JP5210547B2 - 移動制御プログラムおよび移動制御装置 - Google Patents
移動制御プログラムおよび移動制御装置 Download PDFInfo
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- JP5210547B2 JP5210547B2 JP2007141392A JP2007141392A JP5210547B2 JP 5210547 B2 JP5210547 B2 JP 5210547B2 JP 2007141392 A JP2007141392 A JP 2007141392A JP 2007141392 A JP2007141392 A JP 2007141392A JP 5210547 B2 JP5210547 B2 JP 5210547B2
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/40—Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment
- A63F13/42—Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment by mapping the input signals into game commands, e.g. mapping the displacement of a stylus on a touch screen to the steering angle of a virtual vehicle
- A63F13/426—Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment by mapping the input signals into game commands, e.g. mapping the displacement of a stylus on a touch screen to the steering angle of a virtual vehicle involving on-screen location information, e.g. screen coordinates of an area at which the player is aiming with a light gun
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/20—Input arrangements for video game devices
- A63F13/21—Input arrangements for video game devices characterised by their sensors, purposes or types
- A63F13/214—Input arrangements for video game devices characterised by their sensors, purposes or types for locating contacts on a surface, e.g. floor mats or touch pads
- A63F13/2145—Input arrangements for video game devices characterised by their sensors, purposes or types for locating contacts on a surface, e.g. floor mats or touch pads the surface being also a display device, e.g. touch screens
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/80—Special adaptations for executing a specific game genre or game mode
- A63F13/812—Ball games, e.g. soccer or baseball
-
- G—PHYSICS
- G06—COMPUTING; CALCULATING OR COUNTING
- G06F—ELECTRIC DIGITAL DATA PROCESSING
- G06F3/00—Input arrangements for transferring data to be processed into a form capable of being handled by the computer; Output arrangements for transferring data from processing unit to output unit, e.g. interface arrangements
- G06F3/01—Input arrangements or combined input and output arrangements for interaction between user and computer
- G06F3/048—Interaction techniques based on graphical user interfaces [GUI]
- G06F3/0484—Interaction techniques based on graphical user interfaces [GUI] for the control of specific functions or operations, e.g. selecting or manipulating an object, an image or a displayed text element, setting a parameter value or selecting a range
- G06F3/0486—Drag-and-drop
-
- G—PHYSICS
- G06—COMPUTING; CALCULATING OR COUNTING
- G06F—ELECTRIC DIGITAL DATA PROCESSING
- G06F3/00—Input arrangements for transferring data to be processed into a form capable of being handled by the computer; Output arrangements for transferring data from processing unit to output unit, e.g. interface arrangements
- G06F3/01—Input arrangements or combined input and output arrangements for interaction between user and computer
- G06F3/048—Interaction techniques based on graphical user interfaces [GUI]
- G06F3/0487—Interaction techniques based on graphical user interfaces [GUI] using specific features provided by the input device, e.g. functions controlled by the rotation of a mouse with dual sensing arrangements, or of the nature of the input device, e.g. tap gestures based on pressure sensed by a digitiser
- G06F3/0488—Interaction techniques based on graphical user interfaces [GUI] using specific features provided by the input device, e.g. functions controlled by the rotation of a mouse with dual sensing arrangements, or of the nature of the input device, e.g. tap gestures based on pressure sensed by a digitiser using a touch-screen or digitiser, e.g. input of commands through traced gestures
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/10—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by input arrangements for converting player-generated signals into game device control signals
- A63F2300/1068—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by input arrangements for converting player-generated signals into game device control signals being specially adapted to detect the point of contact of the player on a surface, e.g. floor mat, touch pad
- A63F2300/1075—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by input arrangements for converting player-generated signals into game device control signals being specially adapted to detect the point of contact of the player on a surface, e.g. floor mat, touch pad using a touch screen
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/60—Methods for processing data by generating or executing the game program
- A63F2300/6045—Methods for processing data by generating or executing the game program for mapping control signals received from the input arrangement into game commands
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/80—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game specially adapted for executing a specific type of game
- A63F2300/8011—Ball
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- Engineering & Computer Science (AREA)
- Multimedia (AREA)
- Human Computer Interaction (AREA)
- General Engineering & Computer Science (AREA)
- Theoretical Computer Science (AREA)
- Physics & Mathematics (AREA)
- General Physics & Mathematics (AREA)
- User Interface Of Digital Computer (AREA)
- Processing Or Creating Images (AREA)
- Position Input By Displaying (AREA)
Description
[数1]
c=f0+t*(Vp・t)
なお、Vp・tは、ベクトルVpとベクトルtの内積を示す。点cは、入力直線上の点のうち、ボール14の中心点B0との最も近い点である。
[数2]
v1=v0+(f1−f0)*k*((r+a−cD)/(r+a))
ここで、kは定数(0<k<1)であり、適宜な値に設定される。
[数3]
v1=v0+(f1−f0)*k*(1/cD)
なお、定数kは数2における値と異なる値に設定されてよい。
[数4]
v1=v0+(f1−f0)*k*(1/cD)*(1/|L|)
[数5]
v1=v0+(f1−f0)*k*(1/cD)*(1/(L−|Vf|))
いずれの場合も、入力線分が入力方向において中心点B0から離れるほど、ボール104の移動に与える影響を小さくすることができる。
12,14 …LCD
16,16a,16b …ハウジング
22 …操作スイッチ
24 …タッチパネル
26 …スティック
28 …メモリカード
28a …ROM
28b,42 …RAM
34 …CPUコア
36a,36b …スピーカ
44,46 …GPU
48 …I/F回路
50 …LCDコントローラ
52,54 …VRAM
104 …操作オブジェクト
Claims (6)
- 少なくともプレイヤによって操作される操作オブジェクトを画面に表示する表示手段と当該表示手段の画面上の位置を指示するためのポインティングデバイスとを備える移動制御装置のコンピュータにおいて実行される移動制御プログラムであって、
前記ポインティングデバイスによって指示される前記画面上の位置を示す入力座標を所定時間毎に検出する入力座標検出ステップ、
前記入力座標検出ステップによって検出された前回の入力座標と今回の入力座標とを結ぶ直線と、前記操作オブジェクトとの距離を算出する距離算出ステップ、
前記距離算出ステップによって算出された距離に基づいて前記操作オブジェクトの移動速度を算出する移動速度算出ステップ、および
前記移動速度算出ステップによって算出された移動速度に基づいて前記操作オブジェクトを移動させる移動処理ステップを前記コンピュータに実行させる、移動制御プログラム。 - 前記移動速度算出ステップは、前記距離が小さいほど前記移動速度を大きくする、請求項1記載の移動制御プログラム。
- 前記直線上の点のうち、前記操作オブジェクトの基準点に最も近い点を算出する最近点算出ステップをさらに前記コンピュータに実行させ、
前記距離算出ステップは、前記最近点算出ステップによって算出された最近点と、前記操作オブジェクトの基準点との距離を算出する、請求項1記載の移動制御プログラム。 - 前記操作オブジェクトは円形のオブジェクトであり、
前記前回の入力座標から前記今回の入力座標への入力方向と前記円形のオブジェクトの半径とに基づいて設定される領域と、前記前回の入力座標と前記今回の入力座標とを結ぶ入力線分とが交わるか否かを判別する当たり判別ステップを前記コンピュータにさらに実行させ、
前記移動速度算出ステップは、前記当たり判別ステップによって前記領域と前記入力線分とが交わることが判別されたとき、前記距離に基づいて前記円形のオブジェクトの移動速度を算出する、請求項3記載の移動制御プログラム。 - 前記移動速度算出ステップは、前記入力座標検出ステップによって検出された前回の入力座標と今回の入力座標の差分を算出する差分算出ステップを含んでいて、さらに前記差分に基づいて前記操作オブジェクトの移動速度を算出する、請求項1記載の移動制御プログラム。
- 少なくともプレイヤによって操作される操作オブジェクトを画面に表示する表示手段と当該表示手段の画面上の位置を指示するためのポインティングデバイスとを備え、前記ポインティングデバイスによる入力によって前記操作オブジェクトの移動を制御する移動制御装置であって、
前記ポインティングデバイスによって指示される前記画面上の位置を示す入力座標を所定時間毎に検出する入力座標検出手段、
前記入力座標検出手段によって検出された前回の入力座標と今回の入力座標とを結ぶ直線と、前記操作オブジェクトとの距離を算出する距離算出手段、
前記距離算出手段によって算出された距離に基づいて前記操作オブジェクトの移動速度を算出する移動速度算出手段、および
前記移動速度算出手段によって算出された移動速度に基づいて前記操作オブジェクトを移動させる移動処理手段を備える、移動制御装置。
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JP2007141392A JP5210547B2 (ja) | 2007-05-29 | 2007-05-29 | 移動制御プログラムおよび移動制御装置 |
US12/076,599 US10016678B2 (en) | 2007-05-29 | 2008-03-20 | Storage medium storing movement controlling program and movement controlling apparatus |
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Families Citing this family (9)
Publication number | Priority date | Publication date | Assignee | Title |
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JP5210547B2 (ja) * | 2007-05-29 | 2013-06-12 | 任天堂株式会社 | 移動制御プログラムおよび移動制御装置 |
JP5806799B2 (ja) * | 2009-01-26 | 2015-11-10 | 任天堂株式会社 | 情報処理装置、情報処理プログラム、情報処理システムおよび情報処理方法 |
JP5433375B2 (ja) * | 2009-10-23 | 2014-03-05 | 楽天株式会社 | 端末装置、機能実行方法、機能実行プログラム及び情報処理システム |
JP5377709B2 (ja) * | 2012-05-23 | 2013-12-25 | 株式会社スクウェア・エニックス | 情報処理装置,情報処理方法,及びゲーム装置 |
US9285981B1 (en) * | 2012-07-16 | 2016-03-15 | Wickr Inc. | Discouraging screen capture |
JP6418299B1 (ja) * | 2017-09-15 | 2018-11-07 | 株式会社セガゲームス | 情報処理装置及びプログラム |
TWD192680S (zh) * | 2017-12-07 | 2018-09-01 | 旺矽科技股份有限公司 | 顯示螢幕之圖形化使用者介面 |
JP7266112B2 (ja) * | 2019-10-08 | 2023-04-27 | 株式会社スクウェア・エニックス | ビデオゲーム処理プログラム及びゲームシステム |
CN111589114B (zh) * | 2020-05-12 | 2023-03-10 | 腾讯科技(深圳)有限公司 | 虚拟对象的选择方法、装置、终端及存储介质 |
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US5515489A (en) * | 1991-12-31 | 1996-05-07 | Apple Computer, Inc. | Collision detector utilizing collision contours |
JP3138423B2 (ja) * | 1996-02-20 | 2001-02-26 | 株式会社ナムコ | シミュレーション装置 |
JP4030209B2 (ja) * | 1998-12-09 | 2008-01-09 | 株式会社バンダイナムコゲームス | ゲーム装置および情報記憶媒体 |
US6722987B2 (en) * | 2002-04-16 | 2004-04-20 | Microsoft Corporation | Processing collisions between digitally represented mobile objects and free form dynamically created electronic ink |
JP2005192986A (ja) * | 2003-12-10 | 2005-07-21 | Nintendo Co Ltd | ゲームプログラムおよびゲーム装置 |
JP4726469B2 (ja) * | 2003-12-10 | 2011-07-20 | 任天堂株式会社 | ゲームプログラム |
JP4420730B2 (ja) * | 2004-05-10 | 2010-02-24 | 株式会社バンダイナムコゲームス | プログラム、情報記憶媒体及び電子機器 |
JP3770499B1 (ja) * | 2004-11-02 | 2006-04-26 | 任天堂株式会社 | ゲーム装置及びゲームプログラム |
JP4555667B2 (ja) | 2004-11-29 | 2010-10-06 | 任天堂株式会社 | ゲームプログラムおよびゲーム装置 |
JP2006192246A (ja) * | 2004-12-13 | 2006-07-27 | Nintendo Co Ltd | ゲーム装置およびゲームプログラム |
US7619616B2 (en) * | 2004-12-21 | 2009-11-17 | Microsoft Corporation | Pressure sensitive controls |
JP4740644B2 (ja) * | 2005-05-11 | 2011-08-03 | 任天堂株式会社 | 画像処理プログラムおよび画像処理装置 |
JP4819467B2 (ja) * | 2005-10-04 | 2011-11-24 | 任天堂株式会社 | オブジェクト移動制御プログラムおよび情報処理装置 |
JP5210547B2 (ja) * | 2007-05-29 | 2013-06-12 | 任天堂株式会社 | 移動制御プログラムおよび移動制御装置 |
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JP2008295483A (ja) | 2008-12-11 |
US20080297492A1 (en) | 2008-12-04 |
US10016678B2 (en) | 2018-07-10 |
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