Storage medium storing a game program, game apparatus and game controlling method
First Claim
1. A non-transitory, computer-readable storage medium tangibly storing thereon a computer program of a game apparatus having a display that displays an object in a virtual space on a screen and a pointing device that designates at least a position on said screen, where said computer program upon execution by a computer processor of said game apparatus causes the game apparatus to perform a method, the method comprising:
- detecting an input coordinate indicating the position on said screen designated by said pointing device every predetermined time period;
calculating a line segment connecting a previous input coordinate and a current input coordinate which were detected by said detecting the input coordinate;
determining whether a closed region is formed by a plurality of line segments calculated by said calculating the line segment;
determining whether said object is included in said closed region as being surrounded within the closed region when it is determined that said closed region is formed;
storing obtained information taking said object as an affecting object in a storing memory when it is determined that said object is included in said closed region; and
changing a difficulty level of surrounding of another object on the basis of the affecting object indicated by the obtained information stored in said storing memory during execution of the computer program by the computer processor of the game apparatus.
2 Assignments
0 Petitions
Accused Products
Abstract
A game apparatus includes an LCD, and on the LCD, a touch panel is set. When a player object encounters an enemy object, a battle screen is displayed on the LCD. A player performs a sliding operation on the touch panel with a stick or the like in such a manner as to surround the enemy object and tries to obtain the enemy object. At this time, when the enemy object (affecting object) already obtained is selected, an ability (effect) equipped with the affecting object can be produced. For example, a flame according to a surrounding line is generated. When the flame hits the enemy object, the enemy object is damaged to decrease its moving speed and stop moving.
28 Citations
36 Claims
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1. A non-transitory, computer-readable storage medium tangibly storing thereon a computer program of a game apparatus having a display that displays an object in a virtual space on a screen and a pointing device that designates at least a position on said screen, where said computer program upon execution by a computer processor of said game apparatus causes the game apparatus to perform a method, the method comprising:
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detecting an input coordinate indicating the position on said screen designated by said pointing device every predetermined time period; calculating a line segment connecting a previous input coordinate and a current input coordinate which were detected by said detecting the input coordinate; determining whether a closed region is formed by a plurality of line segments calculated by said calculating the line segment; determining whether said object is included in said closed region as being surrounded within the closed region when it is determined that said closed region is formed; storing obtained information taking said object as an affecting object in a storing memory when it is determined that said object is included in said closed region; and changing a difficulty level of surrounding of another object on the basis of the affecting object indicated by the obtained information stored in said storing memory during execution of the computer program by the computer processor of the game apparatus. - View Dependent Claims (2, 3, 4, 5)
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6. A non-transitory, computer-readable storage medium tangibly storing thereon a computer program of a game apparatus having a display that displays an object in a virtual space on a screen and a pointing device that designates at least a position on said screen, where said computer program upon execution by a computer processor of said game apparatus causes the game apparatus to perform a method, the method comprising:
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detecting an input coordinate indicating the position on said screen designated by said pointing device every predetermined time period; calculating a line segment connecting a previous input coordinate and a current input coordinate which were detected by said detecting the input coordinate; determining whether a closed region is formed by a plurality of line segments calculated by said calculating the line segment; determining whether said object is included in said closed region as being surrounded within the closed region when it is determined that said closed region is formed; storing obtained information taking said object as an affecting object in a storing memory when it is determined that said object is included in said closed region; changing a difficulty level of surrounding of another object on the basis of the affecting object indicated by the obtained information stored in said storing memory; counting the number of determinations that said object is included in said closed region, and determining whether the counted number of times reaches a predetermined number of times, wherein said storing obtained information taking said object as an affecting object in said storing memory is performed when it is determined that the number of surroundings reaches said predetermined number of times. - View Dependent Claims (7, 8)
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9. A non-transitory, computer-readable storage medium tangibly storing thereon a computer program of a game apparatus having a display that displays an object in a virtual space on a screen and a pointing device that designates at least a position on said screen, where said computer program upon execution by a computer processor of said game apparatus causes the game apparatus to perform a method, the method comprising:
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detecting an input coordinate indicating the position on said screen designated by said pointing device every predetermined time period; calculating a line segment connecting a previous input coordinate and a current input coordinate which were detected by said detecting the input coordinate; determining whether a closed region is formed by a plurality of line segments calculated by said calculating the line segment; determining whether said object is included in said closed region as being surrounded within the closed region when it is determined that said closed region is formed; storing obtained information taking said object as an affecting object in a storing memory when it is determined that said object is included in said closed region; changing a difficulty level of surrounding of another object on the basis of the affecting object indicated by the obtained information stored in said storing memory;
whereinchanging the difficulty level includes changing said difficulty level of surrounding for only a fixed period of time, or by a fixed number of times, and the method further comprises erasing the obtained information as to said affecting object from said storing memory when said fixed period of time elapses, or when said fixed number of times is exceeded.
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10. A game controlling method of a game apparatus having a display that displays an object in a virtual space on a screen and a pointing device that designates at least a position on said screen, including following steps of:
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(a) detecting an input coordinate indicating the position on said screen designated by said pointing device every predetermined time period; (b) calculating a line segment connecting a previous input coordinate and a current input coordinate which were detected by said step (a); (c) determining whether a closed region is formed by a plurality of line segments calculated by said step (b); (d) determining whether said object is included in said closed region when it is determined that said closed region is formed by said step (c); (e) storing obtained information taking said object as an affecting object in a storing device when it is determined that said object is included in said closed region by said step (d); and (f) changing a difficulty level of surrounding another object on the basis of the affecting object indicated by the obtained information stored in said storing device during the game controlling method of the game apparatus. - View Dependent Claims (11, 12, 13, 14)
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15. A game controlling method of a game apparatus having a display that displays an object in a virtual space on a screen and a pointing device that designates at least a position on said screen, including following steps of:
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(a) detecting an input coordinate indicating the position on said screen designated by said pointing device every predetermined time period; (b) calculating a line segment connecting a previous input coordinate and a current input coordinate which were detected by said step (a); (c) determining whether a closed region is formed by a plurality of line segments calculated by said step (b); (d) determining whether said object is included in said closed region when it is determined that said closed region is formed by said step (c); (e) storing obtained information taking said object as an affecting object in a storing device when it is determined that said object is included in said closed region by said step (d); and (f) changing a difficulty level of surrounding another object on the basis of the affecting object indicated by the obtained information stored in said storing device; (g) counting the number of determinations that said object is included in said closed region; and (h) determining whether the counted number of times counted reaches a predetermined number of times, wherein said storing obtained information taking said object as an affecting object in said storing device is performed when it is determined that the number of surroundings reaches said predetermined number of times. - View Dependent Claims (16, 17)
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18. A game controlling method of a game apparatus having a display that displays an object in a virtual space on a screen and a pointing device that designates at least a position on said screen, including following steps of:
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(a) detecting an input coordinate indicating the position on said screen designated by said pointing device every predetermined time period; (b) calculating a line segment connecting a previous input coordinate and a current input coordinate which were detected by said step (a); (c) determining whether a closed region is formed by a plurality of line segments calculated by said step (b); (d) determining whether said object is included in said closed region when it is determined that said closed region is formed by said step (c); (e) storing obtained information taking said object as an affecting object in a storing device when it is determined that said object is included in said closed region by said step (d); and (f) changing a difficulty level of surrounding another object on the basis of the affecting object indicated by the obtained information stored in said storing device;
whereinchanging said difficulty level includes changing said difficulty level of surrounding for only a fixed period of time, or by a fixed number of times, and the method further comprises erasing the obtained information as to said affecting object from said storing device when said fixed period of time elapses, or when said fixed number of times is exceeded.
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19. A game apparatus having a display that displays an object in a virtual space on a screen and a pointing device that designates at least a position on said screen, comprising:
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an input coordinate detecting programmed logic circuitry that detects an input coordinate indicating the position on said screen designated by said pointing device every predetermined time period; a line segment calculating programmed logic circuitry that calculates a line segment connecting a previous input coordinate and a current input coordinate which were detected by said input coordinate detecting programmed logic circuitry; a closed region determining programmed logic circuitry that determines whether a closed region is formed by a plurality of line segments calculated by said line segment calculating programmed logic circuitry; a surrounding determining programmed logic circuitry that determines whether said object is included in said closed region when it is determined that said closed region is formed by said closed region determining programmed logic circuitry; an affecting object storage controlling programmed logic circuitry that stores obtained information taking said object as an affecting object in a storing device when it is determined that said object is included in said closed region by said surrounding determining programmed logic circuitry; and a difficulty level changing programmed logic circuitry that changes a difficulty level of surrounding another object on the basis of the affecting object indicated by the obtained information stored in said storing device during operation of the game apparatus. - View Dependent Claims (20, 21, 22, 23)
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24. A game apparatus having a display that displays an object in a virtual space on a screen and a pointing device that designates at least a position on said screen, comprising:
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an input coordinate detecting programmed logic circuitry that detects an input coordinate indicating the position on said screen designated by said pointing device every predetermined time period; a line segment calculating programmed logic circuitry that calculates a line segment connecting a previous input coordinate and a current input coordinate which were detected by said input coordinate detecting programmed logic circuitry; a closed region determining programmed logic circuitry that determines whether a closed region is formed by a plurality of line segments calculated by said line segment calculating programmed logic circuitry; a surrounding determining programmed logic circuitry that determines whether said object is included in said closed region when it is determined that said closed region is formed by said closed region determining programmed logic circuitry; an affecting object storage controlling programmed logic circuitry that stores obtained information taking said object as an affecting object in a storing device when it is determined that said object is included in said closed region by said surrounding determining programmed logic circuitry; and a difficulty level changing programmed logic circuitry that changes a difficulty level of surrounding another object on the basis of the affecting object indicated by the obtained information stored in said storing device; a surrounding count counting programmed logic circuitry that counts the number of determinations that said object is included in said closed region by said surrounding determining programmed logic circuitry, and a surrounding count determining programmed logic circuitry that determines whether the number of times counted by said surrounding count counting programmed logic circuitry reaches a predetermined number of times, wherein said affecting object storage controlling programmed logic circuitry stores obtained information taking said object as an affecting object in said storing device when it is determined that the number of surroundings reaches said predetermined number of times by said surrounding count determining programmed logic circuitry. - View Dependent Claims (25, 26)
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27. A game apparatus having a display that displays an object in a virtual space on a screen and a pointing device that designates at least a position on said screen, comprising:
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an input coordinate detecting programmed logic circuitry that detects an input coordinate indicating the position on said screen designated by said pointing device every predetermined time period; a line segment calculating programmed logic circuitry that calculates a line segment connecting a previous input coordinate and a current input coordinate which were detected by said input coordinate detecting programmed logic circuitry; a closed region determining programmed logic circuitry that determines whether a closed region is formed by a plurality of line segments calculated by said line segment calculating programmed logic circuitry; a surrounding determining programmed logic circuitry that determines whether said object is included in said closed region when it is determined that said closed region is formed by said closed region determining programmed logic circuitry; an affecting object storage controlling programmed logic circuitry that stores obtained information taking said object as an affecting object in a storing device when it is determined that said object is included in said closed region by said surrounding determining programmed logic circuitry; and a difficulty level changing programmed logic circuitry that changes a difficulty level of surrounding another object on the basis of the affecting object indicated by the obtained information stored in said storing device;
whereinsaid difficulty level changing programmed logic circuitry changes said difficulty level of surrounding for only a fixed period of time, or by a fixed number of times, and said game apparatus further comprises an erasing programmed logic circuitry that erases the obtained information as to said affecting object from said storing device when said fixed period of time elapses, or when said fixed number of times is exceeded.
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28. A game system having a display that displays an object in a virtual space on a screen and a pointing device that designates at least a position on said screen, comprising:
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an input coordinate detecting programmed logic circuitry that detects an input coordinate indicating the position on said screen designated by said pointing device every predetermined time period; a line segment calculating programmed logic circuitry that calculates a line segment connecting a previous input coordinate and a current input coordinate which were detected by said input coordinate detecting programmed logic circuitry; a closed region determining programmed logic circuitry that determines whether a closed region is formed by a plurality of line segments calculated by said line segment calculating programmed logic circuitry; a surrounding determining programmed logic circuitry that determines whether said object is included in said closed region when it is determined that said closed region is formed by said closed region determining programmed logic circuitry; an affecting object storage controlling programmed logic circuitry that stores obtained information taking said object as an affecting object in a storing device when it is determined that said object is included in said closed region by said surrounding determining programmed logic circuitry; and a difficulty level changing programmed logic circuitry that changes a difficulty level of surrounding another object on the basis of the affecting object indicated by the obtained information stored in said storing device during operation of the game system. - View Dependent Claims (29, 30, 31, 32)
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33. A game system having a display that displays an object in a virtual space on a screen and a pointing device that designates at least a position on said screen, comprising:
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an input coordinate detecting programmed logic circuitry that detects an input coordinate indicating the position on said screen designated by said pointing device every predetermined time period; a line segment calculating programmed logic circuitry that calculates a line segment connecting a previous input coordinate and a current input coordinate which were detected by said input coordinate detecting programmed logic circuitry; a closed region determining programmed logic circuitry that determines whether a closed region is formed by a plurality of line segments calculated by said line segment calculating programmed logic circuitry; a surrounding determining programmed logic circuitry that determines whether said object is included in said closed region when it is determined that said closed region is formed by said closed region determining programmed logic circuitry; an affecting object storage controlling programmed logic circuitry that stores obtained information taking said object as an affecting object in a storing device when it is determined that said object is included in said closed region by said surrounding determining programmed logic circuitry; and a difficulty level changing programmed logic circuitry that changes a difficulty level of surrounding another object on the basis of the affecting object indicated by the obtained information stored in said storing device; a surrounding count counting programmed logic circuitry that counts the number of determinations that said object is included in said closed region by said surrounding determining programmed logic circuitry, and a surrounding count determining programmed logic circuitry that determines whether the number of times counted by said surrounding count counting programmed logic circuitry reaches a predetermined number of times, wherein said affecting object storage controlling programmed logic circuitry stores obtained information taking said object as an affecting object in said storing device when it is determined that the number of surroundings reaches said predetermined number of times by said surrounding count determining programmed logic circuitry. - View Dependent Claims (34, 35)
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36. A game system having a display that displays an object in a virtual space on a screen and a pointing device that designates at least a position on said screen, comprising:
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an input coordinate detecting programmed logic circuitry that detects an input coordinate indicating the position on said screen designated by said pointing device every predetermined time period; a line segment calculating programmed logic circuitry that calculates a line segment connecting a previous input coordinate and a current input coordinate which were detected by said input coordinate detecting programmed logic circuitry; a closed region determining programmed logic circuitry that determines whether a closed region is formed by a plurality of line segments calculated by said line segment calculating programmed logic circuitry; a surrounding determining programmed logic circuitry that determines whether said object is included in said closed region when it is determined that said closed region is formed by said closed region determining programmed logic circuitry; an affecting object storage controlling programmed logic circuitry that stores obtained information taking said object as an affecting object in a storing device when it is determined that said object is included in said closed region by said surrounding determining programmed logic circuitry; and a difficulty level changing programmed logic circuitry that changes a difficulty level of surrounding another object on the basis of the affecting object indicated by the obtained information stored in said storing device;
whereinsaid difficulty level changing programmed logic circuitry changes said difficulty level of surrounding for only a fixed period of time, or by a fixed number of times, and said game system further comprises an erasing programmed logic circuitry that erases the obtained information as to said affecting object from said storing device when said fixed period of time elapses, or when said fixed number of times is exceeded.
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Specification