An interactive control method, system, terminal device and storage medium
By controlling the virtual character's walking, jumping, and direction with a joystick and combining gamification design, the system solves the problem of the lack of immersive learning experience in existing systems, realizes real-time feedback and systematic learning of marionette skills, and enhances the learning interest and cognition of teenagers.
Patent Information
- Application Number
- CN202610129079.0
- Authority / Receiving Office
- CN · China
- Patent Type
- Patents(China)
- Current Assignee / Owner
- Filing Date
- 2026-01-30
- Publication Date
- 2026-04-14
- Estimated Expiration
- 2046-01-30
AI Technical Summary
Existing digital interactive systems struggle to replicate the mechanical characteristics and character action logic of real user operations, lacking an immersive learning experience. In particular, the lack of interactive mechanisms for operation and feedback in intangible cultural heritage education makes it difficult for young learners to master the art of string puppetry.
By controlling the pull and angular velocity of the joystick, the virtual character can walk, jump, and move in different directions. Combined with gamification and a points reward mechanism, this allows for real-time feedback and systematic learning of marionette skills.
It enhances the fun and immersion of learning, promotes teenagers' awareness and interest in intangible cultural heritage arts, and realizes an immersive learning experience of operation and feedback.
Smart Images

Figure CN121606888B_ABST
Abstract
Description
Technical Field
[0001] This application relates to the field of interactive control technology, and in particular to an interactive control method, system, terminal device and storage medium. Background Technology
[0002] In digital interactive systems, the integration of traditional skill-based operation methods with modern interactive technologies is receiving increasing attention. However, existing digital interactive systems mostly employ common input methods such as motion capture or touchscreens, which struggle to reproduce the mechanical characteristics and character movement logic of real user operations. This results in users only being able to perform abstract, non-standard motion imitations, lacking an understanding and training of the essence of the skill. Especially in educational scenarios targeting teenagers, existing solutions generally lack mechanisms for accurately mapping physical operations to virtual character behavior, failing to achieve an immersive learning experience of operation and feedback. Summary of the Invention
[0003] In view of this, embodiments of this application provide an interactive control method, system, terminal device, and storage medium, which can effectively solve the problem of immersive learning experiences that cannot achieve operation and feedback.
[0004] In a first aspect, embodiments of this application provide an interactive control method, including:
[0005] In response to the user's first pulling force on the walking control line via the joystick, the virtual character is controlled to walk based on the first pulling force.
[0006] In response to a second pulling force exerted by the user on the jump control line via the joystick, the virtual character is controlled to jump based on the second pulling force. One end of the joystick is connected to the walking control line and the jump control line respectively.
[0007] In response to the angular velocity of the joystick tilted by the user, the movement direction of the virtual character is controlled according to the angular velocity.
[0008] In a first possible embodiment of the first aspect, controlling whether the virtual character walks based on the first pulling force includes:
[0009] When the first pulling force is greater than the first pulling force threshold, the virtual character is controlled to walk;
[0010] When the first pulling force is less than or equal to the first pulling force threshold, the virtual character is controlled to stop walking.
[0011] In a second possible embodiment of the first aspect, controlling whether the virtual character jumps based on the second pulling force includes:
[0012] If the second pulling force is greater than the second pulling force threshold for a continuous preset time, the virtual character is controlled to trigger a jumping action;
[0013] When the second pulling force is less than or equal to the second pulling force threshold, the virtual character is controlled not to trigger a jumping action.
[0014] In a third possible embodiment of the first aspect, controlling the virtual character to trigger a jumping action includes:
[0015] Control the virtual character to trigger a single jump action, and lock the single jump action so that when the single jump action is locked, the virtual character can only trigger the single jump action once.
[0016] The single jump action is unlocked when the second pulling force is less than the third pulling force threshold.
[0017] In a fourth possible embodiment of the first aspect, controlling the movement direction of the virtual character based on the angular velocity includes:
[0018] Under the condition that the angular velocity is greater than the first preset angular velocity, the virtual character is controlled to move in the first direction of motion;
[0019] Under the condition that the angular velocity is less than the second preset angular velocity, the virtual character is controlled to move in the second direction of motion;
[0020] Under the condition that the angular velocity is greater than or equal to the second preset angular velocity and less than or equal to the first preset angular velocity, the virtual character is controlled to move in the current direction of motion.
[0021] In a fifth possible embodiment of the first aspect, one end of the walking control line is connected to a first tension sensor, one end of the jump control line is connected to a second tension sensor, an angular velocity sensor is provided in the middle of the joystick, the first tension sensor, the second tension sensor and the angular velocity sensor are all connected to the main control board, the main control board is used to transmit the first tension, the second tension and the angular velocity to the terminal device through a communication interface, the first tension sensor is used to measure the first tension, the second tension sensor is used to measure the second tension, and the angular velocity sensor is used to measure the angular velocity;
[0022] The method further includes:
[0023] The first pulling force and the second pulling force are obtained through the communication interface, so as to control the virtual character to walk and jump according to the first pulling force and the second pulling force respectively;
[0024] The angular velocity is obtained through the communication interface, and the movement direction of the virtual character is controlled according to the angular velocity.
[0025] In a sixth possible embodiment of the first aspect, the virtual character is a marionette, and the method further includes:
[0026] In response to the virtual character's jumping action, control the virtual character to pass through virtual obstacles and obtain the first score;
[0027] In response to the movement of a virtual character, the virtual character is controlled to stomp on virtual enemies to obtain a second score. The movement of the virtual character includes walking actions and movement direction.
[0028] Given that the virtual character moves to the virtual endpoint, the cumulative score of the first score and the second score of the virtual character from the virtual starting point to the virtual endpoint is determined, and the cumulative score and score ranking are displayed.
[0029] Secondly, embodiments of this application provide an interactive control system, including:
[0030] The walking control module is used to respond to the first pulling force exerted by the user on the walking control line by the joystick, and to control whether the virtual character walks according to the first pulling force.
[0031] A jump control module is used to respond to a second pulling force exerted by the user on the jump control line via the joystick, and to control whether the virtual character jumps based on the second pulling force. One end of the joystick is connected to the walking control line and the jump control line respectively.
[0032] A direction control module is used to control the movement direction of the virtual character in response to the angular velocity of the joystick tilted by the user.
[0033] Thirdly, embodiments of this application provide a terminal device, including a memory and a processor, wherein the memory stores a computer program, and the computer program executes the above-described interactive control method when running on the processor.
[0034] Thirdly, embodiments of this application provide a readable storage medium storing a computer program that executes the above-described interactive control method when run on a processor.
[0035] The embodiments of this application have the following beneficial effects:
[0036] An interactive control method according to this embodiment includes: responding to a user's first pulling force on a walking control line via a joystick, controlling whether a virtual character walks based on the first pulling force; responding to the user's second pulling force on a jumping control line via the joystick, controlling whether the virtual character jumps based on the second pulling force, wherein one end of the joystick is connected to the walking control line and the jumping control line respectively; and responding to the user controlling the angular velocity of the joystick's tilt, controlling the direction of movement of the virtual character based on the angular velocity. Based on the above scheme, the virtual character can be a marionette. This application can control the virtual character to walk and jump in response to the user's first and second pulling forces on the walking and jumping control lines via the joystick, and control the direction of movement of the virtual character in response to the user controlling the angular velocity of the joystick's tilt. The user can simulate the marionette's string-pulling action through the joystick, realizing real-time feedback from the string-pulling action to the marionette character's performance, allowing the user to subtly master puppet manipulation skills during operation. This method not only enhances the learning fun and immersion, but also effectively promotes the user's understanding and interest in intangible cultural heritage art. Attached Figure Description
[0037] To more clearly illustrate the technical solutions of the embodiments of this application, the accompanying drawings used in the embodiments will be briefly introduced below. It should be understood that the following drawings only show some embodiments of this application and should not be regarded as a limitation of the scope. For those skilled in the art, other related drawings can be obtained based on these drawings without creative effort.
[0038] Figure 1 This paper illustrates a first flowchart of the interactive control method according to an embodiment of the present application.
[0039] Figure 2 This paper illustrates a structural diagram of an interactive control scenario according to an embodiment of the present application.
[0040] Figure 3 A second flowchart of the interactive control method according to an embodiment of this application is shown;
[0041] Figure 4 A schematic diagram of the structure of an interactive control system according to an embodiment of this application is shown.
[0042] Explanation of key component symbols:
[0043] 200 - Interactive control system; 210 - Walking control module; 220 - Jump control module; 230 - Direction control module. Detailed Implementation
[0044] The technical solutions in the embodiments of this application will be clearly and completely described below with reference to the accompanying drawings. Obviously, the described embodiments are only some embodiments of this application, and not all embodiments.
[0045] The components of the embodiments of this application described and illustrated in the accompanying drawings can be arranged and designed in a variety of different configurations. Therefore, the following detailed description of the embodiments of this application provided in the drawings is not intended to limit the scope of the claimed application, but merely to illustrate selected embodiments of the application. All other embodiments obtained by those skilled in the art based on the embodiments of this application without inventive effort are within the scope of protection of this application.
[0046] In the following text, the terms "comprising," "having," and their cognates, which may be used in various embodiments of this application, are intended only to indicate a particular feature, number, step, operation, element, component, or combination thereof, and should not be construed as primarily excluding the presence of one or more other features, numbers, steps, operations, elements, components, or combinations thereof, or adding the possibility of one or more combinations thereof. Furthermore, the terms "first," "second," "third," etc., are used only for distinguishing descriptions and should not be construed as indicating or implying relative importance.
[0047] Unless otherwise specified, all terms used herein (including technical and scientific terms) shall have the same meaning as commonly understood by one of ordinary skill in the art to which the various embodiments of this application pertain. Terms (such as those defined in commonly used dictionaries) shall be interpreted as having the same meaning as in their contextual meaning in the relevant technical field and shall not be construed as having an idealized or overly formal meaning, unless clearly defined in the various embodiments of this application.
[0048] The following detailed description of some embodiments of this application is provided in conjunction with the accompanying drawings. Unless otherwise specified, the following embodiments and features can be combined with each other.
[0049] With the integration of intangible cultural heritage protection and digital education technology, the transmission methods of traditional craft-based intangible cultural heritage are shifting from purely offline teaching to digital, interactive, and gamified learning. Traditional performing arts, exemplified by string puppetry, not only possess high artistic value and cultural symbolism but also play a crucial role in local education and inheritance. However, existing intangible cultural heritage education models still primarily rely on passive viewing and imitation, lacking interactive experiential pathways and systematic learning tools for young people.
[0050] Currently, there are three main problems in the transmission of traditional string puppetry skills: In terms of education and inheritance, the learning methods are singular and teaching resources are scattered, making it difficult for young people to gain intuitive and hands-on experience of the skills through traditional classrooms or exhibitions; in terms of the audience, intangible cultural heritage education activities are mostly aimed at adult learners or professional apprentices, lacking learning mechanisms and motivation-stimulating mechanisms specifically designed for young people; and in terms of products, most existing digital experience products are mainly for display or entertainment, lacking a gamified learning system that integrates "teaching-operation-feedback".
[0051] Meanwhile, the combination of intelligent interactive technology and gamified learning theory has provided a new opportunity for the education of intangible cultural heritage skills. Through the mapping of sensors and virtual characters, real-time feedback on the "string-pulling action—character performance" can be achieved, allowing learners to subtly master puppetry skills while progressing through game levels. This approach not only enhances the fun and immersion of learning but also effectively promotes young people's awareness and interest in intangible cultural heritage arts.
[0052] Existing technological solutions generally employ virtual reality (VR) or motion capture devices to digitally reproduce and interactively present the performance movements of traditional puppet shows or shadow plays. For example, in Lin et al.'s research, "The GestureLives On: A VR-Driven Puppet Performance in Immersive Space," performers control virtual puppets through VR gesture tracking devices, achieving real-time mapping of movements such as "lifting, turning, and dancing," and showcasing the performance characteristics of traditional puppet shows in an immersive space. In Jiang and Cao's research, "Reconstruction: A Motion Driven Interactive Artwork Inspired by Chinese Shadow Puppet," the system uses Kinect to capture the skeletal movements of the audience, mapping the signals to virtual shadow puppet characters on a projection screen, allowing the audience to control the behavior of the virtual characters with their own body movements, achieving an interactive cultural experience.
[0053] In summary, the core idea of existing solutions is to utilize motion capture and virtual mapping technologies to reconstruct the movement logic of traditional puppets or shadow puppets in an immersive digital environment, thereby realizing the reproduction and dissemination of traditional art through digital media. While these technologies are highly innovative in artistic display and visual expression, their application goals are mainly focused on immersive experiences and artistic reproduction, and they have not yet formed a systematic product structure geared towards education and skills training.
[0054] While existing technologies have positive implications for the digital expression of intangible cultural heritage, they still have significant shortcomings in the field of learning and educational transmission of intangible cultural heritage skills. Firstly, the system goals of these solutions are biased towards performance and artistic display, lacking learner-oriented teaching guidance and operational training mechanisms. Existing systems can enable participants to perform simple motion mapping, but they cannot form a learning path from beginner to proficient. Therefore, learners are often in a passive imitation state during the experience, making it difficult to obtain quantifiable learning feedback.
[0055] In terms of motion control mechanisms, existing technologies still suffer from abstraction issues and lack a systematic gamified learning structure. They fail to incorporate incentive mechanisms such as level challenges, point rewards, or performance ratings, resulting in a user experience focused primarily on short-term entertainment, failing to cultivate sustained learning interest or educational outcomes. Furthermore, the systems rarely consider the cognitive habits and operational abilities of teenagers, lacking targeted human-computer interaction design.
[0056] Furthermore, existing digital art interactive installations related to puppetry generally emphasize the visual presentation of movement, neglecting the deep integration of traditional repertoire and cultural semantics. The performance content is mostly based on abstract characters or improvisation, lacking a correspondence with classic stories, character personalities, and the cultural implications of the movements. As a result, learners find it difficult to understand the cultural logic and spiritual connotations behind the performance during interaction.
[0057] To address the aforementioned issues, this application provides an interactive control method, system, terminal device, and storage medium, offering an integrated gamification solution for intangible cultural heritage string puppets that integrates hardware sensing and data acquisition, software interactive mapping, and gamified content-driven approaches. This solution is tailored to the intangible cultural heritage learning scenarios for teenagers and addresses the problems of difficulty in quantifying practical skills, lack of interactive feedback, and insufficient enjoyment in the transmission of intangible cultural heritage string puppets.
[0058] The interactive control method will be explained below with reference to some specific embodiments.
[0059] Figure 1 A flowchart of an interactive control method according to an embodiment of this application is shown. Exemplarily, the interactive control method includes the following steps:
[0060] S110 responds to the user's first pulling force on the walking control line via the joystick, and controls whether the virtual character walks based on the first pulling force.
[0061] Exemplary, such as Figure 2As shown, one end of the joystick is connected to a walking control line, and the other end of the walking control line is connected to a first tension sensor, which measures a first tension force. The first tension sensor is connected to the main control board, which transmits the first tension force to the terminal device via a communication interface. The terminal device can obtain the first tension force exerted by the user on the walking control line through the joystick via this communication interface, and control the virtual character's movement based on the first tension force. This terminal device includes, but is not limited to, a host computer, a computer, or other platform capable of running a game engine.
[0062] In this embodiment, the virtual character is a digital character generated by a computer program, possessing visual image and behavioral capabilities. Its movements are driven in real time by the user's joystick control lines for walking and jumping, as well as the joystick's angular velocity, and it simulates typical characters or classic roles in marionette shows. This virtual character can be displayed on a monitor such as a host computer or a computer screen.
[0063] In one embodiment, the virtual character is controlled to walk when the first pulling force is greater than a first pulling force threshold. The virtual character is controlled to stop walking when the first pulling force is less than or equal to the first pulling force threshold.
[0064] In this embodiment, the user applies tension to the walking control line on the joystick. The tension is collected by the first tension sensor and transmitted to the terminal device, thereby controlling the virtual character to perform walking actions, achieving real-time mapping and feedback between user operation and the virtual character. For example, the first tension threshold can be set to 1.2N. When the first tension is greater than 1.2N, the virtual character continues to walk; when the first tension is less than 1.2N, the virtual character immediately stops, conforming to the walking logic of a real marionette.
[0065] S120 responds to a second pull on the jump control line by the user via the joystick, and controls whether the virtual character jumps based on the second pull.
[0066] Exemplary, one end of the joystick is also connected to a jump control line, and the other end of the jump control line is connected to a second tension sensor, which measures a second tension. The second tension sensor is connected to a main control board, which transmits the second tension to a terminal device via a communication interface. The terminal device can obtain the second tension exerted by the user on the jump control line through the joystick via this communication interface, and control the virtual character to jump based on the second tension.
[0067] In one embodiment, if the second pulling force is greater than the second pulling force threshold for a continuous preset time, the virtual character is controlled to trigger a jumping action; if the second pulling force is less than or equal to the second pulling force threshold, the virtual character is controlled not to trigger a jumping action.
[0068] In this embodiment, the user controls the virtual character to perform a jump by applying tension to the jump control line on the joystick. This tension is collected by a second tension sensor and transmitted to the terminal device. The jump is triggered only after a preset time has elapsed, effectively filtering out brief jitters or accidental pulling and enhancing the ability to prevent accidental activation. For example, the second tension threshold can be set to 2.5N, and the preset time can be set to 0.3 seconds. When the second tension is greater than 2.5N and lasts for 0.3 seconds, the virtual character jumps continuously. When the second tension is less than or equal to 2.5N, the virtual character jumps are not triggered.
[0069] In another embodiment, the virtual character is controlled to trigger a single jump action, and the single jump action is locked so that when the single jump action is locked, the virtual character is controlled to trigger a single jump action only once; the single jump action is unlocked when the second pulling force is less than the third pulling force threshold.
[0070] In this embodiment, when controlling the virtual character to jump, the virtual character only performs a jump action once. After this jump action is triggered, it automatically enters a locked state. In this state, even if the second pulling force is greater than 2.5N again and lasts for 0.3 seconds, there will be no response, thus ensuring a single jump. When the second pulling force is less than the third pulling force threshold, the lock is released, the jump function is restored, and the next jump is possible. The third pulling force threshold is less than the second pulling force threshold; for example, the third pulling force threshold can be set to 0.5N. This application avoids the problem of repeated triggering of the virtual character's jump action by immediately locking the jump function after the jump action is triggered and dynamically unlocking it in conjunction with changes in the second pulling force. This achieves precise control of the jump behavior.
[0071] S130 responds to the angular velocity of the user's control joystick tilt and controls the direction of movement of the virtual character according to the angular velocity.
[0072] As an example, an angular velocity sensor is installed in the middle of the joystick. The angular velocity sensor is used to measure angular velocity. The angular velocity sensor is connected to the main control board. The main control board is used to transmit the angular velocity to the terminal device through a communication interface. The terminal device can obtain the angular velocity of the joystick tilt by the user through the communication interface, so as to control the movement direction of the virtual character according to the angular velocity.
[0073] In one embodiment, the terminal device can read the analog signals from the first and second tension sensors via the data transmission pins of the control motherboard, and convert them into first and second tension values respectively. It can also read the angular velocity of the joystick rotating horizontally via the gyroscope through the data transmission pins, and use this angular velocity as the angular velocity. The control motherboard concatenates the first tension value, the second tension value, and the angular velocity in a comma-separated string in a preset order, for example, 2.3N (first tension value), 1.1 N (second tension value), 2.0° / s (angular velocity), ending with a newline character. The terminal device establishes a connection with the control motherboard through a communication interface, reads a complete string line per frame, splits it into a string array by commas, converts it into floating-point variables, and obtains the required first tension, second tension, and angular velocity. Floating-point variables are computer variable types used to store decimal numbers.
[0074] In another embodiment, such as Figure 2 As shown, a wooden storage box, designed to mimic the shape of a puppet theater's box, houses all hardware components, including the tension sensor, main control board, and joystick. Users can easily access the joystick for operation. The size of the storage box can be adjusted based on actual needs and is not limited here. During hardware installation, the first and second tension sensors are fixed to the box with screws. The first tension sensor connects to the walking control line, and the second tension sensor connects to the jumping control line, ensuring no displacement interference during tension data acquisition. The gyroscope is embedded inside the handle in the middle of the joystick to ensure accurate angular velocity measurement. The control board is fixed to the center of the bottom of the storage box with screws. The control board can communicate with terminal devices via a communication interface. The tension sensor's connection cable connects to the control board inside the box, while the gyroscope is connected to the control board via a long connecting cable.
[0075] In one embodiment, when the angular velocity is greater than a first preset angular velocity, the virtual character is controlled to move in a first direction of motion; when the angular velocity is less than a second preset angular velocity, the virtual character is controlled to move in a second direction of motion. When the angular velocity is greater than or equal to the second preset angular velocity and less than or equal to the first preset angular velocity, the virtual character is controlled to move in the current direction of motion.
[0076] In this embodiment, the first preset angular velocity is greater than the second preset angular velocity. For example, the first preset angular velocity is set to 10° / s, and the second preset angular velocity is set to -10° / s. When the joystick angular velocity is greater than 10° / s, the virtual character moves to the right; when the joystick angular velocity is less than -10° / s, the virtual character moves to the left. When the joystick angular velocity is greater than or equal to -10° / s and less than or equal to 10° / s, the virtual character is controlled to move in the current direction of movement.
[0077] It's understandable that the system can simultaneously respond to changes in the initial pulling force and angular velocity to control the virtual character's walking, jumping, and direction. These three elements operate independently, working together to control the virtual character's movement and create a continuous, smooth control experience.
[0078] As an example, virtual characters can be applied to platforming games, specifically 2D platformers. The art style can blend elements of marionette theater and classic animation from film studios. The core gameplay includes, but is not limited to, interactive levels involving obstacle climbing and enemy trampling. A leaderboard displays a score after the game ends to encourage repeat play.
[0079] In one embodiment, such as Figure 3 As shown, the interactive control method also includes the following steps:
[0080] S140, responding to the virtual character's jumping action, controls the virtual character to pass through virtual obstacles and obtain the first point.
[0081] S150, responding to the movement of the virtual character, controls the virtual character to stomp on virtual enemies to obtain a second score. The movement of the virtual character includes walking actions and movement direction.
[0082] For example, when there is a virtual obstacle in front, the virtual character can be controlled to jump. In response to this jump, the virtual character passes through the virtual obstacle, and the first point is awarded for passing through the virtual obstacle. When there is a virtual enemy in front or behind, the virtual character can be controlled to move forward or backward. In response to the virtual character's movement, when the virtual character passes through the virtual enemy, the virtual enemy is simulated to be stomped on, and the second point is awarded.
[0083] S160, under the condition that the virtual character moves to the virtual endpoint, determine the cumulative score of the first and second points of the virtual character from the virtual starting point to the virtual endpoint, so as to display the cumulative score and the score ranking.
[0084] In this embodiment, when the virtual character moves to the virtual endpoint, the cumulative score is obtained by adding the first score and the second score. The cumulative score is then compared with the historical cumulative score to obtain the score ranking.
[0085] In this embodiment, the intangible cultural heritage manipulation method of puppetry using strings is restored as the core input method of the interactive device, and transformed into a game experience with intangible cultural heritage themes and art styles through motion mapping logic. It can be implemented in the audience interaction area of puppet theaters, and can also be used as a practical prop in elementary school intangible cultural heritage courses. It allows teenagers to intuitively grasp the technical logic and cultural connotation of string puppetry through hands-on operation, and also eliminates the boredom of traditional inheritance through the fun of games, effectively stimulating teenagers' love and enthusiasm for participating in intangible cultural heritage.
[0086] Figure 4 A schematic diagram of an interactive control system 200 according to an embodiment of this application is shown. Exemplarily, the interactive control system 200 includes:
[0087] The walking control module 210 is used to control whether the virtual character walks in response to a first pulling force exerted by the user on the walking control line via a joystick.
[0088] The jump control module 220 is used to respond to a second pulling force exerted by the user on the jump control line via the joystick, and to control whether the virtual character jumps based on the second pulling force. One end of the joystick is connected to the walking control line and the jump control line respectively.
[0089] The direction control module 230 is used to control the movement direction of the virtual character in response to the angular velocity of the user's control joystick tilt.
[0090] It is understood that the system in this embodiment corresponds to the interactive control method in the above embodiments, and the options in the above embodiments are also applicable to this embodiment, so they will not be described again here.
[0091] This application also provides a terminal device, exemplary of which includes a processor and a memory, wherein the memory stores a computer program, and the processor executes the computer program to enable the terminal device to perform the functions of the above-described interactive control method or the various modules in the above-described interactive control system 200.
[0092] The processor can be an integrated circuit chip with signal processing capabilities. The processor can be a general-purpose processor, including at least one of a Central Processing Unit (CPU), Graphics Processing Unit (GPU), Network Processor (NP), Digital Signal Processor (DSP), Application-Specific Integrated Circuit (ASIC), Field-Programmable Gate Array (FPGA), or other programmable logic devices, discrete gate or transistor logic devices, or discrete hardware components. The general-purpose processor can be a microprocessor or any conventional processor, capable of implementing or executing the methods, steps, and logic block diagrams disclosed in the embodiments of this application.
[0093] Memory can be, but is not limited to, Random Access Memory (RAM), Read Only Memory (ROM), Programmable Read-Only Memory (PROM), Erasable Programmable Read-Only Memory (EPROM), and Electrically Erasable Programmable Read-Only Memory (EEPROM). Memory is used to store computer programs, and the processor can execute these programs upon receiving execution instructions.
[0094] This application also provides a computer-readable storage medium for storing computer programs used in the aforementioned terminal devices. For example, the computer-readable storage medium may include, but is not limited to, various media capable of storing program code, such as a USB flash drive, a portable hard drive, a read-only memory (ROM), a random access memory (RAM), a magnetic disk, or an optical disk.
[0095] In the several embodiments provided in this application, it should be understood that the disclosed systems and methods can also be implemented in other ways. The system embodiments described above are merely illustrative. For example, the flowcharts and block diagrams in the accompanying drawings show the architecture, functionality, and operation of possible implementations of systems, methods, and computer program products according to various embodiments of this application. In this regard, each block in a flowchart or block diagram may represent a module, segment, or portion of code, which contains one or more executable instructions for implementing a specified logical function. It should also be noted that, in alternative implementations, the functions marked in the blocks may occur in a different order than those marked in the drawings. For example, two consecutive blocks may actually be executed substantially in parallel, and they may sometimes be executed in reverse order, depending on the functions involved. It should also be noted that each block in the block diagram and / or flowchart, and combinations of blocks in the block diagram and / or flowchart, can be implemented using a dedicated hardware-based system that performs the specified function or action, or using a combination of dedicated hardware and computer instructions.
[0096] In addition, the functional modules or units in the various embodiments of this application can be integrated together to form an independent part, or each module can exist independently, or two or more modules can be integrated to form an independent part.
[0097] If a function is implemented as a software module and sold or used as an independent product, it can be stored in a computer-readable storage medium. Based on this understanding, the technical solution of this application, in essence, or the part that contributes to the prior art, or part of the technical solution, can be embodied in the form of a software product. This computer software product is stored in a storage medium and includes several instructions to cause a computer device (which may be a smartphone, personal computer, server, or network device, etc.) to execute all or part of the steps of the methods of the various embodiments of this application.
[0098] The above are merely specific embodiments of this application, but the scope of protection of this application is not limited thereto. Any changes or substitutions that can be easily conceived by those skilled in the art within the scope of the technology disclosed in this application should be included within the scope of protection of this application.
Claims
1. An interactive control method, characterized in that, include: In response to a user exerting a first pulling force on the walking control line via a joystick, the system controls whether a virtual character walks based on the first pulling force; the virtual character is a marionette. In response to a second pulling force exerted by the user on the jump control line via the joystick, the virtual character is controlled to jump based on the second pulling force. One end of the joystick is connected to the walking control line and the jump control line respectively. The step of controlling whether the virtual character jumps based on the second pulling force includes: If the second pulling force is greater than the second pulling force threshold for a continuous preset time, the virtual character is controlled to trigger a jumping action; The control of the virtual character to trigger a jump action includes: Control the virtual character to trigger a single jump action, and lock the single jump action so that when the single jump action is locked, the virtual character can only trigger the single jump action once. The single jump action is unlocked when the second pulling force is less than the third pulling force threshold. In response to the angular velocity of the joystick tilted by the user, the movement direction of the virtual character is controlled according to the angular velocity; One end of the walking control line is connected to a first tension sensor, and one end of the jump control line is connected to a second tension sensor. An angular velocity sensor is installed in the middle of the joystick. The first tension sensor, the second tension sensor, and the angular velocity sensor are all connected to the main control board. The main control board is used to transmit the first tension, the second tension, and the angular velocity to the terminal device through a communication interface. The first tension sensor is used to measure the first tension, the second tension sensor is used to measure the second tension, and the angular velocity sensor is used to measure the angular velocity.
2. The interactive control method according to claim 1, characterized in that, The step of controlling whether the virtual character walks based on the first pulling force includes: When the first pulling force is greater than the first pulling force threshold, the virtual character is controlled to walk; When the first pulling force is less than or equal to the first pulling force threshold, the virtual character is controlled to stop walking.
3. The interactive control method according to claim 1, characterized in that, The step of controlling whether the virtual character jumps based on the second pulling force includes: When the second pulling force is less than or equal to the second pulling force threshold, the virtual character is controlled not to trigger a jumping action.
4. The interactive control method according to claim 1, characterized in that, The step of controlling the movement direction of the virtual character based on the angular velocity includes: Under the condition that the angular velocity is greater than the first preset angular velocity, the virtual character is controlled to move in the first direction of motion; Under the condition that the angular velocity is less than the second preset angular velocity, the virtual character is controlled to move in the second direction of motion; Under the condition that the angular velocity is greater than or equal to the second preset angular velocity and less than or equal to the first preset angular velocity, the virtual character is controlled to move in the current direction of motion.
5. The interactive control method according to claim 1, characterized in that, The method further includes: The first pulling force and the second pulling force are obtained through the communication interface, so as to control the virtual character to walk and jump according to the first pulling force and the second pulling force respectively; The angular velocity is obtained through the communication interface, and the movement direction of the virtual character is controlled according to the angular velocity.
6. The interactive control method according to claim 1, characterized in that, The method further includes: In response to the virtual character's jumping action, control the virtual character to pass through virtual obstacles and obtain the first score; In response to the movement of a virtual character, the virtual character is controlled to stomp on virtual enemies to obtain a second score. The movement of the virtual character includes walking actions and movement direction. Given that the virtual character moves to the virtual endpoint, the cumulative score of the first score and the second score of the virtual character from the virtual starting point to the virtual endpoint is determined, and the cumulative score and score ranking are displayed.
7. An interactive control system, characterized in that, include: The walking control module is used to respond to the first pulling force exerted by the user on the walking control line through the joystick, and to control whether the virtual character walks according to the first pulling force. The virtual character is a marionette. A jump control module is used to respond to a second pulling force exerted by the user on the jump control line via the joystick, and to control whether the virtual character jumps based on the second pulling force. One end of the joystick is connected to the walking control line and the jump control line respectively. The jump control module is also used to control the virtual character to trigger a jump action when the second pulling force is greater than the second pulling force threshold for a continuous preset time; to control the virtual character to trigger a single jump action and lock the single jump action so that the virtual character can only trigger the single jump action once when the single jump action is locked; and to unlock the single jump action when the second pulling force is less than the third pulling force threshold. A direction control module is used to control the movement direction of the virtual character in response to the angular velocity of the joystick tilted by the user. One end of the walking control line is connected to a first tension sensor, and one end of the jump control line is connected to a second tension sensor. An angular velocity sensor is installed in the middle of the joystick. The first tension sensor, the second tension sensor, and the angular velocity sensor are all connected to the main control board. The main control board is used to transmit the first tension, the second tension, and the angular velocity to the terminal device through a communication interface. The first tension sensor is used to measure the first tension, the second tension sensor is used to measure the second tension, and the angular velocity sensor is used to measure the angular velocity.
8. A terminal device, characterized in that, It includes a memory and a processor, the memory storing a computer program that, when executed on the processor, performs the interactive control method according to any one of claims 1 to 6.
9. A readable storage medium, characterized in that, It stores a computer program that, when run on a processor, executes the interactive control method according to any one of claims 1 to 6.
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