Shooting game control method and game system
A shooting game control method, which is executed by a computer incorporated in a device including a display and a touch panel, includes accepting a touch operation on the touch panel; displaying a first frame indicative of a shooting effective range on the display in accordance with a position of the touch operation; accepting an instruction for an attack on an attack target in a state in which the first frame is displayed; determining whether the attack target in a game image displayed on the display is within the first frame or not, at a time point when the instruction for the attack has been accepted; and controlling the attack on the attack target in the game image in accordance with a result of the determining.
1. A game control method executed by a terminal device comprising circuitry, a display, and a touch panel provided integral with the display, the method comprising:
in response to a first operation from a user to the touch panel, controlling the display, using the circuitry, to display a shooting effective range;
in response to a second operation from the user to a GUI displayed on the display, moving, using the circuitry, the shooting effective range;
in response to a shooting instruction operation from the user to the touch panel performed under a state where an attack target exists in the shooting effective range, executing shooting to the attack target, deeming that the shooting is successfully executed, and executing a first video expression, a first audio expression, and a score process, using the circuitry; and
in response to a shooting instruction operation from the user to the touch panel performed under a state where no attack target exists in the shooting effective range, executing the shooting, deeming that the shooting is not successfully executed, and executing a second video expression and a second audio expression, using the circuitry.
2. The method of claim 1 , wherein
two circles which have a common center, including an outer circle, are displayed on the display;
the outer circle is the GUI; and
the second operation is a slide operation to an outer frame of the GUI.
3. The method of claim 1 , wherein the GUI is displayed on a position which does not overlap the shooting effective range.
4. The method of claim 1 , wherein the shooting effective range depends on a position of the first operation.
5. The method of claim 1 , wherein
the GUI has a first shape, and
the second operation is a slide operation to an outer frame of the first shape.
6. The method of claim 1 , wherein
a plurality of GUIs including the GUI are displayed, and
the shooting effective range moves in response to the second operation to any one of the plurality of GUIs.
7. A game control apparatus comprising:
a display;
a touch panel provided integral with the display; and
circuitry configured to
in response to a first operation from a user to the touch panel, control the display to display a shooting effective range;
in response to a second operation from the user to a GUI displayed on the display, move the shooting effective range;
in response to a shooting instruction operation from the user to the touch panel performed under a state where an attack target exists in the shooting effective range, execute shooting to the attack target, deem that the shooting is successfully executed, and execute a first video expression, a first audio expression, and a score process; and
in response to a shooting instruction operation from the user to the touch panel performed under a state where no attack target exists in the shooting effective range, execute the shooting, deem that the shooting is not successfully executed, and execute a second video expression and a second audio expression.
8. The apparatus of claim 7 , wherein
two circles which have a common center, including an outer circle, are displayed on the display;
the outer circle is the GUI; and
the second operation is a slide operation to an outer frame of the GUI.
9. The apparatus of claim 7 , wherein the GUI is displayed on a position which does not overlap the shooting effective range.
10. The apparatus of claim 7 , wherein the shooting effective range depends on a position of the first operation.
11. The apparatus of claim 7 , wherein
the GUI has a first shape, and
the second operation is a slide operation to an outer frame of the first shape.
12. The apparatus of claim 7 , wherein
a plurality of GUIs including the GUI are displayed, and
the shooting effective range moves in response to the second operation to any one of the plurality of GUIs.
13. A non-transitory, computer-readable medium storing code that, when executed by a terminal device comprising circuitry, a display, and a touch panel provided integral with the display, controls the terminal device to execute a game control method comprising:
in response to a first operation from a user to the touch panel, controlling the display to display a shooting effective range;
in response to a second operation from the user to a GUI displayed on the display, moving the shooting effective range;
in response to a shooting instruction operation from the user to the touch panel performed under a state where an attack target exists in the shooting effective range, executing shooting to the attack target, deeming that the shooting is successfully executed, and executing a first video expression, a first audio expression, and a score process; and
in response to a shooting instruction operation from the user to the touch panel performed under a state where no attack target exists in the shooting effective range, executing the shooting, deeming that the shooting is not successfully executed, and executing a second video expression and a second audio expression.
14. The medium of claim 13 , wherein
two circles which have a common center, including an outer circle, are displayed on the display;
the outer circle is the GUI; and
the second operation is a slide operation to an outer frame of the GUI.
15. The medium of claim 13 , wherein the GUI is displayed on a position which does not overlap the shooting effective range.
16. The medium of claim 13 , wherein the shooting effective range depends on a position of the first operation.
17. The medium of claim 13 , wherein
the GUI has a first shape, and
the second operation is a slide operation to an outer frame of the first shape.
18. The medium of claim 13 , wherein
a plurality of GUIs including the GUI are displayed, and
the shooting effective range moves in response to the second operation to any one of the plurality of GUIs.