WO2022113721A1 - Game controller - Google Patents
Game controller Download PDFInfo
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- WO2022113721A1 WO2022113721A1 PCT/JP2021/041089 JP2021041089W WO2022113721A1 WO 2022113721 A1 WO2022113721 A1 WO 2022113721A1 JP 2021041089 W JP2021041089 W JP 2021041089W WO 2022113721 A1 WO2022113721 A1 WO 2022113721A1
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- WIPO (PCT)
- Prior art keywords
- game
- character input
- game controller
- processor
- key
- Prior art date
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- 230000001133 acceleration Effects 0.000 claims abstract description 40
- 238000001514 detection method Methods 0.000 claims abstract description 26
- 230000005540 biological transmission Effects 0.000 claims description 12
- 238000000034 method Methods 0.000 description 66
- 230000008569 process Effects 0.000 description 47
- 238000004891 communication Methods 0.000 description 38
- 238000012545 processing Methods 0.000 description 21
- 210000003811 finger Anatomy 0.000 description 16
- 230000005484 gravity Effects 0.000 description 13
- 230000010365 information processing Effects 0.000 description 13
- 238000006243 chemical reaction Methods 0.000 description 8
- 238000010586 diagram Methods 0.000 description 8
- 210000004247 hand Anatomy 0.000 description 8
- 210000003813 thumb Anatomy 0.000 description 6
- 238000001994 activation Methods 0.000 description 4
- 230000007257 malfunction Effects 0.000 description 4
- 238000013507 mapping Methods 0.000 description 4
- 238000012790 confirmation Methods 0.000 description 3
- 239000004973 liquid crystal related substance Substances 0.000 description 3
- 230000004913 activation Effects 0.000 description 2
- 238000010200 validation analysis Methods 0.000 description 2
- 230000008859 change Effects 0.000 description 1
- 239000003086 colorant Substances 0.000 description 1
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- 238000004088 simulation Methods 0.000 description 1
- 230000007306 turnover Effects 0.000 description 1
Images
Classifications
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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
- A63F13/20—Input arrangements for video game devices
- A63F13/21—Input arrangements for video game devices characterised by their sensors, purposes or types
- A63F13/211—Input arrangements for video game devices characterised by their sensors, purposes or types using inertial sensors, e.g. accelerometers or gyroscopes
-
- 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
- A63F13/20—Input arrangements for video game devices
- A63F13/22—Setup operations, e.g. calibration, key configuration or button assignment
-
- 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
- A63F13/24—Constructional details thereof, e.g. game controllers with detachable joystick handles
-
- 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
- A63F13/25—Output arrangements for video game devices
- A63F13/26—Output arrangements for video game devices having at least one additional display device, e.g. on the game controller or outside a game booth
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- 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
- G06F3/02—Input arrangements using manually operated switches, e.g. using keyboards or dials
-
- 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
- G06F3/02—Input arrangements using manually operated switches, e.g. using keyboards or dials
- G06F3/023—Arrangements for converting discrete items of information into a coded form, e.g. arrangements for interpreting keyboard generated codes as alphanumeric codes, operand codes or instruction codes
-
- 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
- G06F3/04886—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 by partitioning the display area of the touch-screen or the surface of the digitising tablet into independently controllable areas, e.g. virtual keyboards or menus
Definitions
- the present invention relates to a game controller for performing a game operation, and particularly to a game controller capable of inputting characters.
- the following game controllers are capable of inputting characters.
- the game controller described in Patent Document 1 can be attached and detached by a text input device.
- the game controller has a main body portion for arranging controls such as a thumb stick and a trigger, and a grip portion formed so that the player holds the game play position with both hands.
- Each grip portion has a grip end extended from the main body portion toward the player side. The grip portion is arranged so that the thumb touches the palm when placed on the operator.
- the palm touches the outer surface of the grip part so that the player can access the controller with the thumb, and the main body part is placed between the thumb and index finger.
- the text input device is attached to the game controller so that it fits into the open area between the grip ends.
- the present invention is a game controller connected to a game device and for performing a game operation, which is provided on the front surface of the game controller main body and has a plurality of game operation buttons. And, it is determined whether the character input surface provided on the back surface of the game controller main body and in which a plurality of keys for character input are arranged, the game operation surface, or the character input surface faces the player. Based on the determination result of the determination unit and the determination unit, one of the game operation surface or the character input surface that faces the player is enabled, and the other operation that does not face the player. It is provided with a surface validation invalidation unit for invalidating at least a part of the above.
- the determination unit determines whether the game operation surface or the character input surface faces the player based on the detection result of the acceleration sensor that detects the posture of the game controller main body. judge.
- the character input surface has a display on which a key arrangement image in which a plurality of keys for character input are arranged is displayed, and coordinates of a position provided on the display and operated. It has a touch sensor to detect.
- a key arrangement image display unit that displays a key arrangement image in which a plurality of keys for inputting characters to be displayed on the display are arranged, which is supplied from the game device, on the display.
- the key arrangement image display unit further includes a transmission unit that transmits the coordinates of the operated position of the touch sensor to the game device, and the game device is based on the coordinates of the position transmitted by the transmission unit. The changed key arrangement image is displayed on the display.
- the game controller according to the present invention further includes a facing surface transmitting unit that transmits the determination result of the determination unit to the game device.
- FIG. 1 is a conceptual diagram showing an example of a configuration of a game system 100 including a game controller 1 according to an embodiment of the present invention.
- the game system 100 includes a game controller 1, a game device 2, and a display device 3.
- the game device 2 executes various processes (for example, game processes) in the game system 100 and displays the result of the processes on the display device 3.
- the game device 2 and the game controller 1 are connected by wire or wirelessly, and operation data generated by the player operating the game controller 1 is supplied from the game controller 1 to the game device 2.
- the game device 2 is configured to be connectable to a game server via the network 4.
- the display device 3 is composed of, for example, a liquid crystal display device or an organic EL display device.
- FIG. 2 is a front perspective view showing an example of the appearance configuration of the game controller 1 according to the embodiment of the present invention.
- FIG. 3 is a perspective view of the back side of the game controller 1.
- the game controller 1 is configured by providing a game operation surface 11 on the front surface and a character input surface 12 on the back surface.
- the A button 21, the B button 22, the X button 23, and the Y button 24 are arranged on the right side of the game operation surface 11.
- a start button 25 and a select button 26 are arranged in the central area of the game operation surface 11.
- a cross key 27 is arranged on the left side of the game operation surface 11.
- a left analog stick 28 and a right analog stick 29 are arranged on the lower center side of the game operation surface 11.
- the xyz coordinate system in FIG. 2 is a coordinate system with reference to the game controller 1, and the direction perpendicular to the front of the game controller 1 (for example, the pressing direction of the A button 21) is the z-axis positive direction, and the left and right of the game controller 1 are left and right.
- the direction (for example, the direction from the Y button 24 to the A button 21) is defined as the x-axis positive direction, and the vertical direction of the game controller 1 (for example, the direction from the B button 22 to the X button 23) is defined as the y-axis positive direction.
- the start button 25 is used, for example, for instructing the start of a game
- the select button 26 is used, for example, for switching selection items.
- the cross key 27 is used, for example, to move a player object (game character) in the up, down, left, and right directions in the game space.
- the A button 21, the B button 22, the X button 23, the Y button 24, the start button 25, the select button 26, and the cross key 27 are operated in connection with various functions during the game.
- the term game operation button 51 is used.
- the A button 21, the B button 22, the X button 23, the Y button 24, the start button 25, and the select button 26 are buttons that can be pressed in the positive direction of the z-axis in FIG.
- the cross key 27 is composed of an upper button 27A, a lower button 27B, a left button 27C, and a right button 27D.
- the upper button 27A, the lower button 27B, the left button 27C, and the right button 27D are buttons that can be pressed in the positive direction of the z-axis in FIG. 2, respectively.
- the left analog stick 28 and the right analog stick 29 are devices that indicate directions, and the sticks are operated by the player tilting the stick portions 28A and 29A in any direction (up / down / left / right and diagonal directions) with their fingers. It is configured so that numerical values corresponding to the inclinations of the portions 28A and 29A can be input.
- the left analog stick 28 and the right analog stick 29 may be pressed in the positive direction of the z-axis.
- a game operation surface fixing button 30 and a surface fixing indicator 31 are arranged above the X button 23.
- the game controller 1 can operate the game operation surface 11 when the front side (z-axis negative direction) is directed substantially vertically upward, and the back side (z-axis positive direction) as shown in FIG. Has a function of being able to operate the character input surface 12 when the character is turned almost vertically upward. That is, the game controller 1 automatically switches between the game operation surface 11 and the character input surface 12.
- the function is referred to as an automatic surface switching function.
- the reason why the player operates the game controller 1 is that the player operates the game controller 1 by tilting it slightly toward the front from the vertical direction.
- the game operation surface fixing button 30 is used to switch between the surface automatic switching state and the game operation surface fixing state.
- the surface automatic switching state means a state in which the surface automatic switching function is enabled.
- the game operation surface fixed state means a state in which the game operation surface 11 is operably fixed regardless of the angle of the game controller 1. Further, the state in which the character input surface 12 is operably fixed regardless of the angle of the game controller 1 is called a character input surface fixed state.
- the game controller 1 is set to the surface automatic switching state, the game operation surface fixed state, or the character input image fixed state is set in the setting state flag stored in the RAM 55 (FIG. 4) described later. Will be done.
- the setting status flag is set to "00" when the game controller 1 is set to the automatic surface switching state, and is set to "01" when the game controller 1 is set to the game operation surface fixed state. When the game controller 1 is set to the fixed character input surface state, it is set to "10". Table 1 shows the three states of the setting state flags described above.
- the surface fixing indicator 31 lights up in red when the game operation surface is fixed, and lights up in blue when the game operation surface 11 is directed substantially vertically upward in the surface automatic switching state. Further, the surface fixing indicator 31 is turned off when the character input surface 12 is directed substantially vertically upward in the surface automatic switching state and when the character input surface is fixed.
- the surface fixing indicator 31 is composed of, for example, a multi-color LED.
- the left shoulder button 32 is arranged on the front side (z-axis negative direction side), and the left shoulder button 33 is arranged on the back side (z-axis positive direction side).
- the left shoulder buttons 32 and 33 can be operated with the index finger or the middle finger of the left hand while the player holds the game controller 1 with both hands.
- the right shoulder button 34 is arranged on the front side (z-axis negative direction side), and the right shoulder button 35 is arranged on the back side (z-axis positive direction side).
- the right shoulder buttons 34 and 35 can be operated with the index finger or the middle finger of the right hand while the player holds the game controller 1 with both hands.
- the term shoulder button 52 is used.
- the shoulder button 52 can be operated regardless of whether the surface facing substantially vertically upward is the game operation surface 11 or the character input surface 12.
- the shoulder button 52 is assigned a function as the game operation button that is operated in connection with various functions during the game.
- the shoulder button 52 has a function of moving the cursor indicating the character input position, a function of erasing one input character, and the like. Assigned.
- a display 41 with a touch sensor is arranged in the center of the character input surface 12.
- the display 41 with a touch sensor is a display in which a display and a touch sensor are integrated, and the display portion is composed of, for example, a liquid crystal display device or an organic EL display device.
- a pressure-sensitive sensor sheet or a capacitance sensor sheet may be arranged on the display.
- a character input surface fixing button 36 and a surface fixing indicator 37 are arranged on the upper right side of the display 41 with a touch sensor.
- the character input surface fixing button 36 is used to switch between the surface automatic switching state and the character input surface fixing state.
- the game operation surface fixing button 30 and the character input surface fixing button 36 are provided on the assumption that the player operates the game operation surface 11 in a free posture, particularly in a supine position.
- the surface fixing indicator 37 lights up in red when the character input surface is fixed, and lights up in blue when the character input surface 12 is oriented substantially vertically upward in the surface automatic switching state. Further, the surface fixing indicator 37 is turned off when the game operation surface 11 is directed substantially vertically upward in the surface automatic switching state and when the game operation surface is fixed.
- the surface fixing indicator 37 is composed of, for example, a multi-color LED.
- the surface fixing indicators 31 and 37 inform the player whether the game controller 1 is set to the surface automatic switching state, the game operation surface fixed state, or the character input surface fixed state.
- Table 2 shows an example of how to light the surface fixing indicators 31 and 37. Table 2 is stored in advance in ROM 54, which will be described later.
- the surface fixing indicators 31 and 37 are turned off or turned on, and when they are turned on, the difference in the state in which the colors are set differently is shown.
- the upper part of the game operation surface means that the game operation surface 11 is directed substantially vertically upward
- the upper part of the character input surface means that the character input surface 12 is oriented substantially vertically upward. Means.
- the game operation surface fixing button 30 and the character input surface fixing button 36 switch between the surface automatic switching state, the game operation surface fixing state, and the character input surface fixing state.
- the game operation surface fixing button 30 and the character input surface fixing button 36 are used.
- the state set after pressing is different.
- Table 3 shows the relationship between the state immediately before pressing and the state set after pressing.
- the two-digit number in each frame is the value of the setting state flag set in the state described in each frame. Table 3 is stored in advance in ROM 54, which will be described later.
- the auxiliary button 43 is arranged at the lower left of the display 41 with a touch sensor, and the auxiliary button 44 is arranged at the lower right of the display 41 with a touch sensor.
- the auxiliary button 43 has a function of switching the keyboard layout image (input mode) displayed on the display 41 with a touch sensor each time the back side (z-axis positive direction) is directed substantially vertically upward. Assigned. That is, the auxiliary button 43 fulfills the functions of the switching keys SKA to SKC (FIGS. 6 to 9) described later with one button.
- the auxiliary button 44 When the back side (the z-axis positive direction) is directed almost vertically upward, the auxiliary button 44 has the same function as the return key constituting a normal keyboard, for example, determination of created sentences, a game of various data. A function for instructing transmission to the device 2 or a line break at the time of writing a sentence is assigned. Further, the auxiliary buttons 43 and 44 are assigned a function as a rear button when the front side (z-axis negative direction) is directed substantially vertically upward.
- FIG. 4 is a block diagram showing an example of the configuration of the game controller 1.
- the game controller 1 includes a left analog stick 28, a right analog stick 29, a game operation surface fixing button 30, a surface fixing indicator 31 and 37, a character input surface fixing button 36, a display 41 with a touch sensor, and a game operation. It includes a button 51, a shoulder button 52, a processor 53, a ROM 54, a RAM 55, a media interface (I / F) 56, a communication control unit 58, and an acceleration sensor 59.
- I / F media interface
- the game operation button 51 includes an A button 21, a B button 22, an X button 23, a Y button 24, a start button 25, a select button 26, and a cross key described with reference to FIGS. 2 and 3. It is composed of 27.
- the shoulder button 52 includes left shoulder buttons 32 and 33 and right shoulder buttons 34 and 35.
- the processor 53 reads an information processing program stored in the ROM 54 or the external storage medium 57, expands it into the RAM 55, and executes various information processing.
- the ROM 54 mainly stores information processing programs and other various data (for example, key layout images described later, the table 2 and the table 3) in advance. As the information processing program is expanded, the RAM 55 temporarily stores various data used in the information processing (for example, the setting state flag (Table 1) and the opposite state flag (Table 4) described later).
- the media I / F56 is composed of, for example, slots.
- the processor 53 accesses the external storage medium 57 via the media I / F 56, reads an information processing program stored inside the external storage medium 57, and writes various data to the external storage medium 57.
- the communication control unit 58 controls the communication method that the game controller 1 performs with the game device 2 by wired communication or wireless communication.
- the acceleration sensor 59 supplies the detection result for the processor 53 to calculate the information regarding the movement, the posture, or the inclination of the game controller 1 to the processor 53.
- the detection result of the acceleration sensor 59 is repeatedly supplied to the processor 53 at an appropriate timing.
- the processor 53 calculates information regarding the movement, attitude, or inclination of the game controller 1 based on the detection result of the acceleration sensor 59.
- the acceleration sensor 59 detects the magnitude of acceleration along predetermined three axes (for example, the xyz axis shown in FIG. 1).
- the acceleration sensor 59 may detect acceleration in the uniaxial direction or the biaxial direction.
- FIG. 5 is a block diagram showing an example of the configuration of the game device 2.
- the game device 2 includes a processor 71, a ROM 72, a RAM 73, a media I / F 74, various operation buttons 76, and a communication control unit 77.
- the processor 71 reads an information processing program (for example, a game application program (hereinafter abbreviated as "game application”)) stored in the ROM 72 or the external storage medium 75, develops it in the RAM 73, and executes various information processing. ..
- an information processing program for example, a game application program (hereinafter abbreviated as "game application")
- game application a game application program
- the ROM 72 mainly stores information processing programs and other various data in advance.
- the RAM 73 temporarily stores various data used in the information processing while the information processing program is expanded.
- the media I / F74 is composed of, for example, a disk drive or a slot.
- the processor 71 accesses the external storage medium 75 via the media I / F 74, reads an information processing program stored inside the external storage medium 75, and writes various data to the external storage medium 75.
- the various operation buttons 76 are composed of a power button for turning on the power to the game device 2, an eject button for putting the external storage medium 75 in and out of the media I / F 74, and the like.
- the communication control unit 77 controls a communication method performed by the game device 2 with the game controller 1 by wired communication or wireless communication, and a communication method performed with the game server via the network 4.
- FIG. 6 to 8 are examples of key layout images displayed on the display 41 with a touch sensor, FIG. 6 is an alphabet key layout image, FIG. 7 is a symbol key layout image, and FIG. 8 is a number key layout image. These three keyboard layout images are stored in advance in the ROM 54 shown in FIG. 4 by default.
- the alphabet key layout image shown in FIG. 6 is an alphabet key for inputting an alphabet from a to z, a space key for inputting a space, and a symbol key for inputting symbols such as "," and ".”. It is composed of.
- Alphabet keyboard layout images are used to input English sentences and sentences in Japanese and other languages by entering Roman characters.
- FIG. 6 is an example in which the alphabet keys are arranged in a QWERTY array, but the present invention is not limited to this.
- the alphabet keys may be arranged in, for example, a Dvorak sequence, a Kolemak sequence, or a Maltron sequence.
- the symbol key arrangement image shown in FIG. 7 is a symbol that cannot be input by the alphabet key arrangement image shown in FIG. 6 among the symbols that can be input by a normal keyboard used in a personal computer or the like, for example, "#" and "&". It consists of symbol keys for inputting symbols such as.
- the number key layout image shown in FIG. 8 is composed of a number key for inputting a number from 0 to 9 and a symbol key for inputting a symbol used for a four-rule operation.
- switching keys SKA to SKC for switching the key layout image (input mode) displayed on the display 41 with a touch sensor are displayed at the left end.
- the switching key SKA is a key for switching the key layout image displayed on the display 41 with a touch sensor to the alphabet key layout image (alphabet input mode).
- the switching key SKB is a key for switching the key layout image displayed on the display 41 with a touch sensor to the symbol key layout image (symbol input mode).
- the switching key SKC is a key for switching the key layout image displayed on the display 41 with a touch sensor to the number key layout image (number input mode).
- the switching key SKA in FIG. 6, the switching key SKB in FIG. 7, and the switching key SKC in FIG. 8 are hatched. These indicate that the keyboard layout image corresponding to the switching key is selected.
- mapping information indicating which coordinate each key is located on the screen is required.
- the mapping information corresponding to each of the alphabet key layout image (FIG. 6), the symbol key layout image (FIG. 7), and the number key layout image (FIG. 8) is stored in advance in the ROM 54 shown in FIG. 4 by default.
- the display 41 with a touch sensor has a two-dimensional coordinate system in which the upper left end is the starting point (coordinates (0,0)) and the lower right end is the ending point (coordinates (256,128)).
- the range of mapping information of each key is preset based on the two-dimensional coordinate system.
- the mapping information of the numeric key "7" is set in the range of coordinates (160,22) to coordinates (188,44).
- the processor 53 determines that the number key "7" has been operated, and the coordinates of the position of the number key "7” or It is converted into a key code corresponding to the key and supplied to the game device 2.
- the coordinates of this position are, for example, the coordinates (174,33) of the center position of the coordinates (160,22) to the coordinates (188,44).
- FIG. 10 is a perspective view seen from a slightly lower side surface of the game controller 1 for explaining an example of a state determination method of the game controller 1.
- FIG. 11 is a graph showing an example of the relationship between the angle of the game controller and the game operation surface 11 and the character input surface 12 which are determined to be effective.
- the maximum acceleration applied to the game controller 1 is the gravity G of the earth, and the gravity G of the earth is so large that it cannot be compared with the degree to which the player holds the game controller 1 with both hands and swings it back and forth and left and right. Therefore, based on the detection result of the acceleration sensor 59, it can be determined that the surface located in the direction opposite to the direction in which the gravity G of the earth is applied is directed vertically upward.
- the angle ⁇ represents the angle of the game controller 1 with respect to the horizon HL.
- a buffer angle for detecting the game operation surface 11 and the character input surface 12 is provided. The buffer angle is provided because the determination of the game operation surface 11 or the character input surface 12 based on the detection result of the acceleration sensor 59 may become unstable within this angle range.
- the state where the game operation surface 11 is directed vertically upward is 0 °
- the state where the character input surface 12 is directed vertically upward is 180 °.
- the player rotates the game controller 1 clockwise with the palm of the left hand as a fulcrum. It is determined that the game operation surface 11 is directed vertically upward only when the angle is 45 ° or less.
- the angles of 135 ° or more and 45 ° or less are merely examples, and are not limited to these angles.
- the surface switching method is either a surface automatic switching state, a game operation surface fixed state, or a character input surface fixed state based on the detection result of the acceleration sensor 59 and the pressing of the game operation surface fixing button 30 and the character input surface fixing button 36. This is a method of setting the character or performing automatic surface switching in the automatic surface switching state.
- FIGS. 12 and 13 are flowcharts for explaining the surface switching process of the game controller 1.
- the game progress process in the game controller 1 after being switched to the game operation surface 11 is known and will not be described.
- the character input process in the game controller 1 and the game device 2 after being switched to the character input surface 12 is a feature of the present invention, and will be described in detail later with reference to FIGS. 14 to 22.
- each step in the flowcharts shown in FIGS. 12 and 13 is merely an example, and if the same result can be obtained, the processing order of each step may be changed, or the processing of each step may be changed. In addition (or instead) another process may be performed. Further, in the present embodiment, the processing of each step of the flowchart will be described as being executed by the processor 53, but the processing of some steps in the flowchart will be executed by a processor other than the processor 53 or a dedicated circuit. You may. The above description is the same for the processing of each step in the flowcharts shown in FIGS. 14, 15, 18, and 19 which will be described later.
- the processor 53 reads out the surface switching program stored in the ROM 54 or the external storage medium 57, develops it in the RAM 55, and executes the surface switching process, thereby functioning as a determination unit and a surface validation / invalidation unit.
- the determination unit determines whether the game operation surface 11 or the character input surface 12 faces the player based on the detection result of the acceleration sensor 59.
- the surface enable / disable unit enables the operation of one of the game operation surface 11 or the character input surface 12 facing the player, and operates the other operation not facing the player. Disable at least part of. Further, the surface valid / invalidating unit is in any one of a surface automatic switching state, a game operation surface fixed state, and a character input surface fixed state according to the operation of the game operation surface fixing button 30 or the character input surface fixing button 36. Switch to.
- the processor 53 proceeds to step S1 shown in FIG. 12, performs initial settings, and then proceeds to step S2.
- the processor 53 for example, initializes the parameters necessary for executing the processing after step S2, and activates the game operation surface 11.
- the processor 53 can accept operations of, for example, the left analog stick 28, the right analog stick 29, the game operation surface fixing button 30, and the game operation button 51 provided on the game operation surface 11. And. Further, the processor 53 lights the surface fixing indicator 31 in blue based on the table 2, and assigns the shoulder button 52 a function as the game operation button.
- the processor 53 makes it impossible to accept the operation of the display 41 with a touch sensor provided on the character input surface 12, and assigns the functions as the rear buttons to the auxiliary buttons 43 and 44. However, the processor 53 still accepts the operation of the character input surface fixing button 36. Further, the processor 53 turns off the surface fixing indicator 37 based on the table 2. When the display portion of the display 41 with a touch sensor is composed of a liquid crystal display device, the backlight is turned off.
- the player erroneously touches the display 41 with a touch sensor with a finger (for example, a middle finger, a ring finger, a small finger) on the back side of the game controller 1 while the player holds the game controller 1 with both hands. It is possible to prevent malfunction in the case and reduce power consumption.
- a touch sensor with a finger for example, a middle finger, a ring finger, a small finger
- the processor 53 sets the game controller 1 to the surface automatic switching state in which the surface automatic switching function is enabled, and the game controller 1 sets the setting state flag stored in the RAM 55 to the surface automatic switching state. Set to "00" indicating that it is set.
- step S2 the processor 53 transmits a setting state flag “00” indicating that the game controller 1 is set to the surface automatic switching state to the game device 2 via the communication control unit 58, and then proceeds to step S3. ..
- the processor 71 of the game apparatus 2 recognizes that the game controller 1 is set to the automatic surface switching state.
- step S3 the processor 53 determines the state of the game controller 1 based on the detection result (acceleration data) acquired from the acceleration sensor 59, and then proceeds to step S4.
- the processor 53 calculates, for example, the gravity vector of the gravitational acceleration acting on the game controller 1 using the acceleration data, and calculates the angle of the game controller 1 based on the gravity vector.
- the processor 53 determines that the game operation surface 11 is directed substantially vertically upward if the angle of the game controller 1 is 45 ° or less, and operates the game operation with the facing state flag stored in the RAM 55.
- the surface 11 is set to "0", which indicates that the surface 11 is oriented substantially vertically upward and faces the player.
- the facing state flag is set to "0" when the game operation surface 11 is almost vertically upward and faces the player, and the character input surface 12 is almost vertically upward and faces the player. It is set to "1" when it is in the present state.
- Table 4 shows the two states of the opposite state flags described above.
- the processor 53 determines that the character input surface 12 is directed substantially vertically upward, and sets the facing state flag so that the character input surface 12 is substantially vertically upward. Set to "1" to indicate that the player is facing the player. Further, if the angle of the game controller 1 is larger than 45 ° and less than 135 °, the processor 53 determines that the state of the game controller 1 has not been changed, and sets the opposite state flag to the value immediately before. Leave it as it is.
- step S4 the processor 53 determines whether or not the game operation surface 11 of the game controller 1 is oriented substantially vertically upward. For example, when the opposite state flag is set to "0", the determination result in step S4 becomes "YES", and the processor 53 proceeds to step S5.
- step S5 the processor 53 determines whether or not the game operation surface 11 has already been activated. In order to acquire the detection result of the acceleration sensor 59 periodically or irregularly, the processor 53 does not execute the game operation surface activation process described later again when the game operation surface 11 is already activated. I do.
- step S5 determines whether the determination result in step S5 is "NO" or not be described here.
- step S7 the processor 53 sets the facing state flag “0” set in step S3, which indicates that the game operation surface 11 is directed substantially vertically upward and faces the player, via the communication control unit 58.
- step S8 the processor 71 of the game apparatus 2 recognizes that the game operation surface 11 of the game controller 1 is oriented substantially vertically upward and faces the player.
- step S5 determines whether the game operation surface 11 is already enabled. If the determination result in step S5 is "YES”, that is, if the game operation surface 11 is already enabled, the processor 53 proceeds to step S8.
- step S8 the processor 53 determines whether or not the game operation surface fixing button 30 is pressed. If the determination result in step S8 is "YES", the processor 53 proceeds to step S13 shown in FIG.
- step S8 determines whether the game operation surface fixing button 30 is pressed. If the determination result of step S8 is "NO", that is, when the game operation surface fixing button 30 is not pressed, the processor 53 returns to step S3 and performs the processing after step S3 described above.
- step S4 determines whether the facing state flag is set to "1" and the character input surface 12 of the game controller 1 is directed substantially vertically upward.
- step S9 the processor 53 determines whether or not the character input surface 12 is already enabled. In order to acquire the detection result of the acceleration sensor 59 periodically or irregularly, the processor 53 does not execute the character input surface activation process described later when the character input surface 12 is already activated. I do.
- step S9 the processor 53 proceeds to step S10.
- step S10 the processor 53 enables the character input surface 12 and then proceeds to step S11.
- the processor 53 can accept, for example, the operation of the display 41 with a touch sensor provided on the character input surface 12. Further, the processor 53 assigns a function of lighting the surface fixing indicator 37 in blue based on the table 2 and a function of moving the cursor indicating the character input position to the shoulder button 52 and a function of erasing one input character.
- the auxiliary button 43 is assigned the same function as the switching keys SKA to SKC (FIGS. 6 to 9), and the auxiliary button 44 is assigned the same function as the return key.
- the processor 53 cannot accept the operations of the left analog stick 28, the right analog stick 29, and the game operation button 51 provided on the game operation surface 11. However, the processor 53 still accepts the operation of the game operation surface fixing button 30. Further, the processor 53 turns off the surface fixing indicator 31 based on the table 2.
- the left analog stick 28 and the right analog stick 29 are used with the fingers (for example, the middle finger, ring finger, and small finger) on the front side of the game controller 1.
- the fingers for example, the middle finger, ring finger, and small finger
- step S11 the processor 53 sets the facing state flag “1” set in step S3, which indicates that the character input surface 12 is directed substantially vertically upward and faces the player, via the communication control unit 58.
- step S12 the processor 71 of the game apparatus 2 recognizes that the character input surface 12 of the game controller 1 is oriented substantially vertically upward and faces the player.
- step S9 determines whether the character input surface 12 is already enabled. If the determination result in step S9 is "YES”, that is, if the character input surface 12 is already enabled, the processor 53 proceeds to step S12.
- step S12 the processor 53 determines whether or not the character input surface fixing button 36 is pressed. If the determination result in step S12 is "YES", the processor 53 proceeds to step S21 shown in FIG.
- step S12 determines whether the character input surface fixing button 36 is not pressed. If the determination result in step S12 is "NO", that is, when the character input surface fixing button 36 is not pressed, the processor 53 returns to step S3 and performs the processing after step S3 described above.
- step S13 shown in FIG. 13 the processor 53 sets the game controller 1 to the game operation surface fixed state with reference to Table 3, and sets the setting state flag to indicate that the game controller 1 is in the surface automatic switching state.
- the process proceeds to step S14.
- the game operation surface fixed state is a state in which the game operation surface 11 is operably fixed regardless of the angle of the game controller 1.
- step S14 the processor 53 transmits a setting state flag “01” indicating that the game controller 1 is set to the game operation surface fixed state to the game device 2 via the communication control unit 58, and then proceeds to step S15. move on.
- the processor 71 of the game apparatus 2 recognizes that the game controller 1 is set to the game operation surface fixed state.
- step S15 the processor 53 determines whether or not the game operation surface fixing button 30 is pressed. If the determination result in step S15 is "YES", the processor 53 proceeds to step S16.
- step S16 the processor 53 sets the game controller 1 to the automatic surface switching state with reference to Table 3, and the game controller 1 sets the setting state flag from "01" indicating that the game operation surface is fixed. After changing to "00" indicating that the surface is automatically switched, the process proceeds to step S17.
- step S17 the processor 53 transmits a setting state flag “00” indicating that the game controller 1 is set to the surface automatic switching state to the game device 2 via the communication control unit 58, and then shows in FIG.
- step S3 the processing after step S3 described above is performed.
- the processor 71 of the game apparatus 2 recognizes that the game controller 1 is set to the automatic surface switching state.
- step S15 determines whether or not the character input surface fixing button 36 is pressed.
- the operation of the character input surface fixing button 36 can be accepted even in the game operation surface fixing state. For example, if the player forgets that the game operation surface is fixed and wants to input characters during the game and the game controller 1 is turned over, the character input surface fixing button 36 is simply pressed. It is assumed that characters can be entered with.
- step S18 If the determination result in step S18 is "YES", the processor 53 proceeds to step S19.
- step S19 the processor 53 enables the character input surface 12 and sets the facing state flag to "1" indicating that the character input surface 12 is directed substantially vertically upward and faces the player. After that, the process proceeds to step S20.
- the operation acceptance of the character input surface 12 is enabled, the surface fixing indicator 37 is lit in blue, the function of the shoulder button 52 is assigned, and the operation acceptance of the game operation surface 11 is disabled, as in the process of step S10. , The surface fixing indicator 31 is turned off, and the like. Further, since the facing state flag is set to "1" because the game operation surface is fixed until immediately before the character input surface fixing button 36 is pressed, the facing state flag is set regardless of the detection result of the acceleration sensor 59. This is because it is still set to "0".
- the detection result of the acceleration sensor 59 is also used in a game.
- the game controller 1 may be rotated once to imitate acrobatic flight. In this case, if the operation of the character input surface 12 can be accepted, the game cannot be continued. Therefore, it is preferable to leave the facing state flag set to "0". At this point, the state determination may be executed and the opposite state flag may be set to "1" based on the result.
- step S20 the processor 53 sets the facing state flag "1" set in step S19 to indicate that the character input surface 12 is directed substantially vertically upward and faces the player via the communication control unit 58.
- step S21 the processor 71 of the game apparatus 2 recognizes that the character input surface 12 of the game controller 1 is oriented substantially vertically upward and faces the player.
- step S21 the processor 53 sets the game controller 1 to the character input surface fixed state with reference to Table 3, and sets the setting state flag from "01" indicating that the game operation surface is fixed to the character input surface. After changing to "10" indicating that the state is fixed, the process proceeds to step S22.
- the character input surface fixed state is a state in which the character input surface 12 is operably fixed regardless of the angle of the game controller 1. Therefore, even if the player turns over the game controller 1 or lays on his back to operate the character input surface 12, the state in which the character input surface 12 is enabled continues.
- step S22 the processor 53 transmits the setting state flag “10” indicating that the game controller 1 is set to the character input surface fixed state to the game device 2 via the communication control unit 58, and then proceeds to step S23. move on.
- the processor 71 of the game apparatus 2 recognizes that the game controller 1 is set to the character input surface fixed state.
- step S23 the processor 53 determines whether or not the character input surface fixing button 36 is pressed. If the determination result in step S23 is "YES", the processor 53 proceeds to step S16. Since the processing after step S16 has already been described, the description thereof will be omitted.
- step S23 determines whether or not the game operation surface fixing button 30 is pressed.
- the operation of the game operation surface fixing button 30 can be accepted even in the character input surface fixing state. For example, when the player forgets that the character input surface is set to the fixed state and wants to return to the game during character input and turns the game controller 1 over, the game operation surface fixing button 30 is pressed. It is assumed that the game can be operated only by itself.
- step S24 If the determination result in step S24 is "YES", the processor 53 proceeds to step S25.
- step S25 the processor 53 enables the game operation surface 11 and sets the facing state flag to "0" indicating that the game operation surface 11 is directed substantially vertically upward and faces the player. After that, the process proceeds to step S26.
- the activation of the game operation surface 11 is the same as the processing of steps S1 and S6, enabling the operation acceptance of the game operation surface 11, lighting the surface fixing indicator 31 in blue, assigning the function of the shoulder button 52, and accepting the operation of the character input surface 12. It is disabled, the surface fixing indicator 37 and the backlight are turned off, and the like. Further, the facing state flag is set to "0" because the character input surface is fixed until immediately before the game operation surface fixing button 30 is pressed, so that the facing state flag is set regardless of the detection result of the acceleration sensor 59. This is because it is still set to "1". At this point, the state determination may be executed and the opposite state flag may be set to "0" based on the result.
- step S26 the processor 53 sets the facing state flag “0” set in step S25, indicating that the game operation surface 11 is directed substantially vertically upward and facing the player, via the communication control unit 58.
- the process After transmitting to the game device 2, the process returns to step S13 and the processes after step S13 are performed.
- the processor 71 of the game apparatus 2 recognizes that the game operation surface 11 of the game controller 1 is oriented substantially vertically upward and faces the player.
- step S24 when the determination result of step S24 is "NO", that is, when the game operation surface fixing button 30 is not pressed, the processor 53 returns to step S23 and performs the processing after step S23.
- the game application includes one developed corresponding to the game controller 1 according to the present invention (hereinafter referred to as “compatible game application”) and one developed not corresponding to the game controller 1 according to the present invention (hereinafter referred to as “compatible game application”). There may be “non-compliant game apps”).
- a compatibility mode for executing the character input processing portion for the incompatible game application and an advanced mode for executing the character input processing portion for the compatible game application are set in advance.
- the processor 53 operates in the compatibility mode when the power of the game controller 1 is turned on or reset, and when a mode switching command instructing switching to the advanced mode is received, the processor 53 operates from the compatibility mode to the advanced mode. Switch to.
- the processor 53 functions as the first keyboard layout image display unit and transmission unit by executing the character input processing portion for the non-compatible game application in the character input program.
- the first key layout image display unit reads out the key layout image stored in advance in the ROM 54 and displays it on the display 41 with a touch sensor.
- the transmission unit sets the coordinates of the position where the display 41 with the touch sensor is operated among the key layout images displayed on the display 41 with the touch sensor to the position. It is converted into a key code corresponding to the displayed key and transmitted to the game device 2.
- the processor 71 that executes the non-compliant game application recognizes that the key code is transmitted from the keyboard separate from the game controller 1.
- the processor 53 functions as a keyboard layout image display unit and a transmission unit by executing the character input processing portion for the corresponding game application in the character input program.
- the key layout image display unit displays the key layout image supplied from the game device 2 or the changed key layout image on the display 41 with a touch sensor.
- the transmission unit sets the coordinates of the position where the display 41 with the touch sensor is operated among the key layout images displayed on the display 41 with the touch sensor to the game device 2. Send to.
- the processor 71 of the game device 2 reads out the corresponding game application stored in the ROM 72 or the external storage medium 75, expands it into the RAM 55, and executes various information processing to execute the key arrangement image transmission unit and the operation key analysis unit. Functions as.
- the key layout image transmission unit transmits a key layout image in which a plurality of keys for character input to be displayed on the display 41 with a touch sensor are arranged to the game controller 1.
- the operation key analysis unit analyzes which key is operated based on the coordinates of the position supplied from the game controller 1, and transmits the changed key layout image based on the analysis result to the game controller 1.
- step S31 shown in FIG. 14 to determine whether or not the character input surface 12 is enabled. This process is performed by determining whether or not the facing state flag is set to "1" indicating that the character input surface 12 is oriented substantially vertically upward and facing the player. If the determination result in step S31 is "NO", the processor 53 repeats the determination.
- step S32 the processor 53 determines whether or not the mode switching command for switching the compatibility mode to the advanced mode has been received from the game device 2 via the communication control unit 58.
- the mode switching command is transmitted from the game device 2 at an arbitrary timing, for example, immediately after the corresponding game application is started. Therefore, after receiving the mode switching command via the communication control unit 58, the processor 53 stores the mode switching command in a predetermined storage area of the RAM 55. If the determination result in step S32 is "NO", the processor 53 proceeds to step S33.
- step S33 the processor 53 reads out the alphabet key layout image (see FIG. 6) out of the three key layout images stored in advance in the ROM 54 and displays it on the display 41 with a touch sensor, and then proceeds to step S34. ..
- step S34 the processor 53 determines whether or not the switching key SKB or SKC or the auxiliary button 43 is pressed in order to switch the keyboard layout image.
- step S34 If the determination result in step S34 is "YES”, the processor 53 returns to step S33, reads the key layout image corresponding to the pressed switching key SKB or SKC or the auxiliary button 43 from the ROM 54, and displays with a touch sensor. After displaying in 41, the process proceeds to step S34.
- step S34 determines whether or not any key is pressed in the key layout image displayed on the display 41 with a touch sensor. If the determination result in step S35 is "NO”, the processor 53 repeats the determination. Then, when any of the keys is pressed, the determination result in step S35 becomes "YES", and the processor 53 proceeds to step 37 shown in FIG.
- step S32 determines whether the mode switching command is received from the game device 2 via the communication control unit 58.
- the processor 53 proceeds to step S36.
- step S36 the processor 53 executes the character input process in the advanced mode, and then returns to the main program. The character input process in the advanced mode will be described with reference to FIGS. 18 to 22.
- step S37 shown in FIG. 15 the processor 53 detects the coordinates of the position of the pressed key, and then proceeds to step S38.
- step S38 the processor 53 converts the coordinates of the position of the key detected in the process of step S37 into the key code assigned to the key, and then proceeds to step S39.
- step S39 the processor 53 transmits the key code converted in the process of step S38 to the game device 2 via the communication control unit 58, and then proceeds to step S40.
- step S40 the processor 53 determines whether or not the auxiliary button 44 has been pressed.
- the auxiliary button 44 is used, for example, to determine the created text, send various data to the game device 2, and instruct a line feed at the time of text creation.
- step S40 the processor 53 transmits the auxiliary button pressing data indicating that the auxiliary button 44 has been pressed to the game device 2 via the communication control unit 58, and then proceeds to step S42. Further, even when the determination result in step S40 is "NO", that is, when the auxiliary button 44 is not pressed, the processor 53 proceeds to step S42.
- step S42 the processor 53 determines whether or not the character input surface 12 is invalidated. This process is performed by determining whether or not the facing state flag is set to "0" indicating that the game operation surface 11 is oriented substantially vertically upward and facing the player. If the determination result in step S42 is "YES", the processor 53 returns to the main program.
- step S42 determines whether the character input surface 12 is invalidated.
- the processor 53 returns to step S34 shown in FIG. 14 and repeats the processes after step S34. ..
- FIGS. 16 and 17 are diagrams showing an example of the display of the display device 3 for explaining that characters are input to the game screen during the game.
- step S10 When the game screen shown in FIG. 16 is displayed on the display device 3, it is assumed that the player turns over the game controller 1 in an attempt to send a message to an ally. As a result, the determination result in step S4 shown in FIG. 12 becomes “NO”, and the determination result in step S9 also becomes “NO”.
- the processor 53 enables the character input surface 12 (step S10), transmits the facing state flag "1" to the game device 2 via the communication control unit 58 (step S11), and then executes the character input process. do.
- the processor 71 of the game apparatus 2 recognizes that the character input surface 12 of the game controller 1 is oriented substantially vertically upward and faces the player. Therefore, the processor 71 superimposes and displays the character input window CIW on the game screen displayed on the display device 3 (see FIG. 17).
- the processor 53 displays a default alphabet key layout image on the display 41 with a touch sensor, and transmits a key code converted from the coordinates of the operated position to the game device 2 via the communication control unit 58 (FIG. 14). Step S33 to FIG. 15 (step S39).
- the processor 71 of the game device 2 inputs characters that are preliminarily superimposed and displayed on the game screen displayed on the display device 3, for example, as shown in FIG. 17, based on the key code transmitted from the game controller 1.
- the window CIW a message to be sent to allies, in the example of FIG. 17, "It is an enemy! Be careful” is displayed.
- the processor 53 determines the state based on the detection result acquired from the acceleration sensor 59 (step S3).
- step S4 Since the game controller 1 was turned over during the character input, the judgment result in step S4 is "YES” and the judgment result in step S5 is "NO".
- the processor 53 activates the game operation surface 11 (step S6), transmits the facing state flag "0" to the game device 2 via the communication control unit 58 (step S7), and then executes the game progress process. do.
- the processor 71 of the game device 2 recognizes that the game operation surface 11 of the game controller 1 is oriented substantially vertically upward and faces the player. Therefore, as shown in FIG. 16, the processor 71 deletes the character input window CIW superimposed and displayed from the game screen, and enables the game to continue.
- the processor 71 of the game device 2 that executes the corresponding game application issues a mode switching command for instructing the game controller 1 to switch from the compatible mode to the advanced mode at startup via the communication control unit 77. Send to.
- the processor 53 of the game controller 1 stores the mode switching command received via the communication control unit 58 in a predetermined storage area of the RAM 55.
- step S32 the determination result in step S32 shown in FIG. 14 becomes “YES”, and the processor 53 inputs characters in the advanced mode. The process proceeds (step S36).
- the processor 71 of the game device 2 that executes the corresponding game application proceeds to step S51 shown in FIG. 18 and displays the key arrangement image to be displayed on the display 41 with a touch sensor of the game controller 1 via the communication control unit 77. Send to controller 1.
- the processor 53 of the game controller 1 receives the key layout image via the communication control unit 58 (step S52), and then displays the key layout image on the display 41 with a touch sensor (step S53).
- FIG. 20 is a diagram showing an example of an image displayed on the display 41 with a touch sensor in the advanced mode of the game controller 1.
- the character input field CIF unlike FIG. 6, the character input field CIF, the conversion key CVK for converting the hiragana of the Roman character input into the kanji-kana mixed sentence, and the conversion candidate kanji-kana mixed sentence displayed in the character input field CIF are confirmed.
- a confirmation key CFK is provided for this purpose.
- the "Caution” displayed in the character input field CIF shown in FIG. 20 the "Caution” part is the part where the conversion is confirmed, and the part underlined with " Please " is the part . It indicates that it is in the middle of hiragana input.
- the processor 53 of the game controller 1 determines whether or not any key is pressed in the key layout image displayed on the display 41 with a touch sensor (step S54). If the determination result in step S54 is "NO”, the processor 53 repeats the determination. Then, when any of the keys is pressed, the determination result in step S54 becomes "YES”, and the processor 53 proceeds to step S55.
- step S55 the processor 53 detects the coordinates of the position of the pressed key, and then proceeds to step S56.
- step S56 the processor 53 transmits the coordinates of the key position detected in the process of step S55 to the game device 2 via the communication control unit 58, and then proceeds to step S60 shown in FIG.
- the processor 71 of the game apparatus 2 analyzes which key is operated based on the coordinates of the position after receiving the coordinates of the position of the pressed key via the communication control unit 77 (step S57). (Step S58 in FIG. 19). Next, the processor 71 creates a key layout image to be changed from the key layout image currently displayed on the display 41 with a touch sensor based on the analysis result of step S58, and the communication control unit 77 uses the key layout image. After transmitting to the game controller 1 via (step S59), the process proceeds to step S62.
- step S60 shown in FIG. 19 the processor 53 of the game controller 1 determines whether or not the auxiliary button 44 is pressed.
- the back side (the z-axis positive direction) of the auxiliary button 44 is directed almost vertically upward, for example, determination of created sentences, transmission of various data to the game device 2, line breaks at the time of sentence creation, etc.
- the function to instruct is assigned.
- step S60 the processor 53 proceeds to step S61.
- step S61 the processor 53 transmits the auxiliary button pressing data indicating that the auxiliary button 44 has been pressed to the game device 2 via the communication control unit 58, and then proceeds to step S64. Further, even when the determination result in step S60 is "NO", that is, when the auxiliary button 44 is not pressed, the processor 53 proceeds to step S64.
- the processor 71 of the game device 2 receives the auxiliary button pressing data via the communication control unit 77 (step S62).
- the processor 71 creates a key layout image to be changed from the key layout image currently displayed on the display 41 with a touch sensor based on the auxiliary button pressing data, and the communication control unit 77 creates the key layout image.
- the process proceeds to step S65.
- step S64 the processor 53 of the game controller 1 determines whether or not the character input surface 12 is invalidated. This process is performed by determining whether or not the facing state flag is set to "0" indicating that the game operation surface 11 is oriented substantially vertically upward and facing the player. If the determination result in step S64 is "YES", the processor 53 returns to the main program.
- step S64 determines whether the character input surface 12 is invalidated.
- the processor 53 returns to step S52 shown in FIG. 18 and repeats the processes after step S52. ..
- step S65 the processor 71 of the game device 2 determines whether or not the character input surface 12 is invalidated. In this process, whether or not the facing state flag transmitted from the game controller 1 is set to "0" indicating that the game operation surface 11 is directed substantially vertically upward and facing the player. Judge and do. If the determination result in step S65 is "YES", the processor 71 returns to the main program.
- step S65 determines whether the character input surface 12 is invalidated.
- the processor 71 returns to step S57 shown in FIG. 18 and repeats the processes after step S57. ..
- the processor 71 continuously transmits the key arrangement image to the game controller 1 to change a part of the key arrangement image displayed on the display 41 with a touch sensor of the game controller 1, or like an animation. You can also move it.
- Examples of such processing include 1) display of hiragana input in Roman characters, and 2) display of conversion candidates in kanji when inputting Japanese. This is because in the case of 1), one character of hiragana is expressed by combining one to several alphabets when inputting Japanese into Roman characters. This is because in the case of 2), it is necessary to display the kanji of the conversion candidate (including the prediction) when the hiragana that is input and displayed in Romaji is converted into the kanji.
- the alphabet key layout image displayed on the display 41 with a touch sensor of the game controller 1 is visually divided for each key, but unlike the keyboard of a personal computer, it is mechanically divided. Not sorted by key. Therefore, it is difficult to input characters by blind touch using the alphabet key layout image, and it is preferable to provide a character input field near the alphabet key layout.
- the processor 53 converts the coordinates of the operated position of the display 41 with a touch sensor into a key code corresponding to the key displayed at the position and transmits the game to the game apparatus 2.
- the processor 71 of the device 2 is made to recognize that the key code is transmitted from the keyboard separate from the game controller 1, and it is not possible to provide a character input field in the vicinity of the alphabet key arrangement image.
- the processor 71 that executes the corresponding game application uses, for example, a key arrangement image in which the character input field CIF is provided in the vicinity of the alphabet key arrangement as shown in FIG. Send to controller 1.
- FIG. 20 is different from FIG. 6 in that a conversion key CVK, a character input field CIF, and a confirmation key CFK are provided at the upper part.
- the conversion key CVK is a key for converting hiragana displayed in the character input field CIF into Chinese characters
- the confirmation key CFK is a key for confirming the converted Chinese characters.
- each time a character input operation is performed the character to be displayed is changed according to the operation and transmitted from the game device 2 to the controller 1.
- the image transmitted from the game device 2 to the controller 1 may be the entire keyboard layout image or only the image portion of the character to be changed.
- the processor 71 of the game device 2 transmits the image shown in FIG. 21 to the game controller 1, and the coordinates of the operated position each time a single digit is input are transmitted from the game controller 1 to the game controller 2. , The entire image including the added numbers or the image of only the added numbers (“3” in the example of FIG. 21) is transmitted from the game device 2 to the game controller 1.
- the processor 71 of the game device 2 displays an image in which the area of the number key "3" is reversed in black and white from the game device 2 in order to display on the display that the number key "3" has been operated. You may send to 1.
- the text input device can be attached to the front side.
- the volume of the game controller 1 can be reduced. Therefore, even a player with a small hand can easily input characters, and operability is improved.
- the character input surface 12 can be provided without making each game operation button 51 smaller, the operability during game operation does not deteriorate, and the size of the game controller 1 is set to the character input surface. It can be made equivalent to the size of a game controller that does not have 12.
- the player can switch between the game operation and the character input simply by turning over the game controller 1, so that troublesome operations are not required and it is easy to understand, and the game operation and the character input are switched at a desired timing. be able to.
- a display 41 with a touch sensor is provided on the character input surface 12
- the present invention is not limited to this.
- a physical keyboard may be provided instead of the display 41 with a touch sensor.
- the physical keyboard has a plurality of key tops, a plurality of detection means for detecting the operation of each key top, and an output unit for outputting the key code of the corresponding key based on the detection result of each detection means. ..
- the processor 53 calculates the gravity vector of the gravity acceleration acting on the game controller 1 based on the detection result supplied from the acceleration sensor 59 in the surface automatic switching state, and the gravity vector.
- the angle of the game controller 1 is calculated based on the above, and it is determined whether the game operation surface 11 or the character input screen 12 is oriented substantially vertically upward based on the angle, but the present invention is not limited to this.
- the x-axis direction component and the z-axis direction component of the gravity vector are extracted, and the x-axis direction component of the gravity vector is obtained.
- the size absolute value
- the magnitude (absolute value) of the x-axis direction component of the gravity vector is larger than the second threshold value.
- the magnitude (absolute value) of the first threshold value may be set larger than the magnitude (absolute value) of the second threshold value.
- the x-axis direction component of the gravity vector is used.
- the state in which the game operation surface 11 is oriented substantially vertically upward and the state in which the character input screen 12 is oriented substantially vertically upward may be frequently switched. Conceivable.
- the magnitude (absolute value) of the first threshold value is set to be larger than the magnitude (absolute value) of the second threshold value, one of them is once based on one of the threshold values. After the determination is made, the determination is switched to the determination based on the other threshold value, so that the game operation surface 11 is almost vertically upward and the character input screen 12 is almost vertically upward. It is possible to prevent the determination from being frequently switched from the existing state.
- which of the game operation surface 11 or the character input screen 12 of the game controller 1 is oriented substantially vertically upward may be determined by using another method. For example, by setting a threshold value based on the angle of the game controller 1 with respect to the vertical direction and determining the posture of the game controller 1 calculated based on the angular velocity around the xyz axis detected by the angular velocity sensor. , It is also conceivable to determine the state of the game controller 1.
- the method of calculating the gravity vector may be any method.
- the gravitational acceleration acting on the game controller 1 is detected based on the acceleration along the xyz axis direction detected by the acceleration sensor 59
- the angular speed around the xyz axis detected by the angular velocity sensor is used with respect to the game controller 1.
- the direction of the gravitational acceleration may be calculated sequentially.
- the acceleration component averagely generated in the game controller 1 is sequentially calculated using the acceleration along the xyz axis direction detected by the acceleration sensor 59, and the acceleration component is extracted as the gravitational acceleration. Is also good.
- an image pickup element may be provided on one or both of the game operation surface 11 and the character input surface 12, and the posture of the player may be determined based on the captured image of the image pickup element.
- the image sensor is provided on both sides, the surface on the side where a part of the body such as the player's face or thumb is shown in the captured image is determined to be the surface facing the player, and the image sensor is provided on one side. Determines the surface on the side where a part of the player's body is shown in the shot image or the side opposite to the side where the part of the player's body is not shown in the shot image as the side facing the player. ..
- a pressure sensor is provided on one or both of the front side and the back side of the grip portion of the game controller 1 where the base of the player's thumb is pressed, and the posture of the player is determined based on the detection result of the pressure sensor. You may.
- the surface on the side where the detection result of the pressure sensor is equal to or higher than a certain value is determined to be the surface facing the player, and when the pressure sensor is provided on one side, the detection result of the pressure sensor is determined.
- the surface on the side that is above a certain value or the surface on the opposite side to the surface on the side where the detection result of the pressure sensor is less than a certain value is determined to be the surface facing the player.
- the acceleration sensor, angle sensor, image sensor, and pressure sensor described above are detection means for detecting the posture of the game controller 1 main body or a part of the player's body, and these may be used alone or in combination thereof. .. With this configuration, for example, even if the player lies on his back and enjoys the game while projecting the game screen on the ceiling with a projector, the player can simply turn over the game controller 1 and the game operation surface will not malfunction. 11 or the character input surface 12 can be activated.
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Abstract
Provided is a game controller which has excellent operability and with which even a player with small hands can easily input characters. A game controller (1) comprises: a game operation surface (11) that has a game operation button (51); a character input surface (12) that has a touch sensor-equipped display (41) on which a key array image having a plurality of keys for character input arrayed thereon is displayed and which detects the coordinates of an operated position; an acceleration sensor (59) that detects the orientation of the game controller (1); and a processor (53) that determines whether either the game operation surface (11) or the character input surface (12) is facing toward a player on the basis of the detection results of the acceleration sensor (59), enables the operation of one of the game operation surface (11) or the character input surface (12), and, if the operation of the character input surface (12) is enabled, converts said operation to a keycode corresponding to a key or the coordinates of the operated position of a touch sensor and transmits the same to a game device (2).
Description
本発明は、ゲーム操作を行うためのゲームコントローラに関し、特に、文字入力が可能なゲームコントローラに関する。
The present invention relates to a game controller for performing a game operation, and particularly to a game controller capable of inputting characters.
従来、ゲームコントローラにおいて、文字入力が可能なものとしては、以下に示すものがある。
Conventionally, the following game controllers are capable of inputting characters.
特許文献1に記載されたゲームコントローラは、テキスト入力装置が取付け取外し可能である。ゲームコントローラは、サムスティック、引き金などの操作子を配置する本体部分と、ゲームプレイ位置でプレイヤーが両手で保持するように形成されたグリップ部とを有する。各グリップ部は、本体部分からプレイヤー側へ伸ばされたグリップエンドを有する。グリップ部は、親指が操作子上に置かれると手のひらに触れるよう配置される。
The game controller described in Patent Document 1 can be attached and detached by a text input device. The game controller has a main body portion for arranging controls such as a thumb stick and a trigger, and a grip portion formed so that the player holds the game play position with both hands. Each grip portion has a grip end extended from the main body portion toward the player side. The grip portion is arranged so that the thumb touches the palm when placed on the operator.
ゲームプレイ時にはプレイヤーが親指を操作子にアクセスできるように、手のひらがグリップ部の外側表面に接触し、親指と人差し指との間に本体部分が配置される。テキスト入力装置は、グリップエンド間の開いた部分にはまるようにゲームコントローラに取り付けられる。
During game play, the palm touches the outer surface of the grip part so that the player can access the controller with the thumb, and the main body part is placed between the thumb and index finger. The text input device is attached to the game controller so that it fits into the open area between the grip ends.
特許文献1に記載されたゲームコントローラは、本体部分の表面に多くの操作子やテキスト入力装置が配置されているので、表面積が大きくなり、これに伴って、体積も大きくなる。このため、子供や女性など手の小さいプレイヤーは、テキスト入力装置の一番下や中央部分に配置されているスイッチに指が届かない場合がある。前記スイッチに無理に指を伸ばすと、ゲームコントローラを落としてしまう危険性がある。
また、前記ゲームコントローラでは、本体部分の表面に多くの操作子やテキスト入力装置を構成する多くのキーが配置されている。このため、いつどの操作子やキーを操作すれば良いのかが分かりにくいので、ゲーム中にテキスト入力用のキーに誤って指が触れてしまったり、適切なタイミングで操作すべき操作子を操作することができなかったりなど、操作性が良好ではない。 Since the game controller described inPatent Document 1 has many controls and text input devices arranged on the surface of the main body portion, the surface area becomes large, and the volume also becomes large accordingly. For this reason, small-handed players such as children and women may not be able to reach the switches located at the bottom or center of the text input device. If you forcibly extend your finger to the switch, there is a risk of dropping the game controller.
Further, in the game controller, many controls and many keys constituting the text input device are arranged on the surface of the main body portion. For this reason, it is difficult to know when and which controls and keys should be operated, so the finger may accidentally touch the text input key during the game, or the controls that should be operated at the appropriate timing are operated. The operability is not good, such as not being able to do it.
また、前記ゲームコントローラでは、本体部分の表面に多くの操作子やテキスト入力装置を構成する多くのキーが配置されている。このため、いつどの操作子やキーを操作すれば良いのかが分かりにくいので、ゲーム中にテキスト入力用のキーに誤って指が触れてしまったり、適切なタイミングで操作すべき操作子を操作することができなかったりなど、操作性が良好ではない。 Since the game controller described in
Further, in the game controller, many controls and many keys constituting the text input device are arranged on the surface of the main body portion. For this reason, it is difficult to know when and which controls and keys should be operated, so the finger may accidentally touch the text input key during the game, or the controls that should be operated at the appropriate timing are operated. The operability is not good, such as not being able to do it.
本発明は、手の小さいプレイヤーでも容易に文字入力できるとともに、操作性が良好なゲームコントローラを提供することを目的とする。
It is an object of the present invention to provide a game controller that can easily input characters even by a player with a small hand and has good operability.
上記課題を解決するために、本発明は、ゲーム装置に接続され、ゲーム操作を行うためのゲームコントローラであって、前記ゲームコントローラ本体の正面に設けられ、複数のゲーム操作ボタンを有するゲーム操作面と、前記ゲームコントローラ本体の背面に設けられ、文字入力のための複数のキーが配列された文字入力面と、前記ゲーム操作面又は前記文字入力面のいずれがプレイヤーに対向しているかを判定する判定部と、前記判定部の判定結果に基づいて、前記ゲーム操作面又は前記文字入力面のうち、前記プレイヤーに対向している一方の操作を有効化し、前記プレイヤーに対向していない他方の操作の少なくとも一部を無効化する面有効無効化部と、を備える。
In order to solve the above problems, the present invention is a game controller connected to a game device and for performing a game operation, which is provided on the front surface of the game controller main body and has a plurality of game operation buttons. And, it is determined whether the character input surface provided on the back surface of the game controller main body and in which a plurality of keys for character input are arranged, the game operation surface, or the character input surface faces the player. Based on the determination result of the determination unit and the determination unit, one of the game operation surface or the character input surface that faces the player is enabled, and the other operation that does not face the player. It is provided with a surface validation invalidation unit for invalidating at least a part of the above.
本発明に係るゲームコントローラにおいて、前記判定部は、前記ゲームコントローラ本体の姿勢を検出する加速度センサの検出結果に基づいて、前記ゲーム操作面又は前記文字入力面のいずれがプレイヤーに対向しているかを判定する。
In the game controller according to the present invention, the determination unit determines whether the game operation surface or the character input surface faces the player based on the detection result of the acceleration sensor that detects the posture of the game controller main body. judge.
本発明に係るゲームコントローラにおいて、前記文字入力面は、文字入力のための複数のキーが配列されたキー配列画像が表示されるディスプレイと、前記ディスプレイ上に設けられ、操作された位置の座標を検出するタッチセンサとを有する。
In the game controller according to the present invention, the character input surface has a display on which a key arrangement image in which a plurality of keys for character input are arranged is displayed, and coordinates of a position provided on the display and operated. It has a touch sensor to detect.
本発明に係るゲームコントローラにおいて、前記ゲーム装置から供給される、前記ディスプレイへ表示すべき文字入力のための複数のキーが配列されたキー配列画像を前記ディスプレイに表示するキー配列画像表示部と、前記タッチセンサの操作された位置の座標を前記ゲーム装置へ送信する送信部と、をさらに備え、前記キー配列画像表示部は、前記送信部が送信した前記位置の座標に基づいて前記ゲーム装置が変更した前記キー配列画像を前記ディスプレイに表示する。
In the game controller according to the present invention, a key arrangement image display unit that displays a key arrangement image in which a plurality of keys for inputting characters to be displayed on the display are arranged, which is supplied from the game device, on the display. The key arrangement image display unit further includes a transmission unit that transmits the coordinates of the operated position of the touch sensor to the game device, and the game device is based on the coordinates of the position transmitted by the transmission unit. The changed key arrangement image is displayed on the display.
本発明に係るゲームコントローラにおいて、前記判定部の判定結果を前記ゲーム装置に送信する対向面送信部をさらに備える。
The game controller according to the present invention further includes a facing surface transmitting unit that transmits the determination result of the determination unit to the game device.
本発明によれば、手の小さいプレイヤーでも容易に文字入力でき、操作性も良好である。
According to the present invention, even a player with a small hand can easily input characters and has good operability.
以下、図面を参照して、本発明の実施形態について説明する。
[ゲームシステム100の構成]
図1は、本発明の一実施形態に係るゲームコントローラ1を備えるゲームシステム100の構成の一例を示す概念図である。 Hereinafter, embodiments of the present invention will be described with reference to the drawings.
[Configuration of game system 100]
FIG. 1 is a conceptual diagram showing an example of a configuration of agame system 100 including a game controller 1 according to an embodiment of the present invention.
[ゲームシステム100の構成]
図1は、本発明の一実施形態に係るゲームコントローラ1を備えるゲームシステム100の構成の一例を示す概念図である。 Hereinafter, embodiments of the present invention will be described with reference to the drawings.
[Configuration of game system 100]
FIG. 1 is a conceptual diagram showing an example of a configuration of a
図1に示すように、ゲームシステム100は、ゲームコントローラ1と、ゲーム装置2と、表示装置3とを備えている。
ゲーム装置2は、ゲームシステム100における各種の処理(例えば、ゲーム処理)を実行して当該処理の結果を表示装置3へ表示する。 As shown in FIG. 1, thegame system 100 includes a game controller 1, a game device 2, and a display device 3.
Thegame device 2 executes various processes (for example, game processes) in the game system 100 and displays the result of the processes on the display device 3.
ゲーム装置2は、ゲームシステム100における各種の処理(例えば、ゲーム処理)を実行して当該処理の結果を表示装置3へ表示する。 As shown in FIG. 1, the
The
ゲーム装置2とゲームコントローラ1とは有線又は無線により接続され、プレイヤーがゲームコントローラ1を操作したことによって生成された操作データがゲームコントローラ1からゲーム装置2へ供給される。ゲーム装置2は、ネットワーク4を介してゲームサーバと接続可能に構成されている。
表示装置3は、例えば、液晶表示装置や有機EL表示装置から構成されている。 Thegame device 2 and the game controller 1 are connected by wire or wirelessly, and operation data generated by the player operating the game controller 1 is supplied from the game controller 1 to the game device 2. The game device 2 is configured to be connectable to a game server via the network 4.
Thedisplay device 3 is composed of, for example, a liquid crystal display device or an organic EL display device.
表示装置3は、例えば、液晶表示装置や有機EL表示装置から構成されている。 The
The
[ゲームコントローラ1の構成]
図2は本発明の一実施形態に係るゲームコントローラ1の外観構成の一例を示す正面側の斜視図である。図3はゲームコントローラ1の背面側の斜視図である。
ゲームコントローラ1は、正面にゲーム操作面11が設けられ、背面に文字入力面12が設けられて構成されている。 [Configuration of game controller 1]
FIG. 2 is a front perspective view showing an example of the appearance configuration of thegame controller 1 according to the embodiment of the present invention. FIG. 3 is a perspective view of the back side of the game controller 1.
Thegame controller 1 is configured by providing a game operation surface 11 on the front surface and a character input surface 12 on the back surface.
図2は本発明の一実施形態に係るゲームコントローラ1の外観構成の一例を示す正面側の斜視図である。図3はゲームコントローラ1の背面側の斜視図である。
ゲームコントローラ1は、正面にゲーム操作面11が設けられ、背面に文字入力面12が設けられて構成されている。 [Configuration of game controller 1]
FIG. 2 is a front perspective view showing an example of the appearance configuration of the
The
図2に示すように、ゲーム操作面11の右側には、Aボタン21と、Bボタン22と、Xボタン23と、Yボタン24とが配置されている。ゲーム操作面11の中央領域には、スタートボタン25と、セレクトボタン26とが配置されている。ゲーム操作面11の左側には、十字キー27が配置されている。ゲーム操作面11の中央下側には、左アナログスティック28及び右アナログスティック29が配置されている。
As shown in FIG. 2, the A button 21, the B button 22, the X button 23, and the Y button 24 are arranged on the right side of the game operation surface 11. A start button 25 and a select button 26 are arranged in the central area of the game operation surface 11. A cross key 27 is arranged on the left side of the game operation surface 11. A left analog stick 28 and a right analog stick 29 are arranged on the lower center side of the game operation surface 11.
図2におけるxyz座標系は、ゲームコントローラ1を基準とした座標系であり、ゲームコントローラ1の正面に垂直な方向(例えば、Aボタン21の押下方向)をz軸正方向、ゲームコントローラ1の左右方向(例えば、Yボタン24からAボタン21へ向かう方向)をx軸正方向、ゲームコントローラ1の上下方向(例えば、Bボタン22からXボタン23へ向かう方向)をy軸正方向として定める。
The xyz coordinate system in FIG. 2 is a coordinate system with reference to the game controller 1, and the direction perpendicular to the front of the game controller 1 (for example, the pressing direction of the A button 21) is the z-axis positive direction, and the left and right of the game controller 1 are left and right. The direction (for example, the direction from the Y button 24 to the A button 21) is defined as the x-axis positive direction, and the vertical direction of the game controller 1 (for example, the direction from the B button 22 to the X button 23) is defined as the y-axis positive direction.
スタートボタン25は、例えば、ゲーム開始の指示に用いられ、セレクトボタン26は、例えば、選択項目の切り替えに用いられる。十字キー27は、例えば、プレイヤーオブジェクト(ゲームキャラクタ)をゲーム空間内において上下左右の方向へ移動させるのに用いられる。
The start button 25 is used, for example, for instructing the start of a game, and the select button 26 is used, for example, for switching selection items. The cross key 27 is used, for example, to move a player object (game character) in the up, down, left, and right directions in the game space.
Aボタン21、Bボタン22、Xボタン23、Yボタン24、スタートボタン25、セレクトボタン26及び十字キー27は、ゲーム中に各種機能と結びつけられて操作されるので、これらを総称する際は、ゲーム操作ボタン51という用語を用いる。
The A button 21, the B button 22, the X button 23, the Y button 24, the start button 25, the select button 26, and the cross key 27 are operated in connection with various functions during the game. The term game operation button 51 is used.
Aボタン21、Bボタン22、Xボタン23、Yボタン24、スタートボタン25及びセレクトボタン26は、図2のz軸正方向に押下可能なボタンである。十字キー27は、上ボタン27A、下ボタン27B、左ボタン27C及び右ボタン27Dで構成されている。上ボタン27A、下ボタン27B、左ボタン27C及び右ボタン27Dは、それぞれ図2のz軸正方向に押下可能なボタンである。
The A button 21, the B button 22, the X button 23, the Y button 24, the start button 25, and the select button 26 are buttons that can be pressed in the positive direction of the z-axis in FIG. The cross key 27 is composed of an upper button 27A, a lower button 27B, a left button 27C, and a right button 27D. The upper button 27A, the lower button 27B, the left button 27C, and the right button 27D are buttons that can be pressed in the positive direction of the z-axis in FIG. 2, respectively.
左アナログスティック28及び右アナログスティック29は、方向を指示するデバイスであり、プレイヤーが指でスティック部28A及び29Aを任意の方向(上下左右及び斜め方向の任意の角度)に傾倒操作することによりスティック部28A及び29Aの傾きに応じた数値を入力可能に構成されている。なお、左アナログスティック28及び右アナログスティック29は、z軸正方向に押下可能であっても良い。
The left analog stick 28 and the right analog stick 29 are devices that indicate directions, and the sticks are operated by the player tilting the stick portions 28A and 29A in any direction (up / down / left / right and diagonal directions) with their fingers. It is configured so that numerical values corresponding to the inclinations of the portions 28A and 29A can be input. The left analog stick 28 and the right analog stick 29 may be pressed in the positive direction of the z-axis.
図2に示すゲーム操作面11の右側において、Xボタン23の上方には、ゲーム操作面固定ボタン30と、面固定インジケータ31とが配置されている。
On the right side of the game operation surface 11 shown in FIG. 2, a game operation surface fixing button 30 and a surface fixing indicator 31 are arranged above the X button 23.
ゲームコントローラ1は、図2に示すように正面側(z軸負方向)がほぼ鉛直上方に向けられるとゲーム操作面11が操作可能となり、図3に示すように背面側(z軸正方向)がほぼ鉛直上方に向けられると文字入力面12が操作可能となる機能を有している。
すなわち、このゲームコントローラ1は、ゲーム操作面11及び文字入力面12が自動的に切り替えられる。以下、前記機能を面自動切替機能と呼ぶ。
ここで、ほぼ鉛直上方というのは、プレイヤーは鉛直方向よりやや手前に傾けてゲームコントローラ1を操作するからである。 As shown in FIG. 2, thegame controller 1 can operate the game operation surface 11 when the front side (z-axis negative direction) is directed substantially vertically upward, and the back side (z-axis positive direction) as shown in FIG. Has a function of being able to operate the character input surface 12 when the character is turned almost vertically upward.
That is, thegame controller 1 automatically switches between the game operation surface 11 and the character input surface 12. Hereinafter, the function is referred to as an automatic surface switching function.
Here, the reason why the player operates thegame controller 1 is that the player operates the game controller 1 by tilting it slightly toward the front from the vertical direction.
すなわち、このゲームコントローラ1は、ゲーム操作面11及び文字入力面12が自動的に切り替えられる。以下、前記機能を面自動切替機能と呼ぶ。
ここで、ほぼ鉛直上方というのは、プレイヤーは鉛直方向よりやや手前に傾けてゲームコントローラ1を操作するからである。 As shown in FIG. 2, the
That is, the
Here, the reason why the player operates the
ゲーム操作面固定ボタン30は、面自動切替状態とゲーム操作面固定状態とを切り替えるために用いられる。
前記面自動切替状態とは、前記面自動切替機能が有効な状態をいう。
前記ゲーム操作面固定状態とは、ゲームコントローラ1の角度に関わらず、ゲーム操作面11が操作可能に固定された状態をいう。
また、ゲームコントローラ1の角度に関わらず、文字入力面12が操作可能に固定された状態は、文字入力面固定状態という。 The game operationsurface fixing button 30 is used to switch between the surface automatic switching state and the game operation surface fixing state.
The surface automatic switching state means a state in which the surface automatic switching function is enabled.
The game operation surface fixed state means a state in which thegame operation surface 11 is operably fixed regardless of the angle of the game controller 1.
Further, the state in which thecharacter input surface 12 is operably fixed regardless of the angle of the game controller 1 is called a character input surface fixed state.
前記面自動切替状態とは、前記面自動切替機能が有効な状態をいう。
前記ゲーム操作面固定状態とは、ゲームコントローラ1の角度に関わらず、ゲーム操作面11が操作可能に固定された状態をいう。
また、ゲームコントローラ1の角度に関わらず、文字入力面12が操作可能に固定された状態は、文字入力面固定状態という。 The game operation
The surface automatic switching state means a state in which the surface automatic switching function is enabled.
The game operation surface fixed state means a state in which the
Further, the state in which the
なお、前記面自動切替状態、前記ゲーム操作面固定状態及び前記文字入力画固定状態とは排他的な関係にある。つまり、これら3つの状態の中の1つの状態だけが存在し、2つ以上の状態が共に存在することはなく、3つの状態のいずれも存在しないということもない。
It should be noted that there is an exclusive relationship with the automatic surface switching state, the game operation surface fixed state, and the character input image fixed state. That is, only one of these three states exists, no two or more states exist together, and none of the three states exist.
ゲームコントローラ1が前記面自動切替状態、前記ゲーム操作面固定状態及び前記文字入力画固定状態のいずれに設定されているかについては、後述するRAM55(図4)に記憶されている設定状態フラグに設定される。
Whether the game controller 1 is set to the surface automatic switching state, the game operation surface fixed state, or the character input image fixed state is set in the setting state flag stored in the RAM 55 (FIG. 4) described later. Will be done.
ここで、設定状態フラグについて説明する。設定状態フラグは、ゲームコントローラ1が面自動切替状態に設定されている場合に「00」に設定され、ゲームコントローラ1がゲーム操作面固定状態に設定されている場合に「01」に設定され、ゲームコントローラ1が文字入力面固定状態に設定されている場合に「10」に設定される。以上説明した設定状態フラグの3つの状態について表1に示す。
Here, the setting status flag will be described. The setting status flag is set to "00" when the game controller 1 is set to the automatic surface switching state, and is set to "01" when the game controller 1 is set to the game operation surface fixed state. When the game controller 1 is set to the fixed character input surface state, it is set to "10". Table 1 shows the three states of the setting state flags described above.
面固定インジケータ31は、前記ゲーム操作面固定状態のときに赤く点灯し、前記面自動切替状態でゲーム操作面11がほぼ鉛直上方に向けられているときに青く点灯する。また、面固定インジケータ31は、前記面自動切替状態で文字入力面12がほぼ鉛直上方に向けられているとき及び、前記文字入力面固定状態のときに消灯する。
面固定インジケータ31は、例えば、マルチカラーLEDから構成されている。 Thesurface fixing indicator 31 lights up in red when the game operation surface is fixed, and lights up in blue when the game operation surface 11 is directed substantially vertically upward in the surface automatic switching state. Further, the surface fixing indicator 31 is turned off when the character input surface 12 is directed substantially vertically upward in the surface automatic switching state and when the character input surface is fixed.
Thesurface fixing indicator 31 is composed of, for example, a multi-color LED.
面固定インジケータ31は、例えば、マルチカラーLEDから構成されている。 The
The
ゲームコントローラ1の上側面左端部には、正面側(z軸負方向側)に左肩ボタン32が配置され、背面側(z軸正方向側)に左肩ボタン33が配置されている。左肩ボタン32及び33は、プレイヤーがゲームコントローラ1を両手で把持した状態において、左手の人差し指又は中指で操作可能である。
At the left end of the upper side surface of the game controller 1, the left shoulder button 32 is arranged on the front side (z-axis negative direction side), and the left shoulder button 33 is arranged on the back side (z-axis positive direction side). The left shoulder buttons 32 and 33 can be operated with the index finger or the middle finger of the left hand while the player holds the game controller 1 with both hands.
ゲームコントローラ1の上側面右端部には、正面側(z軸負方向側)に右肩ボタン34が配置され、背面側(z軸正方向側)に右肩ボタン35が配置されている。右肩ボタン34及び35は、プレイヤーがゲームコントローラ1を両手で把持した状態において、右手の人差し指又は中指で操作可能である。
At the right end of the upper side surface of the game controller 1, the right shoulder button 34 is arranged on the front side (z-axis negative direction side), and the right shoulder button 35 is arranged on the back side (z-axis positive direction side). The right shoulder buttons 34 and 35 can be operated with the index finger or the middle finger of the right hand while the player holds the game controller 1 with both hands.
左肩ボタン32及び33並びに右肩ボタン34及び35を総称する際は、肩ボタン52という用語を用いる。肩ボタン52は、ほぼ鉛直上方に向けられた面がゲーム操作面11及び文字入力面12のいずれであっても操作可能である。
肩ボタン52には、正面側(z軸負方向)がほぼ鉛直上方に向けられている場合、ゲーム中に各種機能と結びつけられて操作される前記ゲーム操作ボタンとしての機能が割り当てられる。
一方、背面側(z軸正方向)がほぼ鉛直上方に向けられている場合、肩ボタン52には、文字入力位置を示すカーソルを移動させる機能や入力された文字を1文字消去する機能などが割り当てられる。 When the left shoulder buttons 32 and 33 and the right shoulder buttons 34 and 35 are generically referred to, the term shoulder button 52 is used. The shoulder button 52 can be operated regardless of whether the surface facing substantially vertically upward is the game operation surface 11 or the character input surface 12.
When the front side (the negative direction of the z-axis) is directed substantially vertically upward, theshoulder button 52 is assigned a function as the game operation button that is operated in connection with various functions during the game.
On the other hand, when the back side (the z-axis positive direction) is directed almost vertically upward, theshoulder button 52 has a function of moving the cursor indicating the character input position, a function of erasing one input character, and the like. Assigned.
肩ボタン52には、正面側(z軸負方向)がほぼ鉛直上方に向けられている場合、ゲーム中に各種機能と結びつけられて操作される前記ゲーム操作ボタンとしての機能が割り当てられる。
一方、背面側(z軸正方向)がほぼ鉛直上方に向けられている場合、肩ボタン52には、文字入力位置を示すカーソルを移動させる機能や入力された文字を1文字消去する機能などが割り当てられる。 When the
When the front side (the negative direction of the z-axis) is directed substantially vertically upward, the
On the other hand, when the back side (the z-axis positive direction) is directed almost vertically upward, the
図3に示すように、文字入力面12の中央には、タッチセンサ付きディスプレイ41が配置されている。タッチセンサ付きディスプレイ41は、ディスプレイとタッチセンサが一体化されたものであり、ディスプレイ部分は、例えば、液晶表示装置や有機EL表示装置から構成されている。タッチセンサ付きディスプレイ41に換えて、ディスプレイ上に感圧センサシート又は静電容量センサシートを配置しても良い。
As shown in FIG. 3, a display 41 with a touch sensor is arranged in the center of the character input surface 12. The display 41 with a touch sensor is a display in which a display and a touch sensor are integrated, and the display portion is composed of, for example, a liquid crystal display device or an organic EL display device. Instead of the display 41 with a touch sensor, a pressure-sensitive sensor sheet or a capacitance sensor sheet may be arranged on the display.
文字入力面12において、タッチセンサ付きディスプレイ41の右上方には、文字入力面固定ボタン36と、面固定インジケータ37とが配置されている。
On the character input surface 12, a character input surface fixing button 36 and a surface fixing indicator 37 are arranged on the upper right side of the display 41 with a touch sensor.
文字入力面固定ボタン36は、前記面自動切替状態と前記文字入力面固定状態とを切り替えるために用いられる。
ゲーム操作面固定ボタン30及び文字入力面固定ボタン36は、プレイヤーが自由な姿勢、特に仰向けの姿勢でゲーム操作面11を操作することを想定して設けられている。 The character inputsurface fixing button 36 is used to switch between the surface automatic switching state and the character input surface fixing state.
The game operationsurface fixing button 30 and the character input surface fixing button 36 are provided on the assumption that the player operates the game operation surface 11 in a free posture, particularly in a supine position.
ゲーム操作面固定ボタン30及び文字入力面固定ボタン36は、プレイヤーが自由な姿勢、特に仰向けの姿勢でゲーム操作面11を操作することを想定して設けられている。 The character input
The game operation
面固定インジケータ37は、前記文字入力面固定状態のときに赤く点灯し、前記面自動切替状態で文字入力面12がほぼ鉛直上方に向けられているときに青く点灯する。また、面固定インジケータ37は、前記面自動切替状態でゲーム操作面11がほぼ鉛直上方に向けられているとき及び、ゲーム操作面固定状態のときに消灯する。
面固定インジケータ37は、例えば、マルチカラーLEDから構成されている。 Thesurface fixing indicator 37 lights up in red when the character input surface is fixed, and lights up in blue when the character input surface 12 is oriented substantially vertically upward in the surface automatic switching state. Further, the surface fixing indicator 37 is turned off when the game operation surface 11 is directed substantially vertically upward in the surface automatic switching state and when the game operation surface is fixed.
Thesurface fixing indicator 37 is composed of, for example, a multi-color LED.
面固定インジケータ37は、例えば、マルチカラーLEDから構成されている。 The
The
面固定インジケータ31及び37は、ゲームコントローラ1が面自動切替状態、ゲーム操作面固定状態及び文字入力面固定状態のいずれの状態に設定されているかをプレイヤーに知らせるものである。表2に面固定インジケータ31及び37の点灯方法の一例を示す。表2は、後述するROM54に予め記憶しておく。
The surface fixing indicators 31 and 37 inform the player whether the game controller 1 is set to the surface automatic switching state, the game operation surface fixed state, or the character input surface fixed state. Table 2 shows an example of how to light the surface fixing indicators 31 and 37. Table 2 is stored in advance in ROM 54, which will be described later.
表2に示す点灯方法では、面固定インジケータ31及び37を消灯又は点灯し、点灯する場合は色を異ならせて設定されている状態の違いを表している。表2において、ゲーム操作面上方とは、ゲーム操作面11がほぼ鉛直上方に向けられていることを意味し、文字入力面上方とは、文字入力面12がほぼ鉛直上方に向けられていることを意味する。
In the lighting method shown in Table 2, the surface fixing indicators 31 and 37 are turned off or turned on, and when they are turned on, the difference in the state in which the colors are set differently is shown. In Table 2, the upper part of the game operation surface means that the game operation surface 11 is directed substantially vertically upward, and the upper part of the character input surface means that the character input surface 12 is oriented substantially vertically upward. Means.
前記したように、ゲーム操作面固定ボタン30及び文字入力面固定ボタン36は、前記面自動切替状態、前記ゲーム操作面固定状態及び前記文字入力面固定状態を切り替えるものである。ただ、ゲーム操作面固定ボタン30及び文字入力面固定ボタン36を押下する直前のゲームコントローラ1の状態が前記3つの状態のいずれであるかによってゲーム操作面固定ボタン30及び文字入力面固定ボタン36を押下した後に設定される状態が異なる。押下直前の状態と押下後に設定される状態との関係を表3に示す。表3において、各枠内の2桁の数字は、各枠内に記載された状態に設定された設定状態フラグの値である。表3は、後述するROM54に予め記憶しておく。
As described above, the game operation surface fixing button 30 and the character input surface fixing button 36 switch between the surface automatic switching state, the game operation surface fixing state, and the character input surface fixing state. However, depending on which of the above three states the state of the game controller 1 immediately before pressing the game operation surface fixing button 30 and the character input surface fixing button 36 is, the game operation surface fixing button 30 and the character input surface fixing button 36 are used. The state set after pressing is different. Table 3 shows the relationship between the state immediately before pressing and the state set after pressing. In Table 3, the two-digit number in each frame is the value of the setting state flag set in the state described in each frame. Table 3 is stored in advance in ROM 54, which will be described later.
図3に示す文字入力面12において、タッチセンサ付きディスプレイ41の左下方に補助ボタン43が配置され、タッチセンサ付きディスプレイ41の右下方に補助ボタン44が配置されている。
On the character input surface 12 shown in FIG. 3, the auxiliary button 43 is arranged at the lower left of the display 41 with a touch sensor, and the auxiliary button 44 is arranged at the lower right of the display 41 with a touch sensor.
補助ボタン43は、背面側(z軸正方向)がほぼ鉛直上方に向けられている場合、押下されるごとに、タッチセンサ付きディスプレイ41に表示されるキー配列画像(入力モード)を切り替える機能が割り当てられる。すなわち、補助ボタン43は、後述する切替キーSKA~SKC(図6~図9)の機能を1個のボタンで果たす。
The auxiliary button 43 has a function of switching the keyboard layout image (input mode) displayed on the display 41 with a touch sensor each time the back side (z-axis positive direction) is directed substantially vertically upward. Assigned. That is, the auxiliary button 43 fulfills the functions of the switching keys SKA to SKC (FIGS. 6 to 9) described later with one button.
補助ボタン44は、背面側(z軸正方向)がほぼ鉛直上方に向けられている場合、通常のキーボードを構成するリターンキーと同様の機能、例えば、作成された文章の決定、各種データのゲーム装置2への送信、文章作成時での改行などを指示する機能が割り当てられる。また、補助ボタン43及び44は、正面側(z軸負方向)がほぼ鉛直上方に向けられている場合、背面ボタンとしての機能が割り当てられる。
When the back side (the z-axis positive direction) is directed almost vertically upward, the auxiliary button 44 has the same function as the return key constituting a normal keyboard, for example, determination of created sentences, a game of various data. A function for instructing transmission to the device 2 or a line break at the time of writing a sentence is assigned. Further, the auxiliary buttons 43 and 44 are assigned a function as a rear button when the front side (z-axis negative direction) is directed substantially vertically upward.
図4は、ゲームコントローラ1の構成の一例を示すブロック図である。ゲームコントローラ1は、左アナログスティック28と、右アナログスティック29と、ゲーム操作面固定ボタン30と、面固定インジケータ31及び37と、文字入力面固定ボタン36と、タッチセンサ付きディスプレイ41と、ゲーム操作ボタン51と、肩ボタン52と、プロセッサ53と、ROM54と、RAM55と、メディアインターフェース(I/F)56と、通信制御部58と、加速度センサ59とを備えている。
FIG. 4 is a block diagram showing an example of the configuration of the game controller 1. The game controller 1 includes a left analog stick 28, a right analog stick 29, a game operation surface fixing button 30, a surface fixing indicator 31 and 37, a character input surface fixing button 36, a display 41 with a touch sensor, and a game operation. It includes a button 51, a shoulder button 52, a processor 53, a ROM 54, a RAM 55, a media interface (I / F) 56, a communication control unit 58, and an acceleration sensor 59.
ゲーム操作ボタン51は、図2及び図3を参照して説明した、Aボタン21と、Bボタン22と、Xボタン23と、Yボタン24と、スタートボタン25と、セレクトボタン26と、十字キー27とから構成されている。
肩ボタン52は、左肩ボタン32及び33と、右肩ボタン34及び35とから構成されている。 Thegame operation button 51 includes an A button 21, a B button 22, an X button 23, a Y button 24, a start button 25, a select button 26, and a cross key described with reference to FIGS. 2 and 3. It is composed of 27.
Theshoulder button 52 includes left shoulder buttons 32 and 33 and right shoulder buttons 34 and 35.
肩ボタン52は、左肩ボタン32及び33と、右肩ボタン34及び35とから構成されている。 The
The
プロセッサ53は、ROM54又は外部記憶媒体57に記憶されている情報処理プログラムを読み出してRAM55に展開して、各種情報処理を実行する。
The processor 53 reads an information processing program stored in the ROM 54 or the external storage medium 57, expands it into the RAM 55, and executes various information processing.
ROM54は、主に、情報処理プログラムその他の各種データ(例えば、後述するキー配列画像、前記表2及び前記表3)が予め記憶されている。
RAM55は、情報処理プログラムが展開されるとともに、情報処理において用いられる各種データ(例えば、前記設定状態フラグ(表1)、後述する対向状態フラグ(表4))を一時的に記憶する。 TheROM 54 mainly stores information processing programs and other various data (for example, key layout images described later, the table 2 and the table 3) in advance.
As the information processing program is expanded, theRAM 55 temporarily stores various data used in the information processing (for example, the setting state flag (Table 1) and the opposite state flag (Table 4) described later).
RAM55は、情報処理プログラムが展開されるとともに、情報処理において用いられる各種データ(例えば、前記設定状態フラグ(表1)、後述する対向状態フラグ(表4))を一時的に記憶する。 The
As the information processing program is expanded, the
メディアI/F56は、例えば、スロットから構成されている。プロセッサ53は、メディアI/F56を介して外部記憶媒体57にアクセスし、外部記憶媒体57内部に記憶された情報処理プログラムを読み出したり、外部記憶媒体57へ各種データを書き込んだりする。
The media I / F56 is composed of, for example, slots. The processor 53 accesses the external storage medium 57 via the media I / F 56, reads an information processing program stored inside the external storage medium 57, and writes various data to the external storage medium 57.
通信制御部58は、ゲームコントローラ1が有線通信又は無線通信によりゲーム装置2と行う通信方法を制御する。
The communication control unit 58 controls the communication method that the game controller 1 performs with the game device 2 by wired communication or wireless communication.
加速度センサ59は、プロセッサ53がゲームコントローラ1の動き、姿勢又は傾きに関する情報を算出するための検出結果をプロセッサ53へ供給する。
加速度センサ59の検出結果は、適宜のタイミングで繰り返しプロセッサ53へ供給される。プロセッサ53は、加速度センサ59の検出結果に基づいて、ゲームコントローラ1の動き、姿勢又は傾きに関する情報を算出する。 Theacceleration sensor 59 supplies the detection result for the processor 53 to calculate the information regarding the movement, the posture, or the inclination of the game controller 1 to the processor 53.
The detection result of theacceleration sensor 59 is repeatedly supplied to the processor 53 at an appropriate timing. The processor 53 calculates information regarding the movement, attitude, or inclination of the game controller 1 based on the detection result of the acceleration sensor 59.
加速度センサ59の検出結果は、適宜のタイミングで繰り返しプロセッサ53へ供給される。プロセッサ53は、加速度センサ59の検出結果に基づいて、ゲームコントローラ1の動き、姿勢又は傾きに関する情報を算出する。 The
The detection result of the
加速度センサ59は、所定の3軸(例えば、図1に示すxyz軸)方向に沿った加速度の大きさを検出する。なお、加速度センサ59は、1軸方向又は2軸方向の加速度を検出するものであっても良い。
The acceleration sensor 59 detects the magnitude of acceleration along predetermined three axes (for example, the xyz axis shown in FIG. 1). The acceleration sensor 59 may detect acceleration in the uniaxial direction or the biaxial direction.
[ゲーム装置2の構成]
図5は、ゲーム装置2の構成の一例を示すブロック図である。ゲーム装置2は、プロセッサ71と、ROM72と、RAM73と、メディアI/F74と、各種操作ボタン76と、通信制御部77とを備えている。 [Configuration of game device 2]
FIG. 5 is a block diagram showing an example of the configuration of thegame device 2. The game device 2 includes a processor 71, a ROM 72, a RAM 73, a media I / F 74, various operation buttons 76, and a communication control unit 77.
図5は、ゲーム装置2の構成の一例を示すブロック図である。ゲーム装置2は、プロセッサ71と、ROM72と、RAM73と、メディアI/F74と、各種操作ボタン76と、通信制御部77とを備えている。 [Configuration of game device 2]
FIG. 5 is a block diagram showing an example of the configuration of the
プロセッサ71は、ROM72又は外部記憶媒体75に記憶されている情報処理プログラム(例えば、ゲームアプリケーションプログラム(以下「ゲームアプリ」と略す。))を読み出してRAM73に展開して、各種情報処理を実行する。
The processor 71 reads an information processing program (for example, a game application program (hereinafter abbreviated as "game application")) stored in the ROM 72 or the external storage medium 75, develops it in the RAM 73, and executes various information processing. ..
ROM72は、主に、情報処理プログラムその他の各種データが予め記憶されている。
RAM73は、情報処理プログラムが展開されるとともに、情報処理において用いられる各種データを一時的に記憶する。 TheROM 72 mainly stores information processing programs and other various data in advance.
TheRAM 73 temporarily stores various data used in the information processing while the information processing program is expanded.
RAM73は、情報処理プログラムが展開されるとともに、情報処理において用いられる各種データを一時的に記憶する。 The
The
メディアI/F74は、例えば、ディスクドライブやスロットから構成されている。プロセッサ71は、メディアI/F74を介して外部記憶媒体75にアクセスし、外部記憶媒体75内部に記憶された情報処理プログラムを読み出したり、外部記憶媒体75へ各種データを書き込んだりする。
The media I / F74 is composed of, for example, a disk drive or a slot. The processor 71 accesses the external storage medium 75 via the media I / F 74, reads an information processing program stored inside the external storage medium 75, and writes various data to the external storage medium 75.
各種操作ボタン76は、ゲーム装置2に電源を投入するための電源ボタンや外部記憶媒体75をメディアI/F74に出し入れするためのイジェクトボタンなどから構成されている。
通信制御部77は、ゲーム装置2が有線通信又は無線通信によりゲームコントローラ1と行う通信方法やネットワーク4を介してゲームサーバと行う通信方法を制御する。 Thevarious operation buttons 76 are composed of a power button for turning on the power to the game device 2, an eject button for putting the external storage medium 75 in and out of the media I / F 74, and the like.
Thecommunication control unit 77 controls a communication method performed by the game device 2 with the game controller 1 by wired communication or wireless communication, and a communication method performed with the game server via the network 4.
通信制御部77は、ゲーム装置2が有線通信又は無線通信によりゲームコントローラ1と行う通信方法やネットワーク4を介してゲームサーバと行う通信方法を制御する。 The
The
[文字入力の説明]
タッチセンサ付きディスプレイ41にキー配列画像が表示された状態において、あるキーの表面をプレイヤーが操作すると、操作されたタッチセンサ付きディスプレイ41上の位置の座標が検出され、当該位置の座標又は前記キーに対応したキーコードへ変換されてゲームコントローラ1からゲーム装置2へ供給される。 [Explanation of character input]
When the player operates the surface of a certain key while the key arrangement image is displayed on thedisplay 41 with a touch sensor, the coordinates of the operated position on the display 41 with a touch sensor are detected, and the coordinates of the position or the key are detected. It is converted into a key code corresponding to the above and supplied from the game controller 1 to the game device 2.
タッチセンサ付きディスプレイ41にキー配列画像が表示された状態において、あるキーの表面をプレイヤーが操作すると、操作されたタッチセンサ付きディスプレイ41上の位置の座標が検出され、当該位置の座標又は前記キーに対応したキーコードへ変換されてゲームコントローラ1からゲーム装置2へ供給される。 [Explanation of character input]
When the player operates the surface of a certain key while the key arrangement image is displayed on the
図6~図8はタッチセンサ付きディスプレイ41に表示されるキー配列画像の一例であり、図6はアルファベットキー配列画像、図7は記号キー配列画像、図8は数字キー配列画像である。これら3つのキー配列画像は、デフォルトとして、図4に示すROM54に予め記憶されている。
6 to 8 are examples of key layout images displayed on the display 41 with a touch sensor, FIG. 6 is an alphabet key layout image, FIG. 7 is a symbol key layout image, and FIG. 8 is a number key layout image. These three keyboard layout images are stored in advance in the ROM 54 shown in FIG. 4 by default.
図6に示すアルファベットキー配列画像は、aからzまでのアルファベットを入力するためのアルファベットキー、スペースを入力するためのスペースキー、「,」及び「.」などの記号を入力するための記号キーから構成されている。アルファベットキー配列画像は、英文や、ローマ字入力による日本語その他の言語の文を入力するために使用される。
The alphabet key layout image shown in FIG. 6 is an alphabet key for inputting an alphabet from a to z, a space key for inputting a space, and a symbol key for inputting symbols such as "," and ".". It is composed of. Alphabet keyboard layout images are used to input English sentences and sentences in Japanese and other languages by entering Roman characters.
図6はアルファベットキーがQWERTY配列で配列されている例であるが、これに限定されない。アルファベットキーは、例えば、Dvorak配列、Colemak配列あるいは、Maltron配列のいずれで配列されていても良い。
FIG. 6 is an example in which the alphabet keys are arranged in a QWERTY array, but the present invention is not limited to this. The alphabet keys may be arranged in, for example, a Dvorak sequence, a Kolemak sequence, or a Maltron sequence.
図7に示す記号キー配列画像は、パーソナルコンピュータ等で使用される通常のキーボードで入力可能な記号のうち、図6に示すアルファベットキー配列画像では入力できない記号、例えば、「#」及び「&」などの記号を入力するための記号キーから構成されている。
図8に示す数字キー配列画像は、0から9までの数字を入力するための数字キー、四則演算に使用される記号などを入力するための記号キーから構成されている。 The symbol key arrangement image shown in FIG. 7 is a symbol that cannot be input by the alphabet key arrangement image shown in FIG. 6 among the symbols that can be input by a normal keyboard used in a personal computer or the like, for example, "#" and "&". It consists of symbol keys for inputting symbols such as.
The number key layout image shown in FIG. 8 is composed of a number key for inputting a number from 0 to 9 and a symbol key for inputting a symbol used for a four-rule operation.
図8に示す数字キー配列画像は、0から9までの数字を入力するための数字キー、四則演算に使用される記号などを入力するための記号キーから構成されている。 The symbol key arrangement image shown in FIG. 7 is a symbol that cannot be input by the alphabet key arrangement image shown in FIG. 6 among the symbols that can be input by a normal keyboard used in a personal computer or the like, for example, "#" and "&". It consists of symbol keys for inputting symbols such as.
The number key layout image shown in FIG. 8 is composed of a number key for inputting a number from 0 to 9 and a symbol key for inputting a symbol used for a four-rule operation.
図6~図8において、左端には、タッチセンサ付きディスプレイ41に表示されるキー配列画像(入力モード)を切り替えるための切替キーSKA~SKCが表示されている。
切替キーSKAはタッチセンサ付きディスプレイ41に表示されるキー配列画像をアルファベットキー配列画像(アルファベット入力モード)に切り替えるためのキーである。
切替キーSKBはタッチセンサ付きディスプレイ41に表示されるキー配列画像を記号キー配列画像(記号入力モード)に切り替えるためのキーである。
切替キーSKCはタッチセンサ付きディスプレイ41に表示されるキー配列画像を数字キー配列画像(数字入力モード)に切り替えるためのキーである。 In FIGS. 6 to 8, switching keys SKA to SKC for switching the key layout image (input mode) displayed on thedisplay 41 with a touch sensor are displayed at the left end.
The switching key SKA is a key for switching the key layout image displayed on thedisplay 41 with a touch sensor to the alphabet key layout image (alphabet input mode).
The switching key SKB is a key for switching the key layout image displayed on thedisplay 41 with a touch sensor to the symbol key layout image (symbol input mode).
The switching key SKC is a key for switching the key layout image displayed on thedisplay 41 with a touch sensor to the number key layout image (number input mode).
切替キーSKAはタッチセンサ付きディスプレイ41に表示されるキー配列画像をアルファベットキー配列画像(アルファベット入力モード)に切り替えるためのキーである。
切替キーSKBはタッチセンサ付きディスプレイ41に表示されるキー配列画像を記号キー配列画像(記号入力モード)に切り替えるためのキーである。
切替キーSKCはタッチセンサ付きディスプレイ41に表示されるキー配列画像を数字キー配列画像(数字入力モード)に切り替えるためのキーである。 In FIGS. 6 to 8, switching keys SKA to SKC for switching the key layout image (input mode) displayed on the
The switching key SKA is a key for switching the key layout image displayed on the
The switching key SKB is a key for switching the key layout image displayed on the
The switching key SKC is a key for switching the key layout image displayed on the
図6では切替キーSKA、図7では切替キーSKB、図8では切替キーSKCがそれぞれハッチングされている。これらは、当該切替キーに対応したキー配列画像が選択されていることを示している。
The switching key SKA in FIG. 6, the switching key SKB in FIG. 7, and the switching key SKC in FIG. 8 are hatched. These indicate that the keyboard layout image corresponding to the switching key is selected.
次に、タッチセンサ付きディスプレイ41を用いたキーの操作位置の座標を検出する方法について、図9を参照して説明する。
タッチセンサ付きディスプレイ41にキー配列画像が表示された状態において、あるキーの表面をプレイヤーが操作すると、操作されたタッチセンサ付きディスプレイ41上の位置の座標を検出する。プロセッサ53は、前記位置の座標又は前記キーに対応したキーコードへ変換してゲーム装置2へ供給する。 Next, a method of detecting the coordinates of the operation position of the key using thedisplay 41 with a touch sensor will be described with reference to FIG.
When the player operates the surface of a certain key while the key layout image is displayed on thedisplay 41 with a touch sensor, the coordinates of the position on the operated display 41 with a touch sensor are detected. The processor 53 converts the coordinates of the position or the key code corresponding to the key into the key code and supplies it to the game device 2.
タッチセンサ付きディスプレイ41にキー配列画像が表示された状態において、あるキーの表面をプレイヤーが操作すると、操作されたタッチセンサ付きディスプレイ41上の位置の座標を検出する。プロセッサ53は、前記位置の座標又は前記キーに対応したキーコードへ変換してゲーム装置2へ供給する。 Next, a method of detecting the coordinates of the operation position of the key using the
When the player operates the surface of a certain key while the key layout image is displayed on the
キー配列画像から操作されたキーのキーコードを求めるには、各キーが画面上のどの座標に配置されているかを示すマッピング情報が必要である。アルファベットキー配列画像(図6)、記号キー配列画像(図7)及び数字キー配列画像(図8)のそれぞれに対応したマッピング情報は、デフォルトとして、図4に示すROM54に予め記憶されている。
In order to obtain the key code of the operated key from the key layout image, mapping information indicating which coordinate each key is located on the screen is required. The mapping information corresponding to each of the alphabet key layout image (FIG. 6), the symbol key layout image (FIG. 7), and the number key layout image (FIG. 8) is stored in advance in the ROM 54 shown in FIG. 4 by default.
タッチセンサ付きディスプレイ41は、図9に示すように、左上端を起点(座標(0,0))とし、右下端を終点(座標(256,128))とする2次元座標系を有している。各キー配列画像は、前記2次元座標系に基づいて各キーのマッピング情報の範囲が予め設定されている。図9の例では、数字キー「7」のマッピング情報は座標(160,22)~座標(188,44)の範囲が設定されている。
As shown in FIG. 9, the display 41 with a touch sensor has a two-dimensional coordinate system in which the upper left end is the starting point (coordinates (0,0)) and the lower right end is the ending point (coordinates (256,128)). There is. In each key layout image, the range of mapping information of each key is preset based on the two-dimensional coordinate system. In the example of FIG. 9, the mapping information of the numeric key "7" is set in the range of coordinates (160,22) to coordinates (188,44).
したがって、座標(160,22)~座標(188,44)の範囲をプレイヤーが操作した場合、プロセッサ53は、数字キー「7」が操作されたと判断し、数字キー「7」の位置の座標又は前記キーに対応したキーコードへ変換してゲーム装置2へ供給する。この位置の座標は、例えば、座標(160,22)~座標(188,44)の中心位置の座標(174,33)とする。
Therefore, when the player operates the range from the coordinates (160,22) to the coordinates (188,44), the processor 53 determines that the number key "7" has been operated, and the coordinates of the position of the number key "7" or It is converted into a key code corresponding to the key and supplied to the game device 2. The coordinates of this position are, for example, the coordinates (174,33) of the center position of the coordinates (160,22) to the coordinates (188,44).
[ゲームコントローラ1の状態判定方法]
次に、前記構成を有するゲームコントローラ1の状態判定方法の一例について、図10及び図11を参照して説明する。図10はゲームコントローラ1の状態判定方法の一例を説明するためのゲームコントローラ1の正面側やや下側面寄りから見た斜視図である。図11はゲームコントローラの角度と、有効と判定されるゲーム操作面11及び文字入力面12との関係の一例を示すグラフである。 [How to determine the status of the game controller 1]
Next, an example of the state determination method of thegame controller 1 having the above configuration will be described with reference to FIGS. 10 and 11. FIG. 10 is a perspective view seen from a slightly lower side surface of the game controller 1 for explaining an example of a state determination method of the game controller 1. FIG. 11 is a graph showing an example of the relationship between the angle of the game controller and the game operation surface 11 and the character input surface 12 which are determined to be effective.
次に、前記構成を有するゲームコントローラ1の状態判定方法の一例について、図10及び図11を参照して説明する。図10はゲームコントローラ1の状態判定方法の一例を説明するためのゲームコントローラ1の正面側やや下側面寄りから見た斜視図である。図11はゲームコントローラの角度と、有効と判定されるゲーム操作面11及び文字入力面12との関係の一例を示すグラフである。 [How to determine the status of the game controller 1]
Next, an example of the state determination method of the
ゲームコントローラ1に加えられる最大の加速度は、地球の重力Gであり、プレイヤーがゲームコントローラ1を両手で把持して前後左右に振り回した程度とは比較にならないほど、地球の重力Gは大きい。したがって、加速度センサ59の検出結果に基づいて、地球の重力Gが加えられる方向と反対方向に位置する面が鉛直上方に向けられていると判定できる。
The maximum acceleration applied to the game controller 1 is the gravity G of the earth, and the gravity G of the earth is so large that it cannot be compared with the degree to which the player holds the game controller 1 with both hands and swings it back and forth and left and right. Therefore, based on the detection result of the acceleration sensor 59, it can be determined that the surface located in the direction opposite to the direction in which the gravity G of the earth is applied is directed vertically upward.
図10において、角度θはゲームコントローラ1が水平線HLに対する角度を表している。本実施形態では、ゲーム操作面11と文字入力面12とを検出するための緩衝角を設ける。前記緩衝角は、この角度の範囲内では、加速度センサ59の検出結果に基づくゲーム操作面11又は文字入力面12の判定が不安定となる可能性があるために設ける。
In FIG. 10, the angle θ represents the angle of the game controller 1 with respect to the horizon HL. In the present embodiment, a buffer angle for detecting the game operation surface 11 and the character input surface 12 is provided. The buffer angle is provided because the determination of the game operation surface 11 or the character input surface 12 based on the detection result of the acceleration sensor 59 may become unstable within this angle range.
図11の例では、ゲーム操作面11が鉛直上方に向けられた状態を0°、文字入力面12が鉛直上方に向けられた状態を180°とする。
図11の例では、ゲーム操作面11が鉛直上方に向けられたゲームコントローラ1を両手で水平に把持した状態(角度θ=0°)において、プレイヤーが、左手の手のひらを支点としてゲームコントローラ1を反時計回りに回転させて角度が135°以上になって初めて文字入力面12が鉛直上方に向けられていると判定する。 In the example of FIG. 11, the state where thegame operation surface 11 is directed vertically upward is 0 °, and the state where the character input surface 12 is directed vertically upward is 180 °.
In the example of FIG. 11, in a state where thegame controller 1 with the game operation surface 11 facing vertically upward is held horizontally with both hands (angle θ = 0 °), the player holds the game controller 1 with the palm of the left hand as a fulcrum. It is determined that the character input surface 12 is oriented vertically upward only when the character input surface 12 is rotated counterclockwise and the angle becomes 135 ° or more.
図11の例では、ゲーム操作面11が鉛直上方に向けられたゲームコントローラ1を両手で水平に把持した状態(角度θ=0°)において、プレイヤーが、左手の手のひらを支点としてゲームコントローラ1を反時計回りに回転させて角度が135°以上になって初めて文字入力面12が鉛直上方に向けられていると判定する。 In the example of FIG. 11, the state where the
In the example of FIG. 11, in a state where the
一方、文字入力面12が鉛直上方に向けられたゲームコントローラ1を両手で水平に把持した状態(角度θ=180°)において、プレイヤーが、左手の手のひらを支点としてゲームコントローラ1を時計回りに回転させて角度が45°以下になって初めてゲーム操作面11が鉛直上方に向けられていると判定する。なお、前記135°以上及び前記45°以下というのはあくまで一例に過ぎず、これらの角度に限定されるものではない。
On the other hand, in a state where the game controller 1 with the character input surface 12 facing vertically upward is held horizontally with both hands (angle θ = 180 °), the player rotates the game controller 1 clockwise with the palm of the left hand as a fulcrum. It is determined that the game operation surface 11 is directed vertically upward only when the angle is 45 ° or less. The angles of 135 ° or more and 45 ° or less are merely examples, and are not limited to these angles.
[ゲームコントローラ1の面切替方法]
次に、本発明の特徴であるゲームコントローラ1の面切替方法の一例について説明する。
面切替方法とは、加速度センサ59の検出結果、ゲーム操作面固定ボタン30及び文字入力面固定ボタン36の押下に基づいて、面自動切替状態、ゲーム操作面固定状態又は文字入力面固定状態のいずれかを設定したり、面自動切替状態時に面自動切替を行ったりする方法である。 [How to switch the surface of the game controller 1]
Next, an example of the surface switching method of thegame controller 1, which is a feature of the present invention, will be described.
The surface switching method is either a surface automatic switching state, a game operation surface fixed state, or a character input surface fixed state based on the detection result of theacceleration sensor 59 and the pressing of the game operation surface fixing button 30 and the character input surface fixing button 36. This is a method of setting the character or performing automatic surface switching in the automatic surface switching state.
次に、本発明の特徴であるゲームコントローラ1の面切替方法の一例について説明する。
面切替方法とは、加速度センサ59の検出結果、ゲーム操作面固定ボタン30及び文字入力面固定ボタン36の押下に基づいて、面自動切替状態、ゲーム操作面固定状態又は文字入力面固定状態のいずれかを設定したり、面自動切替状態時に面自動切替を行ったりする方法である。 [How to switch the surface of the game controller 1]
Next, an example of the surface switching method of the
The surface switching method is either a surface automatic switching state, a game operation surface fixed state, or a character input surface fixed state based on the detection result of the
図12及び図13は、ゲームコントローラ1の面切替処理を説明するためのフローチャートである。ここでは、ゲームコントローラ1の面切替処理についてのみ説明する。ゲーム操作面11に切り替えられた後のゲームコントローラ1におけるゲーム進行処理は公知であるので説明しない。一方、文字入力面12に切り替えられた後のゲームコントローラ1及びゲーム装置2における文字入力処理は本発明の特徴であるので、図14~図22を参照して後に詳細に説明する。
12 and 13 are flowcharts for explaining the surface switching process of the game controller 1. Here, only the surface switching process of the game controller 1 will be described. The game progress process in the game controller 1 after being switched to the game operation surface 11 is known and will not be described. On the other hand, the character input process in the game controller 1 and the game device 2 after being switched to the character input surface 12 is a feature of the present invention, and will be described in detail later with reference to FIGS. 14 to 22.
なお、図12及び図13に示すフローチャートにおける各ステップの処理は、単なる一例に過ぎず、同様の結果が得られるのであれば、各ステップの処理順序を入れ替えてもよいし、各ステップの処理に加えて(または代えて)別の処理が実行されてもよい。また、本実施形態では、前記フローチャートの各ステップの処理をプロセッサ53が実行するものとして説明するが、前記フローチャートにおける一部のステップの処理を、プロセッサ53以外のプロセッサや専用回路が実行するようにしてもよい。以上説明したことは、後述する図14、図15、図18及び図19に示すフローチャートにおける各ステップの処理についても同様である。
The processing of each step in the flowcharts shown in FIGS. 12 and 13 is merely an example, and if the same result can be obtained, the processing order of each step may be changed, or the processing of each step may be changed. In addition (or instead) another process may be performed. Further, in the present embodiment, the processing of each step of the flowchart will be described as being executed by the processor 53, but the processing of some steps in the flowchart will be executed by a processor other than the processor 53 or a dedicated circuit. You may. The above description is the same for the processing of each step in the flowcharts shown in FIGS. 14, 15, 18, and 19 which will be described later.
プロセッサ53は、ROM54又は外部記憶媒体57に記憶されている面切替プログラムを読み出してRAM55に展開して、面切替処理を実行することにより、判定部、面有効無効化部として機能する。
判定部は、加速度センサ59の検出結果に基づいてゲーム操作面11又は文字入力面12のいずれがプレイヤーに対向しているかを判定する。 Theprocessor 53 reads out the surface switching program stored in the ROM 54 or the external storage medium 57, develops it in the RAM 55, and executes the surface switching process, thereby functioning as a determination unit and a surface validation / invalidation unit.
The determination unit determines whether thegame operation surface 11 or the character input surface 12 faces the player based on the detection result of the acceleration sensor 59.
判定部は、加速度センサ59の検出結果に基づいてゲーム操作面11又は文字入力面12のいずれがプレイヤーに対向しているかを判定する。 The
The determination unit determines whether the
面有効無効化部は、判定部の判定結果に基づいて、ゲーム操作面11又は文字入力面12のうち、プレイヤーに対向している一方の操作を有効化し、プレイヤーに対向していない他方の操作の少なくとも一部を無効化する。また、面有効無効化部は、ゲーム操作面固定ボタン30又は文字入力面固定ボタン36の操作に応じて、面自動切替状態、ゲーム操作面固定状態又は文字入力面固定状態のいずれか1つの状態に切り替える。
Based on the determination result of the determination unit, the surface enable / disable unit enables the operation of one of the game operation surface 11 or the character input surface 12 facing the player, and operates the other operation not facing the player. Disable at least part of. Further, the surface valid / invalidating unit is in any one of a surface automatic switching state, a game operation surface fixed state, and a character input surface fixed state according to the operation of the game operation surface fixing button 30 or the character input surface fixing button 36. Switch to.
まず、プロセッサ53は、図12に示すステップS1へ進み、初期設定を実行した後、ステップS2へ進む。
初期設定として、プロセッサ53は、例えば、ステップS2以降の処理を実行するために必要なパラメータを初期化するとともに、ゲーム操作面11を有効化する。 First, theprocessor 53 proceeds to step S1 shown in FIG. 12, performs initial settings, and then proceeds to step S2.
As an initial setting, theprocessor 53, for example, initializes the parameters necessary for executing the processing after step S2, and activates the game operation surface 11.
初期設定として、プロセッサ53は、例えば、ステップS2以降の処理を実行するために必要なパラメータを初期化するとともに、ゲーム操作面11を有効化する。 First, the
As an initial setting, the
ゲーム操作面11の有効化として、プロセッサ53は、例えば、ゲーム操作面11に設けられている左アナログスティック28、右アナログスティック29、ゲーム操作面固定ボタン30及びゲーム操作ボタン51の操作を受け付け可能とする。
また、プロセッサ53は、前記表2に基づいて面固定インジケータ31を青く点灯させるとともに、肩ボタン52に前記ゲーム操作ボタンとしての機能を割り当てる。 To enable thegame operation surface 11, the processor 53 can accept operations of, for example, the left analog stick 28, the right analog stick 29, the game operation surface fixing button 30, and the game operation button 51 provided on the game operation surface 11. And.
Further, theprocessor 53 lights the surface fixing indicator 31 in blue based on the table 2, and assigns the shoulder button 52 a function as the game operation button.
また、プロセッサ53は、前記表2に基づいて面固定インジケータ31を青く点灯させるとともに、肩ボタン52に前記ゲーム操作ボタンとしての機能を割り当てる。 To enable the
Further, the
さらに、プロセッサ53は、文字入力面12に設けられているタッチセンサ付きディスプレイ41の操作を受け付け不能とするとともに、補助ボタン43及び44に背面ボタンとしての機能を割り当てる。ただし、プロセッサ53は、文字入力面固定ボタン36の操作は受け付け可能のままとする。また、プロセッサ53は、前記表2に基づいて面固定インジケータ37を消灯させる。なお、タッチセンサ付きディスプレイ41のディスプレイ部分が液晶表示装置から構成されている場合、バックライトを消灯する。
Further, the processor 53 makes it impossible to accept the operation of the display 41 with a touch sensor provided on the character input surface 12, and assigns the functions as the rear buttons to the auxiliary buttons 43 and 44. However, the processor 53 still accepts the operation of the character input surface fixing button 36. Further, the processor 53 turns off the surface fixing indicator 37 based on the table 2. When the display portion of the display 41 with a touch sensor is composed of a liquid crystal display device, the backlight is turned off.
これにより、例えばゲーム中に、プレイヤーがゲームコントローラ1を両手で把持した状態において、ゲームコントローラ1の背面側にある指(例えば、中指、薬指、小指)でタッチセンサ付きディスプレイ41を誤って触れた場合の誤動作を防止できるとともに、消費電力を低減できる。
As a result, for example, during a game, the player erroneously touches the display 41 with a touch sensor with a finger (for example, a middle finger, a ring finger, a small finger) on the back side of the game controller 1 while the player holds the game controller 1 with both hands. It is possible to prevent malfunction in the case and reduce power consumption.
また、初期設定では、プロセッサ53は、ゲームコントローラ1を前記面自動切替機能が有効な面自動切替状態に設定し、RAM55に記憶されている設定状態フラグを、ゲームコントローラ1が面自動切替状態に設定されていることを示す「00」に設定する。
Further, in the initial setting, the processor 53 sets the game controller 1 to the surface automatic switching state in which the surface automatic switching function is enabled, and the game controller 1 sets the setting state flag stored in the RAM 55 to the surface automatic switching state. Set to "00" indicating that it is set.
ステップS2では、プロセッサ53は、ゲームコントローラ1が面自動切替状態に設定されていることを示す設定状態フラグ「00」を通信制御部58を介してゲーム装置2へ送信した後、ステップS3へ進む。これにより、ゲーム装置2のプロセッサ71は、ゲームコントローラ1が面自動切替状態に設定されていることを認識する。
In step S2, the processor 53 transmits a setting state flag “00” indicating that the game controller 1 is set to the surface automatic switching state to the game device 2 via the communication control unit 58, and then proceeds to step S3. .. As a result, the processor 71 of the game apparatus 2 recognizes that the game controller 1 is set to the automatic surface switching state.
ステップS3では、プロセッサ53は、加速度センサ59から取得した検出結果(加速度データ)に基づいて、ゲームコントローラ1の状態を判定した後、ステップS4へ進む。
In step S3, the processor 53 determines the state of the game controller 1 based on the detection result (acceleration data) acquired from the acceleration sensor 59, and then proceeds to step S4.
状態判定として、プロセッサ53は、例えば、加速度データを用いてゲームコントローラ1に作用している重力加速度の重力ベクトルを算出し、当該重力ベクトルに基づいてゲームコントローラ1の角度を算出する。
次に、プロセッサ53は、前記ゲームコントローラ1の角度が45°以下であればゲーム操作面11がほぼ鉛直上方に向けられていると判定し、RAM55に記憶されている対向状態フラグを、ゲーム操作面11がほぼ鉛直上方に向けられプレイヤーに対向している状態であることを示す「0」に設定する。 As a state determination, theprocessor 53 calculates, for example, the gravity vector of the gravitational acceleration acting on the game controller 1 using the acceleration data, and calculates the angle of the game controller 1 based on the gravity vector.
Next, theprocessor 53 determines that the game operation surface 11 is directed substantially vertically upward if the angle of the game controller 1 is 45 ° or less, and operates the game operation with the facing state flag stored in the RAM 55. The surface 11 is set to "0", which indicates that the surface 11 is oriented substantially vertically upward and faces the player.
次に、プロセッサ53は、前記ゲームコントローラ1の角度が45°以下であればゲーム操作面11がほぼ鉛直上方に向けられていると判定し、RAM55に記憶されている対向状態フラグを、ゲーム操作面11がほぼ鉛直上方に向けられプレイヤーに対向している状態であることを示す「0」に設定する。 As a state determination, the
Next, the
ここで、対向状態フラグについて説明する。対向状態フラグは、ゲーム操作面11がほぼ鉛直上方に向けられプレイヤーに対向している状態である場合に「0」に設定され、文字入力面12がほぼ鉛直上方に向けられプレイヤーに対向している状態である場合に「1」に設定される。以上説明した対向状態フラグの2つの状態について表4に示す。
Here, the opposite state flag will be described. The facing state flag is set to "0" when the game operation surface 11 is almost vertically upward and faces the player, and the character input surface 12 is almost vertically upward and faces the player. It is set to "1" when it is in the present state. Table 4 shows the two states of the opposite state flags described above.
一方、プロセッサ53は、前記ゲームコントローラ1の角度が135°以上であれば文字入力面12がほぼ鉛直上方に向けられていると判定し、前記対向状態フラグを、文字入力面12がほぼ鉛直上方に向けられプレイヤーに対向している状態であることを示す「1」に設定する。
また、プロセッサ53は、前記ゲームコントローラ1の角度が45°より大きく135°未満であれば、ゲームコントローラ1の状態が変更されていないと判定し、前記対向状態フラグを直前に設定された値のままとする。 On the other hand, if the angle of thegame controller 1 is 135 ° or more, the processor 53 determines that the character input surface 12 is directed substantially vertically upward, and sets the facing state flag so that the character input surface 12 is substantially vertically upward. Set to "1" to indicate that the player is facing the player.
Further, if the angle of thegame controller 1 is larger than 45 ° and less than 135 °, the processor 53 determines that the state of the game controller 1 has not been changed, and sets the opposite state flag to the value immediately before. Leave it as it is.
また、プロセッサ53は、前記ゲームコントローラ1の角度が45°より大きく135°未満であれば、ゲームコントローラ1の状態が変更されていないと判定し、前記対向状態フラグを直前に設定された値のままとする。 On the other hand, if the angle of the
Further, if the angle of the
ステップS4では、プロセッサ53は、ゲームコントローラ1のゲーム操作面11がほぼ鉛直上方に向けられているか否かを判定する。例えば、対向状態フラグが「0」に設定されている場合には、ステップS4の判断結果が「YES」となり、プロセッサ53は、ステップS5へ進む。
In step S4, the processor 53 determines whether or not the game operation surface 11 of the game controller 1 is oriented substantially vertically upward. For example, when the opposite state flag is set to "0", the determination result in step S4 becomes "YES", and the processor 53 proceeds to step S5.
ステップS5では、プロセッサ53は、ゲーム操作面11が既に有効化されているか否かを判断する。プロセッサ53は、加速度センサ59の検出結果を定期又は不定期に取得するため、ゲーム操作面11が既に有効化されている場合に重ねて後述するゲーム操作面有効化処理を実行しないためにこの処理を行う。
In step S5, the processor 53 determines whether or not the game operation surface 11 has already been activated. In order to acquire the detection result of the acceleration sensor 59 periodically or irregularly, the processor 53 does not execute the game operation surface activation process described later again when the game operation surface 11 is already activated. I do.
ステップS5の判断結果が「NO」の場合には、プロセッサ53は、ステップS6へ進む。ステップS6では、プロセッサ53は、ゲーム操作面11を有効化した後、ステップS7へ進む。ゲーム操作面11の有効化に関する具体的な処理については、段落0084~段落0086に記載したので、ここでは説明しない。
If the determination result in step S5 is "NO", the processor 53 proceeds to step S6. In step S6, the processor 53 activates the game operation surface 11 and then proceeds to step S7. The specific processing related to the activation of the game operation surface 11 is described in paragraphs 0084 to 0086, and will not be described here.
ステップS7では、プロセッサ53は、ステップS3で設定した、ゲーム操作面11がほぼ鉛直上方に向けられプレイヤーに対向している状態であることを示す対向状態フラグ「0」を通信制御部58を介してゲーム装置2へ送信した後、ステップS8へ進む。これにより、ゲーム装置2のプロセッサ71は、ゲームコントローラ1のゲーム操作面11がほぼ鉛直上方に向けられプレイヤーに対向している状態であることを認識する。
In step S7, the processor 53 sets the facing state flag “0” set in step S3, which indicates that the game operation surface 11 is directed substantially vertically upward and faces the player, via the communication control unit 58. After transmitting to the game device 2, the process proceeds to step S8. As a result, the processor 71 of the game apparatus 2 recognizes that the game operation surface 11 of the game controller 1 is oriented substantially vertically upward and faces the player.
一方、ステップS5の判断結果が「YES」の場合、すなわち、ゲーム操作面11が既に有効化されている場合には、プロセッサ53は、ステップS8へ進む。
On the other hand, if the determination result in step S5 is "YES", that is, if the game operation surface 11 is already enabled, the processor 53 proceeds to step S8.
ステップS8では、プロセッサ53は、ゲーム操作面固定ボタン30が押下されたか否か判断する。ステップS8の判断結果が「YES」の場合には、プロセッサ53は、図13に示すステップS13へ進む。
In step S8, the processor 53 determines whether or not the game operation surface fixing button 30 is pressed. If the determination result in step S8 is "YES", the processor 53 proceeds to step S13 shown in FIG.
一方、ステップS8の判断結果が「NO」の場合、すなわち、ゲーム操作面固定ボタン30が押下されなかった場合には、プロセッサ53は、ステップS3へ戻り、前記したステップS3以降の処理を行う。
On the other hand, when the determination result of step S8 is "NO", that is, when the game operation surface fixing button 30 is not pressed, the processor 53 returns to step S3 and performs the processing after step S3 described above.
また、ステップS4の判断結果が「NO」の場合、すなわち、対向状態フラグが「1」に設定され、ゲームコントローラ1の文字入力面12がほぼ鉛直上方に向けられている場合には、プロセッサ53は、ステップS9へ進む。
Further, when the determination result in step S4 is "NO", that is, when the facing state flag is set to "1" and the character input surface 12 of the game controller 1 is directed substantially vertically upward, the processor 53 Goes to step S9.
ステップS9では、プロセッサ53は、文字入力面12が既に有効化されているか否かを判断する。プロセッサ53は、加速度センサ59の検出結果を定期又は不定期に取得するため、文字入力面12が既に有効化されている場合に重ねて後述する文字入力面有効化処理を実行しないためにこの処理を行う。
In step S9, the processor 53 determines whether or not the character input surface 12 is already enabled. In order to acquire the detection result of the acceleration sensor 59 periodically or irregularly, the processor 53 does not execute the character input surface activation process described later when the character input surface 12 is already activated. I do.
ステップS9の判断結果が「NO」の場合には、プロセッサ53は、ステップS10へ進む。ステップS10では、プロセッサ53は、文字入力面12を有効化した後、ステップS11へ進む。
If the determination result in step S9 is "NO", the processor 53 proceeds to step S10. In step S10, the processor 53 enables the character input surface 12 and then proceeds to step S11.
文字入力面12の有効化として、プロセッサ53は、例えば、文字入力面12に設けられているタッチセンサ付きディスプレイ41の操作を受け付け可能とする。
また、プロセッサ53は、前記表2に基づいて面固定インジケータ37を青く点灯させるとともに、肩ボタン52に文字入力位置を示すカーソルを移動させる機能や入力された文字を1文字消去する機能などを割り当て、補助ボタン43に切替キーSKA~SKC(図6~図9)と同様の機能、補助ボタン44にリターンキーと同様の機能を割り当てる。 To enable thecharacter input surface 12, the processor 53 can accept, for example, the operation of the display 41 with a touch sensor provided on the character input surface 12.
Further, theprocessor 53 assigns a function of lighting the surface fixing indicator 37 in blue based on the table 2 and a function of moving the cursor indicating the character input position to the shoulder button 52 and a function of erasing one input character. , The auxiliary button 43 is assigned the same function as the switching keys SKA to SKC (FIGS. 6 to 9), and the auxiliary button 44 is assigned the same function as the return key.
また、プロセッサ53は、前記表2に基づいて面固定インジケータ37を青く点灯させるとともに、肩ボタン52に文字入力位置を示すカーソルを移動させる機能や入力された文字を1文字消去する機能などを割り当て、補助ボタン43に切替キーSKA~SKC(図6~図9)と同様の機能、補助ボタン44にリターンキーと同様の機能を割り当てる。 To enable the
Further, the
さらに、プロセッサ53は、ゲーム操作面11に設けられている左アナログスティック28、右アナログスティック29及びゲーム操作ボタン51の操作を受け付け不能とする。ただし、プロセッサ53は、ゲーム操作面固定ボタン30の操作は受け付け可能のままとする。また、プロセッサ53は、前記表2に基づいて面固定インジケータ31を消灯させる。
Further, the processor 53 cannot accept the operations of the left analog stick 28, the right analog stick 29, and the game operation button 51 provided on the game operation surface 11. However, the processor 53 still accepts the operation of the game operation surface fixing button 30. Further, the processor 53 turns off the surface fixing indicator 31 based on the table 2.
これにより、例えば文字入力中に、プレイヤーがゲームコントローラ1を両手で把持した状態において、ゲームコントローラ1の正面側にある指(例えば、中指、薬指、小指)で左アナログスティック28、右アナログスティック29又はゲーム操作ボタン51を誤って触れた場合の誤動作を防止できる。
As a result, for example, while the player is holding the game controller 1 with both hands while inputting characters, the left analog stick 28 and the right analog stick 29 are used with the fingers (for example, the middle finger, ring finger, and small finger) on the front side of the game controller 1. Alternatively, it is possible to prevent a malfunction when the game operation button 51 is accidentally touched.
ステップS11では、プロセッサ53は、ステップS3で設定した、文字入力面12がほぼ鉛直上方に向けられプレイヤーに対向している状態であることを示す対向状態フラグ「1」を通信制御部58を介してゲーム装置2へ送信した後、ステップS12へ進む。これにより、ゲーム装置2のプロセッサ71は、ゲームコントローラ1の文字入力面12がほぼ鉛直上方に向けられプレイヤーに対向している状態であることを認識する。
In step S11, the processor 53 sets the facing state flag “1” set in step S3, which indicates that the character input surface 12 is directed substantially vertically upward and faces the player, via the communication control unit 58. After transmitting to the game device 2, the process proceeds to step S12. As a result, the processor 71 of the game apparatus 2 recognizes that the character input surface 12 of the game controller 1 is oriented substantially vertically upward and faces the player.
一方、ステップS9の判断結果が「YES」の場合、すなわち、文字入力面12が既に有効化されている場合には、プロセッサ53は、ステップS12へ進む。
On the other hand, if the determination result in step S9 is "YES", that is, if the character input surface 12 is already enabled, the processor 53 proceeds to step S12.
ステップS12では、プロセッサ53は、文字入力面固定ボタン36が押下されたか否か判断する。ステップS12の判断結果が「YES」の場合には、プロセッサ53は、図13に示すステップS21へ進む。
In step S12, the processor 53 determines whether or not the character input surface fixing button 36 is pressed. If the determination result in step S12 is "YES", the processor 53 proceeds to step S21 shown in FIG.
一方、ステップS12の判断結果が「NO」の場合、すなわち、文字入力面固定ボタン36が押下されなかった場合には、プロセッサ53は、ステップS3へ戻り、前記したステップS3以降の処理を行う。
On the other hand, when the determination result in step S12 is "NO", that is, when the character input surface fixing button 36 is not pressed, the processor 53 returns to step S3 and performs the processing after step S3 described above.
図13に示すステップS13では、プロセッサ53は、表3を参照してゲームコントローラ1をゲーム操作面固定状態に設定するとともに、設定状態フラグを、ゲームコントローラ1が面自動切替状態であることを示す「00」からゲーム操作面固定状態であることを示す「01」へ変更した後、ステップS14へ進む。前記ゲーム操作面固定状態は、前記したように、ゲームコントローラ1の角度に関わらず、ゲーム操作面11が操作可能に固定された状態である。
In step S13 shown in FIG. 13, the processor 53 sets the game controller 1 to the game operation surface fixed state with reference to Table 3, and sets the setting state flag to indicate that the game controller 1 is in the surface automatic switching state. After changing from "00" to "01" indicating that the game operation surface is fixed, the process proceeds to step S14. As described above, the game operation surface fixed state is a state in which the game operation surface 11 is operably fixed regardless of the angle of the game controller 1.
したがって、プレイヤーがゲームコントローラ1をひっくり返したり、仰向けに寝転んでゲーム操作面11を操作したりしても、ゲーム操作面11を有効化した状態が継続される。
Therefore, even if the player turns over the game controller 1 or lays on his back to operate the game operation surface 11, the state in which the game operation surface 11 is enabled continues.
ステップS14では、プロセッサ53は、ゲームコントローラ1がゲーム操作面固定状態に設定されていることを示す設定状態フラグ「01」を通信制御部58を介してゲーム装置2へ送信した後、ステップS15へ進む。これにより、ゲーム装置2のプロセッサ71は、ゲームコントローラ1がゲーム操作面固定状態に設定されていることを認識する。
In step S14, the processor 53 transmits a setting state flag “01” indicating that the game controller 1 is set to the game operation surface fixed state to the game device 2 via the communication control unit 58, and then proceeds to step S15. move on. As a result, the processor 71 of the game apparatus 2 recognizes that the game controller 1 is set to the game operation surface fixed state.
ステップS15では、プロセッサ53は、ゲーム操作面固定ボタン30が押下されたか否か判断する。ステップS15の判断結果が「YES」の場合には、プロセッサ53は、ステップS16へ進む。
In step S15, the processor 53 determines whether or not the game operation surface fixing button 30 is pressed. If the determination result in step S15 is "YES", the processor 53 proceeds to step S16.
ステップS16では、プロセッサ53は、表3を参照してゲームコントローラ1を面自動切替状態に設定するとともに、設定状態フラグを、ゲーム操作面固定状態であることを示す「01」からゲームコントローラ1が面自動切替状態であることを示す「00」へ変更した後、ステップS17へ進む。
In step S16, the processor 53 sets the game controller 1 to the automatic surface switching state with reference to Table 3, and the game controller 1 sets the setting state flag from "01" indicating that the game operation surface is fixed. After changing to "00" indicating that the surface is automatically switched, the process proceeds to step S17.
ステップS17では、プロセッサ53は、ゲームコントローラ1が面自動切替状態に設定されていることを示す設定状態フラグ「00」を通信制御部58を介してゲーム装置2へ送信した後、図12に示すステップS3へ戻り、前記したステップS3以降の処理を行う。これにより、ゲーム装置2のプロセッサ71は、ゲームコントローラ1が面自動切替状態に設定されていることを認識する。
In step S17, the processor 53 transmits a setting state flag “00” indicating that the game controller 1 is set to the surface automatic switching state to the game device 2 via the communication control unit 58, and then shows in FIG. Returning to step S3, the processing after step S3 described above is performed. As a result, the processor 71 of the game apparatus 2 recognizes that the game controller 1 is set to the automatic surface switching state.
一方、ステップS15の判断結果が「NO」の場合、すなわち、ゲーム操作面固定ボタン30が押下されなかった場合には、プロセッサ53は、ステップS18へ進む。
ステップS18では、プロセッサ53は、文字入力面固定ボタン36が押下されたか否か判断する。 On the other hand, when the determination result in step S15 is "NO", that is, when the game operationsurface fixing button 30 is not pressed, the processor 53 proceeds to step S18.
In step S18, theprocessor 53 determines whether or not the character input surface fixing button 36 is pressed.
ステップS18では、プロセッサ53は、文字入力面固定ボタン36が押下されたか否か判断する。 On the other hand, when the determination result in step S15 is "NO", that is, when the game operation
In step S18, the
ステップS6の処理で説明したように、ゲーム操作面固定状態でも文字入力面固定ボタン36の操作は受け付け可能である。これは、例えば、プレイヤーがゲーム操作面固定状態に設定していることを忘れてゲーム中に文字入力をしたくなってゲームコントローラ1をひっくり返した場合に文字入力面固定ボタン36を押下するだけで文字入力可能とすることなどを想定している。
As described in the process of step S6, the operation of the character input surface fixing button 36 can be accepted even in the game operation surface fixing state. For example, if the player forgets that the game operation surface is fixed and wants to input characters during the game and the game controller 1 is turned over, the character input surface fixing button 36 is simply pressed. It is assumed that characters can be entered with.
ステップS18の判断結果が「YES」の場合には、プロセッサ53は、ステップS19へ進む。
If the determination result in step S18 is "YES", the processor 53 proceeds to step S19.
ステップS19では、プロセッサ53は、文字入力面12を有効化するとともに、対向状態フラグを文字入力面12がほぼ鉛直上方に向けられプレイヤーに対向している状態であることを示す「1」に設定した後、ステップS20へ進む。
In step S19, the processor 53 enables the character input surface 12 and sets the facing state flag to "1" indicating that the character input surface 12 is directed substantially vertically upward and faces the player. After that, the process proceeds to step S20.
文字入力面12の有効化は、ステップS10の処理と同様、文字入力面12の操作受け付け可能化、面固定インジケータ37の青色点灯、肩ボタン52の機能割り当て、ゲーム操作面11の操作受け付け不能化、面固定インジケータ31の消灯などである。
また、対向状態フラグを「1」に設定するのは、文字入力面固定ボタン36を押下する直前まではゲーム操作面固定状態であったため、加速度センサ59の検出結果に関わらず、対向状態フラグを「0」に設定したままだからである。 To enable thecharacter input surface 12, the operation acceptance of the character input surface 12 is enabled, the surface fixing indicator 37 is lit in blue, the function of the shoulder button 52 is assigned, and the operation acceptance of the game operation surface 11 is disabled, as in the process of step S10. , The surface fixing indicator 31 is turned off, and the like.
Further, since the facing state flag is set to "1" because the game operation surface is fixed until immediately before the character inputsurface fixing button 36 is pressed, the facing state flag is set regardless of the detection result of the acceleration sensor 59. This is because it is still set to "0".
また、対向状態フラグを「1」に設定するのは、文字入力面固定ボタン36を押下する直前まではゲーム操作面固定状態であったため、加速度センサ59の検出結果に関わらず、対向状態フラグを「0」に設定したままだからである。 To enable the
Further, since the facing state flag is set to "1" because the game operation surface is fixed until immediately before the character input
また、加速度センサ59の検出結果はゲームにも利用され、例えば、飛行機の操縦シミュレーションゲームにおいてアクロバット飛行を模してゲームコントローラ1を1回転させる場合がある。この場合、文字入力面12の操作を受け付け可能としてしまうと、ゲームが続行できなくなるので、そのためにも、対向状態フラグは「0」に設定したままの方が好ましい。なお、この時点で状態判定を実行し、その結果に基づいて対向状態フラグを「1」に設定しても良い。
The detection result of the acceleration sensor 59 is also used in a game. For example, in an airplane flight simulation game, the game controller 1 may be rotated once to imitate acrobatic flight. In this case, if the operation of the character input surface 12 can be accepted, the game cannot be continued. Therefore, it is preferable to leave the facing state flag set to "0". At this point, the state determination may be executed and the opposite state flag may be set to "1" based on the result.
ステップS20では、プロセッサ53は、ステップS19で設定した、文字入力面12がほぼ鉛直上方に向けられプレイヤーに対向している状態であることを示す対向状態フラグ「1」を通信制御部58を介してゲーム装置2へ送信した後、ステップS21へ進む。これにより、ゲーム装置2のプロセッサ71は、ゲームコントローラ1の文字入力面12がほぼ鉛直上方に向けられプレイヤーに対向している状態であることを認識する。
In step S20, the processor 53 sets the facing state flag "1" set in step S19 to indicate that the character input surface 12 is directed substantially vertically upward and faces the player via the communication control unit 58. After transmitting to the game device 2, the process proceeds to step S21. As a result, the processor 71 of the game apparatus 2 recognizes that the character input surface 12 of the game controller 1 is oriented substantially vertically upward and faces the player.
ステップS21では、プロセッサ53は、表3を参照してゲームコントローラ1を文字入力面固定状態に設定するとともに、設定状態フラグを、ゲーム操作面固定状態であることを示す「01」から文字入力面固定状態であることを示す「10」へ変更した後、ステップS22へ進む。
In step S21, the processor 53 sets the game controller 1 to the character input surface fixed state with reference to Table 3, and sets the setting state flag from "01" indicating that the game operation surface is fixed to the character input surface. After changing to "10" indicating that the state is fixed, the process proceeds to step S22.
前記文字入力面固定状態は、ゲームコントローラ1の角度に関わらず、文字入力面12が操作可能に固定された状態である。
したがって、プレイヤーがゲームコントローラ1をひっくり返したり、仰向けに寝転んで文字入力面12を操作したりしても、文字入力面12を有効化した状態が継続される。 The character input surface fixed state is a state in which thecharacter input surface 12 is operably fixed regardless of the angle of the game controller 1.
Therefore, even if the player turns over thegame controller 1 or lays on his back to operate the character input surface 12, the state in which the character input surface 12 is enabled continues.
したがって、プレイヤーがゲームコントローラ1をひっくり返したり、仰向けに寝転んで文字入力面12を操作したりしても、文字入力面12を有効化した状態が継続される。 The character input surface fixed state is a state in which the
Therefore, even if the player turns over the
ステップS22では、プロセッサ53は、ゲームコントローラ1が文字入力面固定状態に設定されていることを示す設定状態フラグ「10」を通信制御部58を介してゲーム装置2へ送信した後、ステップS23へ進む。これにより、ゲーム装置2のプロセッサ71は、ゲームコントローラ1が文字入力面固定状態に設定されていることを認識する。
In step S22, the processor 53 transmits the setting state flag “10” indicating that the game controller 1 is set to the character input surface fixed state to the game device 2 via the communication control unit 58, and then proceeds to step S23. move on. As a result, the processor 71 of the game apparatus 2 recognizes that the game controller 1 is set to the character input surface fixed state.
ステップS23では、プロセッサ53は、文字入力面固定ボタン36が押下されたか否か判断する。ステップS23の判断結果が「YES」の場合には、プロセッサ53は、ステップS16へ進む。ステップS16以降の処理については、既に説明しているので、その説明を省略する。
In step S23, the processor 53 determines whether or not the character input surface fixing button 36 is pressed. If the determination result in step S23 is "YES", the processor 53 proceeds to step S16. Since the processing after step S16 has already been described, the description thereof will be omitted.
一方、ステップS23の判断結果が「NO」の場合、すなわち、文字入力面固定ボタン36が押下されなかった場合には、プロセッサ53は、ステップS24へ進む。
ステップS24では、プロセッサ53は、ゲーム操作面固定ボタン30が押下されたか否か判断する。 On the other hand, when the determination result in step S23 is "NO", that is, when the character inputsurface fixing button 36 is not pressed, the processor 53 proceeds to step S24.
In step S24, theprocessor 53 determines whether or not the game operation surface fixing button 30 is pressed.
ステップS24では、プロセッサ53は、ゲーム操作面固定ボタン30が押下されたか否か判断する。 On the other hand, when the determination result in step S23 is "NO", that is, when the character input
In step S24, the
ステップS10の処理で説明したように、文字入力面固定状態でもゲーム操作面固定ボタン30の操作は受け付け可能である。これは、例えば、プレイヤーが文字入力面固定状態に設定していることを忘れて文字入力中にゲームに復帰したくなってゲームコントローラ1をひっくり返した場合にゲーム操作面固定ボタン30を押下するだけでゲーム操作可能とすることなどを想定している。
As described in the process of step S10, the operation of the game operation surface fixing button 30 can be accepted even in the character input surface fixing state. For example, when the player forgets that the character input surface is set to the fixed state and wants to return to the game during character input and turns the game controller 1 over, the game operation surface fixing button 30 is pressed. It is assumed that the game can be operated only by itself.
ステップS24の判断結果が「YES」の場合には、プロセッサ53は、ステップS25へ進む。
If the determination result in step S24 is "YES", the processor 53 proceeds to step S25.
ステップS25では、プロセッサ53は、ゲーム操作面11を有効化するとともに、対向状態フラグをゲーム操作面11がほぼ鉛直上方に向けられプレイヤーに対向している状態であることを示す「0」に設定した後、ステップS26へ進む。
In step S25, the processor 53 enables the game operation surface 11 and sets the facing state flag to "0" indicating that the game operation surface 11 is directed substantially vertically upward and faces the player. After that, the process proceeds to step S26.
ゲーム操作面11の有効化は、ステップS1及びS6の処理と同様、ゲーム操作面11の操作受け付け可能化、面固定インジケータ31の青色点灯、肩ボタン52の機能割り当て、文字入力面12の操作受け付け不能化、面固定インジケータ37及びバックライトの消灯などである。
また、対向状態フラグを「0」に設定するのは、ゲーム操作面固定ボタン30を押下する直前までは文字入力面固定状態であったため、加速度センサ59の検出結果に関わらず、対向状態フラグを「1」に設定したままだからである。なお、この時点で状態判定を実行し、その結果に基づいて対向状態フラグを「0」に設定しても良い。 The activation of thegame operation surface 11 is the same as the processing of steps S1 and S6, enabling the operation acceptance of the game operation surface 11, lighting the surface fixing indicator 31 in blue, assigning the function of the shoulder button 52, and accepting the operation of the character input surface 12. It is disabled, the surface fixing indicator 37 and the backlight are turned off, and the like.
Further, the facing state flag is set to "0" because the character input surface is fixed until immediately before the game operationsurface fixing button 30 is pressed, so that the facing state flag is set regardless of the detection result of the acceleration sensor 59. This is because it is still set to "1". At this point, the state determination may be executed and the opposite state flag may be set to "0" based on the result.
また、対向状態フラグを「0」に設定するのは、ゲーム操作面固定ボタン30を押下する直前までは文字入力面固定状態であったため、加速度センサ59の検出結果に関わらず、対向状態フラグを「1」に設定したままだからである。なお、この時点で状態判定を実行し、その結果に基づいて対向状態フラグを「0」に設定しても良い。 The activation of the
Further, the facing state flag is set to "0" because the character input surface is fixed until immediately before the game operation
ステップS26では、プロセッサ53は、ステップS25で設定した、ゲーム操作面11がほぼ鉛直上方に向けられプレイヤーに対向している状態であることを示す対向状態フラグ「0」を通信制御部58を介してゲーム装置2へ送信した後、ステップS13へ戻り、ステップS13以降の処理を行う。これにより、ゲーム装置2のプロセッサ71は、ゲームコントローラ1のゲーム操作面11がほぼ鉛直上方に向けられプレイヤーに対向している状態であることを認識する。
In step S26, the processor 53 sets the facing state flag “0” set in step S25, indicating that the game operation surface 11 is directed substantially vertically upward and facing the player, via the communication control unit 58. After transmitting to the game device 2, the process returns to step S13 and the processes after step S13 are performed. As a result, the processor 71 of the game apparatus 2 recognizes that the game operation surface 11 of the game controller 1 is oriented substantially vertically upward and faces the player.
一方、ステップS24の判断結果が「NO」の場合、すなわち、ゲーム操作面固定ボタン30が押下されなかった場合には、プロセッサ53は、ステップS23へ戻り、ステップS23以降の処理を行う。
On the other hand, when the determination result of step S24 is "NO", that is, when the game operation surface fixing button 30 is not pressed, the processor 53 returns to step S23 and performs the processing after step S23.
[ゲームコントローラ1及びゲーム装置2の文字入力方法]
次に、ゲームコントローラ1及びゲーム装置2の文字入力方法の一例について説明する。 [Character input method forgame controller 1 and game device 2]
Next, an example of the character input method of thegame controller 1 and the game device 2 will be described.
次に、ゲームコントローラ1及びゲーム装置2の文字入力方法の一例について説明する。 [Character input method for
Next, an example of the character input method of the
ゲームアプリには、本発明に係るゲームコントローラ1に対応して開発されたもの(以下「対応ゲームアプリ」という。)と、本発明に係るゲームコントローラ1に対応しないで開発されたもの(以下「不対応ゲームアプリ」という。)とが存在し得る。
The game application includes one developed corresponding to the game controller 1 according to the present invention (hereinafter referred to as "compatible game application") and one developed not corresponding to the game controller 1 according to the present invention (hereinafter referred to as "compatible game application"). There may be "non-compliant game apps").
不対応ゲームアプリに対して対応ゲームアプリと同様に操作された位置の座標を供給しても、不対応ゲームアプリは当該データを正しく認識できず、プレイヤーが意図した動作をしなかったり、誤動作したりしてしまう。何故なら、不対応ゲームアプリでは、ゲームの操作はゲームコントローラを用いて行い、文字入力はキーボードを用いて行うことを前提に作成されていることが多いからである。
Even if the coordinates of the operated position are supplied to the non-compliant game app in the same way as the compatible game app, the non-compliant game app cannot correctly recognize the data, and the player does not perform the intended operation or malfunctions. I will end up. This is because in non-compliant game applications, game operations are often performed using a game controller, and character input is often created on the assumption that the keyboard is used.
そこで、前記文字入力方法を実行するための文字入力プログラムについて、不対応ゲームアプリ用の文字入力処理部分を実行する互換モードと、対応ゲームアプリ用の文字入力処理部分を実行するアドバンスモードとを予め用意する。
Therefore, regarding the character input program for executing the character input method, a compatibility mode for executing the character input processing portion for the incompatible game application and an advanced mode for executing the character input processing portion for the compatible game application are set in advance. prepare.
プロセッサ53は、ゲームコントローラ1に電源が投入された際やリセットされた際は前記互換モードで動作し、アドバンスモードへの切替を指示するモード切替コマンドを受信した場合に前記互換モードから前記アドバンスモードへ切り替える。
The processor 53 operates in the compatibility mode when the power of the game controller 1 is turned on or reset, and when a mode switching command instructing switching to the advanced mode is received, the processor 53 operates from the compatibility mode to the advanced mode. Switch to.
互換モードでは、プロセッサ53は、文字入力プログラムのうち、不対応ゲームアプリ用の文字入力処理部分を実行することにより、第1キー配列画像表示部、送信部として機能する。
In the compatibility mode, the processor 53 functions as the first keyboard layout image display unit and transmission unit by executing the character input processing portion for the non-compatible game application in the character input program.
第1キー配列画像表示部は、ROM54に予め記憶されているキー配列画像を読み出してタッチセンサ付きディスプレイ41に表示する。
送信部は、文字入力面12の操作が有効化されている場合、タッチセンサ付きディスプレイ41に表示されているキー配列画像のうち、タッチセンサ付きディスプレイ41が操作された位置の座標を当該位置に表示されたキーに対応したキーコードへ変換してゲーム装置2へ送信する。これにより、不対応ゲームアプリを実行するプロセッサ71は、当該キーコードがゲームコントローラ1とは別個の前記キーボードから送信されたものと認識する。 The first key layout image display unit reads out the key layout image stored in advance in theROM 54 and displays it on the display 41 with a touch sensor.
When the operation of thecharacter input surface 12 is enabled, the transmission unit sets the coordinates of the position where the display 41 with the touch sensor is operated among the key layout images displayed on the display 41 with the touch sensor to the position. It is converted into a key code corresponding to the displayed key and transmitted to the game device 2. As a result, the processor 71 that executes the non-compliant game application recognizes that the key code is transmitted from the keyboard separate from the game controller 1.
送信部は、文字入力面12の操作が有効化されている場合、タッチセンサ付きディスプレイ41に表示されているキー配列画像のうち、タッチセンサ付きディスプレイ41が操作された位置の座標を当該位置に表示されたキーに対応したキーコードへ変換してゲーム装置2へ送信する。これにより、不対応ゲームアプリを実行するプロセッサ71は、当該キーコードがゲームコントローラ1とは別個の前記キーボードから送信されたものと認識する。 The first key layout image display unit reads out the key layout image stored in advance in the
When the operation of the
一方、アドバンスモードでは、プロセッサ53は、文字入力プログラムのうち、対応ゲームアプリ用の文字入力処理部分を実行することにより、キー配列画像表示部、送信部として機能する。
On the other hand, in the advanced mode, the processor 53 functions as a keyboard layout image display unit and a transmission unit by executing the character input processing portion for the corresponding game application in the character input program.
キー配列画像表示部は、ゲーム装置2から供給されるキー配列画像又は変更されたキー配列画像をタッチセンサ付きディスプレイ41に表示する。
送信部は、文字入力面12の操作が有効化されている場合、タッチセンサ付きディスプレイ41に表示されているキー配列画像のうち、タッチセンサ付きディスプレイ41が操作された位置の座標をゲーム装置2へ送信する。 The key layout image display unit displays the key layout image supplied from thegame device 2 or the changed key layout image on the display 41 with a touch sensor.
When the operation of thecharacter input surface 12 is enabled, the transmission unit sets the coordinates of the position where the display 41 with the touch sensor is operated among the key layout images displayed on the display 41 with the touch sensor to the game device 2. Send to.
送信部は、文字入力面12の操作が有効化されている場合、タッチセンサ付きディスプレイ41に表示されているキー配列画像のうち、タッチセンサ付きディスプレイ41が操作された位置の座標をゲーム装置2へ送信する。 The key layout image display unit displays the key layout image supplied from the
When the operation of the
ゲーム装置2のプロセッサ71は、ROM72又は外部記憶媒体75に記憶されている対応ゲームアプリを読み出してRAM55に展開して、各種情報処理を実行することにより、キー配列画像送信部、操作キー分析部として機能する。
The processor 71 of the game device 2 reads out the corresponding game application stored in the ROM 72 or the external storage medium 75, expands it into the RAM 55, and executes various information processing to execute the key arrangement image transmission unit and the operation key analysis unit. Functions as.
キー配列画像送信部は、タッチセンサ付きディスプレイ41に表示すべき文字入力のための複数のキーが配列されたキー配列画像をゲームコントローラ1へ送信する。
操作キー分析部は、ゲームコントローラ1から供給される位置の座標に基づいていずれのキーが操作されたかを分析し、分析結果に基づいて変更したキー配列画像をゲームコントローラ1へ送信する。 The key layout image transmission unit transmits a key layout image in which a plurality of keys for character input to be displayed on thedisplay 41 with a touch sensor are arranged to the game controller 1.
The operation key analysis unit analyzes which key is operated based on the coordinates of the position supplied from thegame controller 1, and transmits the changed key layout image based on the analysis result to the game controller 1.
操作キー分析部は、ゲームコントローラ1から供給される位置の座標に基づいていずれのキーが操作されたかを分析し、分析結果に基づいて変更したキー配列画像をゲームコントローラ1へ送信する。 The key layout image transmission unit transmits a key layout image in which a plurality of keys for character input to be displayed on the
The operation key analysis unit analyzes which key is operated based on the coordinates of the position supplied from the
図14及び図15は、ゲームコントローラ1の文字入力処理を説明するためのフローチャートである。
まず、ゲームコントローラ1のプロセッサ53は、図14に示すステップS31へ進み、文字入力面12が有効化されているか否かを判断する。この処理は、対向状態フラグが、文字入力面12がほぼ鉛直上方に向けられプレイヤーに対向している状態であることを示す「1」に設定されているか否かを判断して行う。ステップS31の判断結果が「NO」の場合には、プロセッサ53は、前記判断を繰り返す。 14 and 15 are flowcharts for explaining the character input process of thegame controller 1.
First, theprocessor 53 of the game controller 1 proceeds to step S31 shown in FIG. 14 to determine whether or not the character input surface 12 is enabled. This process is performed by determining whether or not the facing state flag is set to "1" indicating that the character input surface 12 is oriented substantially vertically upward and facing the player. If the determination result in step S31 is "NO", the processor 53 repeats the determination.
まず、ゲームコントローラ1のプロセッサ53は、図14に示すステップS31へ進み、文字入力面12が有効化されているか否かを判断する。この処理は、対向状態フラグが、文字入力面12がほぼ鉛直上方に向けられプレイヤーに対向している状態であることを示す「1」に設定されているか否かを判断して行う。ステップS31の判断結果が「NO」の場合には、プロセッサ53は、前記判断を繰り返す。 14 and 15 are flowcharts for explaining the character input process of the
First, the
対向状態フラグが「1」に設定されている場合には、ステップS31の判断結果が「YES」となり、プロセッサ53は、ステップS32へ進む。
ステップS32では、プロセッサ53は、ゲーム装置2から通信制御部58を介して互換モードをアドバンスモードへ切り替えるためのモード切替コマンドを受信済であるか否かを判断する。前記モード切替コマンドは、任意のタイミング、例えば、対応ゲームアプリの起動直後にゲーム装置2から送信される。そこで、プロセッサ53は、前記モード切替コマンドを通信制御部58を介して受信した後、RAM55の所定の記憶領域に格納しておく。
ステップS32の判断結果が「NO」の場合には、プロセッサ53は、ステップS33へ進む。 When the facing state flag is set to "1", the determination result in step S31 becomes "YES", and theprocessor 53 proceeds to step S32.
In step S32, theprocessor 53 determines whether or not the mode switching command for switching the compatibility mode to the advanced mode has been received from the game device 2 via the communication control unit 58. The mode switching command is transmitted from the game device 2 at an arbitrary timing, for example, immediately after the corresponding game application is started. Therefore, after receiving the mode switching command via the communication control unit 58, the processor 53 stores the mode switching command in a predetermined storage area of the RAM 55.
If the determination result in step S32 is "NO", theprocessor 53 proceeds to step S33.
ステップS32では、プロセッサ53は、ゲーム装置2から通信制御部58を介して互換モードをアドバンスモードへ切り替えるためのモード切替コマンドを受信済であるか否かを判断する。前記モード切替コマンドは、任意のタイミング、例えば、対応ゲームアプリの起動直後にゲーム装置2から送信される。そこで、プロセッサ53は、前記モード切替コマンドを通信制御部58を介して受信した後、RAM55の所定の記憶領域に格納しておく。
ステップS32の判断結果が「NO」の場合には、プロセッサ53は、ステップS33へ進む。 When the facing state flag is set to "1", the determination result in step S31 becomes "YES", and the
In step S32, the
If the determination result in step S32 is "NO", the
ステップS33では、プロセッサ53は、ROM54に予め記憶されている3個のキー配列画像のうち、アルファベットキー配列画像(図6参照)を読み出してタッチセンサ付きディスプレイ41に表示した後、ステップS34へ進む。
ステップS34では、プロセッサ53は、キー配列画像を切り替えるために、切替キーSKB又はSKCあるいは補助ボタン43が押下されたか否かを判断する。 In step S33, theprocessor 53 reads out the alphabet key layout image (see FIG. 6) out of the three key layout images stored in advance in the ROM 54 and displays it on the display 41 with a touch sensor, and then proceeds to step S34. ..
In step S34, theprocessor 53 determines whether or not the switching key SKB or SKC or the auxiliary button 43 is pressed in order to switch the keyboard layout image.
ステップS34では、プロセッサ53は、キー配列画像を切り替えるために、切替キーSKB又はSKCあるいは補助ボタン43が押下されたか否かを判断する。 In step S33, the
In step S34, the
ステップS34の判断結果が「YES」の場合には、プロセッサ53は、ステップS33へ戻り、押下された切替キーSKB又はSKCあるいは補助ボタン43に対応したキー配列画像をROM54から読み出してタッチセンサ付きディスプレイ41に表示した後、ステップS34へ進む。
If the determination result in step S34 is "YES", the processor 53 returns to step S33, reads the key layout image corresponding to the pressed switching key SKB or SKC or the auxiliary button 43 from the ROM 54, and displays with a touch sensor. After displaying in 41, the process proceeds to step S34.
一方、ステップS34の判断結果が「NO」の場合、すなわち、切替キーSKB又はSKCあるいは補助ボタン43が押下されなかった場合には、プロセッサ53は、ステップS35へ進む。
ステップS35では、プロセッサ53は、タッチセンサ付きディスプレイ41に表示されたキー配列画像において、いずれかのキーが押下されたか否かを判断する。ステップS35の判断結果が「NO」の場合には、プロセッサ53は、前記判断を繰り返す。そして、いずれかのキーが押下されると、ステップS35の判断結果が「YES」となり、プロセッサ53は、図15に示すステップ37へ進む。 On the other hand, when the determination result in step S34 is "NO", that is, when the switching key SKB or SKC or theauxiliary button 43 is not pressed, the processor 53 proceeds to step S35.
In step S35, theprocessor 53 determines whether or not any key is pressed in the key layout image displayed on the display 41 with a touch sensor. If the determination result in step S35 is "NO", the processor 53 repeats the determination. Then, when any of the keys is pressed, the determination result in step S35 becomes "YES", and the processor 53 proceeds to step 37 shown in FIG.
ステップS35では、プロセッサ53は、タッチセンサ付きディスプレイ41に表示されたキー配列画像において、いずれかのキーが押下されたか否かを判断する。ステップS35の判断結果が「NO」の場合には、プロセッサ53は、前記判断を繰り返す。そして、いずれかのキーが押下されると、ステップS35の判断結果が「YES」となり、プロセッサ53は、図15に示すステップ37へ進む。 On the other hand, when the determination result in step S34 is "NO", that is, when the switching key SKB or SKC or the
In step S35, the
一方、ステップS32の判断結果が「YES」の場合、すなわち、ゲーム装置2から通信制御部58を介してモード切替コマンドを受信した場合には、プロセッサ53は、ステップS36へ進む。ステップS36では、プロセッサ53は、アドバンスモードにおける文字入力処理を実行した後、メインプログラムへ戻る。アドバンスモードにおける文字入力処理については、図18~図22を参照して説明する。
On the other hand, when the determination result in step S32 is "YES", that is, when the mode switching command is received from the game device 2 via the communication control unit 58, the processor 53 proceeds to step S36. In step S36, the processor 53 executes the character input process in the advanced mode, and then returns to the main program. The character input process in the advanced mode will be described with reference to FIGS. 18 to 22.
図15に示すステップS37では、プロセッサ53は、押下されたキーの位置の座標を検出した後、ステップS38へ進む。ステップS38では、プロセッサ53は、ステップS37の処理において検出されたキーの位置の座標を当該キーに割り当てられたキーコードへ変換した後、ステップS39へ進む。
In step S37 shown in FIG. 15, the processor 53 detects the coordinates of the position of the pressed key, and then proceeds to step S38. In step S38, the processor 53 converts the coordinates of the position of the key detected in the process of step S37 into the key code assigned to the key, and then proceeds to step S39.
ステップS39では、プロセッサ53は、ステップS38の処理において変換されたキーコードを通信制御部58を介してゲーム装置2へ送信した後、ステップS40へ進む。ステップS40では、プロセッサ53は、補助ボタン44が押下されたか否かを判断する。補助ボタン44は、例えば、作成された文章の決定、各種データのゲーム装置2への送信、文章作成時での改行などを指示するために用いられる。
In step S39, the processor 53 transmits the key code converted in the process of step S38 to the game device 2 via the communication control unit 58, and then proceeds to step S40. In step S40, the processor 53 determines whether or not the auxiliary button 44 has been pressed. The auxiliary button 44 is used, for example, to determine the created text, send various data to the game device 2, and instruct a line feed at the time of text creation.
ステップS40の判断結果が「YES」の場合には、プロセッサ53は、ステップS41へ進む。ステップS41では、プロセッサ53は、補助ボタン44が押下されたことを示す補助ボタン押下データを通信制御部58を介してゲーム装置2へ送信した後、ステップS42へ進む。
また、ステップS40の判断結果が「NO」の場合、すなわち、補助ボタン44が押下されなかった場合にも、プロセッサ53は、ステップS42へ進む。 If the determination result in step S40 is "YES", theprocessor 53 proceeds to step S41. In step S41, the processor 53 transmits the auxiliary button pressing data indicating that the auxiliary button 44 has been pressed to the game device 2 via the communication control unit 58, and then proceeds to step S42.
Further, even when the determination result in step S40 is "NO", that is, when theauxiliary button 44 is not pressed, the processor 53 proceeds to step S42.
また、ステップS40の判断結果が「NO」の場合、すなわち、補助ボタン44が押下されなかった場合にも、プロセッサ53は、ステップS42へ進む。 If the determination result in step S40 is "YES", the
Further, even when the determination result in step S40 is "NO", that is, when the
ステップS42では、プロセッサ53は、文字入力面12が無効化されているか否かを判断する。この処理は、対向状態フラグが、ゲーム操作面11がほぼ鉛直上方に向けられプレイヤーに対向している状態であることを示す「0」に設定されているか否かを判断して行う。ステップS42の判断結果が「YES」の場合には、プロセッサ53は、メインプログラムへ戻る。
In step S42, the processor 53 determines whether or not the character input surface 12 is invalidated. This process is performed by determining whether or not the facing state flag is set to "0" indicating that the game operation surface 11 is oriented substantially vertically upward and facing the player. If the determination result in step S42 is "YES", the processor 53 returns to the main program.
一方、ステップS42の判断結果が「NO」の場合、すなわち、文字入力面12が無効化されていない場合には、プロセッサ53は、図14に示すステップS34へ戻り、ステップS34以降の処理を繰り返す。
On the other hand, when the determination result in step S42 is "NO", that is, when the character input surface 12 is not invalidated, the processor 53 returns to step S34 shown in FIG. 14 and repeats the processes after step S34. ..
以上説明した互換モードにおける文字入力処理について、図16及び図17を参照して具体的に説明する。図16及び図17は、ゲーム中にゲーム画面に文字入力することを説明するための表示装置3の表示の一例を示す図である。
The character input process in the compatibility mode described above will be specifically described with reference to FIGS. 16 and 17. 16 and 17 are diagrams showing an example of the display of the display device 3 for explaining that characters are input to the game screen during the game.
例えば、プレイヤーが椅子や床の上に座りゲームコントローラ1のゲーム操作面11をほぼ鉛直上方に向けてゲーム操作ボタン51を操作して、あるオンライン戦闘ゲームを複数のプレイヤーと楽しんでいたとする。この時点では、ゲームコントローラ1は、面自動切替状態であるとする。
For example, suppose a player sits on a chair or floor and operates a game operation button 51 with the game operation surface 11 of the game controller 1 facing almost vertically upward to enjoy a certain online battle game with a plurality of players. At this point, it is assumed that the game controller 1 is in the automatic surface switching state.
図16に示すゲーム画面が表示装置3に表示されているとき、味方にメッセージを送ろうとしてプレイヤーがゲームコントローラ1をひっくり返したとする。これにより、図12に示すステップS4の判断結果が「NO」、ステップS9の判断結果も「NO」となる。次に、プロセッサ53は、文字入力面12を有効化し(ステップS10)、対向状態フラグ「1」を通信制御部58を介してゲーム装置2へ送信した後(ステップS11)、文字入力処理を実行する。
これにより、ゲーム装置2のプロセッサ71は、ゲームコントローラ1の文字入力面12がほぼ鉛直上方に向けられプレイヤーに対向している状態であることを認識する。したがって、プロセッサ71は、表示装置3に表示されたゲーム画面に文字入力ウィンドウCIWを重畳表示する(図17参照)。 When the game screen shown in FIG. 16 is displayed on thedisplay device 3, it is assumed that the player turns over the game controller 1 in an attempt to send a message to an ally. As a result, the determination result in step S4 shown in FIG. 12 becomes “NO”, and the determination result in step S9 also becomes “NO”. Next, the processor 53 enables the character input surface 12 (step S10), transmits the facing state flag "1" to the game device 2 via the communication control unit 58 (step S11), and then executes the character input process. do.
As a result, theprocessor 71 of the game apparatus 2 recognizes that the character input surface 12 of the game controller 1 is oriented substantially vertically upward and faces the player. Therefore, the processor 71 superimposes and displays the character input window CIW on the game screen displayed on the display device 3 (see FIG. 17).
これにより、ゲーム装置2のプロセッサ71は、ゲームコントローラ1の文字入力面12がほぼ鉛直上方に向けられプレイヤーに対向している状態であることを認識する。したがって、プロセッサ71は、表示装置3に表示されたゲーム画面に文字入力ウィンドウCIWを重畳表示する(図17参照)。 When the game screen shown in FIG. 16 is displayed on the
As a result, the
プロセッサ53は、タッチセンサ付きディスプレイ41にデフォルトであるアルファベットキー配列画像を表示し、操作された位置の座標から変換したキーコードなどを通信制御部58を介してゲーム装置2へ送信する(図14のステップS33~図15のステップS39)。
The processor 53 displays a default alphabet key layout image on the display 41 with a touch sensor, and transmits a key code converted from the coordinates of the operated position to the game device 2 via the communication control unit 58 (FIG. 14). Step S33 to FIG. 15 (step S39).
これにより、ゲーム装置2のプロセッサ71は、ゲームコントローラ1から送信されたキーコードに基づいて、例えば、図17に示すように、表示装置3に表示されたゲーム画面に予め重畳表示された文字入力ウィンドウCIW内に、味方に送るためのメッセージ、図17の例では、「敵です!注意してく」を表示する。
As a result, the processor 71 of the game device 2 inputs characters that are preliminarily superimposed and displayed on the game screen displayed on the display device 3, for example, as shown in FIG. 17, based on the key code transmitted from the game controller 1. In the window CIW, a message to be sent to allies, in the example of FIG. 17, "It is an enemy! Be careful" is displayed.
前記した文字入力の途中にオンライン戦闘ゲーム内で自身にピンチが訪れるなど、ゲーム操作ボタン51等を操作する必要があると判断した場合、プレイヤーは、ゲームコントローラ1を裏返す。
これにより、プロセッサ53は、加速度センサ59から取得した検出結果に基づいて状態判定する(ステップS3)。 When it is determined that it is necessary to operate thegame operation button 51 or the like, such as when a pinch comes to oneself in the online battle game during the above-mentioned character input, the player turns over the game controller 1.
As a result, theprocessor 53 determines the state based on the detection result acquired from the acceleration sensor 59 (step S3).
これにより、プロセッサ53は、加速度センサ59から取得した検出結果に基づいて状態判定する(ステップS3)。 When it is determined that it is necessary to operate the
As a result, the
文字入力の途中にゲームコントローラ1がひっくり返されたので、ステップS4の判断結果が「YES」、ステップS5の判断結果が「NO」となる。次に、プロセッサ53は、ゲーム操作面11を有効化し(ステップS6)、対向状態フラグ「0」を通信制御部58を介してゲーム装置2へ送信した後(ステップS7)、ゲーム進行処理を実行する。
Since the game controller 1 was turned over during the character input, the judgment result in step S4 is "YES" and the judgment result in step S5 is "NO". Next, the processor 53 activates the game operation surface 11 (step S6), transmits the facing state flag "0" to the game device 2 via the communication control unit 58 (step S7), and then executes the game progress process. do.
これにより、ゲーム装置2のプロセッサ71は、ゲームコントローラ1のゲーム操作面11がほぼ鉛直上方に向けられプレイヤーに対向している状態であることを認識する。したがって、プロセッサ71は、図16に示すように、ゲーム画面から重畳表示していた文字入力ウィンドウCIWを削除し、ゲームの続行を可能とする。
As a result, the processor 71 of the game device 2 recognizes that the game operation surface 11 of the game controller 1 is oriented substantially vertically upward and faces the player. Therefore, as shown in FIG. 16, the processor 71 deletes the character input window CIW superimposed and displayed from the game screen, and enables the game to continue.
[アドバンスモードにおける文字入力方法]
図18及び図19は、ゲームコントローラ1及びゲーム装置2のアドバンスモードにおける文字入力処理を説明するためのフローチャートである。 [Character input method in advanced mode]
18 and 19 are flowcharts for explaining the character input process in the advanced mode of thegame controller 1 and the game device 2.
図18及び図19は、ゲームコントローラ1及びゲーム装置2のアドバンスモードにおける文字入力処理を説明するためのフローチャートである。 [Character input method in advanced mode]
18 and 19 are flowcharts for explaining the character input process in the advanced mode of the
対応ゲームアプリを実行するゲーム装置2のプロセッサ71は、例えば、起動時に、互換モードからアドバンスモードへの切替をゲームコントローラ1に指示するためのモード切替コマンドを通信制御部77を介してゲームコントローラ1へ送信する。これにより、ゲームコントローラ1のプロセッサ53は、通信制御部58を介して受信された前記モード切替コマンドをRAM55の所定の記憶領域に格納しておく。
The processor 71 of the game device 2 that executes the corresponding game application, for example, issues a mode switching command for instructing the game controller 1 to switch from the compatible mode to the advanced mode at startup via the communication control unit 77. Send to. As a result, the processor 53 of the game controller 1 stores the mode switching command received via the communication control unit 58 in a predetermined storage area of the RAM 55.
ゲームコントローラ1において、RAM55の所定の記憶領域に予め前記モード切替コマンドが格納されている場合には、図14に示すステップS32の判断結果が「YES」となり、プロセッサ53は、アドバンスモードにおける文字入力処理へ移行する(ステップS36)。
In the game controller 1, when the mode switching command is stored in advance in a predetermined storage area of the RAM 55, the determination result in step S32 shown in FIG. 14 becomes “YES”, and the processor 53 inputs characters in the advanced mode. The process proceeds (step S36).
まず、対応ゲームアプリを実行するゲーム装置2のプロセッサ71は、図18に示すステップS51へ進み、ゲームコントローラ1のタッチセンサ付きディスプレイ41に表示させたいキー配列画像を通信制御部77を介してゲームコントローラ1へ送信する。
First, the processor 71 of the game device 2 that executes the corresponding game application proceeds to step S51 shown in FIG. 18 and displays the key arrangement image to be displayed on the display 41 with a touch sensor of the game controller 1 via the communication control unit 77. Send to controller 1.
ゲームコントローラ1のプロセッサ53は、キー配列画像を通信制御部58を介して受信した後(ステップS52)、タッチセンサ付きディスプレイ41にキー配列画像を表示する(ステップS53)。
The processor 53 of the game controller 1 receives the key layout image via the communication control unit 58 (step S52), and then displays the key layout image on the display 41 with a touch sensor (step S53).
図20は、ゲームコントローラ1のアドバンスモードにおけるタッチセンサ付きディスプレイ41に表示される画像の一例を示す図である。図20では、図6とは異なり、文字入力欄CIF、ローマ字入力のひらがなを漢字仮名交じり文に変換するための変換キーCVK、文字入力欄CIFに表示された変換候補の漢字仮名交じり文を確定するための確定キーCFKが設けられている。図20に示す文字入力欄CIFに表示されている「注意してください」では、「注意して」の部分は変換が確定した部分であり、「ください」とアンダーラインが付されている部分はひらがな入力の途中であることを示している。
FIG. 20 is a diagram showing an example of an image displayed on the display 41 with a touch sensor in the advanced mode of the game controller 1. In FIG. 20, unlike FIG. 6, the character input field CIF, the conversion key CVK for converting the hiragana of the Roman character input into the kanji-kana mixed sentence, and the conversion candidate kanji-kana mixed sentence displayed in the character input field CIF are confirmed. A confirmation key CFK is provided for this purpose. In the "Caution" displayed in the character input field CIF shown in FIG. 20, the "Caution" part is the part where the conversion is confirmed, and the part underlined with " Please " is the part . It indicates that it is in the middle of hiragana input.
ゲームコントローラ1のプロセッサ53は、タッチセンサ付きディスプレイ41に表示されたキー配列画像において、いずれかのキーが押下されたか否かを判断する(ステップS54)。ステップS54の判断結果が「NO」の場合には、プロセッサ53は、前記判断を繰り返す。そして、いずれかのキーが押下されると、ステップS54の判断結果が「YES」となり、プロセッサ53は、ステップS55へ進む。
The processor 53 of the game controller 1 determines whether or not any key is pressed in the key layout image displayed on the display 41 with a touch sensor (step S54). If the determination result in step S54 is "NO", the processor 53 repeats the determination. Then, when any of the keys is pressed, the determination result in step S54 becomes "YES", and the processor 53 proceeds to step S55.
ステップS55では、プロセッサ53は、押下されたキーの位置の座標を検出した後、ステップS56へ進む。ステップS56では、プロセッサ53は、ステップS55の処理において検出されたキーの位置の座標を通信制御部58を介してゲーム装置2へ送信した後、図19に示すステップS60へ進む。
In step S55, the processor 53 detects the coordinates of the position of the pressed key, and then proceeds to step S56. In step S56, the processor 53 transmits the coordinates of the key position detected in the process of step S55 to the game device 2 via the communication control unit 58, and then proceeds to step S60 shown in FIG.
これにより、ゲーム装置2のプロセッサ71は、押下されたキーの位置の座標を通信制御部77を介して受信した後(ステップS57)、当該位置の座標に基づいていずれのキーが操作されたか分析する(図19のステップS58)。
次に、プロセッサ71は、ステップS58の分析結果に基づいて、現在タッチセンサ付きディスプレイ41に表示されるキー配列画像から変更すべきキー配列画像を作成し、当該キー配列画像を通信制御部77を介してゲームコントローラ1へ送信した後(ステップS59)、ステップS62へ進む。 As a result, theprocessor 71 of the game apparatus 2 analyzes which key is operated based on the coordinates of the position after receiving the coordinates of the position of the pressed key via the communication control unit 77 (step S57). (Step S58 in FIG. 19).
Next, theprocessor 71 creates a key layout image to be changed from the key layout image currently displayed on the display 41 with a touch sensor based on the analysis result of step S58, and the communication control unit 77 uses the key layout image. After transmitting to the game controller 1 via (step S59), the process proceeds to step S62.
次に、プロセッサ71は、ステップS58の分析結果に基づいて、現在タッチセンサ付きディスプレイ41に表示されるキー配列画像から変更すべきキー配列画像を作成し、当該キー配列画像を通信制御部77を介してゲームコントローラ1へ送信した後(ステップS59)、ステップS62へ進む。 As a result, the
Next, the
図19に示すステップS60では、ゲームコントローラ1のプロセッサ53は、補助ボタン44が押下されたか否かを判断する。補助ボタン44は、背面側(z軸正方向)がほぼ鉛直上方に向けられている場合、例えば、作成された文章の決定、各種データのゲーム装置2への送信、文章作成時での改行などを指示する機能が割り当てられる。
In step S60 shown in FIG. 19, the processor 53 of the game controller 1 determines whether or not the auxiliary button 44 is pressed. When the back side (the z-axis positive direction) of the auxiliary button 44 is directed almost vertically upward, for example, determination of created sentences, transmission of various data to the game device 2, line breaks at the time of sentence creation, etc. The function to instruct is assigned.
ステップS60の判断結果が「YES」の場合には、プロセッサ53は、ステップS61へ進む。ステップS61では、プロセッサ53は、補助ボタン44が押下されたことを示す補助ボタン押下データを通信制御部58を介してゲーム装置2へ送信した後、ステップS64へ進む。
また、ステップS60の判断結果が「NO」の場合、すなわち、補助ボタン44が押下されなかった場合にも、プロセッサ53は、ステップS64へ進む。 If the determination result in step S60 is "YES", theprocessor 53 proceeds to step S61. In step S61, the processor 53 transmits the auxiliary button pressing data indicating that the auxiliary button 44 has been pressed to the game device 2 via the communication control unit 58, and then proceeds to step S64.
Further, even when the determination result in step S60 is "NO", that is, when theauxiliary button 44 is not pressed, the processor 53 proceeds to step S64.
また、ステップS60の判断結果が「NO」の場合、すなわち、補助ボタン44が押下されなかった場合にも、プロセッサ53は、ステップS64へ進む。 If the determination result in step S60 is "YES", the
Further, even when the determination result in step S60 is "NO", that is, when the
これにより、ゲーム装置2のプロセッサ71は、補助ボタン押下データを通信制御部77を介して受信する(ステップS62)。次に、プロセッサ71は、前記補助ボタン押下データに基づいて、現在タッチセンサ付きディスプレイ41に表示されるキー配列画像から変更すべきキー配列画像を作成し、当該キー配列画像を通信制御部77を介してゲームコントローラ1へ送信した後(ステップS63)、ステップS65へ進む。
As a result, the processor 71 of the game device 2 receives the auxiliary button pressing data via the communication control unit 77 (step S62). Next, the processor 71 creates a key layout image to be changed from the key layout image currently displayed on the display 41 with a touch sensor based on the auxiliary button pressing data, and the communication control unit 77 creates the key layout image. After transmitting to the game controller 1 via (step S63), the process proceeds to step S65.
ステップS64では、ゲームコントローラ1のプロセッサ53は、文字入力面12が無効化されているか否かを判断する。この処理は、対向状態フラグが、ゲーム操作面11がほぼ鉛直上方に向けられプレイヤーに対向している状態であることを示す「0」に設定されているか否かを判断して行う。ステップS64の判断結果が「YES」の場合には、プロセッサ53は、メインプログラムへ戻る。
In step S64, the processor 53 of the game controller 1 determines whether or not the character input surface 12 is invalidated. This process is performed by determining whether or not the facing state flag is set to "0" indicating that the game operation surface 11 is oriented substantially vertically upward and facing the player. If the determination result in step S64 is "YES", the processor 53 returns to the main program.
一方、ステップS64の判断結果が「NO」の場合、すなわち、文字入力面12が無効化されていない場合には、プロセッサ53は、図18に示すステップS52へ戻り、ステップS52以降の処理を繰り返す。
On the other hand, when the determination result in step S64 is "NO", that is, when the character input surface 12 is not invalidated, the processor 53 returns to step S52 shown in FIG. 18 and repeats the processes after step S52. ..
ステップS65では、ゲーム装置2のプロセッサ71は、文字入力面12が無効化されているか否かを判断する。この処理は、ゲームコントローラ1から送信された対向状態フラグが、ゲーム操作面11がほぼ鉛直上方に向けられプレイヤーに対向している状態であることを示す「0」に設定されているか否かを判断して行う。ステップS65の判断結果が「YES」の場合には、プロセッサ71は、メインプログラムへ戻る。
In step S65, the processor 71 of the game device 2 determines whether or not the character input surface 12 is invalidated. In this process, whether or not the facing state flag transmitted from the game controller 1 is set to "0" indicating that the game operation surface 11 is directed substantially vertically upward and facing the player. Judge and do. If the determination result in step S65 is "YES", the processor 71 returns to the main program.
一方、ステップS65の判断結果が「NO」の場合、すなわち、文字入力面12が無効化されていない場合には、プロセッサ71は、図18に示すステップS57へ戻り、ステップS57以降の処理を繰り返す。
On the other hand, when the determination result in step S65 is "NO", that is, when the character input surface 12 is not invalidated, the processor 71 returns to step S57 shown in FIG. 18 and repeats the processes after step S57. ..
プロセッサ71は、前記キー配列画像を連続してゲームコントローラ1へ送信することにより、ゲームコントローラ1のタッチセンサ付きディスプレイ41に表示されているキー配列画像の一部を変化させたり、アニメーションのように動かしたりすることもできる。
The processor 71 continuously transmits the key arrangement image to the game controller 1 to change a part of the key arrangement image displayed on the display 41 with a touch sensor of the game controller 1, or like an animation. You can also move it.
このような処理の例としては、1)ローマ字入力されたひらがなの表示、2)日本語入力時の変換候補の漢字表示がある。1)の場合、日本語をローマ字入力する際、1文字から数文字のアルファベットを組み合わせることにより、1文字のひらがなを表現するからである。2)の場合、ローマ字入力され、表示されたひらがなを漢字へ変換する場合の変換候補(予測を含む)の漢字を表示する必要があるからである。
Examples of such processing include 1) display of hiragana input in Roman characters, and 2) display of conversion candidates in kanji when inputting Japanese. This is because in the case of 1), one character of hiragana is expressed by combining one to several alphabets when inputting Japanese into Roman characters. This is because in the case of 2), it is necessary to display the kanji of the conversion candidate (including the prediction) when the hiragana that is input and displayed in Romaji is converted into the kanji.
ゲームコントローラ1のタッチセンサ付きディスプレイ41に表示されるアルファベットキー配列画像は、図6に示すように、視覚的にはキー毎に区分けされているものの、パーソナルコンピュータのキーボードとは異なり、機械的にキー毎に区分けされていない。したがって、アルファベットキー配列画像を用いてブラインドタッチで文字入力することは難しく、アルファベットキー配列近傍に文字入力欄を設けることが好ましい。
As shown in FIG. 6, the alphabet key layout image displayed on the display 41 with a touch sensor of the game controller 1 is visually divided for each key, but unlike the keyboard of a personal computer, it is mechanically divided. Not sorted by key. Therefore, it is difficult to input characters by blind touch using the alphabet key layout image, and it is preferable to provide a character input field near the alphabet key layout.
この点、互換モードでは、プロセッサ53は、タッチセンサ付きディスプレイ41の操作された位置の座標を当該位置に表示されたキーに対応したキーコードへ変換してゲーム装置2へ送信することにより、ゲーム装置2のプロセッサ71に、当該キーコードがゲームコントローラ1とは別個の前記キーボードから送信されたものと認識させており、アルファベットキー配列画像の近傍に文字入力欄を設けることができない。
In this regard, in the compatibility mode, the processor 53 converts the coordinates of the operated position of the display 41 with a touch sensor into a key code corresponding to the key displayed at the position and transmits the game to the game apparatus 2. The processor 71 of the device 2 is made to recognize that the key code is transmitted from the keyboard separate from the game controller 1, and it is not possible to provide a character input field in the vicinity of the alphabet key arrangement image.
そこで、アドバンスモードでは、前記1)及び2)の場合、対応ゲームアプリを実行するプロセッサ71は、例えば、図20に示すようなアルファベットキー配列近傍に文字入力欄CIFを設けたキー配列画像をゲームコントローラ1へ送信する。図20が図6と異なるのは、上部に、変換キーCVK、文字入力欄CIF及び確定キーCFKが設けられている点である。変換キーCVKは、文字入力欄CIFに表示されたひらがなを漢字へ変換するためのキー、確定キーCFKは、変換された漢字を確定するためのキーである。
Therefore, in the advanced mode, in the cases of 1) and 2) above, the processor 71 that executes the corresponding game application uses, for example, a key arrangement image in which the character input field CIF is provided in the vicinity of the alphabet key arrangement as shown in FIG. Send to controller 1. FIG. 20 is different from FIG. 6 in that a conversion key CVK, a character input field CIF, and a confirmation key CFK are provided at the upper part. The conversion key CVK is a key for converting hiragana displayed in the character input field CIF into Chinese characters, and the confirmation key CFK is a key for confirming the converted Chinese characters.
図20に示すキー配列画像の文字入力欄CIFにおいて、文字入力の操作が行われるごと、操作に応じて表示させるべき文字を変化させてゲーム装置2からコントローラ1へ送信する。ゲーム装置2からコントローラ1へ送信する画像は、キー配列画像全体でも、変化させる文字の画像部分だけでも良い。
In the character input field CIF of the keyboard layout image shown in FIG. 20, each time a character input operation is performed, the character to be displayed is changed according to the operation and transmitted from the game device 2 to the controller 1. The image transmitted from the game device 2 to the controller 1 may be the entire keyboard layout image or only the image portion of the character to be changed.
また、図21に示す暗証番号を入力するための画像を例に取ると、この画像を表示装置3に表示すると他人に暗証番号を知られる危険性がある。この点、図21に示す画像をゲームコントローラ1のタッチセンサ付きディスプレイ41に表示すれば、前記した危険性が低くなる。
Taking the image for inputting the personal identification number shown in FIG. 21 as an example, if this image is displayed on the display device 3, there is a risk that the personal identification number will be known to others. In this regard, if the image shown in FIG. 21 is displayed on the display 41 with a touch sensor of the game controller 1, the above-mentioned risk is reduced.
そこで、アドバンスモードにおいて、ゲーム装置2のプロセッサ71が図21に示す画像をゲームコントローラ1に送信するとともに、一桁入力するたびに操作された位置の座標をゲームコントローラ1からゲーム装置2へ送信し、追加された数字を含む画像全体又は追加された数字のみの画像(図21の例では「3」)をゲーム装置2からゲームコントローラ1へ送信する。この場合、ゲーム装置2のプロセッサ71は、数字キー「3」が操作されたことを前記ディスプレイに表示するために、数字キー「3」の領域を白黒反転表示させる画像をゲーム装置2からゲームコントローラ1へ送信しても良い。
Therefore, in the advanced mode, the processor 71 of the game device 2 transmits the image shown in FIG. 21 to the game controller 1, and the coordinates of the operated position each time a single digit is input are transmitted from the game controller 1 to the game controller 2. , The entire image including the added numbers or the image of only the added numbers (“3” in the example of FIG. 21) is transmitted from the game device 2 to the game controller 1. In this case, the processor 71 of the game device 2 displays an image in which the area of the number key "3" is reversed in black and white from the game device 2 in order to display on the display that the number key "3" has been operated. You may send to 1.
以上説明したように、本発明では、ゲームコントローラ1本体の正面にゲーム操作面11を設けるとともに、ゲームコントローラ1本体の背面に文字入力面12を設けたので、正面側にテキスト入力装置が取り付けられる特許文献1記載のゲームコントローラと比較して、ゲームコントローラ1の体積を小さくすることができる。したがって、手の小さいプレイヤーでも容易に文字を入力ができ、操作性が向上する。
As described above, in the present invention, since the game operation surface 11 is provided on the front surface of the game controller 1 main body and the character input surface 12 is provided on the back surface of the game controller 1 main body, the text input device can be attached to the front side. Compared with the game controller described in Patent Document 1, the volume of the game controller 1 can be reduced. Therefore, even a player with a small hand can easily input characters, and operability is improved.
本発明では、各ゲーム操作ボタン51を小さくしなくても文字入力面12を設けることができるので、ゲーム操作時の操作性が低下することがないとともに、ゲームコントローラ1の大きさを文字入力面12を有さないゲームコントローラの大きさと同等にすることができる。
In the present invention, since the character input surface 12 can be provided without making each game operation button 51 smaller, the operability during game operation does not deteriorate, and the size of the game controller 1 is set to the character input surface. It can be made equivalent to the size of a game controller that does not have 12.
本発明では、プレイヤーは、単にゲームコントローラ1を裏返すだけでゲーム操作と文字入力とを切り替えることができるので、面倒な操作が不要で分かり易いとともに、所望のタイミングでゲーム操作と文字入力とを切り替えることができる。
In the present invention, the player can switch between the game operation and the character input simply by turning over the game controller 1, so that troublesome operations are not required and it is easy to understand, and the game operation and the character input are switched at a desired timing. be able to.
以上、本発明の実施形態について図面を参照して詳述してきたが、具体的な構成はこの実施形態に限られるものではなく、本発明の要旨を逸脱しない範囲の設計の変更等があっても本発明に含まれる。
Although the embodiment of the present invention has been described in detail with reference to the drawings, the specific configuration is not limited to this embodiment, and there are design changes and the like within a range that does not deviate from the gist of the present invention. Is also included in the present invention.
本実施形態では、文字入力面12にタッチセンサ付きディスプレイ41を設ける例を示したが、これに限定されない。例えば、タッチセンサ付きディスプレイ41に代えて、物理的なキーボードを設けても良い。物理的なキーボードとは、複数のキートップと、各キートップの操作を検出する複数の検出手段と、各検出手段の検出結果に基づいて対応するキーのキーコードを出力する出力部とを有する。
In the present embodiment, an example in which a display 41 with a touch sensor is provided on the character input surface 12 is shown, but the present invention is not limited to this. For example, a physical keyboard may be provided instead of the display 41 with a touch sensor. The physical keyboard has a plurality of key tops, a plurality of detection means for detecting the operation of each key top, and an output unit for outputting the key code of the corresponding key based on the detection result of each detection means. ..
また、本実施形態では、プロセッサ53は、前記面自動切替状態において、加速度センサ59から供給される検出結果に基づいてゲームコントローラ1に作用している重力加速度の重力ベクトルを算出し、当該重力ベクトルに基づいてゲームコントローラ1の角度を算出し、その角度に基づいてゲーム操作面11又は文字入力画面12のいずれがほぼ鉛直上方に向けられているかを判定しているが、これに限定されない。
Further, in the present embodiment, the processor 53 calculates the gravity vector of the gravity acceleration acting on the game controller 1 based on the detection result supplied from the acceleration sensor 59 in the surface automatic switching state, and the gravity vector. The angle of the game controller 1 is calculated based on the above, and it is determined whether the game operation surface 11 or the character input screen 12 is oriented substantially vertically upward based on the angle, but the present invention is not limited to this.
例えば、ゲーム操作面11がほぼ鉛直上方に向けられていると判定されているゲームコントローラ1において、前記重力ベクトルのx軸方向成分及びz軸方向成分を抽出し、重力ベクトルのx軸方向成分の大きさ(絶対値)が第1しきい値未満から第1しきい値以上に変化した場合、文字入力画面12がほぼ鉛直上方に向けられていると判定しても良い。
For example, in the game controller 1 in which it is determined that the game operation surface 11 is oriented substantially vertically upward, the x-axis direction component and the z-axis direction component of the gravity vector are extracted, and the x-axis direction component of the gravity vector is obtained. When the size (absolute value) changes from less than the first threshold value to more than the first threshold value, it may be determined that the character input screen 12 is oriented substantially vertically upward.
一方、文字入力画面12がほぼ鉛直上方に向けられていると判定されているゲームコントローラ1において、前記重力ベクトルのx軸方向成分の大きさ(絶対値)が第2しきい値より大きい状態から第2しきい値以下に変化した場合、ゲーム操作面11がほぼ鉛直上方に向けられていると判定する。
On the other hand, in the game controller 1 in which it is determined that the character input screen 12 is oriented substantially vertically upward, the magnitude (absolute value) of the x-axis direction component of the gravity vector is larger than the second threshold value. When it changes to the second threshold value or less, it is determined that the game operation surface 11 is oriented substantially vertically upward.
なお、前記第1しきい値の大きさ(絶対値)は、前記第2しきい値の大きさ(絶対値)より大きく設定しても良い。前記第1しきい値の大きさ(絶対値)と前記第2しきい値の大きさ(絶対値)とを同じにして、1つのしきい値で判定する場合、重力ベクトルのx軸方向成分が当該しきい値付近を推移している状態では、ゲーム操作面11がほぼ鉛直上方に向けられている状態と文字入力画面12がほぼ鉛直上方に向けられている状態とが頻繁に切り替わることが考えられる。
The magnitude (absolute value) of the first threshold value may be set larger than the magnitude (absolute value) of the second threshold value. When the magnitude (absolute value) of the first threshold value and the magnitude (absolute value) of the second threshold value are made the same and the determination is made with one threshold value, the x-axis direction component of the gravity vector is used. However, in the state where the threshold value is changed, the state in which the game operation surface 11 is oriented substantially vertically upward and the state in which the character input screen 12 is oriented substantially vertically upward may be frequently switched. Conceivable.
これに対し、前記第1しきい値の大きさ(絶対値)を前記第2しきい値の大きさ(絶対値)より大きく設定することによって、一旦、一方のしきい値に基づいて一方の状態であると判定された後は、他方のしきい値に基づいた判定に切り替わるため、ゲーム操作面11がほぼ鉛直上方に向けられている状態と文字入力画面12がほぼ鉛直上方に向けられている状態とが頻繁に切り替わるような判定になることを防止できる。
On the other hand, by setting the magnitude (absolute value) of the first threshold value to be larger than the magnitude (absolute value) of the second threshold value, one of them is once based on one of the threshold values. After the determination is made, the determination is switched to the determination based on the other threshold value, so that the game operation surface 11 is almost vertically upward and the character input screen 12 is almost vertically upward. It is possible to prevent the determination from being frequently switched from the existing state.
また、前記ゲームコントローラ1のゲーム操作面11又は文字入力画面12のいずれがほぼ鉛直上方に向けられているかは、他の方法を用いて判定しても良い。例えば、鉛直方向に対するゲームコントローラ1の角度によるしきい値を設定し、角速度センサによって検出されたxyz軸回りの角速度に基づいて算出されるゲームコントローラ1の姿勢を当該しきい値によって判定することにより、ゲームコントローラ1の状態を判定することも考えられる。
Further, which of the game operation surface 11 or the character input screen 12 of the game controller 1 is oriented substantially vertically upward may be determined by using another method. For example, by setting a threshold value based on the angle of the game controller 1 with respect to the vertical direction and determining the posture of the game controller 1 calculated based on the angular velocity around the xyz axis detected by the angular velocity sensor. , It is also conceivable to determine the state of the game controller 1.
また、重力ベクトルの算出方法についても、任意の方法で算出すれば良い。一例として、加速度センサ59が検出したxyz軸方向に沿った加速度に基づいてゲームコントローラ1に作用する重力加速度が検出された後、角速度センサが検出したxyz軸回りの角速度を用いてゲームコントローラ1に対する当該重力加速度の向きを逐次算出しても良い。他の例として、例えば、ゲームコントローラ1に平均的に生じている加速度成分を加速度センサ59が検出したxyz軸方向に沿った加速度に用いて逐次算出し、当該加速度成分を重力加速度として抽出しても良い。
Also, the method of calculating the gravity vector may be any method. As an example, after the gravitational acceleration acting on the game controller 1 is detected based on the acceleration along the xyz axis direction detected by the acceleration sensor 59, the angular speed around the xyz axis detected by the angular velocity sensor is used with respect to the game controller 1. The direction of the gravitational acceleration may be calculated sequentially. As another example, for example, the acceleration component averagely generated in the game controller 1 is sequentially calculated using the acceleration along the xyz axis direction detected by the acceleration sensor 59, and the acceleration component is extracted as the gravitational acceleration. Is also good.
また、ゲーム操作面11及び文字入力面12の一方又は両方に撮像素子を設け、撮像素子の撮影画像に基づいてプレイヤーの姿勢を判断しても良い。両方に撮像素子を設けた場合は撮影画像にプレイヤーの顔や親指などの体の一部が写っている側の面をプレイヤーに対向している面と判定し、一方に撮像素子を設けた場合は撮影画像にプレイヤーの体の一部が写っている側の面又は撮影画像にプレイヤー体の一部が写っていない側の面と反対側の面をプレイヤーに対向している面と判定とする。
Further, an image pickup element may be provided on one or both of the game operation surface 11 and the character input surface 12, and the posture of the player may be determined based on the captured image of the image pickup element. When the image sensor is provided on both sides, the surface on the side where a part of the body such as the player's face or thumb is shown in the captured image is determined to be the surface facing the player, and the image sensor is provided on one side. Determines the surface on the side where a part of the player's body is shown in the shot image or the side opposite to the side where the part of the player's body is not shown in the shot image as the side facing the player. ..
さらに、ゲームコントローラ1のグリップ部であって、プレイヤー親指の付け根が押し当てられる部分の正面側及び背面側の一方又は両方に圧力センサを設け、圧力センサの検出結果に基づいてプレイヤーの姿勢を判断しても良い。両方に圧力センサを設けた場合は圧力センサの検出結果が一定値以上である側の面をプレイヤーに対向している面と判定し、一方に圧力センサを設けた場合は圧力センサの検出結果が一定値以上である側の面又は圧力センサの検出結果が一定値未満である側の面と反対側の面をプレイヤーに対向している面と判定とする。
Further, a pressure sensor is provided on one or both of the front side and the back side of the grip portion of the game controller 1 where the base of the player's thumb is pressed, and the posture of the player is determined based on the detection result of the pressure sensor. You may. When pressure sensors are provided on both sides, the surface on the side where the detection result of the pressure sensor is equal to or higher than a certain value is determined to be the surface facing the player, and when the pressure sensor is provided on one side, the detection result of the pressure sensor is determined. The surface on the side that is above a certain value or the surface on the opposite side to the surface on the side where the detection result of the pressure sensor is less than a certain value is determined to be the surface facing the player.
以上説明した加速度センサ、角度センサ、撮像素子及び圧力センサは、ゲームコントローラ1本体の姿勢又はプレイヤーの体の一部を検出する検出手段であり、これらは単独で又はこれらを組み合わせて用いても良い。このように構成すれば、例えば、プロジェクタによって天井にゲーム画面を投影しつつ、プレイヤーが仰向けに寝転んでゲームを楽しむ場合でも、プレイヤーがゲームコントローラ1を裏返すだけで、誤動作することなく、ゲーム操作面11又は文字入力面12を有効化することができる。
The acceleration sensor, angle sensor, image sensor, and pressure sensor described above are detection means for detecting the posture of the game controller 1 main body or a part of the player's body, and these may be used alone or in combination thereof. .. With this configuration, for example, even if the player lies on his back and enjoys the game while projecting the game screen on the ceiling with a projector, the player can simply turn over the game controller 1 and the game operation surface will not malfunction. 11 or the character input surface 12 can be activated.
1…ゲームコントローラ、2…ゲーム装置、3…表示装置、4…ネットワーク、11…ゲーム操作面、12…文字入力面、21…Aボタン、22…Bボタン、23…Xボタン、24…Yボタン、25…スタートボタン、26…セレクトボタン、27…十字キー、27A…上ボタン、27B…下ボタン、27C…左ボタン、27D…右ボタン、28…左アナログスティック、28A,29A…スティック部、29…右アナログスティック、30…ゲーム操作面固定ボタン、31,37…面固定インジケータ、32,33…左肩ボタン、34,35…右肩ボタン、36…文字入力面固定ボタン、41…タッチセンサ付きディスプレイ、43,44…補助ボタン、51…ゲーム操作ボタン、52…肩ボタン、53,71…プロセッサ、54,72…ROM、55,73…RAM、56,74…メディアI/F、57,75…外部記憶媒体、58,77…通信制御部、59…加速度センサ、76…各種操作ボタン、100…ゲームシステム、CFK…確定キー、CIF…文字入力欄、CIW…文字入力ウィンドウ、CVK…変換キー、SKA~SKC…切替キー。
1 ... game controller, 2 ... game device, 3 ... display device, 4 ... network, 11 ... game operation surface, 12 ... character input surface, 21 ... A button, 22 ... B button, 23 ... X button, 24 ... Y button , 25 ... Start button, 26 ... Select button, 27 ... Cross key, 27A ... Up button, 27B ... Down button, 27C ... Left button, 27D ... Right button, 28 ... Left analog stick, 28A, 29A ... Stick part, 29 ... Right analog stick, 30 ... Game operation surface fixing button, 31, 37 ... Surface fixing indicator, 32, 33 ... Left shoulder button, 34, 35 ... Right shoulder button, 36 ... Character input surface fixing button, 41 ... Display with touch sensor , 43, 44 ... Auxiliary button, 51 ... Game operation button, 52 ... Shoulder button, 53, 71 ... Processor, 54, 72 ... ROM, 55, 73 ... RAM, 56, 74 ... Media I / F, 57, 75 ... External storage medium, 58, 77 ... Communication control unit, 59 ... Acceleration sensor, 76 ... Various operation buttons, 100 ... Game system, CFK ... Confirm key, CIF ... Character input field, CIW ... Character input window, CVK ... Conversion key, SKA-SKC ... Switching key.
Claims (5)
- ゲーム装置に接続され、ゲーム操作を行うためのゲームコントローラであって、
前記ゲームコントローラ本体の正面に設けられ、複数のゲーム操作ボタンを有するゲーム操作面と、
前記ゲームコントローラ本体の背面に設けられ、文字入力のための複数のキーが配列された文字入力面と、
前記ゲーム操作面又は前記文字入力面のいずれがプレイヤーに対向しているかを判定する判定部と、
前記判定部の判定結果に基づいて、前記ゲーム操作面又は前記文字入力面のうち、前記プレイヤーに対向している一方の操作を有効化し、前記プレイヤーに対向していない他方の操作の少なくとも一部を無効化する面有効無効化部と、
を備えるゲームコントローラ。 A game controller that is connected to a game device and is used to operate a game.
A game operation surface provided on the front of the game controller body and having a plurality of game operation buttons,
A character input surface provided on the back surface of the game controller body and in which a plurality of keys for character input are arranged, and a character input surface.
A determination unit that determines whether the game operation surface or the character input surface faces the player.
Based on the determination result of the determination unit, at least a part of the operation of one of the game operation surface or the character input surface facing the player is enabled and the other operation not facing the player is performed. The surface enable / disable part that invalidates the
A game controller equipped with. - 請求項1に記載のゲームコントローラにおいて、
前記判定部は、前記ゲームコントローラ本体の姿勢を検出する加速度センサの検出結果に基づいて、前記ゲーム操作面又は前記文字入力面のいずれがプレイヤーに対向しているかを判定するゲームコントローラ。 In the game controller according to claim 1,
The determination unit is a game controller that determines whether the game operation surface or the character input surface faces the player based on the detection result of the acceleration sensor that detects the posture of the game controller main body. - 請求項1又は請求項2に記載のゲームコントローラにおいて、
前記文字入力面は、文字入力のための複数のキーが配列されたキー配列画像が表示されるディスプレイと、前記ディスプレイ上に設けられ、操作された位置の座標を検出するタッチセンサとを有するゲームコントローラ。 In the game controller according to claim 1 or 2.
The character input surface is a game having a display on which a key arrangement image in which a plurality of keys for character input are arranged is displayed, and a touch sensor provided on the display and detecting coordinates of an operated position. controller. - 請求項3に記載のゲームコントローラにおいて、
前記ゲーム装置から供給される、前記ディスプレイへ表示すべき文字入力のための複数のキーが配列されたキー配列画像を前記ディスプレイに表示するキー配列画像表示部と、
前記タッチセンサの操作された位置の座標を前記ゲーム装置へ送信する送信部と、をさらに備え、
前記キー配列画像表示部は、前記送信部が送信した前記位置の座標に基づいて前記ゲーム装置が変更した前記キー配列画像を前記ディスプレイに表示するゲームコントローラ。 In the game controller according to claim 3,
A key layout image display unit that displays a key layout image in which a plurality of keys for inputting characters to be displayed on the display are arranged, which is supplied from the game device, on the display.
Further, a transmission unit for transmitting the coordinates of the operated position of the touch sensor to the game device is provided.
The keyboard layout image display unit is a game controller that displays the keyboard layout image changed by the game device on the display based on the coordinates of the position transmitted by the transmission unit. - 請求項1から請求項4のいずれか一項に記載のゲームコントローラにおいて、
前記判定部の判定結果を前記ゲーム装置に送信する対向面送信部をさらに備えるゲームコントローラ。 In the game controller according to any one of claims 1 to 4.
A game controller further comprising a facing surface transmitting unit that transmits a determination result of the determination unit to the game device.
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JP2007068705A (en) * | 2005-09-06 | 2007-03-22 | Giga-Byte Technology Co Ltd | Game controller |
US20070099700A1 (en) * | 2005-10-28 | 2007-05-03 | Solomon Mark C | Portable projection gaming system |
JP2012232024A (en) * | 2010-11-01 | 2012-11-29 | Nintendo Co Ltd | Operation device, and operation system |
JP2012249880A (en) * | 2011-06-03 | 2012-12-20 | Sony Computer Entertainment Inc | Mobile terminal, control method, and program |
JP2013250738A (en) * | 2012-05-31 | 2013-12-12 | Nintendo Co Ltd | Program, information processing method, information processing device and display system |
JP2016126422A (en) * | 2014-12-26 | 2016-07-11 | 人詩 土屋 | Handheld information processing device |
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JP2007068705A (en) * | 2005-09-06 | 2007-03-22 | Giga-Byte Technology Co Ltd | Game controller |
US20070099700A1 (en) * | 2005-10-28 | 2007-05-03 | Solomon Mark C | Portable projection gaming system |
JP2012232024A (en) * | 2010-11-01 | 2012-11-29 | Nintendo Co Ltd | Operation device, and operation system |
JP2012249880A (en) * | 2011-06-03 | 2012-12-20 | Sony Computer Entertainment Inc | Mobile terminal, control method, and program |
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JP2016126422A (en) * | 2014-12-26 | 2016-07-11 | 人詩 土屋 | Handheld information processing device |
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