Game object control method and device and man-machine interaction system

By detecting the attribute status and position vector information of the input device and controlling the game object's actions, the problems of complexity and low utilization of traditional 2D game control methods are solved, and a more concise and efficient game operation experience is achieved.

CN120242477AActive Publication Date: 2025-07-04SOUTHERN UNIVERSITY OF SCIENCE AND TECHNOLOGY
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Patent Information

Application Number
CN202510757327.1
Authority / Receiving Office
CN · China
Patent Type
Applications(China)
Current Assignee / Owner
Filing Date
2025-06-09
Publication Date
2025-07-04
Estimated Expiration
2045-06-09

AI Technical Summary

Technical Problem

The traditional 2D game control method has the problem of complex binding of keyboard key functions and low utilization of mouse or finger positions, which increases the memory burden of players and reduces the user experience.

Method used

By detecting and recording the activation states of the continuous position attributes, the first binary attributes and the second binary attributes of the input device, the position vector information of the target position identification in the game interface is obtained, the target space dimension and target action are determined according to the activation state, and the game object is controlled to perform actions on the target space dimension.

Benefits of technology

It reduces the cognitive burden on players, improves the user experience, and controls the target object with fewer attributes, creating a fresh game operation experience.

✦ Generated by Eureka AI based on patent content.

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Abstract

The invention relates to the technical field of game control, in particular to a game object control method and device and a man-machine interaction system.The method comprises the steps that the activation state of a first binary attribute and the activation state of a second binary attribute are detected and recorded; acquiring position vector information of a target position identifier in the game interface based on the continuous position attribute; and determining a target spatial dimension and a target action according to the activation state, and controlling a target object in the game to execute the target action on the target spatial dimension according to the position vector information. Therefore, the user experience can be effectively improved, and the memory burden of the user can be reduced.
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Description

Technical Field

[0001] This application relates to the technical field of game control, and particularly to a method and device for controlling game objects and a human-computer interaction system. Background Art

[0002] Traditional 2D game control methods have limitations. For example, players usually use keyboard keys, such as the A / D keys to control left and right movement, the space bar to control jumping, or virtual joysticks (on mobile devices) to manipulate game characters. Although this method is simple, it has the following problems: 1. The function binding of keyboard keys is complex: Multiple keys need to correspond to different skills or actions, increasing the memory burden on players.

[0003] 2. The utilization rate of the mouse or finger position is low: For example, the mouse position is usually used to control the attack direction, and the pointer is invisible or confused with the environment, reducing the user experience. Summary of the Invention

[0004] In view of this, embodiments of this application provide a method and device for controlling game objects and a human-computer interaction system, which can effectively improve the user experience and reduce the user's memory burden.

[0005] In a first aspect, embodiments of this application provide a method for controlling game objects, which is applicable to a human-computer interaction system; the human-computer interaction system includes an input device, and the attribute types of the input device include: continuous position attribute, first binary attribute, and second binary attribute; Detect and record the activation states of the first binary attribute and the second binary attribute; Obtain the position vector information of the target position identifier in the game interface based on the continuous position attribute; Determine the target space dimension and target action according to the activation states, and control the target object in the game to perform the target action in the target space dimension according to the position vector information.

[0006] In some embodiments, the activation states include an activated state and an unactivated state; the position vector information includes single-dimensional position vector information in the first space dimension and the second space dimension in the game respectively; The step of determining the target space dimension and target action according to the activation states, and controlling the target object in the game to perform the target action in the target space dimension according to the position vector information includes: If any one of the first binary attribute and the second binary attribute is detected to be in the activated state, determine that the target space dimension is the space dimension associated with the binary attribute in the activated state, and control the target object to perform the target action in the target space dimension according to the target single-dimensional position vector information; the target single-dimensional position vector information is the single-dimensional position vector information of the target position identifier in the target space dimension; and / or, If the activation state of the binary attribute in the activated state switches to the unactivated state, control the target object to stop performing the target action.

[0007] In some embodiments, the target action includes a basic skill and a one-dimensional skill; If any one of the first binary attribute and the second binary attribute is detected to be in the activated state, determine that the target space dimension is the space dimension associated with the binary attribute in the activated state, and control the target object to perform the target action in the target space dimension according to the target single-dimensional position vector information, including: If it is detected that the first binary attribute is in the activated state, set the target space dimension to the first space dimension, set the target action to the basic skill, determine the change of the one-dimensional continuous attribute according to the single-dimensional position vector information of the target position identifier in the first space dimension, and control the target object to perform the basic skill in the first space dimension based on the one-dimensional continuous attribute; and / or, If it is detected that the second binary attribute is in the activated state, set the target space dimension to the second space dimension, set the target action to the one-dimensional skill, determine the change of the first variable according to the single-dimensional position vector information of the target position identifier in the second space dimension, and control the target object to perform the one-dimensional skill in the second space dimension based on the first variable.

[0008] In some embodiments, determining the target space dimension and the target action according to the activation state, and controlling the target object in the game to perform the target action in the target space dimension according to the position vector information, includes: If it is detected that the first binary attribute is in the unactivated state and the target object is in the first space state, determine the change of the one-dimensional continuous attribute according to the single-dimensional position vector information of the target position identifier in the first space dimension, and control the target object to perform the basic skill in the first space dimension based on the one-dimensional continuous attribute.

[0009] In some embodiments, the target action further includes a first vector skill; the method further includes: When the target object is in the first spatial state, if it is detected that the activation state of the second binary attribute has switched at least twice and finally is in the deactivated state, then determine the change of the first vector attribute according to the one-dimensional position vector information of the target position identifier in the first spatial dimension, and control the target object to execute the first vector skill based on the first vector attribute.

[0010] In some embodiments, the target action further includes a second vector skill; the method further includes: When the target object is in the first spatial state, if it is detected that the activation state of the second binary attribute is in the activated state, then control the game to enter a preset mode; in the preset mode, control the preset parameters of the game to change according to a set rule, and continue to execute the skill that the target object is executing when entering the preset mode according to the set rule.

[0011] And / or, In the preset mode, if it is detected that the activation state of the second binary attribute switches to the deactivated state, then exit the preset mode and control the target object to execute the second vector skill.

[0012] In some embodiments, the one-dimensional position vector information includes the relative position relationship and the position change amount in the corresponding spatial dimension; The determining of the change of the one-dimensional continuous attribute according to the one-dimensional position vector information of the target position identifier in the first spatial dimension includes: When the target object is in the first spatial state, determine the change of the one-dimensional continuous attribute according to the first vector determined by the position change of the target position identifier in the first spatial dimension; When the target object is in the second spatial state, determine the change of the one-dimensional continuous attribute according to the second vector determined by the relative position relationship between the target position identifier and the target object in the first spatial dimension.

[0013] In some embodiments, the input device is a mouse; the continuous position attribute is determined according to the displacement change amount of the mouse body, the first binary attribute is determined according to the state of the left button of the mouse, and the second binary attribute is determined according to the state of the right button of the mouse; When it is detected that the left button or the right button is in the pressed state, determine that the corresponding button is in the activated state, otherwise it is in the deactivated state.

[0014] Second aspect, an embodiment of the present application provides a game object control device, which is applicable to a human-computer interaction system; the human-computer interaction system includes an input device, and the attribute types of the input device include: continuous position attribute, first binary attribute, and second binary attribute; the device includes: A status monitoring module, configured to detect and record the activation status of the first binary attribute and the second binary attribute; A position vector information acquisition module, configured to acquire position vector information of a target position identifier in a game interface based on the continuous position attribute; A control module, configured to determine a target space dimension and a target action according to the activation status, and control a target object in the game to perform the target action in the target space dimension according to the position vector information.

[0015] Third aspect, an embodiment of the present application provides a human-computer interaction system, the human-computer interaction system includes an input device and a control device; the attribute types of the input device include: continuous position attribute, first binary attribute, and second binary attribute; The control device is configured to implement a game object control method provided in the first aspect of the present application.

[0016] The embodiments of the present application have the following beneficial effects: In the present application, the activation status of the first binary attribute and the second binary attribute is detected and recorded; the position vector information of the target position identifier in the game interface is acquired based on the continuous position attribute; the target space dimension and the target action are determined according to the activation status, and the target object in the game is controlled to perform the target action in the target space dimension according to the position vector information. There are only three attributes, namely the continuous position attribute, the first binary attribute, and the second binary attribute, in the input device of the present application. The target object is controlled with fewer attributes, reducing the cognitive burden on players. The continuous position attribute is used to control the target object instead of the traditional game control methods such as keyboards / joysticks that do not have continuous position attributes, creating a fresh experience. Therefore, the present application can effectively improve the user experience and reduce the user's memory burden. Description of the Drawings

[0017] In order to more clearly illustrate the technical solutions of the embodiments of the present application, the drawings required to be used in the embodiments will be briefly introduced below. 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 be obtained based on these drawings without creative efforts.

[0018] Figure 1 Shows a structural block diagram of a human-computer interaction system according to an embodiment of the present application; Figure 2Shows a flowchart of the game object control method according to an embodiment of the present application; Figure 3 Shows a schematic structural diagram of the game object control device according to an embodiment of the present application.

[0019] Main component symbol description: 100 - Input device; 200 - Control device; 310 - Status monitoring module; 320 - Position vector information acquisition module; 330 - Control module. Detailed implementation manners

[0020] Next, the technical solutions in the embodiments of the present application will be clearly and completely described in conjunction with the accompanying drawings in the embodiments of the present application. Obviously, the described embodiments are only a part of the embodiments of the present application, rather than all the embodiments.

[0021] Generally, the components of the embodiments of the present application described and shown 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 claimed present application, but merely represents the selected embodiments of the present application. All other embodiments obtained by those skilled in the art based on the embodiments of the present application without creative efforts belong to the scope of protection of the present application.

[0022] In the following, the terms "including", "having" and their cognates that can be used in various embodiments of the present application are only intended to represent specific features, numbers, steps, operations, elements, components or combinations of the foregoing items, and should not be construed as first excluding the existence of one or more other features, numbers, steps, operations, elements, components or combinations of the foregoing items or increasing the possibility of one or more features, numbers, steps, operations, elements, components or combinations of the foregoing items. In addition, the terms "first", "second", "third", etc. are only used for distinguishing descriptions and cannot be understood as indicating or implying relative importance.

[0023] Unless otherwise limited, all terms (including technical terms and scientific terms) used here have the same meaning as those generally understood by those of ordinary skill in the art to which the various embodiments of the present application belong. The terms (such as those defined in a commonly used dictionary) will be interpreted as having the same meaning as the contextual meaning in the relevant technical field and will not be interpreted as having an idealized meaning or being overly formal, unless clearly defined in the various embodiments of the present application.

[0024] Next, some implementation manners of the present application will be described in detail in conjunction with the accompanying drawings. Without conflict, the following embodiments and the features in the embodiments can be combined with each other.

[0025] In the prior art, devices with continuous position attributes and binary attributes include: Mouse: continuous pointer position attribute, binary key lift / press; Touchpad: continuous finger position attribute, binary finger or key lift / press; Mobile device screen: continuous finger position attribute, binary finger lift / press; VR device: continuous finger position attribute, binary finger pinch / relax.

[0026] The existing position attributes are mainly applied in 2D games. For example: Computer: The mouse position, as the most commonly used continuous position attribute on the computer, is mainly used in 2D games to control the attack direction of the character, that is, using the line connecting the character and the pointer as the character's perspective orientation or attack direction, and the character's attack direction is the same as the pointer direction.

[0027] Mobile phone: The finger position, as a commonly used continuous position attribute on the mobile phone, is generally used as the basis for judging whether to press the virtual button. When the player's finger presses, if the finger position is within the virtual button hot zone, it is determined that the button is pressed, and the character is controlled through the mapping of the virtual button. Another solution is to detect the displacement of the player's finger position from the finger position when pressed through the virtual joystick to control the game character.

[0028] Currently, the ways to control the movement of characters in 2D games: The character moves left and right mainly by long-pressing the A key and the D key, and jumps mainly by single-clicking the space bar. The jump height is determined by the time of holding the space bar.

[0029] In the application of the current mouse position (a control with continuous position attributes) in 2D games, the actual position of the pointer is invisible, not obvious, or confused with the environment when controlling the attack direction, which will cause certain troubles to users. Moreover, the usage frequency of this interaction behavior is not high enough, and the advantages of this attribute in the game cannot be well reflected. At the same time, because this attribute is not used most of the time, players need to reposition before using it, increasing the burden unrelated to the game content at this time.

[0030] Therefore, this technical solution needs to make full use of the continuous position attribute of the mouse in 2D games and more precisely help players control vector-related variables in 2D games.

[0031] Accordingly, the present application provides a game object control method, device, and human-computer interaction system.

[0032] First, the present application provides a human-computer interaction system. Exemplarily, such as Figure 1As shown in the figure, the human-computer interaction system includes an input device 100 and a control device 200. The attribute types of the input device 100 include: continuous position attribute, first binary attribute, and second binary attribute. The continuous position attribute is used to control continuous position changes. The attribute types of the input device 100 include, but are not limited to, a mouse with a continuous position attribute and a binary attribute (two states). If the input device is a mouse, the continuous position attribute is determined according to the displacement change amount of the mouse body, the first binary attribute is determined according to the state of the left button of the mouse, and the second binary attribute is determined according to the state of the right button of the mouse.

[0033] If the input device 100 is a mouse, the value of the continuous position attribute is determined according to the movement amount of the mouse body. By controlling the movement of the mouse body, the change of the attribute value of the continuous position attribute is controlled to control the movement of the pointer on the game interface. The first binary attribute corresponds to the left button of the mouse. The second binary attribute corresponds to the right button of the mouse.

[0034] The control device 200 is used to implement the game object control method of the present application.

[0035] The following will illustrate the game object control method in conjunction with some specific embodiments.

[0036] Figure 2 A flowchart of the game object control method according to an embodiment of the present application is shown. Exemplarily, the game object control method includes the following steps: S100, detect and record the activation states of the first binary attribute and the second binary attribute.

[0037] Exemplarily, if the input device 100 is a mouse, the two binary attributes respectively correspond to the control parameters corresponding to the lifting / pressing of the left and right buttons of the mouse.

[0038] Exemplarily, the activation states include an activated state and an unactivated state. In the activated state, the first binary attribute continuously receives a preset signal, and in the unactivated state, it does not receive the preset signal. For example, when the left button of the mouse is in a continuously pressed state, it means that the left button of the mouse is in the activated state, otherwise it is in the unactivated state. Similarly, when the right button of the mouse is in a continuously pressed state, the right button of the mouse is in the activated state.

[0039] The recorded activation states include the first binary attribute, the second binary attribute, and their respective corresponding activation states. For example, the activation states include that the first binary attribute is in the activated state and the second binary attribute is in the unactivated state.

[0040] S200, obtain the position vector information of the target position identifier in the game interface based on the continuous position attribute.

[0041] In other words, if the attribute value of the continuous position attribute changes, the position of the target position identifier on the game interface also changes accordingly. Exemplarily, the target position identifier includes, but is not limited to, a cursor pointer. If the target position identifier is a pointer on the game interface, the continuous position attribute is used to record the movement amount of the mouse, and this movement amount is displayed through the movement of the pointer.

[0042] S300. Determine the target space dimension and the target action according to the activation state, and control the target object in the game to perform the target action in the target space dimension according to the position vector information.

[0043] The target action includes, but is not limited to, basic skills, one-dimensional skills, and two vector skills performed by a game object (target object), etc.

[0044] In one implementation manner, the activation state includes an activated state and an unactivated state; the position vector information includes single-dimensional position vector information in the first space dimension and the second space dimension in the game. For example, the game is a 2D game, and the space dimensions of the 2D game include a first space dimension (X-axis) and a second space dimension (Y-axis). The position vector information includes single-dimensional position vector information on the X-axis and single-dimensional position vector information on the Y-axis.

[0045] In step S300, determining the target space dimension and the target action according to the activation state, and controlling the target object in the game to perform the target action in the target space dimension according to the position vector information includes: If it is detected that any one of the first binary attribute and the second binary attribute is in the activated state, determine that the target space dimension is the space dimension associated with the binary attribute in the activated state, and control the target object to perform the target action in the target space dimension according to the target single-dimensional position vector information. The target single-dimensional position vector information is the single-dimensional position vector information of the target position identifier in the target space dimension; the target space dimension is the space dimension corresponding to the binary attribute in the activated state. Different binary attributes in this application are respectively associated with different space dimensions. Exemplarily, the first binary attribute is associated with the first space dimension; the second binary attribute is associated with the second space dimension; in other words, the first binary attribute includes controlling the target object to perform an action in the first space dimension; the second binary attribute includes controlling the target object to perform an action in the second space dimension.

[0046] For example, in a 2D game, the first binary attribute corresponds to the left mouse button, and the first space dimension corresponds to the X-axis. When the left mouse button is pressed, according to the position vector information of the pointer on the X-axis, control the target object to perform the target action. It can be understood that if the first binary attribute is in the activated state, the target single-dimensional position vector information is the position vector information on the X-axis.

[0047] Further, if the activation state of a binary attribute in the activated state is switched to the unactivated state, the control target object is controlled to stop executing the target action.

[0048] For example, in a 2D game, when the left mouse button is released, the control target object stops executing the target action. For example, it stops moving.

[0049] In one implementation, the target object is controlled by at least one of a one-dimensional continuous attribute, a first variable, a first vector attribute, and a second vector attribute; the target actions include a basic skill generated according to the change amount of the one-dimensional continuous attribute, a one-dimensional skill generated according to the change amount of the first variable, a first vector skill generated according to the change amount of the first vector attribute, and a second vector skill generated according to the change amount of the second vector attribute. The target actions include a basic skill and a one-dimensional skill.

[0050] If it is detected that any one of the first binary attribute and the second binary attribute is in the activated state, the target space dimension is determined to be the space dimension associated with the binary attribute in the activated state, and the target object is controlled to execute the target action in the target space dimension according to the target single-dimensional position vector information, including: If it is detected that the first binary attribute is in the activated state, the target space dimension is set to the first space dimension, and the target action is set to the basic skill; the change of the one-dimensional continuous attribute is determined according to the single-dimensional position vector information of the target position identifier in the first space dimension, and the target object is controlled to execute the basic skill in the first space dimension based on the one-dimensional continuous attribute. Among them, the single-dimensional position vector information can be the displacement vector of the target position identifier in the first space dimension, or the relative vector determined according to the relative position relationship between the target position identifier and the target object. The attribute value of the one-dimensional continuous attribute is determined according to the displacement vector or the relative vector.

[0051] The basic skills include but are not limited to controlling the target object to move left and right, and the specific moving direction is determined according to the position vector of the pointer (also called the cursor) or the relative position relationship between the pointer and the target object.

[0052] For example, when holding down the left mouse button, the change of the one-dimensional continuous attribute is determined according to the position vector information of the pointer moving on the X axis, or the relative position relationship between the pointer and the target object. For example, according to the moving direction and speed of the pointer, the vector corresponding to the one-dimensional continuous attribute is determined, and the target object is controlled to move on the X axis in the corresponding direction and speed. For example, the basic skill is the function of the target object moving left and right. Specifically, the basic skill generated according to the change amount of the one-dimensional continuous attribute controls the target object to execute the corresponding moving action according to the direction and change amount of the change of the one-dimensional continuous attribute.

[0053] Further, if it is detected that the second binary attribute is in an activated state, set the target space dimension to the second space dimension, set the target action to a one-dimensional skill, determine the change of the first variable according to the single-dimensional position vector information on the second space dimension based on the target position identifier, and control the target object to execute the one-dimensional skill on the second space dimension based on the first variable. Exemplarily, the single-dimensional position vector information on the second space dimension can be the displacement vector on the second space dimension according to the target position identifier, or the coordinate point of the target position identifier on the second space dimension. Determine the value of the first variable according to the displacement vector or the coordinate point.

[0054] Exemplarily, the one-dimensional skill includes, but is not limited to, an upward jump action, also known as a single jump. For example, when the right mouse button is continuously pressed, the single jump is triggered, that is, the target object jumps upward along the Y axis, and the height of the jump is determined according to the position point of the pointer on the Y axis. Exemplarily, determine the magnitude of the first variable according to the position point of the pointer on the Y axis, and then determine the jump height according to the magnitude of the first variable. For example, when the right mouse button is clicked, the target object takes off, and the upward position point of the pointer on the Y axis corresponds to the jump strength of the target object (also known as the character). The greater the upward position point of the pointer on the Y axis, the greater the jump strength of the target object.

[0055] In the prior art, the adjustment of the jump strength relies too much on the key press duration or fixed combination, ignores the potential of the mouse pointer, lacks a mechanism for dynamically adjusting the jump strength based on the vertical position of the pointer, fails to provide an intuitive and flexible operation method, and reduces the learning cost of players.

[0056] This application proposes a method for adjusting the jump strength based on the vertical position of the mouse pointer. Specifically, when the player clicks the right button to trigger the character jump, record the vertical position (Y coordinate) of the current mouse pointer. Dynamically adjust the jump strength of the character according to the Y coordinate value of the pointer. For example, if the Y coordinate of the pointer is higher, the jump strength of the character is greater, achieving a higher jump height. If the Y coordinate of the pointer is lower, the jump strength of the character is smaller, achieving a lower jump height. In addition, this application can further combine other parameters (such as the pointer position in the horizontal direction) to adjust the jump direction or angle.

[0057] This application obtains the Y coordinate value of the mouse pointer in real time and maps it to a quantization parameter of the jumping force. Thereby, a flexible configuration mechanism is provided. For the dynamic adjustment of the jumping force, the initial velocity, acceleration, or bounce height of the character's jump can be dynamically adjusted according to the height of the pointer Y coordinate. The linkage between multiple jumping modes (such as single jump, double jump) and the pointer position is supported. This application also includes a boundary limit mechanism, specifically by setting the effective range of the pointer Y coordinate to avoid unreasonable jumping behaviors caused by extreme values. For example, when the pointer is at the top of the game interface, the jumping force reaches the maximum value; when the pointer is at the bottom of the game interface, the jumping force reaches the minimum value.

[0058] Further, in order to improve the user experience, the target space dimension and the target action are determined according to the activation state, and the target object in the game is controlled to perform the target action in the target space dimension according to the position vector information, including: If it is detected that the first binary attribute is in an unactivated state and the target object is in the first spatial state, then the change of the one-dimensional continuous attribute is determined according to the single-dimensional position vector information of the target position identifier in the first spatial dimension, and the target object is controlled to perform the basic skill in the first spatial dimension based on the one-dimensional continuous attribute.

[0059] Exemplarily, the first spatial state includes but is not limited to the state where the target object is in the air. If the target object is in the air, without pressing the left mouse button, the target object can be controlled to perform left and right movement actions on the X axis only according to the position change information of the pointer on the X axis or the relative position relationship relative to the target object. Specifically, the movement direction and the movement amount are determined according to the position change information of the pointer on the X axis or the relative position relationship relative to the target object.

[0060] In one implementation manner, the target action further includes a first vector skill. When the target object is in the first spatial state, if it is detected that the activation state of the second binary attribute has switched at least twice and finally is in an unactivated state, then the change of the first vector attribute is determined according to the single-dimensional position vector information of the target position identifier in the first spatial dimension, and the target object is controlled to perform the first vector skill based on the first vector attribute.

[0061] Exemplarily, when it is detected that the target object is in the first spatial state, it is determined that the target object is not allowed to perform the basic skill. The first vector skill includes but is not limited to the target object jumping left or right on the X axis in the air, also known as a double jump. Among them, when performing the double jump, the amount of data of the jumping height on the Y axis is not limited in this application.

[0062] For example, when the target object is in the air, if a right mouse button click is detected, using the position of the target object as a reference, if the pointer position is to the left of the target object, control the target object to perform a double jump to the left; if the pointer position is to the right of the target object, control the target object to perform a double jump to the right. Herein, the left and right are divided according to the central axis of the target object.

[0063] Further, in this application, when it is detected that the activation state has undergone two state switches and finally is in the non-activated state (non-activated - activated - non-activated, single click), control the target object to perform the first vector skill, where the time taken for the two state switches is less than a preset time threshold. For example, the range of the preset time threshold is 0.4 seconds to 0.6 seconds.

[0064] Further, to enhance the user experience, this application can also limit the number of times the first vector skill can be used. Specifically, before controlling the target object to perform the first vector skill, it is also necessary to determine the number of times the first vector skill has been executed. In the case where the number of executions is less than a preset value and it is detected that the activation state of the second binary attribute has undergone at least two state switches and finally is in the non-activated state, determine the change in the first vector attribute based on the single-dimensional position vector information of the target position identifier in the first spatial dimension, and control the target object to perform the first vector skill based on the first vector attribute.

[0065] Exemplarily, the preset value is 2, and the number of executions can only be 1 time. Determine whether a double jump has been performed. If so, disable the first vector skill; if not, allow the first vector skill to be executed. For example, use a boolean value to record whether the first vector skill has been executed. If not, the boolean value is 0, indicating that the first vector skill is allowed to be executed; if the skill has been executed, the boolean value is set to 1, indicating that the first vector skill is disabled or turned off.

[0066] In the prior art, players need to pay attention to multiple buttons simultaneously, increasing the operation complexity, lacking an intuitive direction indication method, which may lead to misoperations and fails to fully utilize the advantages of the mouse pointer as an input tool.

[0067] This application proposes a method for controlling the direction of double jumps based on the position of the mouse pointer. Specifically, when the player clicks the right button to trigger a double jump, using the current position of the target object as a reference point, determine the double jump according to the horizontal direction (left or right) of the mouse pointer relative to the position of the target object. If the pointer is to the left of the character, the character performs a double jump to the left. If the pointer is to the right of the character, the character performs a double jump to the right. In addition, the distance between the pointer and the character can be further combined to adjust the strength or angle of the double jump, thereby achieving a more diverse operation effect.

[0068] For the dynamic adjustment of the double jump direction, the direction of the double jump is automatically set according to the horizontal offset direction of the pointer position. Thus, a flexible configuration mechanism is provided, and the sensitivity of direction determination can also be adjusted according to game requirements. Regarding the force adjustment mechanism, the force or angle of the double jump can be dynamically adjusted according to the distance between the pointer and the character. For example, when the pointer is far from the character, the character can perform a larger range of jumping actions. This application has an intuitive operation method, that is, directly controlling the double jump direction through the position of the mouse pointer, reducing the learning cost of players. Regarding flexibility and extensibility, it supports adjusting the jumping force or angle according to the pointer distance, enhancing the diversity and challenge of the game. It seamlessly integrates multiple operation modes, and this technology can be seamlessly combined with other mouse-based interaction mechanisms (such as the dash mode) to improve the overall operation experience.

[0069] In one implementation, the target action further includes a second vector skill. When the target object is in the first spatial state, if it is detected that the activation state of the second binary attribute is in the activated state, the game is controlled to enter a preset mode; in the preset mode, the preset parameters of the game are controlled to change according to the set rules, and the skill that the target object is executing when entering the preset mode is continued to be executed according to the set rules.

[0070] Furthermore, in the preset mode, if it is detected that the activation state of the second binary attribute switches to the unactivated state, the preset mode is exited and the target object is controlled to execute the second vector skill.

[0071] Exemplarily, when the target object is in the first spatial state, it is determined that the target object is not allowed to execute the basic skill. The first spatial state includes but is not limited to being in the air. The preset mode includes but is not limited to the dash mode. The second vector skill includes but is not limited to dashing. For example, long pressing the right mouse button in the air enters the dash mode, and the elapsed game time speed changes according to the set rules in the dash mode. For example, the elapsed time speed slows down according to the set ratio, and at the same time, the displacement of the pointer after entering the dash mode is recorded. When it is detected that the right mouse button is released, the dash mode is exited, and a corresponding dash is launched according to the displacement of the pointer during the player's dash mode. However, in the dash mode, the skills that were not completed before are not continued to be completed under the influence of the set rules. For example, if the target object was moving before entering the dash mode, then the speed is adjusted according to the set ratio after entering the dash mode, and the movement continues according to the adjusted speed.

[0072] When the second vector skill is dashing, the target character quickly moves to the position point of the pointer at the set speed. That is, according to the coordinate points of the pointer on the X-axis and Y-axis, the target object is controlled to move simultaneously in the first spatial dimension and the second spatial dimension.

[0073] Furthermore, to enhance the user experience, the present application also limits the number of times of entering the preset mode. Specifically, before controlling the target object to enter the preset mode, it is also necessary to determine the execution times of the preset mode. When the execution times are less than the preset value and it is detected that the activation state of the second binary attribute is in the activated state, then control the game to enter the preset mode.

[0074] Exemplarily, the execution times can only be 1 and the preset value is 2, that is, the sprint mode can only be entered once. Specifically, it is determined whether the sprint mode has been entered. If it has been entered, the function is closed. If it has not been entered, the function is opened.

[0075] For example, if the sprint mode has not been entered and the target object is in the air, when the right mouse button is continuously pressed, the sprint mode is entered.

[0076] In modern video games, the user interaction methods are becoming increasingly diverse, and the traditional button-triggered operations can no longer meet the players' needs for immersive experiences.

[0077] In addition, the existing "slow motion" or "time slowdown" modes are mainly used to enhance visual effects or assist aiming, but have not been closely integrated with the specific operation behaviors of players (such as pointer displacement) to generate personalized game events. That is to say, in the prior art, the relevance between the time slowdown mode and the specific operations of players is weak. There is a lack of a mechanism for generating game events based on the dynamic behaviors of players (such as pointer displacement). It fails to provide a seamless operation experience that enables players to naturally switch from the normal mode to the special mode and trigger the corresponding game effects.

[0078] The present application proposes a "sprint mode" triggered by long pressing a button and its related game operation methods. Specifically, when the player long presses the right button for more than a preset time (e.g., 0.5 seconds), the game enters the "sprint mode".

[0079] In this sprint mode: The game time slows down, providing a more precise operation window for the player, and starts to record the displacement information of the pointer (including displacement direction and distance) of the player during the sprint mode. When the player releases the right button, the sprint mode is exited, and a corresponding sprint action is launched according to the recorded displacement information.

[0080] Among them, by detecting the pressing time and duration of the right button, it is determined whether the conditions for entering the sprint mode are met (for example, greater than 0.5 seconds). In the sprint mode, the game engine adjusts the time flow rate so that the player perceives that the game time is slowed down. The degree of slowing down can be preset or dynamically adjusted according to the player's level and character ability. The pointer displacement information of the player during the sprint mode is recorded in real time, including the starting point, end point, path trajectory and total displacement. Therefore, an algorithm is provided to convert the displacement information into specific sprint parameters (such as direction, speed, and distance). When the player releases the right button, the system exits the sprint mode and performs a sprint action according to the recorded pointer displacement information. The characteristics of the sprint action (such as animation effects and physical feedback) can be personalized according to the displacement information. Dynamic interactive experience: The time slowing mode is combined with the player's specific operation behavior to enhance the interactivity and immersion of the game. Personalized game events: By recording and parsing the pointer displacement information, a sprint action directly related to the player's operation is generated, which enhances the fun and challenge of the game. Seamless switching mechanism: The seamless switching of modes is achieved through the action of long pressing and releasing the button, which reduces the learning cost. In one embodiment, the single-dimensional position vector information includes the relative position relationship and position change amount in the corresponding spatial dimension; Determining a change in a one-dimensional continuous attribute according to the single-dimensional position vector information of the target position identifier in the first spatial dimension includes: S410: When the target object is in a first spatial state, determine a change in a one-dimensional continuous attribute according to a first vector determined according to a position change of a target position identifier in a first spatial dimension.

[0081] S420: When the target object is in the second spatial state, determine a change in the one-dimensional continuous attribute according to a second vector determined by a relative position relationship between the target position identifier and the target object in the first spatial dimension.

[0082] In the present application, when the target object is on the ground, if it is detected that the left mouse button is pressed, the target object is controlled to start moving. When the target object is in the air, the target object can be controlled to move left and right without pressing the left button. The moving direction of the target object is controlled by the pointer position. Specifically, the moving direction of the target object controlled by the pointer position includes two control methods, absolute linkage control on the ground and relative linkage control in the air. In other words, when the target object moves on the ground, with the position of the character as a reference, if the pointer position is on the left side of the character, the target object is controlled to move to the left, and the same applies to the right side; when the target object is in the air, if the pointer moves to the left on the X-axis, the target object also moves to the left on the X-axis, and the same applies to the right side.

[0083] The control method of the present application can create a new gaming experience for players: replacing the traditional gaming controls such as the original keyboard / joystick that do not have continuous position attributes with a new input device 100 to create a fresh experience; reducing the cognitive burden on players through fewer buttons and attributes: converting the skill releases that need to be bound to multiple buttons to fewer attributes bound to each other, reducing the cognitive burden of the correspondence between skills and buttons; precise control of vector-related attributes: for skills with vector-related variables, making more full use of the continuous position attributes to precisely perform vector-related control operations.

[0084] Figure 3 FIG. shows a schematic structural diagram of a game object control device according to an embodiment of the present application. Exemplarily, the game object control device includes: a state monitoring module 310, a position vector information acquisition module 320, and a control module 330.

[0085] The state monitoring module 310 is configured to detect and record the activation states of a first binary attribute and a second binary attribute; The position vector information acquisition module 320 is configured to acquire the position vector information of a target position identifier in the game interface based on continuous position attributes; The control module 330 is configured to determine a target space dimension and a target action according to the activation states, and control a target object in the game to perform the target action in the target space dimension according to the position vector information.

[0086] It can be understood that the device in this embodiment corresponds to the game object control method in the above embodiment, and the optional items in the above embodiment are equally applicable to this embodiment, so they will not be described repeatedly here.

[0087] The present application also provides a terminal device. Exemplarily, the terminal device includes a processor and a memory, wherein the memory stores a computer program, and the processor runs the computer program to enable the terminal device to execute the above game object control method or the functions of each module in the above game object control device. Exemplarily, the terminal device is a control device 200.

[0088] Among them, the processor can be an integrated circuit chip with signal processing capabilities. The processor can be a general-purpose processor, including at least one of a central processing unit (CPU), a graphics processing unit (GPU), a network processor (NP), a digital signal processor (DSP), an application-specific integrated circuit (ASIC), a field-programmable gate array (FPGA), or other programmable logic devices, discrete gate or transistor logic devices, and discrete hardware components. The general-purpose processor can be a microprocessor or any conventional processor, etc., and can implement or execute the various methods, steps, and logic block diagrams disclosed in the embodiments of the present application.

[0089] The memory can be, but is not limited to, a random access memory (RAM), a read-only memory (ROM), a programmable read-only memory (PROM), an erasable programmable read-only memory (EPROM), an electrically erasable programmable read-only memory (EEPROM), etc. Among them, the memory is used to store a computer program, and after receiving an execution instruction, the processor can execute the computer program accordingly.

[0090] The present application also provides a computer-readable storage medium for storing the computer program used in the above terminal device. For example, the computer-readable storage medium can include, but is not limited to: various media such as a USB flash drive, a mobile hard disk, a read-only memory (ROM, Read-Only Memory), a random access memory (RAM, Random Access Memory), a magnetic disk, or an optical disc that can store program codes.

[0091] In several embodiments provided in this application, it should be understood that the disclosed devices and methods can also be implemented in other ways. The device embodiments described above are merely illustrative. For example, the flowcharts and structural diagrams in the accompanying drawings show the possible architectures, functions, and operations of devices, methods, and computer program products according to multiple embodiments of this application. In this regard, each block in the flowchart or block diagram can represent a module, a program segment, or a part of code, and the module, program segment, or part of code contains one or more executable instructions for implementing the specified logical function. It should also be noted that in an alternative implementation, the functions marked in the blocks can occur in a different order than that marked in the accompanying drawings. For example, two consecutive blocks can actually be executed substantially in parallel, and they can sometimes be executed in the reverse order, depending on the functions involved. It should also be noted that each block in the structural diagram and / or flowchart, as well as the combination of blocks in the structural diagram and / or flowchart, can be implemented by a dedicated hardware-based system that performs the specified functions or actions, or can be implemented by a combination of dedicated hardware and computer instructions.

[0092] In addition, in each embodiment of this application, the various functional modules or units can be integrated together to form an independent part, or each module can exist alone, or two or more modules can be integrated to form an independent part.

[0093] If the described function is implemented in the form of a software functional module and sold or used as an independent product, it can be stored in a computer-readable storage medium. Based on this understanding, the technical solution of this application, in essence, or the part that contributes to the prior art, or 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 can be a smart phone, a personal computer, a server, or a network device, etc.) to execute all or part of the steps of the methods described in each embodiment of this application.

[0094] The above is only the specific implementation manner of this application, but the protection scope of this application is not limited thereto. Any person skilled in the art within the technical scope disclosed in this application can easily think of changes or substitutions, which should all be covered by the protection scope of this application.

Claims

1. A method for controlling a game object, characterized in that, Applicable to a human-computer interaction system; the human-computer interaction system includes an input device, and the attribute types of the input device include: continuous position attribute, first binary attribute, and second binary attribute; Detect and record the activation states of the first binary attribute and the second binary attribute; Obtain the position vector information of the target position identifier in the game interface based on the continuous position attribute; Determine the target space dimension and the target action according to the activation states, and control the target object in the game to perform the target action in the target space dimension according to the position vector information.

2. The game object control method according to claim 1, wherein The activation states include an activated state and a non-activated state; the position vector information includes single-dimensional position vector information in the first space dimension and the second space dimension in the game respectively; The determining the target space dimension and the target action according to the activation states, and controlling the target object in the game to perform the target action in the target space dimension according to the position vector information includes: If it is detected that any one of the first binary attribute and the second binary attribute is in the activated state, determine that the target space dimension is the space dimension associated with the binary attribute in the activated state, and control the target object to perform the target action in the target space dimension according to the target single-dimensional position vector information; the target single-dimensional position vector information is the single-dimensional position vector information of the target position identifier in the target space dimension; And / or, if the activation state of the binary attribute in the activated state switches to the non-activated state, control the target object to stop performing the target action.

3. The game object control method according to claim 2, wherein The target actions include basic skills and one-dimensional skills; If it is detected that any one of the first binary attribute and the second binary attribute is in the activated state, determine that the target space dimension is the space dimension associated with the binary attribute in the activated state, and control the target object to perform the target action in the target space dimension according to the target single-dimensional position vector information includes: If it is detected that the first binary attribute is in the activated state, set the target space dimension to the first space dimension, set the target action to the basic skill, determine the change of the one-dimensional continuous attribute according to the single-dimensional position vector information of the target position identifier in the first space dimension, and control the target object to perform the basic skill in the first space dimension based on the one-dimensional continuous attribute; And / or, If it is detected that the second binary attribute is in the activated state, set the target space dimension to the second space dimension, set the target action to the one-dimensional skill; determine the change of the first variable according to the single-dimensional position vector information of the target position identifier in the second space dimension, and control the target object to perform the one-dimensional skill in the second space dimension based on the first variable.

4. The game object control method according to claim 2, wherein, The target actions include basic skills; Determining a target space dimension and a target action according to the activation state, and controlling a target object in the game to perform the target action in the target space dimension according to the position vector information, includes: If it is detected that the first binary attribute is in an inactive state and the target object is in a first spatial state, determining a change in a one-dimensional continuous attribute according to the one-dimensional position vector information of the target position identifier in the first spatial dimension, and controlling the target object to perform the basic skill in the first spatial dimension based on the one-dimensional continuous attribute.

5. The game object control method according to claim 4, wherein The target action further includes a first vector skill; the method further includes: When the target object is in the first spatial state, if it is detected that the activation state of the second binary attribute has switched at least twice and finally is in the inactive state, determining a change in a first vector attribute according to the one-dimensional position vector information of the target position identifier in the first spatial dimension, and controlling the target object to perform the first vector skill based on the first vector attribute.

6. The game object control method according to claim 3, wherein The target action further includes a second vector skill; the method further includes: When the target object is in the first spatial state, if it is detected that the activation state of the second binary attribute is in the active state, controlling the game to enter a preset mode; in the preset mode, controlling preset parameters of the game to change according to a set rule, and continuing to execute the skill that the target object is performing when entering the preset mode according to the set rule; and / or In the preset mode, if it is detected that the activation state of the second binary attribute switches to the inactive state, exiting the preset mode and controlling the target object to perform the second vector skill.

7. The game object control method according to any one of claims 3-6, characterized in that, The one-dimensional position vector information includes a relative position relationship and a position change amount in the corresponding spatial dimension; Determining a change in a one-dimensional continuous attribute according to the one-dimensional position vector information of the target position identifier in the first spatial dimension includes: When the target object is in the first spatial state, determining the change in the one-dimensional continuous attribute according to a first vector determined by the position change of the target position identifier in the first spatial dimension; When the target object is in the second spatial state, determining the change in the one-dimensional continuous attribute according to a second vector determined by the relative position relationship between the target position identifier and the target object in the first spatial dimension.

8. The game object control method according to claim 7, wherein The input device is a mouse; the continuous position attribute is determined according to a displacement change amount of the mouse body, the first binary attribute is determined according to a state of the left button of the mouse, and the second binary attribute is determined according to a state of the right button of the mouse; When it is detected that the left button or the right button is in a pressed state, determining that the corresponding button is in the active state, otherwise in the inactive state.

9. A game object control device, characterized in that Applicable to a human-computer interaction system; The human-computer interaction system includes an input device, and attribute types of the input device include: a continuous position attribute, a first binary attribute, and a second binary attribute; The device includes: A status monitoring module, configured to detect and record the activation status of the first binary attribute and the second binary attribute; A position vector information acquisition module, configured to acquire position vector information of a target position identifier in a game interface based on the continuous position attribute; A control module, configured to determine a target spatial dimension and a target action according to the activation status, and control a target object in the game to perform the target action in the target spatial dimension according to the position vector information.

10. A human-computer interaction system, characterized in that, The human-computer interaction system includes an input device and a control device; the attribute types of the input device include: a continuous position attribute, a first binary attribute, and a second binary attribute; The control device is configured to implement the game object control method according to any one of claims 1-8.

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