Dynamic adjustment method and device for operation control in game and electronic equipment
By dynamically adjusting the response area of the game interface operation control, the error touch problem caused by limited screen space of the mobile device is solved, the user interaction experience and operation accuracy are improved, and the operation intentions of different game scenarios are adapted.
Patent Information
- Application Number
- CN202510707208.5
- Authority / Receiving Office
- CN · China
- Patent Type
- Applications(China)
- Current Assignee / Owner
- Filing Date
- 2025-05-27
- Publication Date
- 2025-08-01
AI Technical Summary
The limited screen size of mobile devices leads to too many buttons on the game interface, increasing the probability of accidentally touching and decreasing the operation accuracy. The size and position of traditional game interface controls are fixed and cannot adapt to the changes in operation intentions of different game scenarios.
By obtaining the user's current operating status, dynamically adjust the response area of the operation control in the game interface, including adjusting the size, transparency, color and position of the control to meet the operation needs of different game scenarios.
Optimize the visibility and operability of the controls, reduce mistouch operations, improve user interaction experience and game control accuracy, and enhance the richness and adaptability of the game.
Smart Images

Figure CN120393422A_ABST
Abstract
Description
Technical Field
[0001] The present disclosure relates to the field of game technologies, and in particular, to a method, apparatus, storage medium, and electronic device for dynamically adjusting operation controls in a game. Background Art
[0002] With the popularization of mobile electronic devices, touchscreen mobile games, especially first-person shooter (FPS) games, have become increasingly popular. However, limited by the screen size of mobile devices, the game interface needs to accommodate multiple function buttons at the same time, such as movement joysticks, shooting, jumping, crouching, and other controls. In this case, game operations often face two main challenges: on the one hand, to achieve complex game controls, enough function buttons must be set on the interface; on the other hand, too many or too large buttons will cause the screen to be crowded and increase the probability of accidental touch. Especially in different game scenarios, the player's operation intentions are significantly different. For example, when moving at high speed, posture change operations may be more needed, while when moving at low speed, more attention is paid to shooting aiming. The sizes and positions of the operation controls in the traditional game interface are usually fixed and cannot be adaptively adjusted according to the player's real-time operation state, which leads to the problems of decreased operation accuracy and poor game experience.
[0003] It should be noted that the information disclosed in the above background art section is only used to enhance the understanding of the background of the present disclosure, and thus may include information that does not constitute the prior art known to those of ordinary skill in the art. Summary of the Invention
[0004] The purpose of the present disclosure is to provide a method, apparatus, storage medium, and electronic device for dynamically adjusting operation controls in a game, so as to at least to some extent overcome one or more problems caused by the limitations and defects of the related art.
[0005] According to one aspect of the present disclosure, there is provided a method for dynamically adjusting operation controls in a game, and the method further includes:
[0006] Obtain the current operation state of the user in the game interface;
[0007] Dynamically adjust the response area of the operation controls in the game interface according to the current operation state;
[0008] Wherein, the operation control is used to receive a control instruction of the user for a game character or a game vehicle.
[0009] According to another aspect of the present disclosure,
[0010] An apparatus for dynamically adjusting operation controls in a game, the apparatus includes:
[0011] An acquisition module, configured to acquire the current operation state of the user in the game interface;
[0012] An adjustment module, configured to dynamically adjust the response area of the operation control in the game interface according to the current operation state; wherein, the operation control is used to receive control instructions of the user for the game character or the game vehicle.
[0013] According to another aspect of the present disclosure, there is provided a computer-readable storage medium, on which a computer program is stored, and when the computer program is executed by a processor, the dynamic adjustment method of the operation control in the game as described in any one of the above is implemented.
[0014] According to another aspect of the present disclosure, there is provided an electronic device, including:
[0015] A processor, a display device; and
[0016] A memory, configured to store executable instructions of the processor;
[0017] Wherein, the processor is configured to execute the dynamic adjustment method of the operation control in the game as described in any one of the above by executing the executable instructions.
[0018] Through a dynamic adjustment method of an operation control in a game provided by the present application, by acquiring the current operation state of the user in the game interface; dynamically adjusting the response area of the operation control in the game interface according to the current operation state; wherein, the operation control is used to receive control instructions of the user for the game character or the game vehicle. It can intelligently adjust the response area of the operation control according to the real-time operation state of the user, thereby optimizing the visibility and operability of the control within the limited screen space, improving the user interaction experience, and at the same time increasing the richness of the game, effectively solving the problem of accidental touch caused by the limited screen space of the mobile device and the large number of operation buttons, and providing a more accurate game control experience for the user. BRIEF DESCRIPTION OF THE DRAWINGS
[0019] By referring to the accompanying drawings to describe its exemplary embodiments in detail, the above and other features and advantages of the present disclosure will become more obvious. Obviously, the accompanying drawings in the following description are only some embodiments of the present disclosure, and those of ordinary skill in the art can also obtain other drawings according to these drawings without creative efforts. In the drawings:
[0020] Figure 1 is an architecture diagram of a cloud interaction system in an exemplary embodiment of the present disclosure;
[0021] Figure 2 is a flowchart of a dynamic adjustment method of an operation control in a game in an exemplary embodiment of the present disclosure;
[0022] Figure 3 It is a schematic diagram of a method for dynamically adjusting operation controls in a shooting game in an exemplary embodiment of the present disclosure;
[0023] Figure 4 It is a schematic diagram of a method for dynamically adjusting operation controls in a racing game in an exemplary embodiment of the present disclosure;
[0024] Figure 5 It is a composition diagram of a game data processing device in an exemplary embodiment of the present disclosure;
[0025] Figure 6 It is a schematic structural diagram of a computer-readable storage medium in an exemplary embodiment of the present disclosure;
[0026] Figure 7 It is a composition diagram of an electronic device in an exemplary embodiment of the present disclosure. Detailed implementation manners
[0027] It should be noted that, without conflict, the embodiments in the present application and the features in the embodiments may be combined with each other. The present invention will be described in detail below with reference to the drawings and in combination with the embodiments.
[0028] In order to enable those skilled in the art to better understand the solution of the present invention, the technical solutions in the embodiments of the present invention will be clearly and completely described below with reference to the drawings in the embodiments of the present invention. Obviously, the described embodiments are only a part of the embodiments of the present invention, rather than all the embodiments. Based on the embodiments of the present invention, all other embodiments obtained by those of ordinary skill in the art without creative efforts shall fall within the protection scope of the present invention.
[0029] It should be noted that the information (including but not limited to: the information input by the user, etc., for example, the information input by the user into the input box), data (including but not limited to the data for analysis, stored data, displayed data, etc., for example, context code, all the code of the current project, the service pressure corresponding to the operations performed on all the code of the current project, the code development status of the current project), and signals involved in the present application are all authorized by the user or fully authorized by all parties, and the collection, use, and processing of the relevant data need to comply with relevant laws, regulations, and standards. For example, the context code, the operations performed on all the code of the current project, the service pressure corresponding to the operations, and the code development status involved in the present application are all obtained under full authorization.
[0030] It should be noted that the terms "first", "second", etc. in the description, claims and above-mentioned drawings of the present invention are used to distinguish similar objects, and do not necessarily have to be used to describe a specific order or sequence. It should be understood that the data used in this way can be interchanged under appropriate circumstances, so as to implement the embodiments of the present invention described herein. In addition, the terms "comprising" and "having" and any variations thereof are intended to cover non-exclusive inclusion. For example, a process, method, system, product or device comprising a series of steps or units does not necessarily have to be limited to those steps or units clearly listed, but may include other steps or units not clearly listed or inherent to these processes, methods, products or devices.
[0031] It should also be noted that various trigger events disclosed in this specification can be preset, and different trigger events can trigger the execution of different functions.
[0032] In one embodiment of the present disclosure, a method for dynamically adjusting an operation control in a game can run on a terminal device or a server. Among them, the terminal device can be a local terminal device. When the method for dynamically adjusting the operation control in the game runs on the server, the method can be implemented and executed based on a cloud interaction system. Among them, the cloud interaction system includes a server and a client device. As Figure 1 shown, it is an architecture diagram of a cloud interaction system provided by the present disclosure. The cloud interaction system may include: a client device 10 and a server 20. Among them, the client device 10 can be connected to the server 20 through a network 30.
[0033] In an optional implementation manner, various cloud applications can run under the cloud interaction system, such as: cloud games. Taking cloud games as an example, cloud games refer to a game mode based on cloud computing. In the running mode of cloud games, the running entity of the game program and the entity presenting the game screen are separated. The storage and running of the method for dynamically adjusting the operation control in the game are completed on the cloud game server. The role of the client device is for data reception, sending, and game screen presentation. For example, the client device can be a display device with data transmission function close to the user side, such as a mobile terminal, a television, a computer, a palm computer, etc.; but the terminal device for information processing is the cloud game server in the cloud. When playing a game, the player operates the client device to send an operation instruction to the cloud game server. The cloud game server runs the game according to the operation instruction, encodes and compresses data such as the game screen, returns it to the client device through the network, and finally, decodes and outputs the game screen through the client device.
[0034] In an optional embodiment, the terminal device may be a local terminal device. Taking a game as an example, the local terminal device stores a game program and is used to present game screens. The local terminal device is used to interact with players through a graphical user interface, that is, conventionally, the game program is downloaded and installed on an electronic device and run. The manner in which the local terminal device provides the graphical user interface to the player may include various ways. For example, it may be rendered and displayed on the display screen of the terminal, or provided to the player through holographic projection. For example, the local terminal device may include a display screen and a processor. The display screen is used to present the graphical user interface, and the graphical user interface includes game screens. The processor is used to run the game, generate the graphical user interface, and control the display of the graphical user interface on the display screen.
[0035] In this embodiment, a method for dynamically adjusting operation controls in a game is provided. Figure 2 It is a flowchart of the method for dynamically adjusting operation controls in a game according to an embodiment of the present disclosure, as Figure 2 shown, and this process includes the following steps:
[0036] Step S1, obtain the current operation state of the user in the game interface;
[0037] Step S2, dynamically adjust the response area of the operation control in the game interface according to the current operation state; wherein, the operation control is used to receive control instructions of the user for a game character or a game vehicle.
[0038] Through the method provided in this embodiment, the response area of the operation control can be intelligently adjusted according to the real-time operation state of the user, so as to optimize the visibility and operability of the control within the limited screen space, improve the user interaction experience, and at the same time increase the richness of the game, effectively solving the problem of accidental touch caused by the limited screen space of mobile devices and numerous operation buttons, and providing a more accurate game control experience for users.
[0039] The above steps will be specifically described below.
[0040] In step S1, obtain the current operation state of the user in the game interface.
[0041] Among them, the current operation state is the state information corresponding to the interaction operation performed by the user in the game interface. The current operation state can reflect the user's behavior pattern, operation preference, and the characteristics of the current game scene in the game, and is an important basis for the terminal device to judge the user's intention.
[0042] In an alternative embodiment, the current operation state may include the states corresponding to various interaction behaviors generated by the user on the game interface through touch, buttons, or other input devices. For example, in a shooting game, the current operation state may be the states where the user is controlling the character to run, jump, shoot, or aim, etc.; in a racing game, the current operation state may be the states where the user is controlling the racing car to drive at high speed, make sharp turns, or accelerate, etc.
[0043] In an alternative embodiment, the current operation state can also be comprehensively determined by monitoring information such as the touch point position, touch duration, touch pressure, and finger movement trajectory of the user on the game interface. For example, the terminal device can determine whether the user is in a fast movement state or a slow movement state by detecting the distance and direction of the user's slide on the virtual joystick; by detecting the frequency of the user's pressing the shooting button, it can determine whether the user is in an intense battle state or a patrol and exploration state.
[0044] In a specific application, when the player uses the left virtual joystick to control the character's movement in a shooting game, the terminal device real-time detects and records the moving distance of the player's finger from the contact point, and uses this distance as an important parameter of the current operation state. At the same time, it also monitors information such as the movement speed of the character, whether it is in a battle state, and the number of surrounding enemies, etc., to comprehensively form a comprehensive assessment of the current operation state.
[0045] In step S2, according to the current operation state, dynamically adjust the response area of the operation control on the game interface.
[0046] Among them, the response area is the logical control area for responding to touch operations on the operation control on the game interface, corresponding to the operation control. In an alternative embodiment, the response area may include various visual attributes such as the size, transparency, color, position, shape, and shadow effect of the response area, and these visual attributes can be adjusted through click operations, slide operations, long-press operations, and / or other operations. For example, through a click operation, the size of the response area of the jump button can be automatically adjusted according to the user's current operation state, making it larger when the user is moving at high speed for easy operation.
[0047] In an alternative embodiment, dynamic adjustment means automatically and smoothly changing the response area of the operation control according to the real-time monitored user operation state to adapt to different game scenarios and operation requirements. For example, when it is detected that the user is performing a high-difficulty precise aiming operation, the size of the response area of the shooting button can be increased and the transparency of the response areas of other function buttons can be reduced to reduce the possibility of accidental touch; when the user drives the racing car into a curve, the sensitivity of the direction control key and the control range of the response area of the acceleration button can be adjusted to provide a more precise control experience.
[0048] In a specific application, in a specific application of this embodiment, when a player controls a character to move through a virtual joystick in a shooting game and it is detected that the distance of the player's finger moving on the joystick increases (indicating that the character is moving at high speed), the posture adjustment buttons such as jump and crouch on the right side are automatically enlarged, and at the same time, the shooting and aiming buttons are appropriately reduced. Because in the high-speed movement state, the player is more likely to need to perform operations such as jumping or posture transformation to avoid danger rather than precise shooting. This dynamic adjustment enables the player to accurately trigger the required functions in different movement states, significantly improving the operation accuracy.
[0049] In a method for dynamically adjusting operation controls in a game provided in an embodiment of the present application, the current operation state includes at least one of the following: the moving distance of the target control, the character movement state, the character attack state, and the vehicle driving state.
[0050] Through the method provided by this embodiment, the system can flexibly adjust the response area of the operation control according to different types of operation states, thereby improving the user's interaction experience in different game scenarios, reducing the possibility of accidental touch operations, making the game control more accurate and smooth. At the same time, it increases the flexibility of the game interface to adapt to different operation scenarios, enriches the interaction dimension of the game, and solves the technical problem of the layout of operation controls under the condition of limited screen space of mobile devices.
[0051] The above solution will be specifically described below.
[0052] The current operation state includes at least one of the following: the moving distance of the target control, the character movement state, the character attack state, and the vehicle driving state.
[0053] Among them, the moving distance of the target control is the sliding distance of the finger or touch point from the initial contact position to the current position when the user operates the target control, which is a quantitative index for measuring the operation amplitude of the user.
[0054] In an optional embodiment, the moving distance of the target control refers to the actual displacement length from the touch start point to the current touch point when the user operates a specific control in the game (such as a moving joystick, a direction key, etc.). This distance can reflect the intensity and intention of the user's operation. For example, in a moving joystick, the greater the distance the user pulls out from the center of the joystick, the faster the user hopes the game character moves or the greater the action amplitude.
[0055] In an alternative embodiment, the moving distance of the target control is the length of the movement trajectory of the user's finger on the screen obtained by the system through touch event detection. This length can be used to infer the accuracy of the user's current operation and the determination of the operation intention. For example, when the user makes a small-range movement on the joystick, it indicates that the user may need to perform a fine operation; while when the user makes a large-range movement, it indicates that the user may need an operation experience with quick response.
[0056] Among them, the character movement state is the action state of the virtual character in the game, including but not limited to different movement modes such as walking, running, jumping, crouching, etc.
[0057] In an alternative embodiment, the character movement state refers to the current movement state of the game character controlled by the player detected by the game system. This state includes multi-dimensional information such as the movement speed, movement direction, and body posture of the character. For example, the system can identify whether the game character is in a stationary state, a slow-walking state, a fast-running state, a jumping state, or a crouching state, and different movement states correspond to different operation requirements.
[0058] In an alternative embodiment, the character movement state reflects the movement parameters and environmental interaction methods of the game character in the virtual game environment. The system can analyze these parameters to figure out the subsequent operations that the player may need to perform currently. For example, when the character is in a high-speed running state, the player may need a larger jump button to perform the jump action; when the character is in a stealth state, the player may need a more obvious shooting button to perform a surprise attack.
[0059] Among them, the character attack state is the state of the game character performing an attack action or preparing for an attack, including but not limited to offensive behaviors such as aiming, shooting, and fighting.
[0060] In an alternative embodiment, the character attack state refers to the combat-related actions that the game system recognizes the player-controlled character is performing or preparing to perform. These states may include various attack modes such as normal attacks, skill releases, and aiming shots. For example, in a shooting game, the system can distinguish whether the character is in a normal shooting state, an accurate aiming state, or a skill preparation state, and different attack states correspond to different operation accuracy requirements.
[0061] In an alternative embodiment, the character attack state is the classification of combat behaviors when the game character interacts with hostile units or the environment. The system can predict the possible subsequent operation intentions of the player by analyzing these attack states. For example, when the character enters the aiming mode, the player may need more precise shooting control; when the character is in a continuous attack state, the player may need a more sensitive skill release button.
[0062] Among them, the vehicle driving state refers to the operating state of virtual vehicles (such as vehicles, aircraft, etc.) in the game, including but not limited to parameters such as speed, direction, steering angle, etc.
[0063] In an alternative embodiment, the vehicle driving state refers to a set of motion state parameters of a transportation vehicle or a combat vehicle controlled by a player in the game, including physical parameters such as speed, acceleration, steering angle, tilt angle, etc. For example, in a racing game, the system can monitor whether the vehicle is in different states such as driving straight at high speed, making a sharp turn, drifting, or driving at low speed, and these states directly affect the subsequent operations that the player needs to perform.
[0064] In an alternative embodiment, the vehicle driving state reflects the physical interaction state between the game vehicle and the virtual environment, and the system can adjust the response sensitivity and display effect of relevant controls accordingly. For example, when the vehicle is in a high-speed turning state, the system will automatically adjust the maximum output limit of the throttle control to prevent the player from losing control of the vehicle due to excessive pressing of the throttle; when the vehicle is in a stable driving state, the normal response range of the throttle control can be restored.
[0065] In a specific application, taking a multiplayer shooting game as an example, when the player uses the left virtual joystick to control the movement of the game character, the system detects the movement distance of the joystick in real time. When the movement distance of the joystick is small (for example, moving within 30% of the initial position), the system determines that the current operation state is the "low-speed movement state", and at this time, the shooting button on the right will be displayed in a larger size, while the jump and crouch buttons will be displayed in a smaller size. When the movement distance of the joystick increases (for example, reaching 70% of the initial position), the system updates the current operation state to the "high-speed movement state", and at this time, the jump and crouch buttons will automatically increase in size, while the shooting button will be correspondingly reduced, thereby reducing the possibility of the player accidentally touching the shooting button in the high-speed movement state and improving the operation accuracy.
[0066] In a method for dynamically adjusting operation controls in a game provided in an embodiment of the present application, when the current operation state is the movement distance of the target control, where the game interface includes the target control, it further includes: determining the movement distance of the first user input in response to the first user input received by the target control.
[0067] Through the method provided in this embodiment, the terminal device can capture the operation state of the user on the target control in real time and perform accurate calculations based on the key parameter of the moving distance, so as to realize the intelligent adjustment of the response area of the operation control. This mechanism of dynamically perceiving the characteristics of user input not only improves the interaction experience, enabling players to obtain accurate operation responses in different operation scenarios, but also enhances the fluency of game operations by reducing the probability of accidental touches. At the same time, it provides richer interaction possibilities for diverse game scenarios, solving the contradiction between the limited interface space on the mobile terminal and the complex operation requirements.
[0068] The above solution will be specifically described below.
[0069] In step S101, in response to the first user input received by the target control, determine the moving distance of the first user input.
[0070] Among them, the target control can be understood as a virtual interaction element in the game interface displayed on the terminal device that is used to receive user input and control the behavior of the game character or game vehicle. The target control can receive user input through click operations, swipe operations, long-press operations, and / or other operation methods. For example, the user can input on the virtual joystick through a swipe operation.
[0071] In an optional embodiment, the target control can be a virtual joystick, a direction key, or other touch-movable interaction elements displayed in a specific area of the game interface, which is used to receive the user's movement instruction and convert it into the movement behavior of the character or vehicle in the game. For example, in a shooting game, the target control can be a virtual joystick located on the left side of the screen, and the user controls the movement direction and speed of the game character by swiping on the joystick.
[0072] In an optional embodiment, the target control can also include functional virtual buttons, such as a jump button, a crouch button, an attack button, etc. These buttons are usually distributed at different positions on the screen so that the user can quickly reach and execute corresponding actions during the game. For example, in a competitive game, there may be multiple function buttons set on the right side of the screen, such as a shooting button, a jump button, a reload button, etc., and the player needs to flexibly switch and use these functions according to the game situation.
[0073] Among them, the first user input can be understood as an interaction operation performed by the user on the target control, and this operation can be detected and recognized by the terminal device as a valid control instruction. The first user input can be realized through click operations, swipe operations, long-press operations, and / or other operation methods. For example, the user can use the swipe operation on the virtual joystick as the first user input.
[0074] In an alternative embodiment, the first user input can be a touch behavior of the user on a target control (such as a virtual joystick), including the initial contact point position and subsequent sliding trajectory. The terminal device can capture the position change of the touch point during the entire interaction process. For example, in a shooting game, the user places a finger on the virtual joystick on the left side of the screen and slides it in a certain direction to control the movement of the character. This entire process from contact to sliding constitutes a complete first user input.
[0075] In an alternative embodiment, the first user input can also include touch operations with different intensities, speeds, or durations, and these parameters may affect the control effects of in-game characters or vehicles. For example, in a racing game, a quick slide by the user in the direction control area may indicate a sharp turn, while a slow slide may indicate a small turn. The terminal device can recognize these inputs with different characteristics and make corresponding responses.
[0076] Among them, the moving distance can be understood as the spatial displacement amount between the starting touch point and the current touch point during the execution of the first user input by the user. The moving distance can be obtained by calculating the Euclidean distance between two points or other distance measurement methods. For example, the straight-line distance from the center point of the virtual joystick where the user starts to slide to the current position can be calculated as the moving distance.
[0077] In an alternative embodiment, the moving distance refers to the straight-line distance between the initial contact point and the current touch point when the user performs a sliding operation on the target control, usually measured in screen pixels or adaptation units. For example, in a shooting game, the user starts from the center of the virtual joystick and slides 200 pixels to the right, then the moving distance of this operation is 200 pixels.
[0078] In an alternative embodiment, the moving distance can also be standardized according to the screen size of the device to ensure a consistent gaming experience on different specifications of terminal devices. For example, the moving distance can be converted into a percentage relative to the screen width or a ratio relative to the maximum active radius of the virtual joystick, so that the same operation can produce the same gaming effect on devices of different sizes.
[0079] In a specific application, when the user operates on the interface of a shooting game, the terminal device monitors that the user has performed a touch slide on the virtual joystick on the left side of the screen. The user first places a finger on the center position of the virtual joystick (initial contact point), and then drags it in the upper right direction (forming a sliding trajectory). The terminal device captures this first user input in real time and calculates the straight-line distance between the initial contact point and the current touch position, obtaining a moving distance of 150 pixel units. This moving distance value will be an important basis for dynamically adjusting the response area of the game operation control in the future.
[0080] In a method for dynamically adjusting an operation control in a game provided by an embodiment of the present application, determining the moving distance of the first user input in response to the first user input received by the target control includes:
[0081] Step S201, obtaining the touch point position of the first user input;
[0082] Step S202, using the touch point position as the starting point;
[0083] Step S203, calculating the distance between the starting point and the current position of the first user input as the moving distance.
[0084] Through the method provided by this embodiment, the terminal device can accurately calculate and obtain the position change information in the user interaction operation, providing a more accurate parameter basis for dynamically adjusting the operation control in the game interface. This way of accurately calculating the interaction position change not only improves the recognition accuracy of the user intention by the terminal device, but also can automatically optimize the interface interaction elements according to the real-time operation state of the user, enabling players to obtain a more smooth and accurate operation experience in different game scenarios, effectively solving the contradiction between the limited screen space of the mobile device and the complex game operations, thus significantly improving the overall game interaction experience.
[0085] The above solution will be specifically described below.
[0086] In step S201, obtain the touch point position of the first user input.
[0087] Among them, the touch point position is the position coordinate of the initial contact with the screen when the user interacts with the game interface on the screen of the terminal device. This touch point position can be obtained through the touch sensing system of the terminal device and is usually represented as a two-dimensional coordinate (x, y), where x represents the position in the horizontal direction and y represents the position in the vertical direction.
[0088] In an optional embodiment, the touch point position refers to the coordinate information of the center point of the initial contact area formed when a touch tool such as a user's finger or a stylus touches the screen of the terminal device. For example, when a player touches a target control on the screen of the game interface with a finger, the terminal device can capture the exact position of the initial touch through the touch sensor and record it as a coordinate point (x1, y1), which serves as an important reference point for subsequent calculations.
[0089] In an optional implementation, the acquisition of the touch point position can be achieved by listening to touch events provided by the operating system of the terminal device, including but not limited to touch start events, touch move events, and touch end events, etc. For example, when the terminal device detects that a touch start event occurs, it can immediately record the coordinate position information at this time. This position information is included in the attributes of the touch event object, and the terminal device can obtain accurate touch point position data by reading these attribute values.
[0090] In step S202, the touch point position is used as the starting point.
[0091] Among them, the starting point is the reference point for touch interaction calculation, and is used for comparison and calculation with subsequent touch positions. This starting point is the reference origin for calculating distance changes and remains unchanged throughout the touch interaction process.
[0092] In an optional implementation, the starting point is a fixed reference point for position change calculation, and the terminal device will store it in temporary memory as the basic data for subsequent calculations. For example, when a game program detects that a player touches a target control, it can immediately record the initial touch point coordinates (x1, y1) and set them as the fixed origin for position change calculation. No matter how the player moves the touch position subsequently, the starting point coordinates remain unchanged.
[0093] In an optional implementation, the setting of the starting point can include additional processing logic, such as calibrating or correcting the original touch point position. For example, when the terminal device detects that the initial touch point is within the interactive area of the target control but not at the exact center position of the control, the terminal device can choose to automatically adjust the starting point to the center position coordinates of the control to provide a more consistent and predictable interaction experience.
[0094] In step S203, calculate the distance between the starting point and the current position of the first user input as the moving distance.
[0095] Among them, the current position is the position coordinates that the touch point moves to in real time during the touch interaction process by the user. This current position is continuously updated with the user's touch operation and is used together with the starting point to calculate the position change situation.
[0096] In an optional implementation, the current position refers to the real-time position coordinates where the finger or touch tool is located after moving on the screen in the continuous touch state by the user. For example, when a player slides a finger to operate a target control after an initial touch, the terminal device continuously captures the movement trajectory of the touch point and continuously updates the coordinate values (x2, y2) of the current position for subsequent distance calculation.
[0097] In an alternative embodiment, the acquisition of the current position is achieved by continuously listening for touch movement events, and the terminal device updates the current position information each time it receives a touch movement event. For example, a game program can set up a touch listener that immediately extracts the latest coordinate information from the event object and updates the current position data when a touch movement event is detected, ensuring the accuracy and real-time nature of the calculations.
[0098] Among them, the distance calculation is based on the starting point coordinates and the current position coordinates, and the straight-line distance between two points is calculated using the distance formula in coordinate geometry. This distance represents the movement length of the touch point from the initial contact position to the current position.
[0099] In a specific application, when a player uses the left virtual joystick to control the character's movement in a shooting game, the terminal device first obtains the initial coordinate position (200, 300) when the player's finger touches the joystick and sets it as the starting point. Subsequently, the player slides the finger diagonally up and to the right to the position (280, 240). The terminal device captures this current position in real time and calculates the distance to be approximately 97 pixels using the Euclidean distance formula. Based on this calculation result, the terminal device determines that the player is performing a medium-distance position change operation, and then adjusts the display size of the right-side function buttons according to preset rules, making the shoot / aim button and the jump / crouch button the same size, thus providing the most suitable operation control layout for the current movement state.
[0100] In a method for dynamically adjusting operation controls in a game provided by an embodiment of the present application, dynamically adjusting the response area of operation controls in the game interface according to the current operation state includes:
[0101] The response area at least includes the area size. Dynamically adjusting the response area of operation controls in the game interface according to the current operation state further includes: determining the area size of the response area according to the movement distance.
[0102] Through the method provided in this embodiment, the terminal device can flexibly adjust the size of the operation controls according to the actual operation state of the user, providing a more operation-demand-compliant interface layout for the user in different operation scenarios. This dynamic adjustment mechanism not only improves the user's interaction experience, reduces the possibility of accidental touch operations, but also enhances the richness and playability of the game, solving the technical problem in the computer field that the mobile device screen is limited but needs to accommodate multiple function controls.
[0103] The above solution will be specifically described below.
[0104] The response area at least includes the area size. Dynamically adjusting the response area of the operation control in the game interface according to the current operation state further includes: determining the area size of the operation control according to the moving distance.
[0105] Among them, the area size refers to the size of the operation control that can be touched and operated on the game interface, including but not limited to measurement parameters such as the length, width, area, or diameter of the operation control. The area size directly affects the interaction efficiency and accuracy between the user and the game interface.
[0106] In an optional implementation manner, the area size can be represented by pixel values, defining the number of pixels occupied by the operation control on the screen. For example, the area size of an operation button can be set to 100×100 pixels. When it is necessary to increase the button, the area size can be adjusted to 150×150 pixels; when it is necessary to decrease the button, the area size can be adjusted to 80×80 pixels.
[0107] In an optional implementation manner, the area size can also be represented by a percentage of the screen size to adapt to terminal devices with different resolutions and sizes. For example, the area size of an operation button can be defined as 10% of the screen width. In this way, on devices of different sizes, this control can maintain a relatively appropriate display size. The button will become larger on a large-screen mobile phone and smaller on a small-screen mobile phone, ensuring the coordination of the interface layout.
[0108] In a specific application, the terminal device can set multiple moving distance thresholds. According to the comparison result between the actual moving distance of the user in the game interface and these thresholds, the area sizes of different operation controls are dynamically adjusted. For example, when it is detected that the moving distance of the user using the direction control joystick is less than 50 pixels, the area size of the shooting button is set to a larger value (such as a diameter of 80 pixels), while the area size of the jump button is set to a smaller value (such as a diameter of 60 pixels); when the moving distance is between 50 and 100 pixels, the area sizes of the shooting button and the jump button are set to the same size (such as a diameter of 70 pixels); when the moving distance exceeds 100 pixels, the area size of the shooting button is set to a smaller value (such as a diameter of 60 pixels), while the area size of the jump button is set to a larger value (such as a diameter of 80 pixels). In this way, the terminal device can intelligently adjust the area sizes of each operation control according to the current moving state of the user, providing a more convenient and accurate operation experience for the user.
[0109] In a method for dynamically adjusting operation controls in a game provided in this embodiment, the operation controls include a first operation control and a second operation control, and the response area includes a first response area corresponding to the first operation control and a second response area corresponding to the second operation control; determining the respective area sizes of the first response area and the second response area according to the moving distance further includes:
[0110] When the moving distance is less than or equal to a first preset distance, the area size of the first response area is a first size, and the area size of the second operation control is a second size, where the first size is greater than the second size;
[0111] When the moving distance is greater than the first preset distance, the area sizes of the first response area and the second response area are the same;
[0112] Wherein, the first preset distance is less than a second preset distance.
[0113] Through the method provided in this embodiment, the terminal device can intelligently adjust the area sizes of different operation controls according to different moving distances of the user during the game, optimize the operation interface in different moving scenarios, reduce the probability of accidental touch, and at the same time ensure the usability and operation accuracy of key operation buttons, thereby enhancing the user's game interaction experience, enhancing the operation fluency and immersion of the game, and effectively solving the technical problem of limited screen space of mobile devices and complex game operations.
[0114] The above solution will be specifically described below.
[0115] When the moving distance is less than or equal to the first preset distance, the area size of the first response area is the first size, and the area size of the second operation control is the second size, where the first size is greater than the second size.
[0116] Wherein, the first preset distance is a distance threshold preset by the game system for distinguishing different operation intentions and operation requirements of the user in the game interface. The first preset distance can be set through click operations, swipe operations, long-press operations, and / or other operation methods. For example, the value of the first preset distance can be adjusted in the setting interface through a swipe operation.
[0117] In an alternative embodiment, the first preset distance is a distance parameter determined based on the average operation habits of the user in the game and the characteristics of the game type, and is used to determine whether the user is currently in a low-speed movement state or a medium-speed movement state. For example, in a shooting game, the first preset distance can be set to 30% of the maximum movable range of the virtual joystick. When the moving distance of the user's finger on the virtual joystick does not exceed this range, it indicates that the user is in a state of fine operation or position adjustment, and at this time, shooting or aiming operations are more likely to be required.
[0118] In an alternative embodiment, the first size and the second size respectively correspond to the area sizes of different function buttons on the screen. By adjusting these sizes, the operation experience of the user in different game scenarios can be optimized. For example, when the user is in a low-speed movement state (the moving distance is less than the first preset distance), the area size of the shooting / aiming button (as the first operation control) will be set to be larger (the first size), while the area size of the jump / squat button (as the second operation control) will be relatively smaller (the second size). This design is based on the usage scenario where the user is more inclined to perform shooting or aiming operations during low-speed movement.
[0119] In a specific application, when a player controls a character to make a small movement in a shooting game, the terminal device detects that the moving distance of the player on the left virtual joystick is 20% of the maximum range, which is less than the first preset distance threshold of 30% set by the system. At this time, the system sets the shooting button (the first operation control) on the right to a larger area size (the first size) that occupies 15% of the screen width, while setting the jump button (the second operation control) to a smaller area size (the second size) that occupies 10% of the screen width, enabling the player to perform shooting operations more easily and accurately in the low-speed movement state.
[0120] When the moving distance is greater than the first preset distance, the area sizes of the first response area and the second response area are the same.
[0121] Among them, the situation where the moving distance is greater than the first preset distance indicates that the user is performing medium-speed or high-speed movement operations. In this state, the operation intentions and requirements of the user will change. The moving distance can be measured by click operations, swipe operations, long-press operations, and / or other operation methods. For example, it is calculated by the distance from the starting point to the current point through a swipe operation on the touch screen.
[0122] In an alternative embodiment, when the moving distance is greater than the first preset distance, it means that the user may be in a medium-speed moving state. At this time, the user's demand for different function buttons tends to be balanced. For example, in a shooting game, when the character moves at a medium speed, the user may need to take into account multiple operations such as moving, shooting, and posture transformation. Therefore, setting the area sizes of the first operation control (such as the shooting button) and the second operation control (such as the jumping button) to be the same can provide a more balanced operation experience for the user.
[0123] In an alternative embodiment, the first operation control and the second operation control having the same area size means that the touchable areas of these controls on the screen are exactly the same. This design concept is based on the consideration that the user's demand for various operation functions is relatively balanced when moving at a medium speed. For example, when the user's character runs at a medium speed, they may need to shoot enemies, or they may need to jump or crouch to avoid attacks. Therefore, setting these function buttons to the same size can provide a more fair operation opportunity.
[0124] In a specific application, when the player controls the character to move at a medium speed in the game, the terminal device detects that the moving distance of the player on the virtual joystick reaches 50% of the maximum range, which is greater than the first preset distance threshold of 30% set by the system. At this time, the system sets the sizes of both the shooting button and the jumping button on the right to be medium sizes that account for 12% of the screen width, so that the operability of these two operation controls is balanced, and at the same time, it ensures that the player can flexibly select different operations according to the actual combat needs when moving at a medium speed.
[0125] Wherein, the first preset distance is less than the second preset distance.
[0126] Wherein, the second preset distance is a distance threshold preset by another game system for further distinguishing different moving states of the user in the game. The second preset distance can be set through click operations, swipe operations, long-press operations, and / or other operation methods. For example, the value of the second preset distance can be adjusted in the game settings interface through a swipe operation.
[0127] In an alternative embodiment, the second preset distance is a threshold greater than the first preset distance for determining whether the user is in a high-speed moving state. For example, in a shooting game, the second preset distance can be set to 70% of the maximum movable range of the virtual joystick. When the moving distance of the user's finger on the virtual joystick exceeds this range, it indicates that the user is in a high-speed running or sprinting state, and at this time, they are more likely to need to perform operations such as jumping, crouching, or other defensive operations.
[0128] In an optional embodiment, the design that the first preset distance is less than the second preset distance forms a three-stage operation control size adjustment mechanism, corresponding to low-speed, medium-speed, and high-speed movement states respectively. For example, when the movement distance is less than the first preset distance, it corresponds to the low-speed state; when the movement distance is between the first preset distance and the second preset distance, it corresponds to the medium-speed state; when the movement distance is greater than the second preset distance, it corresponds to the high-speed state. The area size configuration of the operation control will be different in each state to adapt to the operation needs of users at different movement speeds.
[0129] In a specific application, the terminal device sets the first preset distance to 30% of the maximum movement range of the virtual joystick, and the second preset distance to 70% of the maximum movement range of the virtual joystick. When a player controls a character to move in a game, the system will judge the current movement state of the character according to the detected movement distance: when the movement distance is less than 30%, it is in the low-speed state, the shooting button is larger and the jump button is smaller; when the movement distance is between 30% and 70%, it is in the medium-speed state, and the shooting button and the jump button are of the same size; when the movement distance is greater than 70%, it is in the high-speed state, and another control area size configuration strategy may be adopted, such as setting the jump button larger and the shooting button smaller to adapt to the scenario where defensive operations are more likely to be required under high-speed movement.
[0130] As Figure 3 shown in the schematic diagram of the dynamic adjustment method of the operation control in a shooting game, in a specific application of this embodiment, when a user operates in a shooting game, the terminal device monitors the movement distance of the user on the left virtual joystick in real time. When the user makes a slight movement (such as Figure 3 , within the x1 movement area range), the terminal device judges that the user may be in a tactical observation or aiming state. At this time, the area size of the shooting and aiming buttons on the right (such as the c1 control shown in Figure 3 ) is increased to 120% of the original area size, and at the same time, the area size of the jump, crouch, and crawl buttons (such as the a1 control shown in Figure 3 ) is reduced to 90% of the original area size to reduce the possibility of the user accidentally touching the jump button during the precise aiming process. When the user makes a large movement (such as Figure 3 , within the y1 movement area range), the shooting, aiming, jump, crouch, and crawl buttons maintain the same area size; when the user makes a large movement (such as Figure 3 , within the z1 movement area range), the terminal device judges that the user may be in a rapid movement or evasion state. At this time, the area size of the jump, crouch, and crawl buttons is increased to 120% of the original area size, and at the same time, the area size of the shooting and aiming buttons is reduced to 90% of the original area size so that the user can perform evasive actions more easily;.
[0131] In a method for dynamically adjusting operation controls in a game provided by an embodiment of the present application, according to the current operation state, the response area of the operation controls in the game interface is dynamically adjusted, and it further includes:
[0132] Step S701, judging the operation difficulty level of the user according to the current operation state;
[0133] Step S702, dynamically adjusting the response area of the operation controls in the game interface based on the operation difficulty level.
[0134] Through the method provided by this embodiment, the terminal device can intelligently adjust the interactive elements of the game interface according to the difficulty of the user's actual operation, so that players can obtain a more natural and smooth operation experience in different operation scenarios. By judging the operation difficulty level and correspondingly adjusting the response area of the operation controls, the probability of accidental touch is effectively reduced, the utilization efficiency of the screen space is optimized, the immersion and control accuracy of the game are enhanced, the comfort of the game experience is improved, the playability and depth of the game are increased, thus solving the technical problem of limited screen space of mobile devices and complex game operations.
[0135] The above solution will be specifically described below.
[0136] In step S701, the operation difficulty level of the user is judged according to the current operation state.
[0137] Among them, the operation difficulty level refers to the difficulty of the user to complete the expected game operation in the current operation state. The operation difficulty level can be divided into multiple levels, such as low difficulty, medium difficulty, and high difficulty, etc. For example, the terminal device can comprehensively evaluate the operation difficulty level faced by the current user according to the user's current operation state, combined with various factors such as the complexity of the game scene and the threat level of the enemy.
[0138] In an optional embodiment, the judgment of the operation difficulty level can be based on the complexity of the user's operation, including but not limited to the frequency of operation, the accuracy requirement, the number of combination keys, etc. For example, when the user needs to complete multiple precise operations in a short time, such as moving, aiming, and shooting simultaneously in a shooting game, the terminal device can determine the current operation difficulty level as high difficulty.
[0139] In an optional embodiment, the judgment of the operation difficulty level can also consider the changing factors of the game scene, such as the change of the field of view, the change of the scene light, the enemy density, etc. For example, when the user is in a game scene with dim light and dense enemies, the terminal device can determine the current operation difficulty level as high difficulty, so as to make corresponding adjustments to the controls subsequently and improve the accuracy of the user's operation.
[0140] In a specific application, when the user controls the game character to move slowly in an open area, the terminal device can detect that the movement speed of the character does not exceed the preset speed threshold, and then determine that the current operation difficulty level is a low difficulty level. On the contrary, when the user controls the character to move at high speed in complex terrain or faces multiple enemies, and the terminal device detects that the character's movement speed exceeds the preset speed threshold, the current operation difficulty level is determined to be a high difficulty level.
[0141] In step S702, based on the operation difficulty level, dynamically adjust the response area of the operation control in the game interface.
[0142] In an alternative embodiment, the adjustment of the response area can be carried out according to a preset rule. For example, the higher the operation difficulty level, the larger the area size of the key operation control, the more prominent the color, and the lower the transparency. For example, in a high-difficulty operation scenario, the terminal device can increase the area size of the shooting button by 30%, adjust the color to bright red, and reduce the transparency to 20%, so that the user can operate more accurately.
[0143] In an alternative embodiment, the adjustment of the response area can also be personalized based on the user's historical operation preferences. For example, the terminal device can record the user's operation habits at different difficulty levels, such as click position preferences, frequently used function keys, etc., and preferentially adjust the response areas of these user-frequently used controls in similar scenarios to provide an operation interface that better conforms to personal habits.
[0144] In an alternative embodiment, the adjustment of the response area can be combined with the skill characteristics of the game character or the performance characteristics of the vehicle. For example, when using a sniper character and entering the aiming mode (high-difficulty operation state), the terminal device can increase the size of the sensitivity adjustment button in the aiming control area so that the user can more accurately control the aiming process.
[0145] In a specific application, when the terminal device detects that the user controls the game character to enter the high-speed movement state (operation difficulty level is high), it will automatically increase the area size of the controls related to movement (such as jump and crouch buttons) to 1.5 times the normal size, and at the same time reduce the area size of the shooting button to 0.8 times the normal size, and appropriately adjust the positions of these controls to make them more in line with the natural reach range of the user's fingers, thereby reducing the probability of accidental touch in the high-speed movement state and improving the operation accuracy.
[0146] In a method for dynamically adjusting operation controls in a game provided in an embodiment of the present application, determining the user's operation difficulty level according to the current operation state includes:
[0147] When the current operation state is the character movement state, it further includes:
[0148] Step S70101, detect the moving speed of the game character;
[0149] Step S70102, when the moving speed of the game character exceeds a preset speed threshold, determine the operation difficulty level as a high difficulty level;
[0150] Step S70103, when the moving speed of the game character does not exceed the preset speed threshold, determine the operation difficulty level as a low difficulty level.
[0151] Through the method provided by this embodiment, the terminal device can dynamically determine the operation difficulty level according to the moving speed of the game character, and thus adjust the response area of the operation control accordingly. This adaptive adjustment mechanism based on the moving speed enables users to obtain a more accurate operation experience in the high-speed moving state, reducing the possibility of accidental touch; at the same time, maintaining an appropriate size of the operation control in the low-speed moving state, balancing the screen space utilization rate and the operation accuracy rate, enhancing the game interaction experience, increasing the richness of the game, and effectively solving the problem of operation accuracy caused by limited screen space in mobile games.
[0152] The above solution will be specifically described below.
[0153] In step S70101, detect the moving speed of the game character.
[0154] Among them, the moving speed of the game character is the degree of movement speed of the game character in the game scene.
[0155] In an optional embodiment, the moving speed of the game character may refer to the distance that the game character moves in the game scene within a unit time, and this speed can be calculated in real time by the game engine. For example, the terminal device can calculate the position change amount of the game character in the game scene every 100 milliseconds, and obtain the instantaneous moving speed of the game character according to the position change amount divided by the time interval.
[0156] In an optional embodiment, the moving speed of the game character may include the horizontal moving speed, the vertical moving speed, and the comprehensive moving speed, where the comprehensive moving speed can be calculated by the vector synthesis of the horizontal moving speed and the vertical moving speed. For example, the terminal device can respectively monitor the moving speeds of the game character in the X-axis and Y-axis directions of the game world coordinate system, and then obtain the comprehensive moving speed of the game character by calculating the square root of the sum of the squares of the speeds in the two directions, and then compare it with the preset speed threshold.
[0157] In step S70102, when the moving speed of the game character exceeds a preset speed threshold, determine the operation difficulty level as a high difficulty level.
[0158] Among them, the preset speed threshold is a judgment criterion for the moving speed of the game character set in advance.
[0159] In an optional implementation manner, the preset speed threshold may be a fixed value determined in advance according to factors such as game type, game scene, and game difficulty. For example, in a shooting game, the terminal device may set the preset speed threshold to 70% of the maximum moving speed of the game character. When it is detected that the moving speed of the character exceeds this threshold, it is determined that the current operation is in a high-difficulty level state.
[0160] In an optional implementation manner, the preset speed threshold may be an adaptive value dynamically adjusted according to the user's historical operation data. For example, the terminal device may record the operation accuracy rate of the user at different moving speeds, analyze the speed critical point at which the user's operation begins to become difficult, and set this critical point as the personalized preset speed threshold for this specific user, so that the dynamic adjustment of the operation control is more in line with the user's personal operation habits.
[0161] In step S70103, when the moving speed of the game character does not exceed the preset speed threshold, the operation difficulty level is determined to be a low difficulty level.
[0162] Among them, the low difficulty level refers to the level classification with a lower operation difficulty for the user in the current game state.
[0163] In an optional implementation manner, the low difficulty level may correspond to the operation difficulty evaluation result when the game character is in a stationary state or a slow moving state. For example, when the terminal device detects that the moving speed of the game character is lower than 30% of the preset speed threshold, the operation difficulty level may be determined to be an "extremely low" difficulty level; when the moving speed is between 30% and 100% of the preset speed threshold, the operation difficulty level may be determined to be a "low" difficulty level, so as to achieve a more detailed difficulty level classification.
[0164] In an optional implementation manner, the determination of the low difficulty level may also be combined with other factors, such as the acceleration or turning frequency of the game character. For example, even if the moving speed of the game character does not exceed the preset speed threshold, but if the terminal device detects that the character frequently changes direction or has a large acceleration, the operation difficulty level may also be increased in order to adapt to the upcoming high-difficulty operation requirements in advance.
[0165] In a specific application, when a user controls a game character to run in a shooting game, the terminal device monitors the moving speed of the character in real time. Suppose the preset speed threshold is set to 10 meters per second (in-game unit). When the character moves at a speed of 8 meters per second, the terminal device determines the operation difficulty level as a low difficulty level, and at this time, keeps the size of the operation control smaller to provide more visible screen space. When the character accelerates to 12 meters per second exceeding the threshold, the terminal device immediately adjusts the operation difficulty level to a high difficulty level and correspondingly increases the size of the key operation button, enabling the user to more accurately trigger the required operation in the high-speed movement state and effectively reducing the accidental touch problem caused by the fast movement speed.
[0166] In a method for dynamically adjusting operation controls in a game provided in an embodiment of the present application, the operation difficulty level of the user is judged according to the current operation state; based on the operation difficulty level, dynamically adjusting the response area of the operation control in the game interface includes: when the operation difficulty level is a high difficulty level, increasing the size of the operation control; when the operation difficulty level is a low difficulty level, reducing the size of the operation control.
[0167] Through the method provided by this embodiment, the terminal device can intelligently adjust the display ratio of interface elements based on the complexity of the current game scene, provide a larger interaction area in high-difficulty operation scenarios to reduce the accidental touch rate, and optimize the screen space utilization efficiency in low-difficulty operation scenarios. This not only improves the user's game interaction experience but also enhances the adaptability and playability of the game, solving the problem in the computer field that it is difficult to balance the operation accuracy and screen utilization rate due to the fixed layout of traditional mobile game interfaces.
[0168] In an optional embodiment, increasing / decreasing the area size of the interaction element means that in a high-difficulty operation scenario, expanding / reducing the clickable area of the key function button, making it easier for the user to accurately trigger the required function. For example, when the terminal device determines that the user is in a high-difficulty operation scenario (such as high-speed movement or intense combat), the touch area of the key operation button can be increased / decreased by 20%-50%, reducing the possibility of accidental touch by the user.
[0169] Among them, the increase / decrease ratio of the area size of the interaction element can be dynamically calculated according to the specific value of the difficulty level. The increase / decrease ratio of the display area of the interaction element refers to the magnification / reduction ratio of the touch area of the interaction element in the high-difficulty state relative to the standard state. The user can interact with these adjusted interaction elements through click operations, swipe operations, long-press operations, and / or other operations. For example, the user can trigger the corresponding game function by clicking on the enlarged / reduced function button.
[0170] In an optional embodiment, the increase / decrease ratio of the size of the interactive element area can be adjusted to different degrees according to the game scenario and operation requirements. For example, in an operation scenario with extremely high difficulty, the terminal device can increase the touch area of the key function button by up to 2 times the original size to ensure that the user can accurately trigger the required function under a tense state.
[0171] In an optional embodiment, the increase / decrease of the size of the interactive element area can be reflected not only in the size, but also include visual enhancement measures such as reducing transparency and enhancing color contrast. For example, when the terminal device determines that the current is a high-difficulty operation scenario, it can increase the button size and reduce its transparency at the same time, making the button more prominent visually and facilitating the user to quickly locate and operate.
[0172] In a method for dynamically adjusting an operation control in a game provided in an embodiment of the present application, determining the operation difficulty level of the user according to the current operation state includes:
[0173] When the current operation state is the character attack state, it further includes:
[0174] Step S70110, detecting the activation state of the character aiming function;
[0175] Step S70111, when the character aiming function is in an activated state, determining the operation difficulty level as a high difficulty level;
[0176] Step S70112, when the character aiming function is in an unactivated state, determining the operation difficulty level as a low difficulty level.
[0177] Through the method provided in this embodiment, the terminal device can intelligently judge the complexity of the current user operation according to the aiming function state of the game character, and correspondingly adjust the operation control parameters, improving the user's control accuracy in different aiming states, providing a more appropriate control size in a high-precision requirement scenario such as the aiming state, thereby improving the fluency and accuracy of the interaction experience, and at the same time improving the richness of the game, solving the contradiction problem between operation accuracy and screen space utilization in mobile shooting games.
[0178] The above solution will be specifically described below.
[0179] In step S70110, the activation state of the character aiming function is detected.
[0180] Among them, the character aiming function refers to a mechanism that allows players to accurately aim at targets in the game. The character aiming function can be activated by click operation, swipe operation, long press operation, and / or other operations. For example, the player can activate the character's aiming function by clicking the aiming button on the screen.
[0181] In an optional embodiment, the character aiming function refers to a special mode designed to improve shooting accuracy in a game. It usually changes the perspective, narrows the field of view, and may reduce the movement speed in exchange for higher shooting accuracy. For example, in a certain shooting game, players can enter the aiming state by long - pressing the aiming button on the right side of the screen. At this time, the game screen will present a first - person perspective or a perspective closer to the target, facilitating precise shooting by the player.
[0182] In an optional embodiment, the activation state of the character aiming function refers to the status information indicating whether the aiming mode is currently enabled by the player, which can be divided into two states: the activated state and the non - activated state. For example, when the player presses and holds the aiming button in the game interface, the aiming function is in the activated state; when the player releases the aiming button, the aiming function returns to the non - activated state.
[0183] In a specific application, the terminal device can real - time monitor whether the player triggers the aiming function in a shooting game. When the player long - presses the aiming button on the right side of the screen during a firefight with an enemy character, the terminal device detects that the aiming button is activated, and the game screen immediately switches to the aiming perspective. At this time, the system records the status of the character aiming function as "activated".
[0184] In step S70111, when the character aiming function is in the activated state, the operation difficulty level is determined to be a high - difficulty level.
[0185] Among them, the activation state of the character aiming function refers to the state in which the aiming mode in the game is started and being used by the player. The activation state of the character aiming function can be confirmed through click operations, swipe operations, long - press operations, and / or other operations. For example, players can keep the character aiming function in the activated state by clicking and holding the aiming button.
[0186] In an optional embodiment, the character aiming function being in the activated state means that the player is currently using the aiming mode for game operations, which usually requires a higher operation accuracy and more precise control by the player. For example, in a certain shooting game, when the player holds the aiming button, the game perspective will zoom in. At this time, the player needs to more precisely control the position of the crosshair to hit the enemy, and the requirement for operation accuracy is significantly increased.
[0187] In step S70112, when the character aiming function is in the non - activated state, the operation difficulty level is determined to be a low - difficulty level.
[0188] Among them, the character aiming function being in an inactive state refers to the state where the aiming mode in the game is not enabled. The inactive state of the character aiming function can be confirmed through click operations, swipe operations, long - press operations, and / or other operations. For example, players can make the character aiming function return to the inactive state by releasing the aiming button.
[0189] In an optional embodiment, the character aiming function being in an inactive state means that the player is currently not using the aiming mode but operating in the normal perspective of the game. At this time, the requirement for operation accuracy is relatively low, and players can perform various game actions more freely. For example, in the normal perspective, players mainly focus on the movement, positioning, and large - range environmental perception of the character, rather than precise aiming, and the requirement for control accuracy is reduced.
[0190] In a method for dynamically adjusting operation controls in a game provided by an embodiment of the present application, when the current operation state is the vehicle driving state, it further includes:
[0191] Detecting the driving speed or steering angle of the vehicle;
[0192] When the driving speed of the vehicle exceeds the preset speed threshold or the steering angle exceeds the preset angle threshold, determining the operation difficulty level as a high - difficulty level;
[0193] When the driving speed of the vehicle does not exceed the preset speed threshold and the steering angle does not exceed the preset angle threshold, determining the operation difficulty level as a low - difficulty level.
[0194] Through the method provided in this embodiment, the terminal device can intelligently identify the operation needs of users according to the actual driving conditions of the vehicle in the game, dynamically adjust the response area of the controls on the interaction interface, which not only improves the operation accuracy of users in complex scenarios such as high - speed or sharp - turn situations, but also optimizes the overall game experience. At the same time, by intelligently adjusting the response area of the controls, it enhances the interaction effect between the user and the game interface, improves the richness of the game, and solves the contradiction between the limited operation space and complex operation requirements of mobile games.
[0195] The above - mentioned solution will be specifically described below.
[0196] In step S70120, detecting the driving speed or steering angle of the vehicle.
[0197] Among them, the vehicle can be understood as various means of transportation that can be controlled by users in the game. A vehicle refers to virtual means of transportation such as vehicles, ships, and aircraft that can move and be controlled by users in the game environment, and is a game element used to enable game characters to move quickly or complete specific tasks in the game scene.
[0198] In an alternative embodiment, the vehicle can include various types of vehicles, aircraft, or watercraft, etc., which are mobile tools that can be controlled in the game. For example, the vehicle can be various forms of transportation such as a racing car in a racing game, an airplane in a flight simulation game, a ship in a sailing game, a motorcycle or a tank in an open-world game, etc.
[0199] Among them, the driving speed refers to the distance that the vehicle moves in the game world per unit time, usually expressed in the built-in speed units of the game, such as kilometers per hour or miles per hour. The driving speed is an important parameter for measuring the performance of the vehicle and the difficulty of user control, and it affects the game experience and the need for adaptive adjustment of the operation controls.
[0200] In an alternative embodiment, the driving speed can be obtained by calculating the virtual distance that the vehicle moves within a unit time. For example, the terminal device can sample the position coordinates of the vehicle every second, and by calculating the distance between two adjacent sampling points and dividing it by the sampling time interval, the instantaneous speed of the vehicle can be obtained.
[0201] Among them, the steering angle refers to the angle formed between the forward direction of the vehicle and the reference direction, which is used to measure the amplitude and sharpness of the vehicle's turning. The steering angle is one of the key indicators for judging the driving difficulty of the vehicle. A larger steering angle usually means that the user needs to perform more precise operation controls.
[0202] In an alternative embodiment, the steering angle can be calculated by measuring the angle between the vehicle's orientation vector and its previous moment's orientation vector. For example, the terminal device can record the orientation data of the vehicle at fixed intervals, and calculate the angle change between the two orientations through vector dot product or cross product, so as to obtain the steering angle.
[0203] Among them, the preset speed threshold refers to a speed limit value predefined by the system, which is used to distinguish different levels of the vehicle's driving speed. The preset speed threshold, as the standard for judging whether the vehicle's speed reaches the level that requires special processing, is the basic parameter for realizing the dynamic adjustment of the operation controls.
[0204] In an alternative embodiment, the preset speed threshold can be set according to the game type and the characteristics of the vehicle. For example, in a racing game, for an ordinary family car model, the preset speed threshold may be set to 120 kilometers per hour; while for a high-performance racing car, the preset speed threshold may be set to 200 kilometers per hour to adapt to the speed characteristics of different vehicles.
[0205] Among them, the preset angle threshold refers to a steering angle limit value predefined by the system, which is used to distinguish different degrees of steering operations. The preset angle threshold, as the standard for judging whether the vehicle's turning reaches the level that requires special processing, is an important parameter for realizing the control adjustment based on the steering difficulty.
[0206] In an alternative embodiment, the preset angle threshold can be set according to the design characteristics of the roads in the game. For example, in a racing game where the track includes hairpin turns, the preset angle threshold may be set to 30 degrees. When the steering angle of the vehicle exceeds this value, the terminal device determines that the user is performing a high-difficulty turning operation. For a game scenario mainly involving straight-line acceleration, the preset angle threshold may be set to 15 degrees to identify steering operations earlier.
[0207] In a specific application, when a player drives a sports car in a racing game, the terminal device monitors the driving speed and steering angle of the sports car in real time. When the player drives the sports car into a winding mountain road and the vehicle speed reaches 180 km / h (exceeding the preset speed threshold of 150 km / h), and at the same time, due to the continuous curves requiring frequent steering, the steering angle reaches 40 degrees (exceeding the preset angle threshold of 30 degrees), the terminal device detects this high-difficulty operation scenario. To improve the player's operation accuracy, the terminal device then dynamically adjusts the operation controls in the game interface to provide a more suitable interaction experience for the player.
[0208] In step S70121, when the driving speed of the vehicle exceeds the preset speed threshold or the steering angle exceeds the preset angle threshold, the operation difficulty level is determined as the high-difficulty level.
[0209] In a specific application, when a player drives a supercar in an open-world racing game, the terminal device detects that the vehicle speed breaks through 220 km / h (far exceeding the preset speed threshold of 180 km / h), and at the same time, the vehicle is performing continuous S-turn operations with the steering angle changing frequently and the maximum value reaching 42 degrees (exceeding the preset angle threshold of 35 degrees). Based on these data, the terminal device immediately determines that the current is a high-difficulty operation scenario, and then increases the sizes of the brake and direction control buttons by 30%, while reducing the transparency of the non-critical buttons, so that the player can perform key operations more accurately in the tense situation of high-speed driving, effectively avoiding accidental touches and operation mistakes.
[0210] In step S70122, when the driving speed of the vehicle does not exceed the preset speed threshold and the steering angle does not exceed the preset angle threshold, the operation difficulty level is determined as the low-difficulty level.
[0211] In a specific application, when a player drives a sedan at a stable speed of 60 kilometers per hour in a city road game scene (lower than the preset speed threshold of 100 kilometers per hour), and makes a slight steering operation on a wide main road, with the steering angle remaining within 10 degrees (far lower than the preset angle threshold of 25 degrees). The terminal device determines that the current is a low-difficulty operation scene, and accordingly adjusts the response area of the operation control in the game interface: appropriately reduces the acceleration and brake buttons to free up screen space, while increasing the visibility of auxiliary information controls such as the map and rearview mirror, providing the player with a more comfortable and information-rich driving experience, and optimizing the interface layout and interaction efficiency in low-intensity driving scenarios.
[0212] In a method for dynamically adjusting operation controls in a game provided in an embodiment of the present application, when the current operation state is the moving distance of the target control, wherein the game interface further includes a virtual control area, the content displayed on the game interface at least includes a game scene, and the virtual control area includes a direction control and a power control. The method includes:
[0213] Step S7012001, in response to a second user input received by the direction control, determine the bend parameters in the game scene;
[0214] Step S7012002, according to the bend parameters and the second user input, determine the maximum output limit of the power control;
[0215] Step S7012003, according to the maximum output limit, limit the output value of the power control.
[0216] Through the method provided in this embodiment, the terminal device can dynamically adjust the output limit of the power control according to the bend parameters in the game scene and the user input, realizing intelligent adaptation of the control of the game vehicle. This dynamic adjustment mechanism can help users obtain a smoother operation experience in complex game scenes, especially avoid vehicle out-of-control caused by excessive acceleration during high-difficulty bend driving, thereby enhancing the interaction experience, increasing the playability and interestingness of the game, and at the same time solving the technical problem in the computer field of insufficient control accuracy in traditional mobile games.
[0217] The above solution will be specifically described below.
[0218] In step S7012001, in response to a second user input received by the direction control, determine the bend parameters in the game scene.
[0219] Among them, the direction control is a virtual control element in the game interface for controlling the driving direction of the game vehicle. The direction control can receive user input through click operations, swipe operations, long-press operations, and / or other operation methods. Taking the swipe operation as an example, in response to the second user input received by the direction control, the bend parameters in the game scene are determined.
[0220] In an alternative embodiment, the direction control is a virtual joystick or direction key located within the virtual control area in the game interface. The user can control the steering of the vehicle in the game by touching and moving the direction control on the screen of the mobile device. For example, in a racing game, the user can control the steering direction and steering amplitude of the racing car by swiping the direction control left or right. The displacement angle and distance of the direction control can be mapped to the steering angle of the vehicle in the game.
[0221] In an alternative embodiment, the second user input refers to the operation behavior of the user on the direction control, including information such as the direction, duration, and force of the operation, which directly affect the steering behavior of the game vehicle. For example, when the user continuously pulls the direction control to the left and maintains a large angle in a racing game, the terminal device will detect this continuous input and accordingly determine that the user intends to make a large-angle turn, thereby triggering subsequent bend parameter calculation and power output adjustment.
[0222] In a specific application, when the user uses the direction control within the virtual control area of a racing game, the terminal device will monitor the user's input behavior in real time. When it detects that the user pulls the direction control to the left significantly and continuously holds it, the terminal device will determine the bend parameters of the current racing car passing through based on the track information in the game scene combined with the user's input, such as key information such as the curvature, length of the bend, and the position of the racing car relative to the bend, providing a decision basis for subsequent power control.
[0223] In step S7012002, based on the bend parameters and the second user input, determine the maximum output limit of the power control.
[0224] Among them, the bend parameters refer to a set of data describing the bend characteristics in the game scene, used to characterize the geometric characteristics and difficulty level of the bend. The bend parameters can be adjusted or viewed through click operations, swipe operations, long-press operations, and / or other operation methods. Taking the system automatic calculation as an example, based on the bend parameters and the second user input, determine the maximum output limit of the power control.
[0225] In an alternative embodiment, the curve parameters include data in multiple dimensions such as the radius of curvature of the curve, the curve angle, the road width, the road surface friction coefficient, etc. These parameters together determine the difficulty coefficient of the curve. For example, in a racing game, the curve parameters of a sharp turn will show a smaller radius of curvature and a larger steering angle, which usually means that the player needs to control the vehicle speed more carefully to avoid vehicle out of control.
[0226] In an alternative embodiment, the maximum output limit refers to the upper limit of the maximum output value allowed by the power control in a specific game state, which is used to prevent the game vehicle from getting out of control due to excessive acceleration in a specific situation. For example, when a racing car enters a sharp turn, the system will limit the maximum output of the throttle control to the range of 50%-80% of the normal situation according to the curvature of the curve and the player's steering input, ensuring that the vehicle can safely pass through the curve without flying out of the track due to excessive speed.
[0227] In a specific application, when the user drives a vehicle close to a sharp turn and starts to turn in a racing game, the terminal device will calculate the appropriate upper limit of power output in the current situation according to the detected curve parameters (for example, the angle between the vehicle head and the center of the curve reaches 45 degrees) and the intensity of the user's steering input. For such a sharp turn with a large angle, the terminal device may set the maximum output limit of the throttle control to 60% of the normal maximum value to ensure that the vehicle can smoothly pass through the curve and prevent skidding or running out of the track due to excessive speed.
[0228] In step S7012003, limit the output value of the power control according to the maximum output limit.
[0229] Among them, the power control refers to the virtual control element in the game interface used to control the speed or acceleration of the game vehicle. The power control can be controlled by click operation, swipe operation, long-press operation and / or other operation methods. Taking the long-press operation as an example, limit the output value of the power control in the long-press state according to the maximum output limit.
[0230] In an alternative embodiment, the power control is an acceleration button, a throttle button or a thruster control button in the game interface, and the user controls the power output of the game vehicle by operating these controls. For example, in a racing game, the throttle button is usually located on the right side of the screen, and the user controls the acceleration of the vehicle by pressing this control. The greater the pressing force or the duration, the greater the vehicle acceleration.
[0231] In an alternative embodiment, the output value limit refers to the actual output value that the power control actually allows as calculated by the system based on the game state and user input, and this value does not exceed the maximum output limit determined in the previous steps. For example, when the system sets the maximum output limit of the throttle to 70%, even if the user fully presses the throttle control (usually corresponding to 100% output), the system will control the actual output at 70% to ensure that the vehicle maintains an appropriate speed in a curve.
[0232] In a specific application, when the user drives a racing car into a sharp turn and fully presses the throttle control, the terminal device will limit the power output according to the maximum output limit (such as 65%) calculated in the previous steps. This means that even if the user tries to pass through the curve at full speed, the system will intelligently control the actual power output within a safe range, enabling the vehicle to turn smoothly without losing control. As the vehicle slowly exits the curve and the angle between the front of the vehicle and the center of the curve gradually decreases, the system will gradually increase the maximum output limit until it returns to 100% output capacity when the vehicle completely exits the curve.
[0233] In a specific application of this embodiment, when the user drives a vehicle using a virtual control area in a racing game, the terminal device will monitor the operation of the direction control. When the user enters a curve and makes a steering operation through the direction control, the terminal device will calculate the curve parameters based on the angle between the front of the vehicle and the center of the curve, and dynamically adjust the maximum output limit of the power control accordingly. For example, when it is detected that the angle between the front of the vehicle and the center of the curve reaches the maximum value of 90 degrees, the maximum output of the power control will be limited to 50%; when the vehicle gradually exits the curve and the angle decreases to 45 degrees, the maximum output limit of the power control will be correspondingly increased to 75%; when the angle is zero, the power control resumes 100% maximum output capacity. Optionally, as Figure 4 shown in a schematic diagram of a method for dynamically adjusting operation controls in a racing game, when it is detected that the angle between the front of the vehicle and the center of the curve reaches a certain threshold (which can be set by the user according to requirements), the brake control E1 is highlighted and the acceleration control D1 is dimmed (such as increasing the transparency of D1).
[0234] In a method for dynamically adjusting operation controls in a game provided in an embodiment of the present application, the curve parameters include the angle between the front of the vehicle and the center of the curve, and the maximum output limit is inversely proportional to the size of the angle.
[0235] Through the method provided by this embodiment, the terminal device can dynamically adjust the maximum output limit according to the included angle between the vehicle head angle and the bend center in the game scene, thereby achieving the accuracy and flexibility of game control. By establishing an inverse relationship between the size of the included angle and the output limit, when the included angle is large, the output limit is reduced, and when the included angle is small, the output limit is increased, enabling players to obtain a more natural and realistic driving experience during cornering, enhancing the intuitiveness and smoothness of the interaction experience, while enhancing the realism and operation depth of the game, enriching the game content, and solving the technical problem of inaccurate cornering driving operations in traditional game controls.
[0236] Among them, the included angle between the vehicle head angle and the bend center is a direction parameter during the vehicle's driving process in the game scene. These angle parameters can be calculated through the input of direction controls such as click operations, swipe operations, long-press operations, and / or other operations. For example, when the player swipes the direction control, the included angle between the vehicle head angle and the bend center can be calculated.
[0237] In an optional embodiment, the vehicle head angle refers to the angle formed between the forward direction of the vehicle in the game and a preset reference direction. For example, in the game, the north direction can be defined as the 0-degree reference direction. When the vehicle is driving towards the east, the vehicle head angle is 90 degrees; when the vehicle is driving towards the west, the vehicle head angle is 270 degrees. This angle calculation method enables the game system to track the vehicle's driving direction in real time, providing basic data for subsequent corner judgment.
[0238] Among them, the maximum output limit refers to the limit parameter for the upper limit of the output of the power control. This limit parameter can be adjusted through click operations, swipe operations, long-press operations, and / or other operations. For example, the player can control the output value by swiping the power control, but the system will limit the maximum output value according to the current size of the included angle.
[0239] In an optional embodiment, the maximum output limit is the limitation of the maximum power value that the power control can provide, which is used to prevent the player from outputting excessive power in a specific scenario and causing the vehicle in the game to lose control. For example, when the system detects that the vehicle is approaching a sharp turn, it will automatically reduce the maximum output limit of the power control according to the size of the included angle between the vehicle head angle and the bend center, so that even if the player pushes the power control to the maximum position, they can only output the maximum power value limited by the system. This mechanism simulates the driving habit of reducing speed at corners in real driving, improving the realism and operation safety of the game.
[0240] In an optional embodiment, the inverse relationship refers to a mathematical relationship where as the included angle increases, the maximum output limit decreases; as the included angle decreases, the maximum output limit increases. For example, the system can set a functional relationship such that the maximum output limit value is equal to "maximum power × (1 - k × included angle)", where k is the proportionality coefficient. When the vehicle enters a curve and the included angle gradually increases, the maximum output limit will decrease accordingly, preventing the vehicle from losing control due to excessive speed; when the vehicle exits the curve and the included angle gradually decreases, the maximum output limit will gradually increase, allowing the vehicle to accelerate. This dynamic adjustment mechanism makes the game controls more in line with physical laws, improving the playability and challenge of the game.
[0241] In a method for dynamically adjusting an operation control in a game provided in an embodiment of the present application, the fact that the maximum output limit is inversely proportional to the size of the included angle includes:
[0242] When the included angle reaches a preset threshold, the maximum output limit is 50% of the maximum power; when the included angle is zero, the maximum output limit is 100% of the maximum power.
[0243] Through the method provided in this embodiment, the terminal device can dynamically and precisely adjust the maximum output limit according to the specific value of the included angle, achieving a more fine-grained output control, providing a smoother game operation experience, effectively preventing out-of-control situations caused by excessive power during large-angle turns, and ensuring the maximum power output during straight-line driving. This not only improves the interaction experience but also enhances the realism and richness of the game, solving the technical problem of inaccurate turning control in traditional games.
[0244] Among them, the included angle refers to the included angle between the vehicle head angle and the center of the curve, which is an important parameter for measuring the turning amplitude of the vehicle. The larger the included angle, the sharper the turn of the vehicle and the higher the operation difficulty.
[0245] Among them, the preset threshold refers to the critical value of the included angle preset by the system. When the included angle reaches or exceeds this value, it means that the vehicle is in a sharp turn state and the maximum power output needs to be restricted.
[0246] Among them, the maximum output limit refers to the upper limit constraint on the output value of the power control by the system, and its proportional relationship with the theoretical maximum power is expressed as a percentage.
[0247] In a specific application, when a player drives a high-performance sports car in a racing game and approaches a sharp turn, the terminal device will calculate the included angle between the current vehicle head direction and the center point of the curve. When it detects that the included angle reaches the preset threshold of 60 degrees, the system immediately sets the maximum output limit of the power control to 50%. At this time, even if the player steps on the accelerator pedal to the floor, the acceleration of the vehicle is only half of the normal situation, which effectively prevents the vehicle from rushing out of the track due to excessive speed and enables the player to pass through the curve more smoothly.
[0248] In a method for dynamically adjusting an operation control in a game provided in an embodiment of the present application, the response area further includes at least one of the area size, area transparency, area color, or area display position.
[0249] Through the method provided in this embodiment, the game system can flexibly adjust various display attributes of the operation control according to the current operation state of the user, which can not only optimize the utilization rate of the screen space, but also improve the operation accuracy, thereby effectively enhancing the game interaction experience, enhancing the richness of the game, and solving the computer interaction problem of limited screen space and complex operation requirements of mobile devices.
[0250] Among them, the area size is the space size occupied by the operation control in the game interface. In an optional embodiment, the area size can be represented by multiple dimensional parameters, including but not limited to the width, height, area, or radius of the control. For example, when the operation control is a circular button, the area size can be adjusted by setting the radius value of the button; when the operation control is a rectangular button, its size can be changed by adjusting the width and height of the button.
[0251] Among them, the area transparency is the visible degree of the operation control in the game interface. In an optional embodiment, the area transparency can be expressed as a percentage, where 0% means completely invisible (completely transparent), and 100% means completely visible (completely opaque). For example, the terminal device can dynamically adjust the transparency of the operation control according to the complexity of the game screen. When the game scene is relatively simple, the transparency of the control is increased to highlight the operation interface; when the game scene is complex or the player needs to observe more game details, the transparency of the control is reduced to reduce visual interference.
[0252] Among them, the area color is the color attribute displayed by the operation control in the game interface. In an optional embodiment, the area color can be set through RGB values, HSL values, or predefined color modes. For example, the terminal device can dynamically adjust the color of the operation control according to the background color tone of the game scene to ensure that there is sufficient contrast between the control and the background, improving the user's operation recognition and accuracy.
[0253] Among them, the area display position is the spatial coordinate of the operation control in the game interface. In an optional embodiment, the area display position can be defined by a two-dimensional coordinate system (x, y coordinates), indicating the specific position of the control on the screen. For example, the terminal device can adjust the frequently used operation buttons to a more accessible position according to the user's holding posture or the range of thumb movement, reducing the user's operation burden.
[0254] In a method for dynamically adjusting an operation control in a game provided by an embodiment of the present application, the operation control includes at least one of a direction control key, a function button, a shooting button, an acceleration button, or a brake button.
[0255] Through the method provided by this embodiment, the terminal device can dynamically adjust the response area for different types of operation controls, thereby meeting the operation requirements of users in different game scenarios, effectively reducing the probability of accidental touch, and enhancing the user's gaming experience. At the same time, through the flexible adjustment of various operation controls such as direction control keys, function buttons, shooting buttons, acceleration buttons, or brake buttons, the game interface becomes more intelligent and user-friendly, improving the interaction experience and enriching the presentation method of game content.
[0256] The above solution will be specifically described below.
[0257] Among them, the operation control is an interactive element used by the user to issue control instructions in the game interface, and can be presented in the game interface in the form of graphical buttons, sliders, joysticks, etc. The operation control can receive the user's touch input, including click operations, swipe operations, long-press operations, and / or other operations, so that the user can control the behavior of the game character or game vehicle. For example, the user can click on the operation control to control the game character to move, attack, or perform other actions.
[0258] In an alternative embodiment, the direction control key is a dedicated operation control for controlling the moving direction of the game character or game vehicle, and is usually presented in the game interface in the form of a virtual joystick or direction keys. For example, in a shooting game, the direction control key may be located on the left side of the screen, and the player drags the direction control key to control the moving direction and speed of the character in the game scene.
[0259] In an alternative embodiment, the direction control key can have a variable control area and sensitivity, and can automatically adjust its response characteristics according to the user's operation state. For example, when the user is moving at high speed, the direction control key may increase its effective touch area to reduce the probability of accidental operation by the user during intense battles; while when the user needs precise movement, the direction control key may increase its accuracy to make the character move more precisely.
[0260] In an alternative embodiment, the function button is an operation control for triggering specific functions in the game, and different function buttons correspond to different game operations or skills. For example, in a shooting game, the function buttons may include a jump button, a crouch button, a reload button, a use item button, etc., and these buttons are usually distributed on the right side or bottom of the screen for easy access by the player.
[0261] In an optional embodiment, the layout and size of the function buttons can be intelligently adjusted according to the requirements of the game scene. For example, in a scene with intense combat, commonly used function buttons (such as jump or crouch buttons) may automatically enlarge to increase the success rate of operations; while in a relatively calm scene, the function buttons may return to their normal size or even become smaller to reduce the occlusion of the game's field of view.
[0262] In an optional embodiment, the shooting button is an operation control specifically used to control the character to perform shooting or attacking behaviors, and is one of the most crucial interaction elements in shooting games. For example, in a first-person shooting game, the shooting button is usually located in the lower right corner of the screen, and players click or hold down the shooting button to fire weapons for attacks.
[0263] In an optional embodiment, the shooting button can adjust its display effect and triggering mechanism according to the weapon type currently equipped by the game character or the combat state. For example, when the character is equipped with a sniper rifle, the shooting button may display a specific identifier and be adjusted to a single-click mode; when equipped with an automatic weapon, the button may be adjusted to a long-press continuous shooting mode, and the current shooting mode is prompted to the player through color or icon changes.
[0264] In an optional embodiment, the acceleration button is an operation control specifically used to control the game vehicle to increase speed, commonly found in racing games or games with a vehicle system. For example, in a racing game, the acceleration button is usually located on the right side of the screen, and players control the vehicle's speed increase by pressing the acceleration button.
[0265] In an optional embodiment, the acceleration button can intelligently adjust its feedback mechanism according to the road conditions or vehicle state. For example, when the vehicle approaches a bend, the acceleration button may prompt the player to decelerate through visual effect changes; when the vehicle is driving on a straight road, the acceleration button may enhance its visual prominence to encourage the player to go full speed ahead.
[0266] In an optional embodiment, the brake button is an operation control used to control the game vehicle to decelerate or stop, and is usually used in conjunction with the acceleration button. For example, in a racing game, the brake button may be located on the right side of the screen, close to the acceleration button but distinguishable from it, and players control the vehicle to decelerate or make an emergency stop by pressing the brake button.
[0267] In an optional embodiment, the brake button can adjust its display effect and triggering sensitivity according to the current vehicle speed and road conditions. For example, when the vehicle approaches a sharp bend at high speed, the brake button may automatically increase in size or brightness to remind the player to decelerate in time; when the vehicle is driving on a slippery road surface, the brake button may display special visual feedback to prompt the player to pay attention to controlling the braking force.
[0268] In this exemplary embodiment, a dynamic adjustment device for operation controls in a game is also disclosed. Figure 5 It is a composition diagram of a dynamic adjustment device for operation controls in a game in an exemplary embodiment of the present disclosure. As Figure 5 shown, the device includes:
[0269] An acquisition module, configured to acquire the current operation state of the user in the game interface;
[0270] An adjustment module, configured to dynamically adjust the response area of the operation control in the game interface according to the current operation state; wherein, the operation control is used to receive control instructions of the user for the game character or the game vehicle.
[0271] Optionally, the current operation state includes at least one of the following: the moving distance of the target control, the moving state of the character, the attacking state of the character, and the driving state of the vehicle.
[0272] Optionally, when the current operation state is the moving distance of the target control, wherein the game interface includes a target control, it further includes:
[0273] In response to the first user input received by the target control, determine the moving distance of the first user input.
[0274] Optionally, the moving distance is determined by the following method:
[0275] Acquire the touch point position of the first user input;
[0276] Take the touch point position as the starting point;
[0277] Calculate the distance between the starting point and the current position of the first user input as the moving distance.
[0278] Optionally, the response area at least includes the area size. Dynamically adjusting the response area of the operation control in the game interface according to the current operation state further includes:
[0279] Determine the area size of the response area according to the moving distance.
[0280] Optionally, the operation control includes a first operation control and a second operation control, and the response area includes a first response area corresponding to the first operation control and a second response area corresponding to the second operation control; determining the area sizes of the first response area and the second response area respectively according to the moving distance further includes:
[0281] When the moving distance is less than or equal to the first preset distance, the area size of the first response area is the first size, and the area size of the second operation control is the second size, wherein the first size is greater than the second size;
[0282] When the moving distance is greater than the first preset distance, the regional sizes of the first response area and the second response area are kept consistent;
[0283] Among them, the first preset distance is less than the second preset distance.
[0284] Optionally, according to the current operation state, dynamically adjusting the response area of the operation control in the game interface further includes:
[0285] Judging the operation difficulty level of the user according to the current operation state;
[0286] Based on the operation difficulty level, dynamically adjusting the response area of the operation control in the game interface.
[0287] Optionally, when the current operation state is the character movement state, it further includes:
[0288] Detecting the movement speed of the game character;
[0289] When the movement speed of the game character exceeds the preset speed threshold, determining the operation difficulty level as the high difficulty level;
[0290] When the movement speed of the game character does not exceed the preset speed threshold, determining the operation difficulty level as the low difficulty level.
[0291] Optionally, when the operation difficulty level is the high difficulty level, increasing the size of the operation control; when the operation difficulty level is the low difficulty level, reducing the size of the operation control.
[0292] Optionally, when the current operation state is the character attack state, it further includes:
[0293] Detecting the activation state of the character aiming function;
[0294] When the character aiming function is in the activated state, determining the operation difficulty level as the high difficulty level;
[0295] When the character aiming function is in the unactivated state, determining the operation difficulty level as the low difficulty level. Optionally, when the current operation state is the vehicle driving state, it further includes:
[0296] Detecting the driving speed or steering angle of the vehicle;
[0297] When the driving speed of the vehicle exceeds the preset speed threshold or the steering angle exceeds the preset angle threshold, determining the operation difficulty level as the high difficulty level;
[0298] When the driving speed of the vehicle does not exceed the preset speed threshold and the steering angle does not exceed the preset angle threshold, determining the operation difficulty level as the low difficulty level.
[0299] Optionally, when the current operation state is the moving distance of the target control, where the game interface further includes a virtual control area, and the content displayed on the game interface includes at least a game scene, and the virtual control area includes a direction control and a power control, the method includes:
[0300] In response to a second user input received by the direction control, determine the curve parameters in the game scene; based on the curve parameters and the second user input, determine the maximum output limit of the power control;
[0301] Limit the output value of the power control according to the maximum output limit.
[0302] Optionally, the curve parameters include the included angle between the vehicle head angle and the center of the curve, and the maximum output limit is inversely proportional to the size of the included angle.
[0303] Optionally, when the included angle reaches a preset threshold, the maximum output limit is 50% of the maximum power; when the included angle is zero, the maximum output limit is 100% of the maximum power.
[0304] Optionally, the response area further includes at least one of area size, area transparency, area color, or area display position.
[0305] Optionally, the operation control includes at least one of a direction control key, a function button, a shooting button, an acceleration button, or a brake button.
[0306] Through the method provided in this embodiment, it is possible to intelligently adjust the response area of the operation control according to the user's real-time operation state, thereby optimizing the visibility and operability of the control within the limited screen space, enhancing the user interaction experience, and at the same time increasing the richness of the game, effectively solving the problem of accidental touch caused by the limited screen space of the mobile device and the large number of operation buttons, and providing a more precise game control experience for the user.
[0307] The specific details of each module unit in the above embodiments have been described in detail in the method for dynamically adjusting the operation control in the corresponding game. In addition, the device for the method for dynamically adjusting the operation control in the game further includes other unit modules corresponding to the method for dynamically adjusting the operation control in the game, so details are not described here again.
[0308] It should be noted that although several modules or units of the device for action execution are mentioned in the above detailed description, this division is not mandatory. In fact, according to the embodiments of the present disclosure, the features and functions of the two or more modules or units described above can be embodied in one module or unit. Conversely, the features and functions of one module or unit described above can be further divided into being embodied by multiple modules or units.
[0309] Figure 6Schematic diagram of a computer-readable storage medium in an exemplary embodiment of the present disclosure. As Figure 6 shown, a program 1100 according to an embodiment of the present disclosure is described, on which a computer program is stored. When the computer program is executed by a processor, the method steps of the method for dynamically adjusting operation controls in the above game are implemented. By the method provided in this embodiment, the response area of the operation control can be intelligently adjusted according to the real-time operation state of the user, so as to optimize the visibility and operability of the control within the limited screen space, improve the user interaction experience, increase the richness of the game at the same time, effectively solve the problem of accidental touch caused by the limited screen space of the mobile device and the large number of operation buttons, and provide a more accurate game control experience for the user.
[0310] The computer-readable storage medium may include a data signal propagated in a baseband or as part of a carrier wave, in which the readable program code is carried. Such a propagated data signal may take various forms, including but not limited to electromagnetic signals, optical signals, or any suitable combination of the above. The computer-readable storage medium may send, propagate, or transmit a program for use by or in conjunction with an instruction execution system, apparatus, or device.
[0311] The program code contained in the computer-readable storage medium may be transmitted by any appropriate medium, including but not limited to wireless, wired, optical fiber cable, radio frequency, etc., or any suitable combination of the above.
[0312] Next, the electronic device 1000 in this exemplary embodiment will be described in conjunction with Figure 7 The electronic device 1000 is only an example and should not bring any limitations to the functions and usage scope of the embodiments of the present disclosure.
[0313] Referring to Figure 7 shown, the electronic device 1000 is presented in the form of a general-purpose computing device. The components of the electronic device 1000 may include but are not limited to: at least one processor 1010, at least one memory 1020, a bus 1030 connecting different system components (including the processor 1010 and the memory 1020), and a display unit 1040.
[0314] Among them, the memory 1020 stores program codes, which can be executed by the processor 1010, so that the processor 1010 executes the specific method steps of the dynamic adjustment method of the operation control in the above game by executing the executable instructions. Through the method provided by this embodiment, the response area of the operation control can be intelligently adjusted according to the real-time operation state of the user, so as to optimize the visibility and operability of the control within the limited screen space, improve the user interaction experience, increase the richness of the game at the same time, effectively solve the problem of accidental touch caused by the limited screen space of the mobile device and the large number of operation buttons, and provide a more accurate game control experience for the user.
[0315] The electronic device may further include: a power supply component configured to manage the power supply of the executing electronic device; a wired or wireless network interface configured to connect the electronic device to a network; and an input / output (I / O) interface. The electronic device can operate based on an operating system stored in the memory, such as Android, iOS, Windows, Mac OS X, Unix, Linux, FreeBSD or the like.
[0316] Through the description of the above embodiments, those skilled in the art can easily understand that the example embodiments described herein can be implemented by software or by a combination of software and necessary hardware. Therefore, the technical solutions according to the embodiments of the present invention can be embodied in the form of a software product, which can be stored in a non-volatile storage medium (which can be a CD-ROM, a USB flash drive, a mobile hard disk, etc.) or on a network, including several instructions to enable a computing device (which can be a personal computer, a server, an electronic device, or a network device, etc.) to execute the method according to the embodiments of the present invention.
[0317] After considering the specification and practicing the invention disclosed herein, those skilled in the art will readily conceive of other embodiments of the present disclosure. This application is intended to cover any variations, uses, or adaptations of the present disclosure, which follow the general principles of the present disclosure and include known common knowledge or conventional technical means in the technical field not disclosed in the present disclosure. The specification and embodiments are only to be considered as exemplary, and the true scope and spirit of the present disclosure are pointed out by the claims.
[0318] It should be understood that the present disclosure is not limited to the exact structures described above and shown in the drawings, and various modifications and changes can be made without departing from its scope. The scope of the present disclosure is only limited by the appended claims.
Claims
1. A method for dynamically adjusting operation controls in a game, characterized in that including: Obtain the current operation state of the user in the game interface; Dynamically adjust the response area of the operation control in the game interface according to the current operation state, where the operation control is used to receive control instructions from the user for the game character or the game vehicle.
2. The method according to claim 1, wherein The current operation state includes at least one of the following: the moving distance of the target control, the moving state of the character, the attacking state of the character, and the driving state of the vehicle.
3. The method according to claim 2, characterized in that, When the current operation state is the moving distance of the target control, where the game interface includes a target control, it further includes: In response to the first user input received by the target control, determine the moving distance of the first user input.
4. The method according to claim 3, characterized in that, The moving distance is determined by the following method: Obtain the touch point position of the first user input; Use the touch point position as the starting point; Calculate the distance between the starting point and the current position of the first user input as the moving distance.
5. The method according to claim 3, wherein The response area at least includes the area size. The step of dynamically adjusting the response area of the operation control in the game interface according to the current operation state further includes: Determine the area size of the response area according to the moving distance.
6. The method according to claim 5, wherein The operation control includes a first operation control and a second operation control, and the response area includes a first response area corresponding to the first operation control and a second response area corresponding to the second operation control; The step of determining the area sizes of the first response area and the second response area respectively according to the moving distance further includes: When the moving distance is less than or equal to a first preset distance, the area size of the first response area is a first size, and the area size of the second operation control is a second size, where the first size is greater than the second size; When the moving distance is greater than the first preset distance, the area sizes of the first response area and the second response area are the same; Wherein, the first preset distance is less than a second preset distance.
7. The method according to claim 1, wherein The step of dynamically adjusting the response area of the operation control in the game interface according to the current operation state further includes: Judge the operation difficulty level of the user according to the current operation state; Dynamically adjust the response area of the operation control in the game interface based on the operation difficulty level.
8. The method according to claim 7, characterized in that When the current operation state is the moving state of the character, it further includes: Detect the moving speed of the game character; When the moving speed of the game character exceeds a preset speed threshold, determine the operation difficulty level as a high difficulty level; When the moving speed of the game character does not exceed the preset speed threshold, determine the operation difficulty level as a low difficulty level.
9. The method according to claim 8, wherein When the operation difficulty level is a high difficulty level, increase the size of the operation control; when the operation difficulty level is a low difficulty level, decrease the size of the operation control.
10. The method according to claim 7, characterized in that, When the current operation state is the attacking state of the character, it further includes: Detect the activation state of the character aiming function; When the character aiming function is in an activated state, determine the operation difficulty level as a high difficulty level; When the character aiming function is in an unactivated state, determine the operation difficulty level as a low difficulty level.
11. The method according to claim 7, wherein When the current operation state is the vehicle driving state, it further includes: Detecting the driving speed or steering angle of the vehicle; When the driving speed of the vehicle exceeds a preset speed threshold or the steering angle exceeds a preset angle threshold, determining the operation difficulty level as a high difficulty level; When the driving speed of the vehicle does not exceed the preset speed threshold and the steering angle does not exceed the preset angle threshold, determining the operation difficulty level as a low difficulty level.
12. The method according to claim 11, characterized in that When the current operation state is the moving distance of the target control, wherein the game interface further includes a virtual control area, the content displayed on the game interface at least includes a game scene, and the virtual control area includes a direction control and a power control, the method includes: Responding to a second user input received by the direction control to determine the bend parameters in the game scene; Determining the maximum output limit of the power control according to the bend parameters and the second user input; Limiting the output value of the power control according to the maximum output limit.
13. The method according to claim 12, wherein The bend parameters include the included angle between the vehicle head angle and the bend center, and the maximum output limit is inversely proportional to the size of the included angle.
14. The method according to claim 13, wherein When the included angle reaches a preset threshold, the maximum output limit is 50% of the maximum power; when the included angle is zero, the maximum output limit is 100% of the maximum power.
15. The method according to claim 1, wherein The response area further includes at least one of area size, area transparency, area color, or area display position.
16. The method according to claim 1, wherein The operation control includes at least one of a direction control key, a function button, a shooting button, an acceleration button, or a brake button.
17. A dynamic adjustment device for an operation control in a game, the device includes: An acquisition module, configured to acquire the current operation state of the user in the game interface; An adjustment module, configured to dynamically adjust the response area of the operation control in the game interface according to the current operation state; wherein the operation control is used to receive a control instruction of the user for a game character or a game vehicle.
18. An electronic device, characterized in that, Including: A processor; And A memory, configured to store the executable instructions of the processor; Wherein, the processor is configured to execute the method for dynamically adjusting the operation control in the game according to any one of claims 1-16 by executing the executable instructions.
19. A computer-readable storage medium having a computer program stored thereon, characterized in that, When the computer program is executed by the processor, it implements the method for dynamically adjusting the operation control in the game according to any one of claims 1-16.