涉及减速的模式或涉及极限的模式、即非线性模式。The transfer function is not limited to a mode for acceleration, and a mode involving deceleration or a mode involving limits, that is, a nonlinear mode, as shown in FIG. 9 may also be employed.
图9的(A)的示例中的传递函数表示针对执行利用制动的减速处理的情况的行为。The transfer function in the example of FIG. 9(A) represents the behavior for the case where a deceleration process using braking is performed.
图9的(B)的示例中的传递函数表示针对控制车辆以使得其加速、然后减速的情况的行为。The transfer function in the example of FIG. 9(B) represents behavior for a case where the vehicle is controlled so as to accelerate and then decelerate.
图9的(C)的示例中的传递函数表示针对人物由于例如携带了重物因而无法以特定速度以上奔跑的情况的行为。即,在使用该传递函数时,移动速度受到限制。The transfer function in the example of Figure 9(C) represents the behavior for a case where the person cannot run at a certain speed or higher due to, for example, carrying a heavy object. That is, when this transfer function is used, the moving speed is limited.
图8和9所示的传递函数仅是示例,并且可以根据各种状况或游戏角色C的特性采用不同模式的传递函数。The transfer functions shown in FIG8 and FIG9 are merely examples, and transfer functions of different modes may be employed according to various situations or characteristics of the game character C. FIG9 is a block diagram of a transfer function shown in FIG9.
这样,通过在多个模式的传递函数之间切换的情况下使用多个模式的传递函数,可以容易将传递函数应用于诸如人物、汽车或飞机等的各种游戏角色C的移动。In this way, by using the transfer functions of the multiple modes while switching between the transfer functions of the multiple modes, it is possible to easily apply the transfer function to the movement of various game characters C such as a person, a car, or an airplane.
另外,通过在多个模式的传递函数之间切换的情况下使用多个模式的传递函数,还可以实现适合于诸如由于被敌方施加魔法因而移动变慢的状态等的游戏内的各种状态的移动速度。Furthermore, by using a plurality of transfer functions while switching between them, it is possible to realize movement speeds suitable for various states within the game, such as a state where movement is slowed down due to magic being cast by an enemy.
返回参考图6,游戏角色动作控制执行单元54执行沿基于触摸位置检测单元42的检测结果的移动方向、以游戏角色动作量确定单元53所确定出的移动速度来使游戏角色C移动的控制。Referring back to FIG. 6 , the character action control execution unit 54 executes control to move the character C in the movement direction based on the detection result of the touch position detection unit 42 at the movement speed determined by the character action amount determination unit 53 .
即,游戏角色动作控制执行单元54执行沿基于触摸位置检测单元42所检测到的触摸检测所确定出的方向、以基于游戏角色动作量确定单元53所选择的加速或减速方法(传递函数的预定模式)所确定出的移动速度来使游戏角色C移动的控制。That is, the game character action control execution unit 54 executes control to move the game character C along the direction determined based on the touch detection detected by the touch position detection unit 42 and at a movement speed determined based on the acceleration or deceleration method (predetermined pattern of the transfer function) selected by the game character action amount determination unit 53.
另外,在角色的这种移动期间发生来自中断可否判断单元51的中断的情况下,游戏角色动作控制执行单元54执行预定中断处理(例如,用于使游戏角色C跳跃的处理)。Furthermore, when an interruption occurs from the interruption permission determination unit 51 during such movement of the character, the game character action control execution unit 54 executes a predetermined interruption process (for example, a process for causing the game character C to jump).
显示控制单元55执行用于将由游戏角色动作控制执行单元54控制动作的游戏角色C配置在游戏内的虚拟空间中、并将游戏角色C显示在显示单元27上的控制。The display control unit 55 performs control for arranging the game character C, whose action is controlled by the game character action control execution unit 54 , in a virtual space within the game and displaying the game character C on the display unit 27 .
显示控制单元55还执行用于将3D虚拟板VP显示在显示单元27上的控制。The display control unit 55 also performs control for displaying the 3D virtual panel VP on the display unit 27 .
即,游戏角色动作控制执行单元54基于触摸位置检测单元42的检测结果来检测滑动,并且向显示控制单元55报告滑动的状态。That is, the game character action control execution unit 54 detects the slide based on the detection result of the touch position detection unit 42 , and reports the state of the slide to the display control unit 55 .
显示控制单元55执行用于通过将3D虚拟板VP配置在显示单元27的显示面上的滑动的第一状态下的触摸位置、以使得3D虚拟板VP以触摸位置为中心来将3D虚拟板VP显示在显示单元上的控制。The display control unit 55 performs control for displaying the 3D virtual tablet VP on the display unit by arranging the 3D virtual tablet VP at the touch position in the first state of sliding on the display surface of the display unit 27 so that the 3D virtual tablet VP is centered at the touch position.
游戏角色动作控制执行单元54基于滑动的第二状态下的物体的移动方向(从虚拟板VP的中心朝向手指所触摸的当前位置的方向)来确定游戏角色C的移动方向。The game character action control execution unit 54 determines the movement direction of the game character C based on the movement direction of the object in the second sliding state (the direction from the center of the virtual board VP toward the current position touched by the finger).
另外,游戏角色动作量确定单元53根据滑动的第二状态下的棘轮函数的输出来确定游戏角色C的移动速度。Furthermore, the game character action amount determination unit 53 determines the movement speed of the game character C based on the output of the ratchet function in the second sliding state.
图10是示出通过游戏角色动作控制执行单元54来控制游戏角色C的动作的具体示例的图。FIG. 10 is a diagram showing a specific example of controlling the actions of the game character C by the game character action control execution unit 54 .
在图10中,纵轴表示触摸压力或者移动速度,以及横轴表示时间。虚线TP表示触摸压力(触摸压力检测单元41的输出值)的时间推移。实线CS表示在输入触摸压力时的棘轮函数的输出的时间推移。图10的示例采用图8的(A)中的传递函数。即,可以认为实线CS还原样表示游戏角色C的移动速度。In Figure 10 , the vertical axis represents touch pressure or movement speed, and the horizontal axis represents time. The dotted line TP represents the temporal evolution of touch pressure (the output value of touch pressure detection unit 41). The solid line CS represents the temporal evolution of the output of the ratchet function when touch pressure is input. The example in Figure 10 uses the transfer function in Figure 8 (A). In other words, the solid line CS can be considered to represent the movement speed of game character C in a reproducible manner.
如图10所示,在本实施例中,游戏者进行用于逐渐增强对触摸屏的按压程度、并且在按压程度达到特定值时减弱按压程度的操作。由于游戏者是实际的人物,因此即使在游戏者意图逐渐增强按压程度的情况下,实际触摸压力TP也会波动并且变得不平滑。然而,由于采用了棘轮函数,因此基于棘轮函数的输出的移动速度CS平滑地增大。即,可以自然地使游戏角色C加速。As shown in Figure 10, in this embodiment, the player gradually increases the degree of pressure on the touch screen, and then decreases the pressure when it reaches a specific value. Because the player is a real person, even if the player intends to gradually increase the degree of pressure, the actual touch pressure TP will fluctuate and become uneven. However, due to the use of a ratchet function, the movement speed CS based on the output of the ratchet function increases smoothly. In other words, the game character C can be accelerated naturally.
另外,由于触摸压力TP在紧接着游戏者减弱按压程度之前达到最大值,因此移动速度CS之后变为恒定速度。即,游戏角色C继续与恒定速度奔跑。In addition, since the touch pressure TP reaches a maximum value immediately before the player reduces the degree of pressure, the movement speed CS becomes a constant speed thereafter. In other words, the game character C continues to run at a constant speed.
如上所述,通过采用棘轮函数,游戏者可以在游戏角色C到达期望速度之后减弱对触摸屏的按压程度,因而游戏者然后进行用于生成中断的瞬时按压操作。这里,如上所述,瞬时按压操作是指用于在非常短的时间段(例如,100毫秒)内增强对触摸屏的按压程度、然后减弱按压程度的操作。As described above, by adopting the ratchet function, the player can reduce the degree of pressure on the touch screen after the game character C reaches the desired speed, so that the player can then perform a momentary press operation for generating an interrupt. Here, as described above, the momentary press operation refers to an operation for increasing the degree of pressure on the touch screen within a very short period of time (for example, 100 milliseconds) and then reducing the degree of pressure.
在图10的示例中,可以看到,游戏者进行了三次瞬时按压操作。如以上参考图7所述,在满足在时间段α(变化时间段在时间段α内)内发生触摸压力TP的局部变化并且变化量d超过阈值β的条件的情况下检测到该瞬时按压操作。另外,在检测到这种瞬时按压操作的情况下,发生中断,并且使游戏角色C跳跃。In the example of Figure 10 , the player performs three momentary press operations. As described above with reference to Figure 7 , this momentary press operation is detected when the conditions are met: a local change in touch pressure TP occurs within a time period α (the change time period is within time period α) and the change amount d exceeds a threshold value β. Furthermore, when this momentary press operation is detected, an interruption occurs, and the game character C is caused to jump.
应当注意,游戏角色C的移动速度不会变成0(即,游戏角色C不会停止),而是游戏角色C保持恒定速度(即,游戏角色C在继续以恒定速度奔跑的同时进行跳跃)。如上所述,这可以通过将触摸压力TP的处理值(例如,0)输入至棘轮函数,而不是通过将触摸压力TP的值直接输入至棘轮函数来实现。It should be noted that the moving speed of the game character C does not become 0 (i.e., the game character C does not stop), but rather the game character C maintains a constant speed (i.e., the game character C jumps while continuing to run at a constant speed). As described above, this can be achieved by inputting a processed value of the touch pressure TP (e.g., 0) into the ratchet function, rather than directly inputting the value of the touch pressure TP into the ratchet function.
这里,在使用传统硬件游戏控制器等以及使用电视接收器等作为监视器的游戏中,利用两个手指来进行诸如使游戏角色C在奔跑的同时进行跳跃等的指示操作。即,游戏者通过利用用以指示游戏角色C的移动(移动方向和移动速度)的右手手指和利用用以指示游戏角色C的跳跃的左手手指来分别操作控制器等,来实现诸如使游戏角色C在奔跑的同时进行跳跃的指示操作。Here, in a game using a conventional hardware game controller or the like and a television receiver or the like as a monitor, two fingers are used to perform instruction operations such as causing the game character C to jump while running. That is, the player operates the controller or the like with the fingers of the right hand for instructing the movement (movement direction and movement speed) of the game character C and with the fingers of the left hand for instructing the game character C to jump, thereby performing instruction operations such as causing the game character C to jump while running.
然而,在触摸屏上不具有大显示区域的诸如智能电话等的游戏者终端1中采用使用两个手指的触摸操作是不适当的,这是因为这干扰了游戏角色C等的显示。However, it is inappropriate to adopt a touch operation using two fingers in a player terminal 1 such as a smartphone that does not have a large display area on the touch screen because it interferes with the display of the game character C or the like.
通过如在本实施例中那样采用棘轮函数,使得游戏者可以通过仅进行作为传统滑动和用于增强/减弱按压程度的操作的组合的触摸操作、即利用一个手指的触摸操作,来容易进行诸如使游戏角色在C奔跑的同时进行跳跃的操作指示。By adopting the ratchet function as in the present embodiment, the player can easily perform operation instructions such as making the game character jump while running C by performing only a touch operation that is a combination of a traditional slide and an operation for increasing/decreasing the degree of pressing, that is, a touch operation using one finger.
接着,将参考图11来说明具有图6的功能结构的游戏者终端1所执行的处理的流程。Next, the flow of processing executed by the player terminal 1 having the functional structure of FIG. 6 will be described with reference to FIG. 11 .
即,图11是用于说明具有图6的功能结构的游戏者终端1所执行的处理的流程的示例的流程图。That is, FIG11 is a flowchart for explaining an example of the flow of processing executed by the player terminal 1 having the functional configuration of FIG6 .
在步骤S1中,图6中的触摸压力检测单元41和触摸位置检测单元42检测游戏者的手指或物体是否与触摸屏的画面相接触。In step S1 , the touch pressure detection unit 41 and the touch position detection unit 42 in FIG. 6 detect whether a finger or an object of a player is in contact with the screen of the touch screen.
在游戏者的手指或物体没有与画面相接触的情况下,步骤S1中的判断为“否”,并且终止处理。In a case where the player's finger or the object is not in contact with the screen, the determination in step S1 is "No", and the processing is terminated.
即,在游戏者的手指或物体与画面相接触时,用于通过使用3D虚拟板VP来输入游戏角色C的动作的处理开始,并且在游戏者的手指或物体从画面移开时,该处理结束。That is, when the player's finger or object comes into contact with the screen, processing for inputting the action of the game character C by using the 3D virtual tablet VP starts, and when the player's finger or object is removed from the screen, the processing ends.
因而,在触摸压力检测单元41和触摸位置检测单元42检测到游戏者的手指或物体与画面相接触的情况下,步骤S1中的判断为“是”,并且处理进入步骤S2。Thus, in the case where the touch pressure detection unit 41 and the touch position detection unit 42 detect that the player's finger or the object is in contact with the screen, the determination in step S1 is “Yes”, and the process proceeds to step S2 .
在步骤S2中,触摸压力检测单元41检测触摸压力,并且触摸位置检测单元42检测触摸位置。In step S2 , the touch pressure detection unit 41 detects the touch pressure, and the touch position detection unit 42 detects the touch position.
在步骤S3中,中断可否判断单元51基于触摸压力检测单元41的检测结果(触摸压力的变化时间段和变化量)来判断是否需要进行中断处理。由于步骤S3中的判断方法与以上参考图7所述的方法相同,因此这里将省略其说明。In step S3, the interruption determination unit 51 determines whether interruption processing is required based on the detection results (the change period and amount of touch pressure) of the touch pressure detection unit 41. Since the determination method in step S3 is the same as the method described above with reference to FIG7, its description will be omitted here.
在中断可否判断单元51判断为需要进行中断处理的情况下,步骤S3中的判断为“是”,并且处理进入步骤S4。In a case where the interruption possibility determination unit 51 determines that the interruption process is necessary, the determination in step S3 is “Yes”, and the process proceeds to step S4 .
在步骤S4中,中断可否判断单元51针对游戏角色动作控制执行单元54执行中断。即,中断可否判断单元51设置用于中断的游戏角色动作(例如,跳跃),并请求游戏角色动作控制执行单元54执行该动作。然后,处理进入步骤S10。稍后将说明步骤S10。In step S4, the interruption determination unit 51 executes an interruption to the game character action control execution unit 54. That is, the interruption determination unit 51 sets the game character action (e.g., jumping) for interruption and requests the game character action control execution unit 54 to execute the action. The process then proceeds to step S10. Step S10 will be described later.
另一方面,在中断可否判断单元51判断为不需要进行中断处理的情况下,步骤S3中的判断为“否”,向棘轮函数输出单元52提供步骤S2中所检测到的触摸压力,并且处理进入步骤S5。On the other hand, if the interruption determination unit 51 determines that interruption processing is not necessary, the determination in step S3 is "No", the touch pressure detected in step S2 is provided to the ratchet function output unit 52, and the process proceeds to step S5.
在步骤S5中,棘轮函数输出单元52判断步骤S2中所检测到的最大触摸压力值是否发生改变。In step S5 , the ratchet function output unit 52 determines whether the maximum touch pressure value detected in step S2 has changed.
在最大触摸压力值发生改变的情况下,步骤S5中的判断为“是”,并且处理进入步骤S6。在步骤S6中,棘轮函数输出单元52更新最大触摸压力值,并且从棘轮函数输出更新后的值。In a case where the maximum touch pressure value has changed, the determination in step S5 is “Yes”, and the process proceeds to step S6 . In step S6 , the ratchet function output unit 52 updates the maximum touch pressure value, and outputs the updated value from the ratchet function.
另一方面,在最大触摸压力值没有发生改变的情况下,步骤S5中的判断为“否”,并且处理进入步骤S7。在步骤S7中,棘轮函数输出单元52从棘轮函数输出目前为止所记录的最大触摸压力值。即,棘轮函数的输出不改变。On the other hand, if the maximum touch pressure value has not changed, the judgment in step S5 is "No", and the process proceeds to step S7. In step S7, the ratchet function output unit 52 outputs the maximum touch pressure value recorded so far from the ratchet function. In other words, the output of the ratchet function does not change.
在如上所述步骤S6或S7的处理中输出了棘轮函数的输出值之后,处理进入了步骤S8。After the output value of the ratchet function is output in the process of step S6 or S7 as described above, the process proceeds to step S8.
在步骤S8中,游戏角色动作量确定单元53根据从棘轮函数输出单元52输出的输出值来确定游戏角色C的移动速度。In step S8 , the game character action amount determination unit 53 determines the movement speed of the game character C based on the output value output from the ratchet function output unit 52 .
具体地,在本实施例中,游戏角色动作量确定单元53基于游戏状况、游戏角色C的特性等,从传递函数DB 61中提取预定模式的传递函数。游戏角色动作量确定单元53将棘轮函数的输出值作为输入参数而输入至所提取出的传递函数。游戏角色动作量确定单元53确定棘轮函数的输出值作为游戏角色C的移动速度。Specifically, in this embodiment, the game character action amount determination unit 53 extracts a transfer function of a predetermined pattern from the transfer function DB 61 based on the game situation, the characteristics of the game character C, and the like. The game character action amount determination unit 53 inputs the output value of the ratchet function as an input parameter to the extracted transfer function. The game character action amount determination unit 53 determines the output value of the ratchet function as the movement speed of the game character C.
在步骤S9中,游戏角色动作量确定单元53在游戏角色动作控制执行单元54中设置游戏角色C以所确定出的移动速度的移动作为游戏角色动作,并请求游戏角色动作控制执行单元54执行该动作。In step S9 , the game character action amount determination unit 53 sets the movement of the game character C at the determined movement speed in the game character action control execution unit 54 as a game character action, and requests the game character action control execution unit 54 to execute the action.
在步骤S10中,游戏角色动作控制执行单元54执行用于进行步骤S4或S9中所请求的游戏角色动作的处理。In step S10 , the game character action control execution unit 54 executes processing for performing the game character action requested in step S4 or S9 .
然后,处理返回至步骤S1,并且重复后续处理。即,除非游戏者的手指或物体从画面移开,否则重复经由步骤S1~S10的循环处理。Then, the process returns to step S1 and the subsequent processes are repeated. That is, unless the player's finger or the object is removed from the screen, the loop process through steps S1 to S10 is repeated.
尽管以上说明了本发明的实施例中,但是应当注意,本发明不限于上述实施例,并且在能够实现本发明的目的的范围内的修改、改进等包含在本发明内。Although the embodiments of the present invention have been described above, it should be noted that the present invention is not limited to the above embodiments, and modifications, improvements, and the like within the scope that can achieve the objects of the present invention are encompassed within the present invention.
例如,上述一系列处理步骤可以通过硬件或通过软件来执行。For example, the above-described series of processing steps may be executed by hardware or by software.
换句话说,图6的功能结构仅是示例,并且不特别局限于该示例。即,只要信息处理系统设置有使得能够将上述一系列处理步骤作为整体来执行的功能就足够了,并且用于实现这些功能的功能块的选择不特别局限于图6.的示例。此外,功能块的位置不特别局限于图6,并且可以任意设置。In other words, the functional structure of FIG6 is merely an example and is not particularly limited to this example. Specifically, it is sufficient for the information processing system to be provided with functions that enable the aforementioned series of processing steps to be executed as a whole, and the selection of functional blocks for implementing these functions is not particularly limited to the example of FIG6 . Furthermore, the positions of the functional blocks are not particularly limited to those in FIG6 and can be arbitrarily set.
具体地,例如,尽管在上述实施例中将图6所示的各功能块作为本地应用程序而设置在游戏者终端1中,但是可以通过使用HTML和JavaScript(注册商标)将这些功能块实现为Web应用程序来将这些功能块设置在服务器等(未示出)中。Specifically, for example, although the functional blocks shown in FIG. 6 are provided in the player terminal 1 as local applications in the above embodiment, these functional blocks may be provided in a server, etc. (not shown) by implementing them as Web applications using HTML and JavaScript (registered trademark).
此外,可以仅通过硬件、仅通过软件、或者通过硬件和软件的组合来实现各功能块。Furthermore, each functional block may be implemented only by hardware, only by software, or by a combination of hardware and software.
在通过软件来执行该一系列处理步骤的情况下,经由网络或从记录介质将构成软件的程序安装在计算机等上。When the series of processing steps are executed by software, a program constituting the software is installed on a computer or the like via a network or from a recording medium.
该计算机可以是嵌入专用硬件中的计算机。可选地,该计算机可以是在安装了各种程序的情况下能够执行各种功能的计算机,诸如服务器、或者通用智能电话、或者个人计算机等。The computer may be a computer embedded in dedicated hardware. Alternatively, the computer may be a computer capable of executing various functions when various programs are installed, such as a server, a general-purpose smart phone, or a personal computer.
包括这种程序的记录介质不仅通过为了向用户提供程序而与设备的主体单元分离地分布的可移除介质(未示出)来实现,而且还通过向用户提供的嵌入在设备的主体单元中的记录介质等来实现。The recording medium including such a program is realized not only by a removable medium (not shown) distributed separately from the main body unit of the device in order to provide the program to the user, but also by a recording medium embedded in the main body unit of the device provided to the user.
在本说明书中,在记录介质上所记录的程序中所描述的步骤不仅可以包括按照时间顺序顺次执行的处理、而且还可以包括没有按时间顺序顺次执行的而是并列或分别执行的处理。In this specification, the steps described in the program recorded on the recording medium may include not only processes that are sequentially executed in chronological order but also processes that are not sequentially executed in chronological order but are executed in parallel or separately.
此外,在本说明书中,术语“系统”应当被解释成表示由多个装置或多个部件等构成的设备整体。Furthermore, in this specification, the term "system" should be interpreted as meaning an entire apparatus composed of a plurality of devices or a plurality of components or the like.
另外,例如,在上述示例中,基于触摸压力输出至的预定棘轮函数的输出值来设置游戏角色C的移动速度,但是不特别局限于该示例。In addition, for example, in the above-described example, the movement speed of the game character C is set based on the output value of the predetermined ratchet function to which the touch pressure is output, but is not particularly limited to this example.
即,基于棘轮函数的输出值所要设置的量不必特别为移动速度,并且可以是游戏角色C的动作的预定量。That is, the amount to be set based on the output value of the ratchet function does not need to be the movement speed in particular, and may be a predetermined amount of the action of the game character C.
另外,输入至棘轮函数的输入参数不必特别是触摸压力,并且可以是与触摸屏相关并且根据物体与触摸屏的显示面的接触程度而变化的预定物理量。例如,可以采用针对触摸屏的力觉或者触摸屏(游戏者终端1)的振动量作为棘轮函数的输入参数。In addition, the input parameter input to the ratchet function does not need to be specifically touch pressure, and can be a predetermined physical quantity related to the touch screen and changing according to the degree of contact between the object and the display surface of the touch screen. For example, the force sense of the touch screen or the vibration amount of the touch screen (player terminal 1) can be used as the input parameter of the ratchet function.
换句话说,应用本发明的程序可以是由用于控制包括图1的上述游戏者终端1的、具有以下结构的终端的计算机所执行的程序。In other words, the program to which the present invention is applied may be a program executed by a computer for controlling terminals having the following structure including the above-described player terminal 1 of FIG. 1 .
即,应用本发明的程序是由用于控制终端的计算机执行的程序,所述终端包括:That is, the program to which the present invention is applied is a program executed by a computer for controlling a terminal including:
显示介质(例如,图1中的触摸屏,特别地,显示单元27),用于在其显示面上显示包括游戏角色(例如,图2等中的角色C)的图像,其中所述游戏角色的动作根据用于使物体与所述显示面相接触的操作而改变,以及a display medium (e.g., the touch screen in FIG. 1 , in particular, the display unit 27 ) for displaying an image including a game character (e.g., the character C in FIG. 2 , etc.) on its display surface, wherein the action of the game character changes according to an operation for bringing an object into contact with the display surface, and
第一检测部件(例如,图1中的触摸压力检测单元41),用于检测根据物体与所述显示面的接触程度而变化的与所述显示介质相关的预定物理量(例如,上述触摸压力)。The first detection component (eg, the touch pressure detection unit 41 in FIG. 1 ) is configured to detect a predetermined physical quantity related to the display medium (eg, the touch pressure) that changes according to the degree of contact between the object and the display surface.
该程序包括:The program includes:
棘轮函数输出步骤(例如,图6中的棘轮函数输出单元52所进行的步骤),用于将所述第一检测部件的检测结果输入至预定的棘轮函数,并且将所述棘轮函数的输出值输出至外部;a ratchet function outputting step (e.g., the step performed by the ratchet function outputting unit 52 in FIG6 ), for inputting the detection result of the first detection component into a predetermined ratchet function, and outputting an output value of the ratchet function to the outside;
动作量确定步骤(例如,图6中的游戏角色动作确定单元53所进行的步骤),用于根据所述棘轮函数的输出值来确定所述游戏角色的动作的预定量;以及an action amount determining step (e.g., the step performed by the game character action determining unit 53 in FIG6 ), for determining a predetermined amount of the game character's action according to the output value of the ratchet function; and
动作控制执行步骤(例如,图6中的游戏角色动作控制执行单元54所进行的步骤),用于执行控制以根据所述动作量确定步骤中的处理所确定出的所述预定量来改变所述游戏角色的动作。The action control execution step (eg, the step performed by the game character action control execution unit 54 in FIG. 6 ) is used to execute control to change the action of the game character according to the predetermined amount determined by the processing in the action amount determination step.
如上所述,游戏者可以仅通过改变诸如手指等的物体与显示面的接触程度、而不是改变物体在显示面上的移动距离来改变游戏角色的动作的预定量。即,可以实现使得游戏者能够在更小的面积内移动其手指的同时直观地移动游戏角色的虚拟控制器。As described above, the player can change the predetermined amount of the game character's movement simply by changing the degree of contact between an object such as a finger and the display surface, rather than changing the distance the object moves on the display surface. That is, a virtual controller can be implemented that allows the player to intuitively move the game character while moving their finger within a smaller area.
这里,由于游戏者是实际的人物,根据物体与显示面的接触程度而变化并且与显示介质相关的预定物理量(例如,上述触摸压力)变得不平滑(波动)。因而,使用预定物理量来直接设置游戏角色的动作的预定量是不适合的,这是因为游戏角色的动作的预定量的变化也变得不平滑。Here, since the player is a real person, the predetermined physical quantity (e.g., the aforementioned touch pressure) that changes according to the degree of contact between the object and the display surface and is related to the display medium becomes non-smooth (fluctuates). Therefore, it is not appropriate to directly set the predetermined amount of the game character's action using the predetermined physical quantity, because the change in the predetermined amount of the game character's action also becomes non-smooth.
由于这个原因,将预定物理量输入至预定的棘轮函数,并且使用棘轮函数的输出值来设置游戏角色的动作的预定量。由于游戏角色的动作的预定量的变化变得平滑,因此这是适当的。For this reason, the predetermined physical quantity is input to the predetermined ratchet function, and the output value of the ratchet function is used to set the predetermined amount of the action of the game character. This is suitable because the change of the predetermined amount of the action of the game character becomes smooth.
这里,根据应用本发明的程序,还可以执行以下控制处理,所述控制处理包括:Here, according to the program to which the present invention is applied, the following control processing can also be executed, and the control processing includes:
中断可否判断步骤(例如,图6中的中断可否判断单元51所进行的步骤),用于输入所述第一检测部件的检测结果,基于由所述检测结果表示的所述预定物理量的变化时间段和变化量来判断是否需要进行中断,并且在判断为无需进行中断的情况下,向所述棘轮函数输出步骤提供所述检测结果,以及在判断为需要进行中断的情况下,禁止向所述棘轮函数输出步骤提供所述检测结果,或者对所述检测结果进行处理、然后向所述棘轮函数输出步骤提供所述检测结果,an interruption possibility determination step (e.g., the step performed by the interruption possibility determination unit 51 in FIG6 ), for inputting a detection result of the first detection component, determining whether an interruption is required based on a change time period and a change amount of the predetermined physical quantity represented by the detection result, and providing the detection result to the ratchet function output step if it is determined that an interruption is not required, and prohibiting the provision of the detection result to the ratchet function output step or processing the detection result and then providing the detection result to the ratchet function output step if it is determined that an interruption is required,
其中,所述动作控制执行步骤包括以下步骤:在所述中断可否判断步骤的处理中判断为需要进行中断的情况下,执行针对所述游戏角色的动作的预定中断处理。The action control execution step includes the following steps: when it is determined that an interruption is required in the interruption determination step, executing a predetermined interruption process for the action of the game character.
这使得可以在使游戏角色的动作的预定量(移动速度等)恒定的同时容易实现用于进行游戏角色的其它动作的中断处理。This makes it possible to easily implement interrupt processing for performing other actions of the game character while keeping the predetermined amount of action (movement speed, etc.) of the game character constant.
不存在对中断处理的部件所进行的其它动作的特别限制,并且如上所述,可以采用跳跃等。在这种情况下,使得可以利用仅使用一个手指的触摸操作来实现用于指示游戏角色的动作的预定量(移动速度等)的操作、以及用于指示游戏角色的其它动作(跳跃等)的操作等。There is no particular limitation on other actions performed by the component that interrupts processing, and as described above, jumping, etc. can be used. In this case, it is possible to implement operations such as instructing a predetermined amount of action (movement speed, etc.) of the game character and instructing other actions (jumping, etc.) of the game character using a touch operation using only one finger.
具体地,例如,在采用移动速度作为游戏角色的动作的预定量的情况下,使得游戏者可以首先进行逐渐增强手指按压力的操作,由此使游戏角色加速,然后减弱力,由此通过棘轮函数的功能使游戏角色以恒定速度移动。Specifically, for example, when the movement speed is used as the predetermined amount of the game character's action, the player can first gradually increase the finger pressing force to accelerate the game character, and then weaken the force, thereby making the game character move at a constant speed through the function of the ratchet function.
另外,游戏者可以通过进行瞬时增强手指力的操作来使游戏角色进行作为中断处理的其它动作(跳跃等)。In addition, the player can make the game character perform other actions (jumping, etc.) as an interrupt process by momentarily increasing the finger force.
这里,在中断的情况下,禁止向棘轮函数输入第一检测部件的检测结果,或者对检测结果进行处理,然后将其输入至棘轮函数。结果,游戏角色可以在不停止恒定速度的移动的情况下进行其它动作(跳跃等)。Here, in the case of interruption, the detection result of the first detection component is prohibited from being input to the ratchet function, or the detection result is processed and then input to the ratchet function. As a result, the game character can perform other actions (jumping, etc.) without stopping the movement at a constant speed.
另外,可以采用减速(制动)作为利用中断处理所进行的其它动作。在这种情况下,例如,在采用移动速度作为游戏角色的动作的预定量的情况下,与上述操作相同,游戏者可以使游戏角色加速,并且在到达特定速度之后,使游戏角色以恒定速度移动。In addition, deceleration (braking) can be adopted as other actions performed by using interrupt processing. In this case, for example, when the moving speed is adopted as the predetermined amount of the action of the game character, the player can accelerate the game character and, after reaching a certain speed, make the game character move at a constant speed, just like the above operation.
另外,游戏者可以通过瞬时增强手指力的操作来向游戏角色发出减速命令(制动)作为中断处理。这使得可以在通过仅增强和减弱一个手指的按压力的同时实现针对角色移动的加速命令(“奔跑”等)和减速命令。In addition, the player can issue a deceleration command (brake) to the game character as an interrupt process by momentarily increasing the pressure of the finger. This makes it possible to implement acceleration commands (such as "run" and deceleration commands for the character's movement) by increasing and decreasing the pressure of only one finger.
即,可以更容易且更适当的实现使得游戏者能够在更小的面积内移动其手指的同时直观地移动游戏角色的虚拟控制器。That is, it is possible to more easily and appropriately implement a virtual controller that enables a game player to intuitively move a game character while moving his or her fingers within a smaller area.
另外,应用本发明的程序可以被配置成使得:In addition, the program to which the present invention is applied may be configured so that:
针对所述游戏角色的所述动作量确定步骤包括以下步骤:通过使用用于将所述棘轮函数的输出值转换成所述游戏角色的动作的所述预定量的一个或多个类型的模式(例如,传递函数模式)中的预定类型的模式,来确定所述游戏角色的动作的所述预定量。The step of determining the amount of action of the game character includes the following steps: determining the predetermined amount of the action of the game character by using a predetermined type of pattern among one or more types of patterns (for example, a transfer function pattern) for converting the output value of the ratchet function into the predetermined amount of the action of the game character.
这使得可以容易实现对游戏角色的动作的可扩展性和可定制性高的控制。This makes it easy to achieve highly scalable and customizable control over the actions of game characters.
即,通过重写或选择性地使用模式(传递函数模式等),可以实现用于指示用于诸如人物、汽车或飞机等的各种游戏角色的动作的操作。另外,还可以容易实现根据诸如由于被敌方施加魔法因而移动变慢的状态等的游戏内的状态来控制游戏角色的动作。That is, by rewriting or selectively using modes (transfer function modes, etc.), it is possible to implement operations for instructing the actions of various game characters such as people, cars, or airplanes. In addition, it is also easy to control the actions of game characters based on in-game conditions, such as a state where movement is slowed due to being cast by an enemy spell.
另外,应用本发明的程序还可以被配置成使得:In addition, the program to which the present invention is applied may also be configured so that:
所述终端还包括第二检测部件(例如,图1等中的触摸位置检测单元41),所述第二检测部件用于检测物体与所述显示介质的所述显示面的接触位置,以及The terminal further includes a second detection component (eg, the touch position detection unit 41 in FIG. 1 ), the second detection component being configured to detect a contact position between an object and the display surface of the display medium, and
所述动作控制执行步骤包括:The action control execution steps include:
改变方向确定步骤,用于基于所述第二检测部件的检测结果来确定所述游戏角色的动作的改变方向;以及a direction change determining step for determining a direction change of the action of the game character based on a detection result of the second detecting component; and
游戏角色动作控制执行步骤,用于执行控制,以沿所述改变方向确定步骤中的处理所确定出的改变方向,根据所述动作量确定步骤中的处理所确定出的所述预定量来改变所述游戏角色的动作。The game character action control execution step is used to execute control to change the action of the game character according to the predetermined amount determined in the action amount determination step along the change direction determined in the change direction determination step.
这使得可以容易实现对游戏角色的动作的预定量(移动速度等)以及动作的改变方向(移动方向)等的控制,由此使得可以实现包括进行各种动作的游戏角色的游戏。This makes it easy to control the predetermined amount of action (movement speed, etc.) and the changing direction of action (movement direction), etc. of the game character, thereby making it possible to realize a game including a game character performing various actions.
另外,应用本发明的程序可以被配置成该程序还使计算机执行:In addition, the program to which the present invention is applied may be configured so that the program further causes a computer to execute:
操作检测步骤,用于检测从第一状态开始、经由第二状态、至第三状态为止的一系列操作(上述滑动),其中,在所述第一状态下使所述物体开始与所述显示介质相接触,在所述第二状态下在维持所述物体与所述显示介质的接触的情况下使所述物体移动,以及在所述第三状态下所述物体与所述显示介质的接触被解除;以及an operation detection step for detecting a series of operations (the above-mentioned sliding) starting from a first state in which the object is brought into contact with the display medium, moving the object while maintaining contact with the display medium in the second state, and releasing the contact between the object and the display medium in the third state, via a second state, to a third state; and
显示控制步骤,用于执行控制,以通过将控制器(图2中的圆形3D虚拟板VP)配置为使得所述控制器的中心或重心位于所述第一状态下的所述物体与所述显示介质的显示面的接触位置处,来在所述显示介质上显示所述控制器,其中所述控制器具有预定形状并且用于进行用于指示所述游戏角色的动作的操作,a display control step for performing control to display a controller (circular 3D virtual plate VP in FIG. 2 ) on the display medium by configuring the controller so that the center or center of gravity of the controller is located at a contact position between the object in the first state and the display surface of the display medium, wherein the controller has a predetermined shape and is used to perform an operation for instructing an action of the game character,
其中,所述改变方向确定步骤包括用于基于所述第二状态下的所述物体的移动方向来确定所述游戏角色的动作的改变方向的步骤,以及wherein the change direction determining step includes a step for determining the change direction of the action of the game character based on the moving direction of the object in the second state, and
所述动作量确定步骤包括用于根据所述第二状态下的所述棘轮函数的输出值来确定所述游戏角色的动作的预定量的步骤。The action amount determination step includes a step of determining a predetermined amount of action of the game character according to an output value of the ratchet function in the second state.
如上所述,在上述实施例中,如图2所示,虚拟控制器的形状是圆形。然而,不特别局限于该形状,并且可以使用使得能够进行用于指示游戏角色的动作的操作的任意形状。As described above, in the above embodiment, the shape of the virtual controller is circular as shown in Figure 2. However, it is not particularly limited to this shape, and any shape that enables an operation for instructing an action of a game character can be used.
另外,不对利用显示控制步骤中所执行的控制在显示介质上显示虚拟控制器的定时进行特别限制。In addition, the timing of displaying the virtual controller on the display medium by the control performed in the display control step is not particularly limited.
即,在上述实施例中,在远离触摸屏的游戏者的手指等与触摸屏接触时,即在滑动的第一状态时,3D虚拟板VP未处于其可被游戏者从视觉上识别的状态。之后,在滑动转变成第二状态时,如图2的上部所示,在3D虚拟板VP在显示面上的中心或重心位于滑动的第一状态下的触摸位置处的状态下,3D虚拟板VP以可被游戏者从视觉上识别的状态显示。That is, in the above embodiment, when a player's finger, etc., away from the touch screen, touches the touch screen, i.e., in the first sliding state, the 3D virtual tablet VP is not visually recognizable to the player. Subsequently, when the sliding transitions to the second state, as shown in the upper portion of FIG. 2 , the 3D virtual tablet VP is displayed in a state visually recognizable to the player, with the center or center of gravity of the 3D virtual tablet VP on the display surface located at the touch position in the first sliding state.
然而,该类型的显示仅是示例。即,诸如3D虚拟板VP等的虚拟控制器可以初始显示在显示介质上的不会受到游戏者的触摸操作的影响的预定位置处。即,还可以将虚拟控制器显示在始终可被游戏者从视觉上识别的位置处。However, this type of display is merely an example. Specifically, a virtual controller, such as a 3D virtual pad VP, may be initially displayed at a predetermined position on the display medium that is not affected by the player's touch operation. Alternatively, the virtual controller may be displayed at a position that is always visually recognizable to the player.
这样,使得可以更容易地实现使得游戏者能够在更小的面积内移动其手指的同时直观地移动游戏角色。This makes it easier to enable the player to intuitively move the game character while moving his fingers within a smaller area.
另外,以这种方式实现的虚拟控制器与传统虚拟板的兼容性高。In addition, the virtual controller implemented in this way is highly compatible with traditional virtual boards.
即,由于可以采用与传统虚拟板完全相同的UI作为画面上要显示的UI,因此可以使用具有与传统虚拟板相同的操作性的虚拟控制器。因而,以这种方式实现的虚拟控制器可以用作不具有第一检测部件(感压传感器等)的智能电话上的传统虚拟板。即,使得可以使用以这种方式实现的虚拟控制器作为与传统虚拟板反向兼容的技术。That is, since the UI to be displayed on the screen can be exactly the same as that of a conventional virtual pad, a virtual controller with the same operability as a conventional virtual pad can be used. Therefore, the virtual controller implemented in this way can be used as a conventional virtual pad on a smartphone that does not have a first detection component (such as a pressure sensor). In other words, the virtual controller implemented in this way can be used as a technology that is reverse-compatible with conventional virtual pads.
附图标记列表Reference Signs List
1 游戏者终端1 Gamer Terminal
21 CPU21 CPU
41 触摸压力检测单元41 Touch pressure detection unit
42 触摸位置检测单元42 Touch position detection unit
51 中断可否判断单元51 Interrupt determination unit
52 棘轮函数输出单元52 Ratchet function output unit
53 游戏角色动作量确定单元53 Game character action amount determination unit
54 游戏角色动作控制执行单元54 Game character action control execution unit
55 显示控制单元55 Display control unit
61 传递函数DB61 Transfer Function DB
Applications Claiming Priority (1)
| Application Number | Priority Date | Filing Date | Title |
|---|---|---|---|
| JP2015-256302 | 2015-12-28 |
Publications (2)
| Publication Number | Publication Date |
|---|---|
| HK1253849A1 HK1253849A1 (en) | 2019-07-05 |
| HK1253849B true HK1253849B (en) | 2021-09-17 |
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