Control Method, Device, Electronic Device and Storage Medium of a Game
By automatically determining the touch reset point when the virtual joystick contact reaches the reset condition, the problem of the virtual joystick contact moving outside the response area is solved, ensuring the continuity and playability of game operations.
Patent Information
- Application Number
- CN202210911134.3
- Authority / Receiving Office
- CN · China
- Patent Type
- Patents(China)
- Current Assignee / Owner
- Filing Date
- 2022-07-29
- Publication Date
- 2025-07-08
- Estimated Expiration
- 2042-07-29
AI Technical Summary
In the prior art, when the contacts of the virtual rocker move outside the response area, the game cannot respond to the player's operations, affecting the game results.
By automatically determining the touch reset point on the graphical user interface when the preset reset condition is met and using it as the starting touch point of the second touch operation, ensuring that the player operation can continue to respond.
It avoids moving the virtual joystick contacts to positions where the device cannot respond, ensures that players can complete subsequent operations normally, and improves the continuity and playability of the game.
Smart Images

Figure CN115155064B_ABST
Abstract
Description
Technical Field
[0001] This application relates to the field of game technologies, and in particular, to a control method, device, electronic device, and storage medium for a game. Background Art
[0002] For the convenience of players' operations, most current games provide an auxiliary function of a virtual joystick. Players can conveniently control the movement, turning, etc. of the player character through the virtual joystick displayed on the game interface.
[0003] In the prior art, the response area of the virtual joystick can be limited in a game. When the player moves the contact point of the virtual joystick within this response area, the game can respond to the player's movement operation and control the movement of the player character. When the contact point of the virtual joystick moves outside this response area, the game cannot respond to the player's operation, which may affect the result of the game.
[0004] Therefore, how to avoid or prevent the contact point of the virtual joystick from moving outside the response area during the game is a problem that needs to be solved. Summary of the Invention
[0005] In view of this, embodiments of this application provide a control method, device, electronic device, and storage medium for a game to solve the problem that the result of the game may be affected when the virtual joystick moves outside the response area.
[0006] In a first aspect, an embodiment of this application provides a control method for a game. A graphical user interface is provided through a terminal device, and a virtual game scene is displayed on the graphical user interface. The method includes:
[0007] In response to a first touch operation on the graphical user interface, controlling the movement of the player character in the virtual game scene;
[0008] In response to meeting a preset reset condition, determining a touch reset point on the graphical user interface and using the touch reset point as the starting touch point of a second touch operation; the preset reset condition represents the condition of the touch point that meets the reset touch operation;
[0009] In response to a second touch operation with the touch reset point as the starting touch point, controlling the movement of the player character in the virtual game scene.
[0010] In a second aspect, an embodiment of this application provides a control device for a game. A graphical user interface is provided through a terminal device, and a virtual game scene is displayed on the graphical user interface. The device includes:
[0011] A first control module, configured to control the movement of the player character in the virtual game scene in response to a first touch operation on the graphical user interface;
[0012] A determination module, configured to determine a touch reset point on the graphical user interface in response to meeting a preset reset condition, and use the touch reset point as a starting touch point of a second touch operation; the preset reset condition represents a condition for a touch point that meets a reset touch operation.
[0013] A second control module, configured to control a player character to move in the virtual game scene in response to a second touch operation starting from the touch reset point. In a third aspect, an embodiment of the present application provides an electronic device, including: a processor, a storage medium, and a bus. The storage medium stores machine-readable instructions executable by the processor. When the electronic device runs, the processor communicates with the storage medium through the bus. The processor executes the machine-readable instructions to execute a control method for a game as described in the first aspect above.
[0014] In a fourth aspect, an embodiment of the present application provides a computer-readable storage medium. A computer program is stored on the computer-readable storage medium. When the computer program is run by a processor, it executes a control method for a game as described in the first aspect above.
[0015] In the control method, device, electronic device, and storage medium for a game provided by the embodiments of the present application, during the process of controlling a player character to move in a virtual game scene in response to a first touch operation, if the condition for a touch point that meets a reset touch operation is reached, a touch reset point is automatically determined on the graphical user interface, and the determined touch reset point is used as the starting touch point of a second touch operation. Furthermore, when a player touches the touch reset point to start a second touch operation, the operation of the player can be responded to starting from the touch reset point. In this way, when the touch point reaches the reset condition, the touch point can be timely reset to a suitable starting touch point and continue to respond to the player's touch operation from this starting touch point, thereby preventing the player from moving the touch point to a position where the device cannot respond, and further ensuring that the player can normally complete subsequent operations.
[0016] To make the above objects, features, and advantages of the present application more obvious and understandable, the following specifically enumerates preferred embodiments and, in conjunction with the accompanying drawings, makes a detailed description as follows. BRIEF DESCRIPTION OF THE DRAWINGS
[0017] To more clearly illustrate the technical solutions of the embodiments of the present application, the following will briefly introduce the drawings required for the embodiments. It should be understood that the following drawings only show some embodiments of the present application, and therefore should not be regarded as limiting the scope. For those of ordinary skill in the art, other related drawings can also be obtained based on these drawings without creative efforts.
[0018] Figure 1 The figure shows a flowchart of a game control method provided by an embodiment of the present application;
[0019] Figure 2 It is an example diagram of an interface for displaying a game scene and a virtual joystick on a graphical user interface;
[0020] Figure 3 It is an example diagram of an interface for displaying a target button at a touch reset point;
[0021] Figure 4 It is an example diagram of an interface for displaying a pointing mark;
[0022] Figure 5 The figure shows another flowchart of a game control method provided by an embodiment of the present application;
[0023] Figure 6 The figure shows a module structure diagram of a game control device provided by an embodiment of the present application;
[0024] Figure 7 The figure shows a schematic structural diagram of an electronic device 70 provided by an embodiment of the present application. Detailed implementation manners
[0025] To make the objectives, technical solutions, and advantages of the embodiments of the present application clearer, the technical solutions in the embodiments of the present application will be clearly and completely described below with reference to the accompanying drawings in the embodiments of the present application. Apparently, the described embodiments are only some of the embodiments of the present application, rather than all the embodiments. Usually, the components of the embodiments of the present application described and illustrated in the accompanying drawings here can be arranged and designed in various different configurations. Therefore, the following detailed description of the embodiments of the present application provided in the accompanying drawings is not intended to limit the scope of the present application to be protected, but merely represents the selected embodiments of the present application. Based on the embodiments of the present application, all other embodiments obtained by those skilled in the art without creative efforts shall fall within the protection scope of the present application.
[0026] In one embodiment of the present application, the game control method can run on a local terminal device or a server. When the game control method runs on the server, the method can be implemented and executed based on a cloud interaction system, where the cloud interaction system includes a server and a client device.
[0027] In an alternative embodiment, various cloud applications can run under the cloud interaction system, such as cloud games. Taking cloud games as an example, cloud games refer to a game mode based on cloud computing. In the operation mode of cloud games, the running entity of the game program and the presenting entity of the game screen are separated. The storage and operation of the game loading method are completed on the cloud game server. The role of the client device is to receive and send data and present the game screen. For example, the client device can be a display device with data transmission function near the user side, such as a mobile terminal, a television, a computer, a personal digital assistant, etc.; however, the information processing is performed by the cloud game server in the cloud. When playing a game, the player operates the client device to send an operation instruction to the cloud game server. The cloud game server runs the game according to the operation instruction, encodes and compresses data such as the game screen, and returns it to the client device through the network. Finally, the client device decodes and outputs the game screen.
[0028] In an alternative embodiment, taking a game as an example, the local terminal device stores a game program and is used to present the game screen. The local terminal device is used to interact with the player through the graphical user interface, that is, conventionally, the game program is downloaded and installed on the electronic device and run. The way for the local terminal device to provide the graphical user interface to the player can include various methods. For example, it can be rendered and displayed on the display screen of the terminal, or provided to the player through holographic projection. For example, the local terminal device can include a display screen and a processor. The display screen is used to present the graphical user interface, and the graphical user interface includes the game screen. The processor is used to run the game, generate the graphical user interface, and control the display of the graphical user interface on the display screen.
[0029] In a possible embodiment, the embodiment of the present invention provides a control method for a game, which provides a graphical user interface through a terminal device, where the terminal device can be the aforementioned local terminal device or the client device in the aforementioned cloud interaction system. A game scene and a virtual joystick are displayed on the above-mentioned graphical user interface.
[0030] In the related art, during the movement of the contact point of the virtual joystick, the game does not prompt whether the contact point of the virtual joystick is about to reach or exceed the response area of the virtual joystick. It is possible for the player to move the contact point of the virtual joystick outside the response area. When the contact point of the virtual joystick is moved outside the response area, the game cannot respond to the operation of the virtual joystick, resulting in the player being unable to complete subsequent operations, and thus may affect the result of the game.
[0031] To prevent players from moving the contact point of the virtual joystick outside the response area of the virtual joystick, a game control method is proposed. When the touch point of the virtual joystick meets the preset reset condition, the contact point of the virtual joystick is reset to a suitable position within the response area, enabling the player to continue operating the virtual joystick from this position to control the movement of the player character, thereby avoiding the problem that the virtual joystick operation cannot respond due to the contact point of the virtual joystick exceeding the response area.
[0032] For ease of description, in the following embodiments, the local terminal device or server on which this method runs is collectively referred to as "device". It should be understood that the "device" can refer to either a local terminal device or a server.
[0033] Figure 1 The flowchart of a game control method provided by an embodiment of the present application is shown, as Figure 1 shown, the method includes:
[0034] S101. In response to a first touch operation on the graphical user interface, control the player character to move in the virtual game scene.
[0035] The above-mentioned graphical user interface displays a virtual game scene, and the player character can be correspondingly displayed in the game scene. The player can initiate the above-mentioned first touch operation by directly touching the graphical user interface to control the movement of the player character in the virtual scene. Alternatively, various operation controls can also be displayed in the graphical user interface, and the player can also initiate the above-mentioned first touch operation by touching a certain operation control to control the movement of the player character in the virtual scene. Exemplarily, the above-mentioned operation control can be a virtual joystick, and the player can control the movement of the player character in the virtual scene by touching the contact point of the virtual joystick.
[0036] S102. In response to meeting the preset reset condition, determine a touch reset point on the above-mentioned graphical user interface and use this touch reset point as the starting touch point of the second touch operation. Among them, the above-mentioned preset reset condition represents the condition of the touch point that meets the reset touch operation.
[0037] The above-mentioned preset reset condition represents the condition of the touch point that meets the reset touch operation. Among them, the condition of the touch point that meets the reset touch operation can be, for example, that the position where the touch point moves exceeds a preset response range, or the distance between the position where the touch point moves and the boundary of the graphical user interface is less than a certain first distance threshold, or the distance between the position where the touch point moves and the position where the starting touch point is located is greater than a certain second distance threshold, etc.
[0038] When the above-mentioned preset reset condition is satisfied, it indicates that there may be a situation where the touch operation cannot be continued to be responded to, or the touch operation can be responded to but the operation is not convenient. Then, the device can determine a touch reset point on the graphical user interface and use this touch reset point as the starting touch point of the second touch operation.
[0039] Exemplarily, the player controls the movement of the player character in the virtual scene by touching the contact point of the virtual joystick. After the reset touch point is determined, the device can display the contact point of the virtual joystick at the position of the touch reset point. Correspondingly, the second touch operation with this touch reset point as the starting touch point is specifically to touch the contact point of the virtual joystick at the position of the touch reset point and control the movement of the contact point to correspondingly control the movement of the player character in the virtual game scene.
[0040] Among them, using the above-mentioned touch reset point as the starting touch point of the second touch operation may mean that when the player touches the above-mentioned touch reset point, it indicates that the player starts to execute the second touch operation. It should be understood that this second touch operation is a touch operation after the above-mentioned first touch operation.
[0041] S103. In response to the second touch operation with the above-mentioned touch reset point as the starting touch point, control the player character to move in the above-mentioned virtual game scene.
[0042] As described above, when the player touches the above-mentioned touch reset point, it indicates that the player starts to execute the second touch operation. When the device recognizes that the player starts to execute the second touch operation, it responds to the player's second touch operation starting from the above-mentioned touch reset point to control the player character to move in the virtual game scene according to the trajectory of the second touch operation.
[0043] In this embodiment, during the process of the device responding to the first touch operation to control the player character to move in the virtual game scene, if the condition of the touch point for the reset touch operation is reached, the device automatically determines a touch reset point on the graphical user interface and uses the determined touch reset point as the starting touch point of the second touch operation. Furthermore, when the player touches this touch reset point to start the second touch operation, the operation of the player can be responded to starting from this touch reset point. In this way, when the touch point reaches the reset condition, the touch point can be timely reset to a suitable starting touch point and continue to respond to the player's touch operation from this starting touch point, thereby preventing the player from moving the touch point to a position where the device cannot respond, and further ensuring that the player can normally complete subsequent operations.
[0044] As an optional implementation manner, the above-mentioned satisfaction of the preset reset condition includes:
[0045] The distance between the touch point of the above-mentioned first touch operation and the edge position of the response area is not greater than the first distance threshold; or,
[0046] The distance between the current touch position and the starting touch position of the first touch operation is not less than the second distance threshold.
[0047] In the first condition above, the response area can be an area related to the graphical user interface.
[0048] For example, the response area can be one-third of the area on the left side of the graphical user interface, or one-half of the area on the left side of the graphical user interface, etc. Taking the one-third area as an example means that the one-third area has the same width as the width of the graphical user interface, the length accounts for one-third of the length of the graphical user interface, and the starting position of the area is the starting position on the left side of the graphical user interface.
[0049] Alternatively, the above response area can also be an area related to the aforementioned operation control.
[0050] Taking the operation control as a virtual joystick as an example below, the response area will be explained.
[0051] Figure 2 FIG. is an example diagram of the interface for displaying a game scene and a virtual joystick on the graphical user interface, as Figure 2 shown. The virtual joystick can include a joystick contact point and a joystick area. The joystick area can be a circular area centered on the joystick contact point. In the initial state, the joystick contact point is located at the center of the joystick area. When using the virtual joystick, the player can press the joystick contact point, use the joystick contact point as the touch point of the first touch operation, and slide the joystick contact point in any direction. The device responds to the operation of the player sliding the joystick contact point and controls the player character to perform corresponding operations. In the above example, the response area can be, for example, an area related to the aforementioned joystick area. For example, the response area is equal to the above joystick area, or the response area can be a circular area concentric with the above joystick area and with a diameter larger than the diameter of the joystick area.
[0052] When the virtual joystick moves within the boundary of the response area, the device can respond to the movement of the virtual joystick. When the virtual joystick moves outside the boundary of the response area, the device does not respond to the movement of the virtual joystick.
[0053] Optionally, the device can monitor the player's operation on the virtual joystick in real time to obtain the touch position where the joystick contact point of the virtual joystick moves to in real time. When the distance between the current touch position where the joystick contact point of the virtual joystick moves to and the edge position of the response area of the virtual joystick is less than or equal to the first distance threshold, it indicates that the joystick contact point of the virtual joystick is about to touch the boundary of the response area, so the reset condition is met. Then the device can determine the touch reset point within the above response area of the virtual joystick and use the touch reset point as the starting touch point of the second touch operation.
[0054] In the above second condition, the distance between the current touch position and the starting touch position of the first touch operation is not less than the second distance threshold.
[0055] Among them, the current touch position of the first touch operation can be, for example, the position where the rocker contact is currently located in real time as described above, and the starting touch position can be, for example, the position where the rocker contact is located in the initial state. For example, when the player logs in to the game and triggers the device to display the graphical user interface, a virtual rocker is displayed on the graphical user interface. At this time, the rocker contact of the virtual rocker is located at the center of the circle of the rocker area, and this position can be used as the above starting touch position.
[0056] The device can monitor the player's operation on the virtual rocker in real time to obtain the touch position where the rocker contact of the virtual rocker moves to in real time. When the distance between the current touch position where the rocker contact of the virtual rocker currently moves to and the initial touch position is greater than or equal to the second distance threshold, it indicates that the rocker contact of the virtual rocker is about to exceed the range of the response area. Therefore, when the reset condition is met, the device can determine the touch reset point of the virtual rocker and use the touch reset point as the starting touch point of the second touch operation.
[0057] Optionally, the device can also display a prompt sign on the graphical user interface to prompt the above touch reset point, so that the player can easily know the reset position.
[0058] Optionally, the above prompt sign can be at least one or more of a button, a line, an icon, etc., and can also be other prompt signs other than the above button, line, icon, such as an animation or a special effect, etc. The present application does not make specific limitations on this.
[0059] Optionally, the distance between the above touch reset point and the boundary of the response area can meet a preset condition, and / or the distance between the touch reset point and the boundary of the graphical user interface can meet a preset condition. For example, the distance between the touch reset point and the boundary of the response area can be greater than the above first distance threshold, and / or the distance between the touch reset point and the boundary of the response area is the above first distance threshold plus another distance threshold. For another example, the touch reset point can be the center position of the aforementioned rocker area.
[0060] In the above embodiment, there may be a certain time interval between the end of the above first touch operation and the start of the above second touch operation. The following embodiments illustrate possible processing methods during this time interval.
[0061] First of all, in this application, the time interval between the moment when the termination touch point of the first touch operation leaves the above-mentioned graphical user interface and the moment when the starting touch point of the second touch operation contacts the above-mentioned graphical user interface is called the first time interval, that is, the first time interval is from the moment when the termination touch point of the above-mentioned first touch operation leaves the above-mentioned graphical user interface to the moment when the starting touch point of the second touch operation contacts the above-mentioned graphical user interface.
[0062] The moment when the termination touch point of the first touch operation leaves the graphical user interface may, for example, refer to the moment when the player lifts his finger and no longer touches the screen during the first touch operation. This moment may also be referred to as the moment when the first touch operation ends. The moment when the start touch point of the second touch operation contacts the graphical user interface may, for example, refer to the moment when the player's finger touches the start touch point. This moment may also be referred to as the moment when the second touch operation starts.
[0063] In an optional manner, during the first time interval, the player character may be controlled to remain in a stopped state.
[0064] In a specific implementation, the player may complete the first touch operation and start the second touch operation in a very short time. Therefore, the first time interval may be a short time interval, for example, within 1 second. Therefore, the player can be controlled to remain in a stopped state within the first time interval. After the player starts to perform the second touch operation, the second touch operation is responded to to control the movement of the player character. In this way, the complexity of processing can be reduced without affecting the player experience.
[0065] In another way, during the first time interval, the player character can be controlled to move in the virtual scene to ensure the continuous progress of the game.
[0066] Among them, there are two ways to control the movement of the player character.
[0067] In the first method of controlling movement, the player character can be controlled to move in the virtual game scene according to the pre-reset information within the above-mentioned first time interval, wherein the pre-reset information includes: at least one of the moving direction, orientation, and moving speed of the player character before the moment when the termination touch point of the above-mentioned first touch operation leaves the graphical user interface.
[0068] In this way, the player character is controlled to move in the virtual game scene according to the information before resetting. After the player leaves the graphical user interface, the player character can be controlled in the same way as before the player leaves, so as to match the player's wishes as much as possible.
[0069] Taking the information before reset including the moving direction as an example, before the first touch operation ends, if the player slides the joystick contact of the virtual joystick to the left, then within the first time interval from when the player ends the first touch operation to when the player starts the second touch operation, the device can automatically control the player character to continue moving to the left.
[0070] In the second way of controlling movement, within the above-mentioned first time interval, in response to a third touch operation on the graphical user interface, the player character can be controlled to move in the virtual game scene.
[0071] In some scenarios, during the process from when the player ends the first touch operation to when the player starts the second touch operation, the player may also perform the above-mentioned third touch operation. Exemplarily, during the execution of the first touch operation, the player lifts a finger, and at this time the first touch operation ends. Then the player touches the screen again and slides towards the position of the touch reset point, and this process is the process of the player performing the third touch operation. When the player's finger slides to the above-mentioned touch reset point, the third touch operation ends and the second touch operation starts.
[0072] From the above process, it can be seen that the above-mentioned third touch operation is the operation process between the end of the first touch operation and the start of the second touch operation, and the time corresponding to this process is the above-mentioned first time interval. Since within this first time interval, the player actually performs the above-mentioned third touch operation, therefore, the device can respond to this third touch operation to control the player character to move in the virtual game scene to completely match the player's intention.
[0073] The following describes the optional ways to determine the touch reset point on the graphical user interface in the foregoing step S102.
[0074] As an optional implementation manner, when performing the above step S102, it can be performed in a preset game stage to avoid interfering with other operations in some important stages.
[0075] Specifically, if the above-mentioned preset reset condition is met and the current stage is not a preset game stage, then determine the touch reset point on the graphical user interface and use the touch reset point as the starting touch point of the second touch operation.
[0076] Among them, the above-mentioned preset game stage can be a game stage involving more operations. For example, it can be a combat stage in the game, etc. If the current is in the preset game stage, it means that the operations required to complete the tasks of this stage are relatively intensive. Therefore, even if the condition for resetting the touch point of the first touch operation is met, that is, the above-mentioned preset reset condition is met, the touch reset point may not be determined and the subsequent step S103 may not be executed to avoid interference with the normal operations of this game stage caused by incorrect player operations. When the above-mentioned preset reset condition is met, if not in the above-mentioned preset game stage, it means that the operations in the current stage are not intensive. Therefore, the touch reset point can be determined accordingly and the subsequent step S103 can be executed.
[0077] In this embodiment, when the preset reset condition is met, by determining whether the current is in the preset game stage, if not, the touch reset point is determined, which can prevent players from making operation errors during important game stages with intensive operations and avoid interference with the operations of the preset game stage.
[0078] As an optional implementation manner, when determining the touch reset point on the graphical user interface, it can be performed by any of the following methods.
[0079] In the first method, the touch reset point is determined on the graphical user interface according to the moving direction of the player character and the current orientation.
[0080] In an example, if the moving direction of the player character is consistent with the current orientation, a first target line can be determined, and a first target point on the first target line can be selected as the above-mentioned touch reset point. Among them, the above-mentioned first target line passes through the position point where the player character is currently located and is parallel to the above-mentioned moving direction. The above-mentioned first target point meets the following conditions: the distance from the above-mentioned first target point to the intersection of the first target line and the boundary of the joystick area is greater than a preset distance threshold, or the distance from the above-mentioned first target point to the center of the joystick area is less than a preset distance threshold.
[0081] Exemplarily, if the above-mentioned joystick area is circular, the center of the above-mentioned joystick area can refer to the center of the circle where the joystick area is located.
[0082] In another example, if the moving direction of the player character is inconsistent with the current direction, the reference direction is determined according to the preset configuration information, the second target line is determined according to the reference direction and the current position of the player character, and the second target point on the second target line is selected as the touch reset point, wherein the second target line passes through the current position of the player character and is parallel to the reference direction, and the second target point satisfies the following conditions: the distance from the second target point to the intersection of the second target line and the boundary of the joystick area is greater than the preset distance threshold, or the distance from the second target point to the center of the joystick area is less than the preset distance threshold.
[0083] The reference direction may be the moving direction of the player character, or may be the current direction of the player character, which may be determined based on the preset configuration information.
[0084] Exemplarily, the joystick area is circular, and the center of the joystick area may refer to the center of the circle where the joystick area is located.
[0085] In this way, the touch reset point is determined according to the moving direction and current orientation of the player character, so that the touch reset point can be kept consistent or close to the moving direction or orientation of the player character as much as possible, thereby ensuring the continuity of the operation.
[0086] In the second method, the touch reset point is determined on the graphical user interface according to preset reset configuration information.
[0087] In one example, the preset reset configuration information may be pre-configured by the player. For example, the player may select the most appropriate position in the response area as the touch reset point according to his / her operating habits or actual hand conditions, so as to conveniently operate the virtual joystick after reset.
[0088] In another example, the preset reset configuration information may be the default configuration information in the game. For example, the default configuration in the game is to use the center of the joystick area as the touch reset point, and whenever the preset reset condition is met, the center of the circle may be directly determined as the touch reset point.
[0089] In this manner, the touch reset point is determined according to preset reset configuration information, which can reduce processing complexity and improve processing efficiency.
[0090] As described above, the player can perform the first touch operation by touching the operation control on the graphical user interface, and the operation control can be, for example, a virtual joystick. Therefore, as an optional implementation, the graphical user interface provides a virtual joystick. When executing the above step S101, specifically, in response to the touch operation on the virtual joystick, the player character can be controlled to move in the virtual game scene.
[0091] In an alternative manner, the virtual joystick includes the aforementioned joystick area, and the above-mentioned touch reset point is located within the joystick area.
[0092] As an alternative embodiment, the above step S101 may include:
[0093] In response to a first touch operation on a specified screen area, controlling the player character to move in the virtual game scene, where the specified screen area is the response area for controlling the movement of the player character. Exemplarily, the specified screen area may be the left half of the screen area of the terminal graphical user interface, or a screen area with a specified area ratio, such as the left one-third screen area, or the right one-fourth screen area, or the middle one-half screen area, etc.
[0094] The response area may refer to the response area involved in the foregoing embodiments.
[0095] In an alternative manner, the above-mentioned touch reset point is located within the above-mentioned specified screen area.
[0096] As an alternative embodiment, after determining the touch reset point on the graphical user interface, it further includes:
[0097] Displaying a prompt flag on the graphical user interface for indicating the above-mentioned touch reset point.
[0098] As described above, the above-mentioned prompt flag may be, for example, a button, a line, an icon, etc. The player can confirm the prompt flag and perform a second touch operation with the above-mentioned touch reset point as the starting touch point.
[0099] The processing procedures when the prompt flag is a button and a line are described below.
[0100] In a possible embodiment, the above-mentioned prompt flag may include: a target button displayed at the above-mentioned touch reset point.
[0101] The player can press the target button. After the device recognizes the player's pressing operation, it can confirm that the player agrees to continue the touch operation from the above-mentioned touch reset point. Therefore, the touch reset point is used as the starting touch point of the second touch operation. In addition, the device hides the target button and displays the contact point of the virtual joystick at the position of the touch reset point for the player to continue the operation. For the player, after pressing the target button, the target button becomes the contact point of the joystick, and the player does not need to lift the finger and can continue to move the contact point of the joystick to start executing the second touch operation.
[0102] Figure 3 For the interface example diagram of displaying the target button at the touch reset point, as Figure 3As shown, when the rocker contact of the virtual rocker is currently moved to a position A near the boundary of the response area, the device determines the touch reset point and displays a target button B at the touch reset point. After the player views the target button B, the player can release the rocker contact at the current position near A and press the target button B. Optionally, when the player releases the rocker contact at position A, or when the player presses the target button B, the rocker contact is no longer displayed at position A, and the target button B becomes the rocker contact.
[0103] Exemplarily, the shape and size of the above target button can be respectively the same as those of the rocker contact, and at the same time, they are distinguished by color. For example, the target button can be gray and the rocker contact can be black. When the player presses the target button B, the target button B becomes a black rocker contact for the player to continue operating.
[0104] In this embodiment, by displaying the target button at the touch reset point, the player can trigger the target button and continue to operate the virtual rocker, thereby simplifying the operation process and improving the operation efficiency.
[0105] In another possible implementation manner, the above prompt sign may include: a pointing sign pointing from the current touch position of the first touch operation to the above touch reset point.
[0106] Optionally, the above pointing sign can be an arrow, a line with an arrow, etc.
[0107] The player can perform a sliding operation along the above pointing sign. After the device recognizes the player's sliding operation, it can confirm that the player agrees to continue performing the touch operation from the above touch reset point, so the touch reset point is used as the starting touch point of the second touch operation. In addition, the device hides the pointing sign and displays the contact point of the virtual rocker at the position of the touch reset point for the player to continue operating. For the player, after performing the sliding operation, the contact point of the rocker can be seen, and the player does not need to lift the finger and can continue to move the contact point of the rocker to start performing the second touch operation.
[0108] Figure 4 For the interface example diagram showing the pointing sign, as Figure 4 shown, when the rocker contact of the virtual rocker is currently moved to a position A near the boundary of the response area, the device determines the touch reset point and displays an arrow C. The starting point of the arrow C is the current position of the rocker contact, and the end point it points to is the above touch reset point. After the player views the arrow C, the player can perform a sliding operation along the arrow C to slide to the above touch reset point. After sliding to the above touch reset point, the rocker contact is no longer displayed at the current position, and the rocker contact is displayed at the above touch reset point.
[0109] Optionally, performing the sliding operation along the above-mentioned pointing mark may mean that the trajectory of the sliding operation is consistent with the trajectory of the pointing mark, and / or the end point of the sliding operation is consistent with the point pointed to by the pointing mark.
[0110] In this embodiment, by displaying a pointing mark pointing from the current touch position to the touch reset point, the player can slide along the pointing mark to the touch reset point and continue to operate the virtual joystick, thereby simplifying the operation process and improving the operation efficiency.
[0111] Optionally, the above two methods can also be combined. That is, when the joystick contact of the virtual joystick currently moves close to the boundary of the response area, the above-mentioned target button and the pointing mark can be displayed simultaneously. Furthermore, the player can perform any one of the above two operations, and the device can respond to the player's operation to use the above-mentioned touch reset point as the starting touch point of the second touch operation.
[0112] As an optional implementation manner, when performing the above step S103, the second touch operation can be responded to within a second time interval to reduce the sense of jerk during operation. The following will specifically explain.
[0113] Optionally, within the second time interval, in response to the second touch operation with the above-mentioned touch reset point as the starting touch point, control the player character to move in the above-mentioned virtual game scene. The starting moment of the second time interval is the moment when the above-mentioned prompt mark is displayed.
[0114] Optionally, the duration of the above-mentioned second time interval is a preset duration.
[0115] Exemplarily, the above-mentioned preset duration can be, for example, 0.5 seconds.
[0116] Within the above-mentioned second time interval, if the player starts to perform the second touch operation, the device can respond to the player's second touch operation according to the foregoing process and continue to control the player character to move in the virtual scene. If the player does not start to perform the second touch operation until the end of the second time interval within the above-mentioned second time interval, it can be considered that the player hopes to continue moving the virtual joystick towards the boundary of the response area. Therefore, no reset is performed, and the operation of the virtual joystick is continued to be responded to according to the current touch position.
[0117] In this embodiment, by responding to the player's second touch operation within a short second time interval, enabling the player to quickly continue to control the virtual joystick based on the touch reset point, the sense of jerk during the operation process can be reduced or avoided.
[0118] In some cases, the player may not want to perform a reset. The following will explain the handling of this situation.
[0119] As an alternative implementation, after the foregoing step S102, the following may further be included:
[0120] If the second touch operation is not recognized within the second time interval, continue to respond to the operation on the virtual joystick at the current touch position, and control the player character in the game scene to perform the corresponding operation.
[0121] If the second touch operation is not recognized within the second time interval, it means that the player does not wish to perform a reset. Therefore, the operation of the player on the virtual joystick at the current touch position can continue to be responded to, so as to match the actual expectation of the player.
[0122] It should be noted that after responding to the operation on the virtual joystick at the current touch position according to this embodiment, the device will continue to monitor whether the actual touch position of the virtual joystick is close to the boundary of the response area, and continue to process according to the method of the foregoing embodiment.
[0123] Based on the above embodiment, the above method further includes:
[0124] If the second touch operation is not recognized within the third time interval, stop determining the touch reset point when the preset reset condition is met.
[0125] Wherein, the duration of the above third time interval is greater than the duration of the foregoing second time interval.
[0126] Optionally, the start of the above third time interval may be the start of the above second time interval, and within the above third time interval, the distance between the touch position of the virtual joystick and the boundary of the response area of the virtual joystick is always less than or equal to the first distance threshold.
[0127] Exemplarily, the duration of the above third time interval may be 3 seconds, for example.
[0128] If the virtual joystick is always about to leave or has left the joystick area within the above third time interval, and the player has not confirmed the touch reset point, it means that the player has no intention of resetting the virtual joystick. Therefore, the device can stop monitoring the above distance and determining the touch reset point. Specifically, after stopping, it is equivalent to turning off the function of performing joystick reset. Subsequently, the device will no longer monitor the actual position of the virtual joystick, nor determine the touch reset point when the preset reset condition is met, nor execute the subsequent step S103.
[0129] Optionally, after turning off the joystick reset function, if the player wishes to re-enable the joystick reset function later, the joystick reset function can be reopened through the game configuration page. When the function is turned on, the processing process of joystick reset can continue to be executed in the manner of the foregoing embodiment.
[0130] In this embodiment, by turning off the rocker reset function when the second touch operation is not recognized within the third time interval, the processing of the game can conform to the real intention of the player.
[0131] As an optional implementation manner, the present application can also give a prompt when the virtual rocker is about to approach the boundary of the rocker area.
[0132] Optionally, the above method further includes:
[0133] In response to the distance between the actual position where the virtual rocker currently moves and the boundary of the response area of the virtual rocker being less than or equal to a third distance threshold, a prompt message is output, where the third distance threshold is greater than the first distance threshold.
[0134] When the distance between the actual position where the virtual rocker currently moves and the boundary of the response area is less than or equal to the third distance threshold, it indicates that the virtual rocker is about to approach the boundary of the response area. In this case, the virtual rocker has not yet touched the boundary of the response area, but is about to approach the boundary of the response area. Therefore, a prompt message can be output to remind the player to timely restore the virtual rocker to a suitable position within the response area to avoid the virtual rocker continuously moving out of the response area.
[0135] As an optional implementation manner, when outputting the above prompt message, at least one of the following methods can be selected: displaying a preset prompt icon on the boundary of the response area, outputting a preset prompt sound, and vibrating.
[0136] Exemplarily, displaying a preset prompt icon on the boundary of the response area, for example, a red water ripple icon can be displayed on the boundary of the response area. The above output of the preset prompt sound can be a warning sound, etc.
[0137] As an optional implementation manner, the response area boundary can also be dynamically adjusted according to the player's historical operations in the present application. The following describes this method.
[0138] Figure 5 Another flowchart of a game control method provided by an embodiment of the present application is shown. As Figure 5 shown, the method further includes:
[0139] S501. Obtain the number of times the virtual rocker approaches the boundary of the response area and the distance from the boundary of the response area within a preset historical period.
[0140] Optionally, the virtual joystick is close to the boundary of the response area, which may mean that the actual position of the virtual joystick is less than or equal to the above first distance threshold from the boundary of the response area. The distance from the boundary of the response area may refer to the actual distance between the virtual joystick and the boundary of the response area each time the virtual joystick approaches the boundary of the response area.
[0141] Exemplarily, the above historical period may be, for example, the three months before the current time.
[0142] S502. Adjust the response area according to the number of times of approaching the boundary of the response area and the distance from the boundary of the response area.
[0143] Optionally, by using the number of times of approaching the boundary of the response area and the distance from the boundary of the response area each time approaching the boundary of the response area, the actual characteristics of the player can be analyzed. For example, if within the three months before the current time, the player frequently moves the virtual joystick close to the boundary of the response area, and the distance from the boundary of the response area each time approaching the boundary of the response area is small, it can be determined that the player has large hands or wide fingers, and the currently set response area is not suitable for the player, then the corresponding area can be expanded accordingly. For example, if the current response area is one-third of the area on the left side of the graphical user interface, the response area can be expanded to one-half of the area on the left side of the graphical user interface, so that it is not easy for the player to move the virtual joystick to the boundary of the response area.
[0144] In this embodiment, according to the number of times of the virtual joystick approaching the boundary of the response area and the distance from the boundary of the response area, the actual operation habit of the player can be analyzed, and then the response area can be adjusted accordingly, so that the response area is more matched with the player.
[0145] Based on the same inventive concept, an embodiment of the present application also provides a control device for a game corresponding to the control method of the game. Since the principle of solving problems by the device in the embodiment of the present application is similar to the control method of the game in the embodiment of the present application, the implementation of the device can refer to the implementation of the method, and the repeated parts will not be described again.
[0146] Figure 6 The module structure diagram of a control device for a game provided by an embodiment of the present application is shown. A graphical user interface is provided through a terminal device, and a virtual game scene is displayed on the graphical user interface, such as Figure 6 shown, the device includes:
[0147] A first control module 601, configured to control the player character to move in the virtual game scene in response to a first touch operation on the graphical user interface.
[0148] A determination module 602, configured to determine a touch reset point on the graphical user interface in response to a preset reset condition being met, and use the touch reset point as the starting touch point of a second touch operation; the preset reset condition represents the condition for a touch point that satisfies a reset touch operation.
[0149] A second control module 603, configured to control the player character to move in the virtual game scene in response to a second touch operation starting from the touch reset point.
[0150] As an optional implementation manner, the first control module 601 is further configured to:
[0151] Control the player character to move in the virtual game scene within a first time interval; the first time interval is from the moment when the termination touch point of the first touch operation leaves the graphical user interface to the moment when the starting touch point of the second touch operation touches the graphical user interface.
[0152] As an optional implementation manner, the first control module 601 is specifically configured to:
[0153] Within the first time interval, control the player character to move in the virtual game scene according to the information before reset, where the information before reset includes at least one of the moving direction, orientation, and moving speed of the player character before the termination touch point of the first touch operation leaves the graphical user interface.
[0154] As an optional implementation manner, the first control module 601 is specifically configured to:
[0155] Within the first time interval, in response to a third touch operation on the graphical user interface, control the player character to move in the virtual game scene.
[0156] As an optional implementation manner, the first control module 601 is further configured to:
[0157] Control the player character to remain in a stopped state within a first time interval.
[0158] As an optional implementation manner, the satisfaction of the preset reset condition includes:
[0159] The distance between the touch point of the first touch operation and the edge position of the response area is not greater than a first distance threshold; or,
[0160] The distance between the current touch position and the starting touch position of the first touch operation is not less than a second distance threshold.
[0161] As an optional implementation manner, the determination module 602 is specifically configured to:
[0162] Determine a touch reset point on the graphical user interface according to the moving direction of the player character and the current orientation.
[0163] As an alternative implementation, the determining module 602 is specifically configured to:
[0164] If the moving direction of the player character is the same as the orientation, determine a first target line, and select a first target point on the first target line as the touch reset point, where the first target line passes through the position point where the player character is currently located and is parallel to the moving direction, and the first target point satisfies the following conditions: the distance from the first target point to the intersection of the first target line and the boundary of the joystick area is greater than a preset distance threshold, or the distance from the first target point to the center of the joystick area is less than a preset distance threshold.
[0165] As an alternative implementation, the determining module 602 is specifically configured to:
[0166] If the moving direction of the player character is not the same as the orientation, determine a reference direction according to preset configuration information, determine a second target line according to the reference direction and the position where the player character is currently located, and select a second target point on the second target line as the touch reset point, where the second target line passes through the position point where the player character is currently located and is parallel to the reference direction, and the second target point satisfies the following conditions: the distance from the second target point to the intersection of the second target line and the boundary of the joystick area is greater than a preset distance threshold, or the distance from the second target point to the center of the joystick area is less than a preset distance threshold.
[0167] As an alternative implementation, the determining module 602 is specifically configured to:
[0168] Determine a touch reset point on the graphical user interface according to preset reset configuration information.
[0169] As an alternative implementation, provide a virtual joystick on the graphical user interface, and the first control module 601 is specifically configured to:
[0170] Respond to a touch operation on the virtual joystick to control the movement of the player character in the virtual game scene.
[0171] As an alternative implementation, the first control module 601 is specifically configured to:
[0172] Respond to a first touch operation on a specified screen area to control the movement of the player character in the virtual game scene, where the specified screen area is a response area for controlling the movement of the player character.
[0173] As an alternative implementation, the determining module 602 is further configured to:
[0174] Display a prompt flag on the graphical user interface for indicating the touch reset point.
[0175] As an alternative implementation, the second control module 603 is specifically configured to:
[0176] Within a second time interval, in response to a second touch operation starting from the touch reset point, control the player character to move in the virtual game scene, where the start time of the second time interval is the time when the prompt flag is displayed.
[0177] Figure 7 FIG. shows a schematic structural diagram of an electronic device 70 provided by an embodiment of the present application, including: a processor 701, a memory 702, and a bus 703. The memory 702 stores machine-readable instructions executable by the processor 701. When the electronic device runs a control method of a game as in the embodiment, the processor 701 communicates with the memory 702 through the bus 703, and the processor 701 executes the machine-readable instructions. The preamble part of the processor 701 method item is to perform the following steps:
[0178] In response to a first touch operation on the graphical user interface, control the player character to move in the virtual game scene;
[0179] In response to meeting a preset reset condition, determine a touch reset point on the graphical user interface and use the touch reset point as the starting touch point of a second touch operation; the preset reset condition represents the condition of a touch point that meets the reset touch operation;
[0180] In response to a second touch operation starting from the touch reset point, control the player character to move in the virtual game scene.
[0181] In a feasible implementation, the processor 701 is further configured to:
[0182] Within a first time interval, control the player character to move in the virtual game scene; the first time interval is from the moment when the termination touch point of the first touch operation leaves the graphical user interface to the moment when the starting touch point of the second touch operation touches the graphical user interface.
[0183] In a feasible implementation, when the processor 701 controls the player character to move in the virtual game scene within the first time interval, it is specifically configured to:
[0184] Within the first time interval, control the player character to move in the virtual game scene according to the information before reset, where the information before reset includes at least one of the moving direction, orientation, and moving speed of the player character before the termination touch point of the first touch operation detaches from the graphical user interface.
[0185] In a feasible implementation, when the processor 701 controls the player character to move in the virtual game scene within the first time interval, it is specifically configured to:
[0186] Within the first time interval, in response to a third touch operation on the graphical user interface, control the player character to move in the virtual game scene.
[0187] In a feasible implementation, the processor 701 is further configured to:
[0188] Within the first time interval, control the player character to remain in a stopped state.
[0189] In a feasible implementation, the satisfaction of the preset reset condition includes:
[0190] The distance between the touch point of the first touch operation and the edge position of the response area is not greater than a first distance threshold; or,
[0191] The distance between the current touch position and the starting touch position of the first touch operation is not less than a second distance threshold.
[0192] In a feasible implementation, when the processor 701 determines a touch reset point on the graphical user interface, it is specifically configured to:
[0193] Determine a touch reset point on the graphical user interface according to the moving direction of the player character and the current orientation.
[0194] In a feasible implementation, when the processor 701 determines a touch reset point on the graphical user interface according to the moving direction of the player character and the current orientation, it is specifically configured to:
[0195] If the moving direction and the orientation of the player character are the same, determine a first target line, and select a first target point on the first target line as the touch reset point, where the first target line passes through the position point where the player character is currently located and is parallel to the moving direction, and the first target point satisfies the following conditions: the distance from the first target point to the intersection point of the first target line and the boundary of the joystick area is greater than a preset distance threshold, or the distance from the first target point to the center of the joystick area is less than a preset distance threshold.
[0196] In a feasible implementation, when determining the touch reset point on the graphical user interface according to the moving direction and current orientation of the player character, the processor 701 is specifically configured to:
[0197] If the moving direction and orientation of the player character are inconsistent, determine a reference direction according to preset configuration information, determine a second target line according to the reference direction and the position where the player character is currently located, and select a second target point on the second target line as the touch reset point, where the second target line passes through the position point where the player character is currently located and is parallel to the reference direction, and the second target point satisfies the following conditions: the distance from the second target point to the intersection of the second target line and the boundary of the joystick area is greater than a preset distance threshold, or the distance from the second target point to the center of the joystick area is less than a preset distance threshold.
[0198] In a feasible implementation, when determining the touch reset point on the graphical user interface, the processor 701 is specifically configured to:
[0199] Determine the touch reset point on the graphical user interface according to preset reset configuration information.
[0200] In a feasible implementation, a virtual joystick is provided on the graphical user interface. When the processor 701 controls the player character to move in the virtual game scene in response to a first touch operation on the graphical user interface, the processor 701 is specifically configured to:
[0201] Respond to the touch operation on the virtual joystick and control the player character to move in the virtual game scene.
[0202] In a feasible implementation, when the processor 701 controls the player character to move in the virtual game scene in response to a first touch operation on the graphical user interface, the processor 701 is specifically configured to:
[0203] Respond to the first touch operation on a specified screen area and control the player character to move in the virtual game scene, where the specified screen area is a response area for controlling the movement of the player character.
[0204] In a feasible implementation, after determining the touch reset point on the graphical user interface, the processor 701 is further configured to:
[0205] Display a prompt flag for indicating the touch reset point on the graphical user interface.
[0206] In a feasible implementation, when the processor 701 controls the player character to move in the virtual game scene in response to a second touch operation starting from the touch reset point, it is specifically configured to:
[0207] Within a second time interval, in response to a second touch operation starting from the touch reset point, control the player character to move in the virtual game scene, where the start moment of the second time interval is the moment when the prompt flag is displayed.
[0208] In the above manner, when the touch point reaches the reset condition, the touch point can be reset to a suitable starting touch point in a timely manner and continue to respond to the player's touch operation from this starting touch point, thereby preventing the player from moving the touch point to a position where the device cannot respond, and further ensuring that the player can normally complete subsequent operations.
[0209] The embodiment of the present application further provides a computer-readable storage medium, on which a computer program is stored. When the computer program is run by a processor, the processor executes the following steps:
[0210] In response to a first touch operation on the graphical user interface, control the player character to move in the virtual game scene;
[0211] In response to meeting a preset reset condition, determine a touch reset point on the graphical user interface and use the touch reset point as the starting touch point of the second touch operation; the preset reset condition represents the condition of the touch point that meets the reset touch operation.
[0212] In response to a second touch operation starting from the touch reset point, control the player character to move in the virtual game scene.
[0213] In a feasible implementation, the processor is further configured to:
[0214] Within a first time interval, control the player character to move in the virtual game scene; the first time interval is from the moment when the termination touch point of the first touch operation leaves the graphical user interface to the moment when the starting touch point of the second touch operation touches the graphical user interface.
[0215] In a feasible implementation, when the processor controls the player character to move in the virtual game scene within the first time interval, it is specifically configured to:
[0216] Within the first time interval, control the player character to move in the virtual game scene according to the information before reset, where the information before reset includes at least one of the moving direction, orientation, and moving speed of the player character before the termination touch point of the first touch operation detaches from the graphical user interface.
[0217] In a feasible implementation, when the processor controls the player character to move in the virtual game scene within the first time interval, it is specifically configured to:
[0218] Within the first time interval, in response to a third touch operation on the graphical user interface, control the player character to move in the virtual game scene.
[0219] In a feasible implementation, the processor is further configured to:
[0220] Within the first time interval, control the player character to remain in a stopped state.
[0221] In a feasible implementation, the satisfaction of the preset reset condition includes:
[0222] The distance between the touch point of the first touch operation and the edge position of the response area is not greater than the first distance threshold; or,
[0223] The distance between the current touch position and the starting touch position of the first touch operation is not less than the second distance threshold.
[0224] In a feasible implementation, when the processor determines the touch reset point on the graphical user interface, it is specifically configured to:
[0225] Determine the touch reset point on the graphical user interface according to the moving direction of the player character and the current orientation.
[0226] In a feasible implementation, when the processor determines the touch reset point on the graphical user interface according to the moving direction of the player character and the current orientation, it is specifically configured to:
[0227] If the moving direction and orientation of the player character are the same, determine a first target line, and select a first target point on the first target line as the touch reset point, where the first target line passes through the position point where the player character is currently located and is parallel to the moving direction, and the first target point satisfies the following conditions: the distance from the first target point to the intersection of the first target line and the boundary of the joystick area is greater than a preset distance threshold, or the distance from the first target point to the center of the joystick area is less than a preset distance threshold.
[0228] In a feasible implementation, when determining the touch reset point on the graphical user interface according to the moving direction and current orientation of the player character, the processor is specifically configured to:
[0229] If the moving direction and orientation of the player character are inconsistent, determine a reference direction according to preset configuration information, determine a second target line according to the reference direction and the position where the player character is currently located, and select a second target point on the second target line as the touch reset point, where the second target line passes through the position point where the player character is currently located and is parallel to the reference direction, and the second target point satisfies the following conditions: the distance from the second target point to the intersection of the second target line and the boundary of the joystick area is greater than a preset distance threshold, or the distance from the second target point to the center of the joystick area is less than a preset distance threshold.
[0230] In a feasible implementation, when determining the touch reset point on the graphical user interface, the processor is specifically configured to:
[0231] Determine the touch reset point on the graphical user interface according to the preset reset configuration information.
[0232] In a feasible implementation, a virtual joystick is provided on the graphical user interface. When the processor controls the player character to move in the virtual game scene in response to a first touch operation on the graphical user interface, the processor is specifically configured to:
[0233] Respond to the touch operation on the virtual joystick and control the player character to move in the virtual game scene.
[0234] In a feasible implementation, when the processor controls the player character to move in the virtual game scene in response to a first touch operation on the graphical user interface, the processor is specifically configured to:
[0235] Respond to the first touch operation on the specified screen area and control the player character to move in the virtual game scene, where the specified screen area is the response area for controlling the movement of the player character.
[0236] In a feasible implementation, after determining the touch reset point on the graphical user interface, the processor is further configured to:
[0237] Display a prompt flag for indicating the touch reset point on the graphical user interface.
[0238] In a feasible implementation, when the processor controls the player character to move in the virtual game scene in response to a second touch operation with the touch reset point as the starting touch point, the processor is specifically configured to:
[0239] During a second time interval, in response to a second touch operation with the touch reset point as the starting touch point, control the player character to move in the virtual game scene, where the starting moment of the second time interval is the moment when the prompt flag is displayed.
[0240] By the above method, when the touch point meets the reset condition, the touch point can be timely reset to a suitable starting touch point and continue to respond to the player's touch operation from this starting touch point, thereby preventing the player from moving the touch point to a position where the device cannot respond, and further ensuring that the player can normally complete subsequent operations.
[0241] In the embodiment of the present application, when the computer program is run by a processor, it can also execute other machine-readable instructions to execute the methods described in other embodiments. For the specific method steps and principles, refer to the description of the embodiments and will not be elaborated here.
[0242] In the embodiments provided in the present application, it should be understood that the disclosed device and method can be implemented in other ways. The device embodiments described above are only illustrative. For example, the division of the units is only a logical function division, and there may be other division methods in actual implementation. For another example, multiple units or components can be combined or integrated into another system, or some features can be ignored or not executed. Another point, the displayed or discussed coupling or direct coupling or communication connection between each other can be through some communication interfaces. The indirect coupling or communication connection of the device or unit can be in an electrical, mechanical or other form.
[0243] The units described as separate components may or may not be physically separated. The components displayed as units may or may not be physical units, that is, they can be located in one place or distributed to multiple network units. Some or all of the units can be selected according to actual needs to achieve the purpose of the solution of this embodiment.
[0244] In addition, each functional unit in the embodiments provided in the present application can be integrated in a processing unit, or each unit can exist physically alone, or two or more units can be integrated in one unit.
[0245] When the above-mentioned functions are implemented in the form of software functional units and sold or used as independent products, they 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 a part of this 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 for causing a computer device (which may be a personal computer, a server, or a network device, etc.) to execute all or part of the steps of the methods described in various embodiments of this application. The aforementioned storage medium includes: various media such as USB flash drives, mobile hard disks, read-only memories (ROM, Read-Only Memory), random access memories (RAM, Random Access Memory), magnetic disks, or optical discs that can store program codes.
[0246] It should be noted that: similar reference numerals and letters represent similar items in the following drawings. Therefore, once an item is defined in one drawing, it does not need to be further defined and explained in subsequent drawings. In addition, the terms "first", "second", "third", etc. are only used for descriptive distinction and cannot be understood as indicating or implying relative importance.
[0247] Finally, it should be noted that: the above-mentioned embodiments are only specific implementation manners of this application, used to illustrate the technical solution of this application, rather than limiting it. The protection scope of this application is not limited thereto. Although this application has been described in detail with reference to the foregoing embodiments, those of ordinary skill in the art should understand that: any person skilled in the art within the technical scope disclosed by this application can still modify the technical solutions recorded in the foregoing embodiments, or can easily think of changes, or perform equivalent replacements on some of the technical features; and these modifications, changes, or replacements do not make the essence of the corresponding technical solutions deviate from the spirit and scope of the technical solutions of the embodiments of this application. All should be covered within the protection scope of this application. Therefore, the protection scope of this application should be subject to the protection scope of the claims.
Claims
1. A control method for a game, characterized in that, Providing a graphical user interface through a terminal device, where a virtual game scene is displayed on the graphical user interface, the method includes: In response to a first touch operation on the graphical user interface, controlling a player character to move in the virtual game scene; In response to meeting a preset reset condition, determining a touch reset point on the graphical user interface and using the touch reset point as the starting touch point of a second touch operation; the preset reset condition represents the condition of a touch point that meets the reset touch operation, and meeting the preset reset condition includes: the distance between the touch point of the first touch operation and the edge position of the response area is not greater than a first distance threshold; or, the distance between the current touch position and the starting touch position of the first touch operation is not less than a second distance threshold; In response to a second touch operation with the touch reset point as the starting touch point, controlling the player character to move in the virtual game scene; After determining the touch reset point on the graphical user interface, it further includes: Displaying a prompt flag on the graphical user interface to indicate the touch reset point.
2. The method according to claim 1, wherein The method further includes: Controlling the player character to move in the virtual game scene within a first time interval; the first time interval is from the moment when the termination touch point of the first touch operation leaves the graphical user interface to the moment when the starting touch point of the second touch operation touches the graphical user interface.
3. The method according to claim 2, wherein The controlling the player character to move in the virtual game scene within the first time interval includes: Within the first time interval, controlling the player character to move in the virtual game scene according to the pre-reset information, where the pre-reset information includes at least one of the moving direction, orientation, and moving speed of the player character before the termination touch point of the first touch operation leaves the graphical user interface.
4. The method according to claim 2, characterized in that The controlling the player character to move in the virtual game scene within the first time interval includes: Within the first time interval, in response to a third touch operation on the graphical user interface, controlling the player character to move in the virtual game scene.
5. The method according to claim 1, wherein The method further includes: Controlling the player character to remain in a stopped state within the first time interval.
6. The method according to claim 1, characterized in that, The determining the touch reset point on the graphical user interface includes: Determining the touch reset point on the graphical user interface according to the moving direction of the player character and the current orientation.
7. The method according to claim 6, wherein The determining the touch reset point on the graphical user interface according to the moving direction of the player character and the current orientation includes: If the moving direction and orientation of the player character are the same, determining a first target line and selecting a first target point on the first target line as the touch reset point, where the first target line passes through the position point where the player character is currently located and is parallel to the moving direction, and the first target point meets the following conditions: the distance from the first target point to the intersection point of the first target line and the boundary of the rocker area is greater than a preset distance threshold, or the distance from the first target point to the center of the rocker area is less than a preset distance threshold.
8. The method according to claim 6, wherein Determining a touch reset point on the graphical user interface according to the moving direction and current orientation of the player character includes: If the moving direction and orientation of the player character are inconsistent, a reference direction is determined according to preset configuration information, a second target line is determined according to the reference direction and the current position of the player character, and a second target point on the second target line is selected as the touch reset point, where the second target line passes through the current position point of the player character and is parallel to the reference direction, and the second target point satisfies the following conditions: the distance from the second target point to the intersection of the second target line and the boundary of the rocker area is greater than a preset distance threshold, or the distance from the second target point to the center of the rocker area is less than a preset distance threshold.
9. The method according to claim 1, characterized in that, Determining a touch reset point on the graphical user interface includes: Determining a touch reset point on the graphical user interface according to preset reset configuration information.
10. The method according to any one of claims 1-9, characterized in that, Providing a virtual rocker on the graphical user interface, and the response to the first touch operation on the graphical user interface to control the player character to move in the virtual game scene includes: Responding to the touch operation on the virtual rocker to control the player character to move in the virtual game scene.
11. The method according to any one of claims 1-9, characterized in that The response to the first touch operation on the graphical user interface to control the player character to move in the virtual game scene includes: Responding to the first touch operation on a specified screen area to control the player character to move in the virtual game scene, where the specified screen area is the response area for controlling the movement of the player character.
12. The method according to claim 11, wherein The response to the second touch operation with the touch reset point as the starting touch point to control the player character to move in the virtual game scene includes: Within a second time interval, responding to the second touch operation with the touch reset point as the starting touch point to control the player character to move in the virtual game scene, and the starting moment of the second time interval is the moment when the prompt flag is displayed.
13. A control device for a game, characterized in that, Providing a graphical user interface through a terminal device, where a virtual game scene is displayed on the graphical user interface, and the device includes: A first control module for responding to the first touch operation on the graphical user interface to control the player character to move in the virtual game scene; A determination module for determining a touch reset point on the graphical user interface in response to meeting a preset reset condition and using the touch reset point as the starting touch point of the second touch operation; the preset reset condition represents the condition of the touch point for meeting the reset touch operation, and meeting the preset reset condition includes: the distance between the touch point of the first touch operation and the edge position of the response area is not greater than a first distance threshold; or, the distance between the current touch position and the starting touch position of the first touch operation is not less than a second distance threshold; A second control module for responding to the second touch operation with the touch reset point as the starting touch point to control the player character to move in the virtual game scene; The determination module is further used for: Display a prompt flag for indicating the touch reset point on the graphical user interface.
14. An electronic device, characterized in that, Comprising: A processor, a storage medium, and a bus. The storage medium stores machine-readable instructions executable by the processor. When the electronic device is running, the processor communicates with the storage medium through the bus. The processor executes the machine-readable instructions to execute the control method of the game according to any one of claims 1 to 12.
15. A computer-readable storage medium, characterized in that, A computer program is stored on the computer-readable storage medium, and when the computer program is run by a processor, it executes the control method of the game according to any one of claims 1 to 12.
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