Interaction method and device for fast and slow movement switching of roles of mobile game
By using one-handed single and two-finger operation differences in mobile games, and using fast movement to stimulate the area to switch fast and slow movement states, the problem of high operation difficulty in the existing technology is solved and the gaming experience is improved.
Patent Information
- Application Number
- CN202411262403.3
- Authority / Receiving Office
- CN · China
- Patent Type
- Applications(China)
- Current Assignee / Owner
- Filing Date
- 2024-09-10
- Publication Date
- 2025-01-10
AI Technical Summary
In existing mobile games, players need to use two hands to switch between fast and slow movement, resulting in increased operation difficulty and affecting the game experience, especially when fighting games require simultaneously controlling character movement and casting skills. .
Using single-handed single- and double-finger operation differences, the fast moving excitation area is added to the control point of the virtual rocker as the center, and the second finger touches or leaves the area to switch the fast moving and slow moving states to achieve single Quickly switch between two moving states by hand.
Let the left hand fully control the direction and speed of movement, and the right hand focus on attack or casting skills, which significantly improves the gaming experience and reduces the difficulty of operation.
Smart Images

Figure CN119292500A_ABST
Abstract
Description
Technical Field
[0001] The present invention relates to the field of mobile phone game development, and in particular to an interactive method and device for switching between fast and slow movement of a character in a mobile phone game. Background Art
[0002] In current mobile games, if you want to control the movement of a character, you usually set a virtual joystick on the left side of the phone screen, and control the direction of the game character's movement by sliding the virtual joystick. When the game character has two movement speeds, fast movement and slow movement. Usually, a fast movement trigger button is set on the right side of the phone screen. Click it to start fast movement, and click it again to exit fast movement and switch to slow movement. This design requires players to use both hands to operate the switch between fast movement and slow movement. Figure 1 and Figure 2 As shown, Figure 1 This is the picture when no operation is performed, and the character remains still. Figure 2 This is the screen that appears after clicking the blank area on the left side of the screen (the circular graphic on the left is a virtual joystick). Figure 3 As shown, after clicking the screen with one finger and sliding, the moving direction of the game character is determined by calculating the displacement direction of the current control point after sliding and the first control point position before sliding.
[0003] Obviously, this operation logic has great disadvantages and limitations. For example, in some mobile fighting games, you often need to cast skills or perform continuous attacks while running. Generally, the attack or skill casting is controlled by the right hand, and the movement direction is controlled by the virtual joystick on the left hand. If the right hand also needs to take into account the character's movement speed switching, it will not be able to focus on other operations such as attacking or casting skills, which will greatly increase the difficulty of operation and affect the game experience. Summary of the invention
[0004] The technical problem to be solved by the present invention is to provide an interactive method and device for switching between fast and slow movement of a character in a mobile game, which uses the difference between single and double finger operations of one hand to complete the switching between fast movement and slow movement. Only one hand is needed to achieve fast switching between the two movement states, thereby improving the user experience.
[0005] In a first aspect, the present invention provides an interactive method for switching between fast and slow movement of a character in a mobile game. When a first finger triggers a virtual joystick, a secondary fast movement excitation area is added with the control point of the virtual joystick as the center. On the premise that the first finger does not leave the control point of the virtual joystick: when the second finger touches the fast-movement excitation area, the slow-movement state of the current character is switched to the fast-movement state, and the double-touch point state of one-hand operation is entered; when the second finger leaves the mobile phone screen or leaves the fast-movement excitation area, the fast-movement state of the current character is switched to the slow-movement state, and the single-touch point state of one-hand operation is returned; Under the premise that the one-hand operation is in the dual-touch point state, when the first finger leaves the control point of the virtual joystick but the second finger keeps touching the fast-movement excitation area, the second finger replaces the first finger and returns to the single-touch point state of the one-hand operation; Among them, the dual touch point state of entering one-hand operation means: under the premise that the first finger has not left the control point of the virtual joystick, when the second finger touches the fast movement excitation area, the fast movement excitation area generates a touch point corresponding to the touch position of the second finger, and the control point and the touch point move respectively following the two fingers.
[0006] In a second aspect, the present invention provides an interactive device for switching between fast and slow movement of a character in a mobile game, comprising: A new module is added, which is used to add a secondary rapid movement excitation area centered on the control point of the virtual joystick when the first finger triggers the virtual joystick; The switching module is used to switch the slow movement state of the current character to the fast movement state when the second finger touches the fast movement excitation area, and enter the double touch point state of one-hand operation; when the second finger leaves the mobile phone screen or leaves the fast movement excitation area, the fast movement state of the current character is switched to slow movement, and the state returns to the single touch point state of one-hand operation; A replacement module, for returning to the single-hand operation state of single-hand operation by replacing the first finger with the second finger when the first finger leaves the control point of the virtual joystick but the second finger keeps touching the fast-movement excitation area under the premise of the double-touch-point state of the single-hand operation; Among them, the dual touch point state of entering one-hand operation means: under the premise that the first finger has not left the control point of the virtual joystick, when the second finger touches the fast movement excitation area, the fast movement excitation area generates a touch point corresponding to the touch position of the second finger, and the control point and the touch point move respectively following the two fingers.
[0007] The present invention has at least the following technical effects or advantages: the difference between single-finger and double-finger operations of one hand is used to complete the switching between fast movement and slow movement, and only one hand is needed to achieve rapid switching between fast and slow movement states, so that the left hand can fully control the direction and speed of movement, while the right hand can focus on other operations such as attacking or casting skills, which greatly improves the gaming experience.
[0008] The above description is only an overview of the technical solution of the present invention. In order to more clearly understand the technical means of the present invention, it can be implemented according to the contents of the specification. In order to make the above and other purposes, features and advantages of the present invention more obvious and easy to understand, the specific implementation methods of the present invention are listed below. BRIEF DESCRIPTION OF THE DRAWINGS
[0009] The present invention will be further described below in conjunction with embodiments with reference to the accompanying drawings.
[0010] Figure 1 This is a picture when no operation is performed on the character in the prior art; Figure 2 This is the screen when the virtual joystick is displayed after clicking the blank area on the left side of the screen in the prior art; Figure 3 is a flow chart of the method in Embodiment 1 of the present invention; Figure 4 A screen showing a virtual joystick and a fast-moving trigger ring during a two-finger operation of the present invention; Figure 5 This is a picture of the present invention when the control point and the touch point follow the fingers when the screen is clicked and slid with two fingers; Figure 6 It is a schematic diagram of the structure of the device in the second embodiment of the present invention. DETAILED DESCRIPTION
[0011] The embodiments of the present application provide an interactive method and device for switching between fast and slow movement of a character in a mobile game, which uses the difference between single-finger and double-finger operations of one hand to complete the switching between fast movement and slow movement. Only one hand is required to achieve rapid switching between the fast and slow movement states, thereby improving the user experience.
[0012] The technical solution in the embodiments of the present application has the following overall idea: the difference between single-finger and double-finger operations of one hand is used to complete the switching between fast movement and slow movement. Only one hand is needed to achieve rapid switching between fast and slow movement states, so that the left hand can fully control the direction and speed of movement, while the right hand can focus on other operations such as attacking or casting skills, which greatly improves the gaming experience.
[0013] Embodiment 1 like Figure 3As shown, this embodiment provides an interactive method for switching the fast and slow movement of a character in a mobile game. When a first finger triggers a virtual joystick, a secondary fast movement excitation area is added with the control point of the virtual joystick as the center, such as Figure 4 As shown, a circular rapid motion trigger ring is instantly generated around the single-finger touch point, and the area within the rapid motion trigger ring is the rapid motion excitation area; On the premise that the first finger does not leave the control point of the virtual joystick: when the second finger touches the fast-movement excitation area, the slow-movement state of the current character is switched to the fast-movement state, and the double-touch point state of one-hand operation is entered; when the second finger leaves the mobile phone screen or leaves the fast-movement excitation area, the fast-movement state of the current character is switched to the slow-movement state, and the single-touch point state of one-hand operation is returned; Under the premise that the one-hand operation is in the dual-touch point state, when the first finger leaves the control point of the virtual joystick but the second finger keeps touching the fast-movement excitation area, the second finger replaces the first finger and returns to the single-touch point state of the one-hand operation; Among them, the fast movement stimulation area is a circular area with a radius of 3cm with the control point of the virtual joystick as the center; the range of the second finger touch area here needs to be set specifically for the distance between the touch points when two fingers are pinched. The interval between the two independent touch points caused by pinching two fingers and touching the screen together is about 1~2cm, but considering the comfort of pinching two fingers, the interval can be set to 3cm. The fast movement stimulation area is a circular area with a radius of 3cm, and the 3cm circular area can retain sufficient tolerance value to take into account players of different hand sizes, thereby ensuring the stability of the distance between the two touch points when two fingers trigger fast movement.
[0014] The dual touch point state of one-hand operation means that: under the premise that the first finger does not leave the control point of the virtual joystick, when the second finger touches the fast movement excitation area, the fast movement excitation area generates a touch point corresponding to the touch position of the second finger (see Figure 5 The control point and the touch point move along with the two fingers respectively.
[0015] The control point is a display of a touch position in response to a first finger operating a virtual joystick, and the touch control point is a display of a touch position in response to a second finger operating a fast-moving excitation area.
[0016] When entering the fast transfer dynamic, the two fingers will control the position of the control point and the touch point respectively, but the control point is still used as the touch point to determine the direction of the character's movement (such as Figure 5As shown, the light gray small circle is the control point, the dark gray small circle is the touch point, and the arrow represents the direction of the character's movement. The purpose is to maintain the continuity of the character's movement.
[0017] At this time, we need to monitor the center coordinate data of the control point and the touch point in real time and calculate the instant distance, and set a distance threshold for the control point and the touch point. When the distance between the control point and the touch point is greater than the threshold, the touch point becomes invalid. The entire one-handed operation returns to the single touch point state, the character switches to the normal movement speed, and the control and movement direction of the virtual joystick are based on the control point.
[0018] The process of judging that the second finger leaves the fast-movement excitation area includes: The coordinate data of the center of the control point and the center of the touch point are monitored in real time and the instant distance is calculated, and the instant distance is compared with a preset threshold. When the instant distance is greater than the threshold, the touch point is invalid, and the fast movement state of the current character is switched to slow movement, returning to the single touch point state of one-hand operation. When the instant distance is less than or equal to the threshold, the double touch point state of one-hand operation is maintained.
[0019] The process of judging that the second finger leaves the fast-movement excitation area includes: Get the coordinates of the control point as P1 (x1, y1) and the coordinates of the touch point as P2 (x2, y2); Calculate the x-axis coordinate difference Δx = |x2 - x1| and the y-axis coordinate difference Δy = |y2 - y1| of P1 and P2; Determine whether one of the coordinate differences between the x-axis and y-axis is 0? If yes, it means that one of the coordinate values of P1 and P2 is the same, then the other coordinate difference is directly compared with the threshold value β. For example, if the x coordinates of P1 and P2 are the same (x1 = x2), then it is only necessary to compare whether the other coordinate difference Δy is greater than the threshold value β. If it is greater than the threshold value β, it is determined that the second finger has left the fast-moving excitation area. If it is less than or equal to the threshold value β, it is determined that the second finger has not left the fast-moving excitation area. If not, the x-axis value and y-axis value of P1 and P2 are different, then the distance between the two touch points is the diagonal distance, then determine the relationship between the diagonal distance α between the control point and the touch point and the threshold β. Since the square root calculation speed is slow in the program, α² and β² can be used directly for judgment. First calculate α²=(Δx)² +(Δy)². If α²>β², then α>β, indicating that the second finger has left the fast-moving excitation area. If α²≤β², then α≤β, indicating that the second finger has not left the fast-moving excitation area.
[0020] If the relative position of the two touch point centers does not exceed the distance threshold after the fast movement is triggered, the game character will remain in the fast movement state. At this time, there are three ways to actively exit the fast movement state.
[0021] The first one: As mentioned above, the two touch points are separated until they exceed the set threshold β, and then the fast movement state is automatically exited; The second method: Actively release the finger on the second touch point, and the entire operation returns to the single touch point state, the character switches to the normal movement speed, and the touch point position and movement direction of the virtual joystick are based on the first touch point; The third method: Actively release the finger on the first touch point, then the entire operation returns to the single touch point state, and the character switches to the normal movement speed.
[0022] When the second finger replaces the first finger to return to the single touch point state of one-hand operation, a special process needs to be performed, specifically: Real-time monitoring of coordinate data of the center of the control point and the center of the touch point; When the first finger leaves the control point of the virtual joystick, the relative distance between the center of the control point and the center of the touch point corresponding to a frame of the image at the last moment (the moment is in units of 0.1 seconds, so the last moment is 0.1 seconds ago) is calculated in real time; The center of the control point of the virtual joystick is translated in real time according to the relative distance, so that the touch point replaces the control point to control the moving direction of the character, thereby maintaining the continuity of the direction of the character operation.
[0023] After triggering the fast movement, the first touch point will always be used as the judgment point for the character's movement direction, and this judgment point needs to be compared with the center of the virtual joystick to obtain the relative direction data. Therefore, when the touch point is switched, the center point of the virtual joystick also needs to match the current position of the second touch point to keep the character's movement direction from changing uncontrollably.
[0024] Embodiment 2 Based on the same inventive concept, the present application also provides a device corresponding to the method in Example 1, see Example 2 for details. Figure 6 As shown, in this embodiment, an interactive device for switching the fast and slow movement of a character in a mobile game is provided, comprising: A new module is added, which is used to add a secondary rapid movement excitation area centered on the control point of the virtual joystick when the first finger triggers the virtual joystick; The switching module is used to switch the slow movement state of the current character to the fast movement state when the second finger touches the fast movement excitation area, and enter the double touch point state of one-hand operation; when the second finger leaves the mobile phone screen or leaves the fast movement excitation area, the fast movement state of the current character is switched to slow movement, and the state returns to the single touch point state of one-hand operation; A replacement module, for returning to the single-hand operation state of single-hand operation by replacing the first finger with the second finger when the first finger leaves the control point of the virtual joystick but the second finger keeps touching the fast-movement excitation area under the premise of the double-touch-point state of the single-hand operation; Among them, the fast movement stimulation area is a circular area with a radius of 3cm with the control point of the virtual joystick as the center; the range of the second finger touch area here needs to be set specifically for the distance between the touch points when two fingers are pinched. The interval between the two independent touch points caused by pinching two fingers and touching the screen together is about 1~2cm, but considering the comfort of pinching two fingers, the interval can be set to 3cm. The fast movement stimulation area is a circular area with a radius of 3cm, and the 3cm circular area can retain sufficient tolerance value to take into account players of different hand sizes, thereby ensuring the stability of the distance between the two touch points when two fingers trigger fast movement.
[0025] The dual touch point state of entering one-hand operation means that: under the premise that the first finger has not left the control point of the virtual joystick, when the second finger touches the fast movement excitation area, the fast movement excitation area generates a touch point corresponding to the touch position of the second finger, and the control point and the touch point move respectively following the two fingers.
[0026] The switching module determines whether the second finger leaves the fast-movement excitation area by: The coordinate data of the center of the control point and the center of the touch point are monitored in real time and the instant distance is calculated, and the instant distance is compared with a preset threshold. When the instant distance is greater than the threshold, the touch point is invalid, and the fast movement state of the current character is switched to slow movement, returning to the single touch point state of one-hand operation. When the instant distance is less than or equal to the threshold, the double touch point state of one-hand operation is maintained.
[0027] The switching module determines whether the second finger leaves the fast-movement excitation area by: Get the coordinates of the control point as P1 (x1, y1) and the coordinates of the touch point as P2 (x2, y2); Calculate the x-axis coordinate difference Δx = |x2 - x1| and the y-axis coordinate difference Δy = |y2 - y1| of P1 and P2; Determine whether one of the coordinate differences between the x-axis and y-axis is 0? If yes, directly compare another coordinate difference with the threshold β, if it is greater than the threshold β, it is determined that the second finger has left the fast-moving excitation area, and if it is less than or equal to the threshold β, it is determined that the second finger has not left the fast-moving excitation area; If not, then determine the relationship between the oblique distance α between the control point and the touch point and the threshold β, and first calculate α²=(Δx)² +(Δy)². If α²>β², then α>β, indicating that the second finger has left the fast movement excitation area. If α²≤β², then α≤β, indicating that the second finger has not left the fast movement excitation area.
[0028] The replacement module returns the state of single-hand operation to a single touch point state by replacing the first finger with the second finger specifically: Real-time monitoring of coordinate data of the center of the control point and the center of the touch point; When the first finger leaves the control point of the virtual joystick, the relative distance between the center of the control point and the center of the touch point corresponding to a frame of the image at the last moment (the moment is in units of 0.1 seconds, so the last moment is 0.1 seconds ago) is calculated in real time; The center of the control point of the virtual joystick is translated in real time according to the relative distance, so that the touch point replaces the control point to control the moving direction of the character.
[0029] Since the device introduced in the second embodiment of the present invention is a device used to implement the method of the first embodiment of the present invention, those skilled in the art can understand the specific structure and deformation of the device based on the method introduced in the first embodiment of the present invention, so it is not described here in detail. All devices used in the method of the first embodiment of the present invention belong to the scope of protection of the present invention.
[0030] Although the specific implementation modes of the present invention are described above, those skilled in the art should understand that the specific implementation modes described are only illustrative and are not intended to limit the scope of the present invention. Equivalent modifications and changes made by those skilled in the art in accordance with the spirit of the present invention should be included in the scope of protection of the claims of the present invention.
Claims
1. An interactive method for switching between fast and slow movement of a character in a mobile game, characterized in that: include: When the first finger triggers the virtual joystick, a secondary rapid movement excitation area is added with the control point of the virtual joystick as the center; On the premise that the first finger does not leave the control point of the virtual joystick: when the second finger touches the fast-movement excitation area, the slow-movement state of the current character is switched to the fast-movement state, and the double-touch point state of one-hand operation is entered; when the second finger leaves the mobile phone screen or leaves the fast-movement excitation area, the fast-movement state of the current character is switched to the slow-movement state, and the single-touch point state of one-hand operation is returned; Under the premise that the one-hand operation is in the dual-touch point state, when the first finger leaves the control point of the virtual joystick but the second finger keeps touching the fast-movement excitation area, the second finger replaces the first finger and returns to the single-touch point state of the one-hand operation; Among them, the dual touch point state of entering one-hand operation means: under the premise that the first finger has not left the control point of the virtual joystick, when the second finger touches the fast movement excitation area, the fast movement excitation area generates a touch point corresponding to the touch position of the second finger, and the control point and the touch point move respectively following the two fingers.
2. The interactive method for switching between fast and slow movement of a character in a mobile game according to claim 1, characterized in that: The process of judging that the second finger leaves the fast-movement excitation area includes: The coordinate data of the center of the control point and the center of the touch point are monitored in real time and the instant distance is calculated, and the instant distance is compared with a preset threshold. When the instant distance is greater than the threshold, the touch point is invalid, and the fast movement state of the current character is switched to slow movement, returning to the single touch point state of one-hand operation. When the instant distance is less than or equal to the threshold, the double touch point state of one-hand operation is maintained.
3. The interactive method for switching between fast and slow movement of a character in a mobile game according to claim 1, characterized in that: The process of judging that the second finger leaves the fast-movement excitation area includes: Get the coordinates of the control point as P1 (x1, y1) and the coordinates of the touch point as P2 (x2, y2); Calculate the x-axis coordinate difference Δx = |x2 - x1| and the y-axis coordinate difference Δy = |y2 - y1| of P1 and P2; Determine whether one of the coordinate differences between the x-axis and y-axis is 0? If yes, directly compare another coordinate difference with the threshold β, if it is greater than the threshold β, it is determined that the second finger has left the fast-moving excitation area, and if it is less than or equal to the threshold β, it is determined that the second finger has not left the fast-moving excitation area; If not, then determine the relationship between the oblique distance α between the control point and the touch point and the threshold β, and first calculate α²=(Δx)²+(Δy)². If α²>β², then α>β, indicating that the second finger has left the fast movement excitation area. If α²≤β², then α≤β, indicating that the second finger has not left the fast movement excitation area.
4. The interactive method for switching between fast and slow movement of a character in a mobile game according to claim 1, characterized in that: The step of returning to the single touch point state of one-hand operation by replacing the first finger with the second finger is specifically: Real-time monitoring of coordinate data of the center of the control point and the center of the touch point; When the first finger leaves the control point of the virtual joystick, the relative distance between the center of the control point and the center of the touch point corresponding to a frame of the image at the last moment is instantly calculated; The center of the control point of the virtual joystick is translated in real time according to the relative distance, so that the touch point replaces the control point to control the moving direction of the character.
5. The interactive method for switching between fast and slow movement of a character in a mobile game according to claim 4, characterized in that: The fast movement excitation area is a circular area with a radius of 3 cm, centered at the control point of the virtual joystick; The time is in units of 0.1 seconds.
6. An interactive device for switching between fast and slow movement of characters in a mobile phone game, characterized in that: include: A new module is added, which is used to add a secondary rapid movement excitation area centered on the control point of the virtual joystick when the first finger triggers the virtual joystick; The switching module is used to switch the slow movement state of the current character to the fast movement state when the second finger touches the fast movement excitation area, and enter the double touch point state of one-hand operation; when the second finger leaves the mobile phone screen or leaves the fast movement excitation area, the fast movement state of the current character is switched to slow movement, and the state returns to the single touch point state of one-hand operation; A replacement module, for returning to the single-hand operation state of single-hand operation by replacing the first finger with the second finger when the first finger leaves the control point of the virtual joystick but the second finger keeps touching the fast-movement excitation area under the premise of the double-touch-point state of the single-hand operation; Among them, the dual touch point state of entering one-hand operation means: under the premise that the first finger has not left the control point of the virtual joystick, when the second finger touches the fast movement excitation area, the fast movement excitation area generates a touch point corresponding to the touch position of the second finger, and the control point and the touch point move respectively following the two fingers.
7. The interactive device for switching between fast and slow movement of a character in a mobile game according to claim 6, characterized in that: The switching module determines whether the second finger leaves the fast-movement excitation area by: The coordinate data of the center of the control point and the center of the touch point are monitored in real time and the instant distance is calculated, and the instant distance is compared with a preset threshold. When the instant distance is greater than the threshold, the touch point is invalid, and the fast movement state of the current character is switched to slow movement, returning to the single touch point state of one-hand operation. When the instant distance is less than or equal to the threshold, the double touch point state of one-hand operation is maintained.
8. The interactive device for switching between fast and slow movement of a character in a mobile game according to claim 6, characterized in that: The switching module determines whether the second finger leaves the fast-movement excitation area by: Get the coordinates of the control point as P1 (x1, y1) and the coordinates of the touch point as P2 (x2, y2); Calculate the x-axis coordinate difference Δx = |x2 - x1| and the y-axis coordinate difference Δy = |y2 - y1| of P1 and P2; Determine whether one of the coordinate differences between the x-axis and y-axis is 0? If yes, directly compare another coordinate difference with the threshold β, if it is greater than the threshold β, it is determined that the second finger has left the fast-moving excitation area, and if it is less than or equal to the threshold β, it is determined that the second finger has not left the fast-moving excitation area; If not, then determine the relationship between the oblique distance α between the control point and the touch point and the threshold β, and first calculate α²=(Δx)²+(Δy)². If α²>β², then α>β, indicating that the second finger has left the fast movement excitation area. If α²≤β², then α≤β, indicating that the second finger has not left the fast movement excitation area.
9. The interactive device for switching between fast and slow movement of a character in a mobile game according to claim 6, characterized in that: The replacement module returns the state of single-hand operation to a single touch point state by replacing the first finger with the second finger specifically: Real-time monitoring of coordinate data of the center of the control point and the center of the touch point; When the first finger leaves the control point of the virtual joystick, the relative distance between the center of the control point and the center of the touch point corresponding to a frame of the image at the last moment is instantly calculated; The center of the control point of the virtual joystick is translated in real time according to the relative distance, so that the touch point replaces the control point to control the moving direction of the character.
10. The interactive device for switching between fast and slow movement of a character in a mobile game according to claim 9, characterized in that: The fast movement excitation area is a circular area with a radius of 3 cm, centered at the control point of the virtual joystick; The time is in units of 0.1 seconds.