Game display control method, program product and electronic equipment

Through the communication connection between the game equipment and the wearable device, the rotational movement of the wearable device controls the release direction of the skill, the screen occlusion and cumbersome operation caused by two-hand operation in the prior art is solved, and efficient skill release and tactical cooperation under one-hand operation is achieved.

CN120459616APending Publication Date: 2025-08-12NETEASE (HANGZHOU) NETWORK CO LTD
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Patent Information

Application Number
CN202510624963.7
Authority / Receiving Office
CN · China
Patent Type
Applications(China)
Current Assignee / Owner
Filing Date
2025-05-14
Publication Date
2025-08-12

AI Technical Summary

Technical Problem

The existing competitive game operation mode requires two-handed operation, which causes the screen to block key information, affect the field of vision, and is cumbersome and inefficient when multiple skills are needed to be released simultaneously.

Method used

By establishing a communication connection between the game device and the wearable device, and using the rotational movement of the wearable device to control the skill release direction, players only need to control the skill release through non-operating hands, reduce operation steps and improve operation efficiency.

Benefits of technology

It realizes the release of skills under one-handed operation, reduces the burden of screen touch, improves the possibility of operation efficiency and tactical coordination, and enriches the diversity of gameplay.

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Abstract

The game display control method provided by the invention comprises the following steps: establishing communication connection between game equipment and wearable equipment; displaying at least one skill control on a graphical user interface of the game device; detecting a rotation action of the wearable device, and determining a skill release direction according to the rotation action; and in response to a first trigger operation acting on the skill control, controlling the virtual character to execute a corresponding skill action according to the skill release direction. Therefore, a player can control the skill release direction through the wearable device worn by a non-operator, and the operator only needs to control skill release, so that the operation steps are reduced, and the operation efficiency is improved.
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Description

Technical Field

[0001] The present disclosure relates to the field of computer technology, and in particular to a game display control method, a program product, and an electronic device. Background Art

[0002] This section is intended to provide a background or context to the embodiments of the present disclosure that are recited in the claims. No statement herein is admitted to be prior art by virtue of its inclusion in this section.

[0003] In some competitive games, players need to control their characters to move around the map, release skills, and battle other players. Existing operating methods typically require players to use their left hand to move the joystick, their right hand to click on the skill controls and slide the wheel to control the skill direction, and then release the skill after their finger leaves the screen. While this operating mode allows for relatively precise skill releases, in the limited screen space, two-handed operation can easily obscure key information and affect the player's field of view. Furthermore, when multiple skills need to be released simultaneously in one direction, players can only press the skills one by one and slide to determine the direction before releasing them. This operation is cumbersome and can easily delay opportunities, resulting in low operational efficiency. Summary of the Invention

[0004] The present disclosure provides a game display control method, a program product, and an electronic device to at least partially solve the above-mentioned problems existing in the related art.

[0005] According to a first aspect of the present disclosure, a game display control method is provided, comprising: establishing a communication connection between a gaming device and a wearable device; displaying at least one skill control on a graphical user interface of the gaming device; detecting a rotation action of the wearable device, and determining a skill release direction based on the rotation action; and responding to a first trigger operation acting on the skill control, controlling a virtual character to perform a corresponding skill action in the skill release direction.

[0006] According to a second aspect of the present disclosure, a computer program product is provided, comprising a computer program, wherein when the computer program is executed by a processor, the method of the first aspect and possible implementations thereof are implemented.

[0007] According to a third aspect of the present disclosure, an electronic device is provided, comprising: a processor; and a memory for storing executable instructions of the processor; wherein the processor is configured to execute the method of the above-mentioned first aspect and its possible implementation methods by executing the executable instructions.

[0008] In the above aspects provided by the present disclosure, players can control the direction of skill release through a wearable device worn by the non-operating hand. The operating hand only needs to control the skill release, reducing the operation steps and improving the operation efficiency. In order to make the above-mentioned objects, features and advantages of the present application more obvious and easy to understand, preferred embodiments are given below and described in detail with reference to the accompanying drawings. BRIEF DESCRIPTION OF THE DRAWINGS

[0009] The above and other objects, features and advantages of the exemplary embodiments of the present disclosure will become readily understood by reading the detailed description below with reference to the accompanying drawings, in which several embodiments of the present disclosure are shown by way of example and not limitation, wherein: Figure 1 A schematic diagram schematically shows a system architecture in an embodiment of the present disclosure.

[0010] Figure 2 A flowchart of a display control method for a game in an embodiment of the present disclosure is schematically shown.

[0011] Figure 3 The following schematically shows an interface diagram of a game in an embodiment of the present disclosure.

[0012] FIG4 schematically shows a diagram of an interface of a game in an embodiment of the present disclosure.

[0013] Figure 5 A schematic structural diagram of an electronic device provided by an embodiment of the present disclosure is shown schematically.

[0014] In the drawings, the same or corresponding reference numerals denote the same or corresponding parts. DETAILED DESCRIPTION

[0015] Exemplary embodiments of the present disclosure will be described more fully hereinafter with reference to the accompanying drawings.

[0016] In order to enable those skilled in the art to better understand the solutions of the present disclosure, the technical solutions in the embodiments of the present disclosure will be clearly and completely described below in conjunction with the drawings in the embodiments of the present disclosure. Obviously, the embodiments described are only part of the embodiments of the present disclosure, not all of the embodiments. Based on the embodiments of the present disclosure, all other embodiments obtained by ordinary technicians in this field without making creative efforts should fall within the scope of protection of the present disclosure.

[0017] It should be noted that the terms "first", "second", etc. in the specification and claims of the present disclosure and the above-mentioned drawings are used to distinguish similar objects and are not necessarily used to describe a specific order or sequence. It should be understood that the numbers used in this way can be interchanged where appropriate, so that the embodiments of the present disclosure described herein can be implemented in an order other than those illustrated or described herein. In addition, the terms "including" and "having" and any variations thereof are intended to cover non-exclusive inclusions, for example, a process, method, system, product or device that includes a series of steps or units is not necessarily limited to those steps or units clearly listed, but may include other steps or units that are not clearly listed or inherent to these processes, methods, products or devices.

[0018] The accompanying drawings are schematic illustrations of the present disclosure and are not necessarily drawn to scale. Some of the block diagrams shown in the accompanying drawings may be functional entities and do not necessarily correspond to physically or logically independent entities. These functional entities can be implemented in software, or in hardware modules or integrated circuits, or in networks, processors or microcontrollers. The embodiments can be implemented in various forms and should not be construed as being limited to the examples set forth herein. The features, structures or characteristics described in the present disclosure may be combined in one or more embodiments in any suitable manner. In the description below, many specific details are provided to provide a full description of the embodiments of the present disclosure. However, those skilled in the art will appreciate that one or more specific details may be omitted when implementing the technical solution of the present disclosure, or that other methods, components, devices, steps, etc. may be used to replace one or more specific details.

[0019] Figure 1The system architecture diagram of the operating environment of this exemplary embodiment is shown. This system architecture may include a terminal device 110, a server 120, and a wearable device 130. The terminal device 110 may be a mobile phone, tablet computer, personal computer, game console, or other device. It may have a display function and be capable of displaying a graphical user interface (GUI). The GUI may include an operating system interface or an application interface. Applications, such as game programs, are installed on the terminal device 110. The server 120 generally refers to the backend system that provides the game service in this exemplary embodiment and may be a single server or a cluster of multiple servers. Exemplarily, a game server program is deployed on the server 120 to perform server-side game data processing. The terminal device 110 and the server 120 may be connected via a wired or wireless communication link for data transmission. The wearable device may be a smartwatch, smart bracelet, smart ring, or other wearable electronic device. The wearable device is equipped with a motion sensor that can detect changes in the spatial position and motion state of the device itself. The terminal device and the wearable device 130 may be connected via a wired or wireless communication link for data transmission. The method in one exemplary embodiment of the present disclosure may be executed by any one or more of the terminal device 110 , the server 120 , and the wearable device 130 .

[0020] In one embodiment, the above-mentioned method can be implemented and executed based on a cloud interaction system. The cloud interaction system can be the above-mentioned system architecture. Various cloud applications, such as cloud gaming, can be run within the cloud interaction system. Taking cloud gaming as an example, cloud gaming can be a gaming method based on cloud computing. In cloud gaming, the game program execution and the game screen presentation are separate. The storage and execution of in-game control and interaction methods are performed on a cloud gaming server (such as the aforementioned server 120). The cloud gaming client (such as the aforementioned terminal device 110) receives and sends data and presents the game screen. For example, a cloud gaming client can be a display device with data transmission capabilities located near the user, such as a mobile terminal, television, computer, or PDA. The cloud gaming server in the cloud performs information processing. When playing a game, the user operates the cloud gaming client to send operational instructions to the cloud gaming server. The cloud gaming server runs the game according to the operational instructions, encodes and compresses the game screen and other data, and returns it to the cloud gaming client via the network. Finally, the cloud gaming client decodes and outputs the game screen.

[0021] In one embodiment, the above method can be implemented solely by the terminal device 110. For example, without deploying the server 120, the terminal device 110 can run an application in a standalone environment to implement the game function and execute the above method.

[0022] According to one embodiment of the present disclosure, a game display control method is provided. It should be noted that the steps shown in the flowchart of the accompanying drawings can be executed in a computer system such as a set of computer executable instructions, and although a logical order is shown in the flowchart, in some cases, the steps shown or described can be executed in an order different from that shown here.

[0023] According to a display control method of a game in one embodiment of the present disclosure, Figure 2 As shown, the method may include the following steps: Step S1: establishing a communication connection between the gaming device and the wearable device; Step S2: Displaying at least one skill control on a graphical user interface of the gaming device; Step S3: Detecting the rotation of the wearable device and determining the skill release direction based on the rotation; Step S4: In response to the first trigger operation acting on the skill control, the virtual character is controlled to perform the corresponding skill action according to the skill release direction.

[0024] In this way, by associating the rotation of the wearable device with the direction of skill release, skill release can be achieved under one-handed operation, improving the convenience and flexibility of operation. The method provided by this embodiment allows players to control the direction of skill release through the wearable device worn by the non-operating hand. The operating hand only needs to control the skill release, reducing the operation steps and improving operation efficiency. At the same time, it supports the simultaneous release of multiple skills in the same direction, enhancing the possibility of tactical coordination and enriching the diversity of game play. In addition, by transferring some operations to the wearable device, the burden of screen touch and computing pressure is reduced, and the efficiency of system resource utilization is optimized.

[0025] Optionally, the gaming device is an electronic device capable of running gaming applications. For example, the gaming device may be a smartphone, tablet computer, handheld game console, or other mobile terminal device with gaming capabilities. The gaming device has wireless communication capabilities and can establish a data exchange channel with an external device. For example, the gaming device can be equipped with a Bluetooth module, a WiFi module, or a near-field communication (NFC) module, through which a stable communication connection is established with an external wearable device to achieve low-latency data transmission and ensure the real-time nature of the gaming operation. The gaming device includes a touch screen display interface that can receive user touch operations and present game content. For example, the touch screen of the gaming device can simultaneously display elements such as game scenes, virtual characters, and operating controls, and can accurately identify user touch operations such as clicks and slides, converting these operations into in-game command execution.

[0026] Optionally, a wearable device refers to an intelligent device that can be worn on the user's body and has sensing, computing, and communication capabilities. For example, a wearable device can be a smart watch, smart bracelet, smart ring, or other wearable electronic device. Wearable devices are equipped with motion sensors that can detect changes in the device's own spatial position and motion state. For example, wearable devices have built-in sensors such as accelerometers, gyroscopes, and electronic compasses that can accurately detect the device's rotation angle, rotation speed, and direction changes, thereby converting the user's body movements into digital signals. Wearable devices have wireless communication capabilities and can transmit sensor data to gaming devices in real time. For example, a smart watch can establish a low-latency connection with a smartphone through Bluetooth technology and transmit posture data in real time, ensuring the smoothness and immediacy of game operations, so that users do not feel obvious operational delays.

[0027] Optionally, a communication connection refers to a data transmission channel established between the gaming device and the wearable device, enabling bidirectional information exchange. For example, the communication connection can be a wireless connection based on the Bluetooth protocol, supporting automatic search, matching, and pairing functions to establish a stable point-to-point data transmission link. The communication connection includes an initial pairing process to ensure secure and reliable communication between the devices. For example, the gaming device can scan for available wearable devices in the vicinity, display a list for the user to select, and then perform authentication and exchange encryption keys after the user confirms the connection, completing the secure pairing and preventing unauthorized devices from interfering with the connection. In one specific application, after a user launches a gaming app on a mobile device, the game interface will prompt the user to enable smartwatch-assisted control. After the user confirms, the gaming device will automatically search for and list available smartwatches in the vicinity. After the user selects their smartwatch, the gaming device will initiate a Bluetooth pairing request, and a pairing confirmation prompt will be displayed on the smartwatch. After the user confirms on the watch, the two devices are securely paired and a stable Bluetooth connection channel is established. The game interface will display a successful connection notification and automatically enter the gaming mode that supports watch-assisted control.

[0028] Optionally, a graphical user interface refers to a visual interface presented on a gaming device display screen, providing a gaming interaction environment for users.

[0029] Optionally, skill controls are interactive elements within the graphical user interface that allow users to trigger character skills. These controls support multiple triggering methods to accommodate different operational needs. For example, skill controls can respond to clicks, swipes, long presses, and / or other actions, executing corresponding skill effects or displaying auxiliary information based on the triggering method, thus enhancing the gameplay depth.

[0030] Alternatively, a rotational action refers to a change in the spatial position of a wearable device caused by a user's physical movement. For example, a rotational action might involve rotating the wrist of a smartwatch, causing the watch's angle to change in three-dimensional space. This change can be accurately captured and quantified by the watch's built-in sensors. A rotational action has two key attributes: direction and magnitude, which are used to precisely characterize the action. For example, clockwise or counterclockwise wrist rotations represent different directional intentions, while the angle of rotation can be mapped to the precision of a skill's direction in a game. Small adjustments correspond to fine-tuning the skill's direction, while large rotations can rapidly change the direction of the skill. Rotational actions can be detected collaboratively by multiple sensors in a wearable device, improving recognition accuracy. For example, a smartwatch can combine data from a gyroscope, accelerometer, and electronic compass, using sensor fusion algorithms to filter out noise caused by natural hand tremors. This allows accurate capture of the user's intentional rotational movements and ensures precise response to actions.

[0031] Optionally, the skill release direction refers to the direction in which the avatar executes the skill action. This skill release direction is intuitively visually represented in the game interface to help players understand the currently set direction. For example, the game can display a direction indicator, such as an arrow or a sector, around the avatar, reflecting the currently set skill release direction in real time. This indicator updates in real time as the wearable device rotates, providing instant visual feedback.

[0032] Optionally, the first triggering operation is an interactive action performed by the user on the skill control. For example, the first triggering operation may be a click operation, a slide operation, a long press operation, and / or other operations on the skill control.

[0033] Optionally, skill actions are special abilities performed by the avatar in the game. For example, a skill action might cast a spell, launch a ranged attack, perform a healing spell, or execute a movement skill. These different types of skill actions often have unique visual effects and gameplay mechanics.

[0034] In a specific application of this embodiment, Figure 3As shown, when playing a vertical game, the user holds the game device 300 in their left hand and uses their thumb to operate the motion control 301 to control the character's movement. At the same time, the smartwatch 400 on their right hand is connected to the game. When they need to release a skill, they can rotate their right wrist. The smartwatch detects this movement and transmits data to the game device 300 in real time. A direction indicator appears in the graphical user interface, pointing to the direction corresponding to the wrist rotation. After confirming the skill direction, the user simply clicks the skill control 303 around the motion control 301 with their left finger, and the virtual character 305 will release the skill in the direction corresponding to the direction indicator 307. This operation method not only frees up the player's field of view and reduces screen obstruction, but also allows the player to accurately control the skill direction while maintaining movement. By continuously clicking different skill controls, the player can quickly release multiple skills in the same direction to achieve a combo effect, greatly improving the operational efficiency and tactical execution speed in the game.

[0035] In an optional embodiment, determining the skill release direction based on the rotational motion includes: obtaining the rotational angular velocity using a gyroscope built into the wearable device; and determining the skill release direction based on the vector direction of the angular velocity. In this way, obtaining the rotational angular velocity using the gyroscope and determining the skill release direction can achieve more precise skill direction control, improving the player's operational experience.

[0036] Alternatively, high-precision rotation angle detection can be achieved by acquiring rotational angular velocity using a built-in gyroscope in the wearable device. A gyroscope is a sensor capable of detecting rotational speed and direction and is widely used in various smart devices. In this embodiment, the gyroscope can detect the player's wrist rotation in real time and transmit the rotational angular velocity data to the gaming device. Based on this data, the gaming device calculates the vector direction of the rotational angular velocity and thus determines the direction of skill release. This allows players to precisely control the direction of skills through subtle wrist movements, improving operational flexibility and accuracy.

[0037] Optionally, determining the skill release direction based on the vector direction of the angular velocity ensures accuracy and real-time performance. The vector direction includes not only the angle of rotation but also the direction of rotation (clockwise or counterclockwise). By calculating the vector direction, the player's wrist rotation can be more accurately reflected, enabling more natural skill direction control. For example, when the player rotates their wrist clockwise, the skill release direction can be set to the right; when the player rotates their wrist counterclockwise, the skill release direction can be set to the left. This allows players to achieve complex skill direction control with simple wrist movements, improving gameplay.

[0038] Optionally, multi-directional skill control can be achieved by using a gyroscope to detect rotational angular velocity and determine the direction of skill release. For example, players can control the release of skills in any of eight directions (up, down, left, right, upper left, lower left, upper right, and lower right) by rotating their wrist. This allows players to flexibly choose the direction of skill release based on the actual situation in the game, enhancing the strategy and fun of the game.

[0039] In an optional embodiment, responding to a trigger operation on the skill control and controlling the virtual character to perform a corresponding skill action in the skill release direction includes: responding to simultaneous touch operations on multiple skill controls and controlling the virtual character to simultaneously perform multiple skill actions in the skill release direction. In this way, players can quickly release multiple skills by simultaneously touching multiple skill controls in one-handed operation mode, improving operational efficiency and gaming experience.

[0040] Optionally, in response to simultaneous touch operations on multiple skill controls, the virtual character is controlled to perform multiple skill actions simultaneously in the skill release direction. This technical solution solves the problem of needing to operate skill controls one by one in the prior art. In particular, in situations where multiple skills need to be released simultaneously in one direction, players can quickly release multiple skills by touching multiple skill controls once. For example, in a vertical screen MOBA game, players may need to conduct concentrated fire attacks on enemy targets in a short period of time. This technical solution determines the skill release direction by detecting the rotation direction of the watch, and then controls the virtual character to perform multiple skill actions simultaneously in that direction when touch operations on multiple skill controls are detected. Players can quickly complete the release of multiple skills and avoid delays due to multiple-step operations.

[0041] In an optional embodiment, the graphical user interface also displays a movement control widget, and the skill controls are arranged within a preset range of the movement control widget. Thus, by placing the skill controls within the preset range of the movement control widget, it is convenient for players to quickly find and trigger the skill controls in one-handed operation mode, thereby improving the convenience and efficiency of operation.

[0042] Optionally, the motion controls displayed in the graphical user interface are used to control the movement of the virtual character. In one-handed operation mode, to ensure that players can easily access skill controls, the skill controls are placed within a preset range of the motion controls. The definition of this preset range can be adjusted based on the screen size and the player's operating habits, ensuring that the skill controls are easily accessible when playing with one hand. For example, the preset range can be a circular area centered on the motion controls, or a rectangular area. This allows players to quickly activate skills by sliding their thumb from the motion controls to the skill controls when playing with one hand. In one specific example, the motion controls can be located in the lower left corner of the screen, with the skill controls placed within a preset range around them. This allows players to easily control the character's movement with their thumb and quickly trigger skill controls when needed. Furthermore, the size of the preset range can be adjusted based on the player's thumb range to ensure comfortable operation when playing with one hand.

[0043] In an optional embodiment, the graphical user interface includes a first area and a second area. In two-handed mode, the first area displays movement controls, while the second area displays directional controls and at least one skill control. In one-handed mode, the directional controls and skill controls are removed from the first area, while the skill controls are placed within the preset range of the movement controls in the second area. By flexibly switching between operation modes, the player's operating experience can be optimized, screen obstruction can be reduced, and operational efficiency can be improved.

[0044] Optionally, in two-handed mode, the first area displays movement control controls, and the second area displays direction control controls and at least one skill control. Figure 4a As shown, in two-handed mode, the left half of the gaming device displays movement controls 301, while the right half displays direction controls 401 and skill controls ABC. This layout allows players to use their left hand to control character movement and their right hand to control skill direction and release skills, thus achieving efficient two-handed operation.

[0045] In two-handed mode, the first area displays movement controls, ensuring players can easily control character movement. The second area displays directional and skill controls, allowing players to clearly see the location of skill controls and the status of directional controls. This layout not only improves intuitive operation but also reduces the possibility of misoperation. In one-handed operation mode, by placing skill controls within the preset range of movement controls, players can quickly find and use skill controls even when operating with one hand, thereby improving operational efficiency.

[0046] Optionally, the display and hiding of the directional control controls and skill controls are dynamically adjusted according to the operation mode. In two-handed mode, the directional control controls and skill controls are displayed in the first area and the second area respectively, allowing the player to control the character's movement and skill direction at the same time. In one-handed operation mode, the directional control controls are canceled and the skill controls are shifted to the preset range of the movement control controls, which can reduce screen obstruction and improve the convenience of operation. Figure 4b As shown, when switching to one-handed mode, the gaming device removes the display of the direction skill control 401 and arranges the skill controls ABC around the movement control 401. This dynamic adjustment mechanism allows for flexible switching of operation modes based on the player's actual operational needs, providing a better user experience. In two-handed mode, the player can use both hands to control character movement and skill direction, respectively, achieving efficient multitasking. In one-handed operation mode, the player can complete all operations with one hand, reducing screen obstruction and improving operational convenience.

[0047] In an optional embodiment, the method further includes: in one-handed mode, in response to detecting a second triggering operation applied to the second area, switching to two-handed mode; generating a directional control control in the two-handed mode, and restoring the skill control to the second area. In this way, by detecting the user's finger operation, it is possible to flexibly switch between one-handed mode and two-handed mode, thereby improving operational flexibility and user experience.

[0048] Optionally, switching between one-handed and two-handed modes is achieved by detecting the rotation of the gaming device. Specifically, when the player is playing the game in landscape mode, the system sets the game control mode to two-handed mode. Upon detecting the rotation of the gaming device from landscape to portrait mode, the system automatically switches to one-handed mode. This allows the system to automatically identify the landscape and portrait orientation of the gaming device and switch between one-handed and two-handed modes, making it easier for the player to control the game.

[0049] Optionally, the switch between one-handed mode and two-handed mode is achieved by detecting a second trigger operation performed by the user in the second area. Specifically, when the user performs a touch operation in the second area, the system detects this operation and determines whether the operation mode needs to be switched based on the nature of the operation. If it is determined that a switch to two-handed operation mode is required, the system generates a directional control widget and restores the skill controls to the display in the second area. This allows the user to quickly switch to two-handed mode when needed, allowing for more precise control of the character's movement and skill release direction.

[0050] Optionally, the second trigger operation may be a touch operation of the user in the second area, such as clicking, sliding or long pressing.

[0051] Optionally, the process of generating the directional control can be dynamic, that is, based on the user's touch location. For example, if the user touches a certain location in the second area, the system will generate a directional control at that location. This allows the position of the directional control to be adjusted based on the user's actual touch location, improving operational flexibility and accuracy. At the same time, the skill control will also be restored to the second area, allowing the user to easily perform skill operations.

[0052] Optionally, after switching to two-handed operation mode, the system will rearrange the interface to accommodate two-handed operation. For example, movement controls and directional controls will be displayed in the first and second areas, respectively, and skill controls will return to the second area. This allows users to use both hands simultaneously, improving operational precision and efficiency. At the same time, the system will dynamically adjust the layout of controls based on user operating habits and gaming needs to provide the best operational experience.

[0053] Optionally, the system will provide smooth transitions when switching between operating modes to avoid user discomfort caused by sudden interface changes. For example, the generation and restoration of directional and skill controls can be animated to make the interface transitions more natural. This allows users to experience a smoother and more comfortable experience when switching between operating modes, improving operational consistency and stability.

[0054] In an optional embodiment, switching to two-handed operation mode includes: generating the directional control based on the coordinate position of the second trigger operation; and establishing an association mapping between the directional control and the skill release direction. In this way, by dynamically generating the directional control and establishing an association with the skill release direction, it is possible to flexibly adapt to the player's operating habits, improving the convenience and accuracy of operation.

[0055] Optionally, the process of switching to two-handed operation mode involves two key steps: generating directional control controls and establishing an association between the directional control controls and the skill release direction. First, the directional control controls are generated based on the coordinate position of the second trigger operation, which means that the player can generate the directional control controls by performing a touch operation at a specific position on the screen. Secondly, an association mapping is established between the generated directional control controls and the skill release direction to ensure that the player can accurately control the skill release direction when operating the directional control controls. The establishment of this association mapping enables the movement and rotation of the directional control controls to be directly reflected in the skill release direction, thereby improving the intuitiveness and accuracy of the operation.

[0056] Optionally, the specific method of generating a directional control control may be to determine the initial position of the generated directional control control by detecting the player's touch position on the screen. For example, when the player performs a touch operation in the lower right corner of the screen, the directional control control will be generated at that position. The generated directional control control may be a virtual joystick, and the player can control the direction of skill release by dragging the joystick. In addition, the generation position of the directional control control can be fine-tuned according to the player's touch strength and duration to ensure that its position is more in line with the player's operating habits. Establishing an association mapping between the directional control control and the skill release direction can be achieved through an algorithm inside the game device. The algorithm will calculate the skill release direction in real time based on the movement and rotation data of the directional control control, and feed the direction back to the game interface so that the player can perform intuitive operations.

[0057] In an optional embodiment, the method further includes: in two-handed operation mode, if an external communication request is detected, the wearable device displays a communication prompt; and in response to the communication request being received via the wearable device, automatically switching to one-handed operation mode. In this way, when a player receives an external communication request during the game, the wearable device can quickly process the communication request and automatically switch to one-handed operation mode, ensuring that the player can continue playing the game, thereby improving the continuity and convenience of the gaming experience.

[0058] Optionally, external communication requests may include incoming calls, instant messaging messages, etc. When the gaming device detects an external communication request, it can send the communication request information to a wearable device, such as a smart watch, via Bluetooth or other wireless connection methods. After receiving the communication request, the smart watch can display communication prompt information on its screen, such as the incoming call number, message content, etc. Players can answer calls or check messages by pinching with two fingers or using the touch screen or physical buttons on the watch. After the communication request is connected, the gaming device will automatically switch to one-handed operation mode, cancel the display of the direction control controls, and move the skill controls near the movement control controls so that players can operate the game with one hand. In a specific application of this embodiment, such as Figure 4a As shown, when a player is controlling the game in two-handed mode and receives an external call, a call prompt message 403 will be displayed on the smartwatch. If the player's finger on the direction control 401 leaves the screen and triggers the call answering operation through the smartwatch, the game device will automatically switch to one-handed operation mode. At this time, the game device interface displays the control layout in one-handed mode, and the smartwatch interface displays the call answering status information 405. In this way, the player can continue to play the game while processing the external communication request, improving the continuity and convenience of the gaming experience.

[0059] Optionally, external communication requests can be handled in a variety of ways. For example, when a player answers a call on a wearable device, the gaming device can automatically lower the game volume so the player can better hear the call. When a player checks an instant messaging message on a wearable device, the gaming device can pause the game screen so the player can better read the message. After processing the external communication request, the player can switch the gaming device from one-handed mode back to two-handed mode by touching the game interface again, resuming normal two-hand operation. This allows the player to continue playing the game while processing the external communication request, improving the continuity and convenience of the gaming experience.

[0060] In an optional embodiment, the method further includes: displaying a direction indicator on the graphical user interface in response to detecting a rotation of the wearable device; and dynamically adjusting the direction of the direction indicator based on changes in the rotation. Thus, by dynamically displaying and adjusting the direction indicator, the player can more intuitively understand the current skill release direction, improving the accuracy and efficiency of operations.

[0061] Optionally, in response to detecting the rotation of the wearable device, a direction indicator is displayed on the graphical user interface. This can be achieved by displaying an arrow or similar direction indicator on the screen, which updates its direction in real time as the wearable device rotates. In this way, players can quickly determine the current skill release direction by observing the direction indicator, reducing operational errors.

[0062] Optionally, the direction indicator can have a variety of display forms, such as an arrow, a pointer on a disk, or a dynamic cursor, etc. These different display forms can be selected according to the style of the game and the preferences of the players.

[0063] Optionally, the display position of the direction indicator can be fixed or dynamic. For example, the direction indicator can be fixedly displayed in a certain area of the screen, such as the center or a corner of the screen; or its display position can be dynamically adjusted according to the player's operation, such as moving according to the touch position of the player's finger. In this way, by flexibly setting the display position of the direction indicator, it can be ensured that the player will not be blocked by the direction indicator during the operation, thereby improving the gaming experience. Optionally, the dynamic adjustment of the direction indicator can be smooth or segmented. For example, when the player turns his wrist, the direction indicator can smoothly follow the direction of the wrist rotation to adjust, ensuring that the change process of the direction indicator is natural and smooth; the direction of the direction indicator can also be adjusted in segments, such as after each rotation of a certain angle, the direction indicator is adjusted once. In this way, by flexibly setting the adjustment method of the direction indicator, different game types and player needs can be met. For example, in some games that require quick response, a smooth adjustment method can be used to ensure that players can quickly adjust the direction of skill release; in some games that require precise control, a segmented adjustment method can be used to ensure that players can more accurately control the direction of skill release.

[0064] In an optional embodiment, the skill control layout includes arranging multiple skill controls radially with the motion control as the center; and adjusting the spacing parameters between the skill controls and the motion control based on the current operation mode. This dynamic adjustment of the skill control layout can optimize the user experience in different operation modes, improving operational convenience and accuracy.

[0065] Optionally, the skill controls can be arranged in a radial pattern with the mobile control as the center. This layout allows the skill controls to be evenly distributed on the interface, allowing players to select and operate skills more intuitively. For example, in a vertical screen MOBA game, the mobile control is usually located in the bottom center of the screen, and the skill controls are arranged radially around it, so that players can easily reach each skill control with their thumb with one hand, improving operational efficiency. In addition, the radially arranged skill controls can also be personalized according to the player's usage habits. For example, commonly used skill controls can be placed in a more accessible position to further enhance the operating experience.

[0066] Optionally, adjust the spacing parameters between the skill controls and the mobile controls based on the current operation mode. In one-handed operation mode, the spacing between the skill controls and the mobile controls can be shortened to allow players to more easily access each skill control with one hand. In two-handed operation mode, the spacing between the skill controls and the mobile controls can be increased to prevent accidental finger touches and improve operation accuracy. This dynamic spacing adjustment method can be intelligently switched based on the player's operating habits and game scenarios, ensuring the best operation experience in different modes.

[0067] Optionally, the layout of skill controls can be adjusted based on the different stages of the game. For example, in the early stages of the game, players may need to frequently use basic skills. In this case, the basic skill controls can be placed closer to the movement controls for quick and easy operation. In the later stages of the game, players may need to use more advanced skills. In this case, the advanced skill controls can be placed further away to avoid accidental touches. This flexible layout can adapt to the needs of different game stages, improving player operation efficiency and gaming experience.

[0068] In an optional embodiment, adjusting the spacing parameter includes shortening the spacing to a first preset threshold in one-handed operation mode and restoring the spacing to a second preset threshold in two-handed operation mode. In this way, by dynamically adjusting the spacing between the skill controls and the movement controls, the user interface layout can be optimized for different operation modes, improving operational convenience and user experience.

[0069] Optionally, the adjustment of the spacing parameters means that the distance between the skill controls and the mobile controls will change in different operation modes. In one-handed operation mode, since the player needs to complete all operations with one hand, the distance between the skill controls and the mobile controls needs to be shortened so that the player can operate more conveniently with one hand. Specifically, this distance can be shortened to a preset threshold, such as 1 cm or 2 cm, and the specific value can be adjusted according to the screen size of the actual gaming device and the player's usage habits. In this way, players can touch the skill controls more easily when operating with one hand, improving the flexibility and accuracy of the operation.

[0070] Optionally, the first preset threshold refers to the maximum distance between skill controls and motion controls in one-handed operation mode. The setting of this threshold needs to take into account the player's finger length, screen size, and operating habits. For example, for small-screen devices, the first preset threshold can be set to 1 cm; for large-screen devices, it can be set to 2 cm. This ensures that players can easily touch all skill controls when operating with one hand, avoiding the impact of operating convenience due to excessive distance.

[0071] Optionally, the second preset threshold refers to the distance between the skill controls and the mobile controls in two-handed operation mode. In two-handed operation mode, players can use both hands to operate, so the distance between the skill controls and the mobile controls can be appropriately increased to better utilize the screen space and improve the accuracy of the operation. Specifically, this distance can be restored to a preset threshold, such as 3 cm or 4 cm. The specific value can also be adjusted according to the screen size of the actual gaming device and the player's usage habits. In this way, players can perform precise operations more conveniently when operating with both hands, improving the gaming experience.

[0072] The exemplary embodiments of the present disclosure further provide a computer program product, which includes a computer program, and implements the above method when the computer program is executed by a processor.

[0073] In one embodiment, a computer program product may be a tangible product containing a computer program, such as a computer-readable storage medium storing the computer program. The computer-readable storage medium may be a storage medium based on electrical, magnetic, optical, electromagnetic, infrared, or other signals, including but not limited to random access memory (RAM), read-only memory (ROM), magnetic tape, floppy disk, flash memory (Flash), hard disk drive (HDD), solid-state drive (SSD), and the like. Exemplarily, the computer program product may be implemented as a non-volatile storage medium storing the computer program, such as a read-only memory (ROM) or NAND flash memory.

[0074] In one embodiment, the computer program product may be an intangible product containing a computer program. For example, the computer program product may be implemented as a virtual digital product, such as a digital file such as an executable file or installation package storing the computer program.

[0075] The code of a computer program can be written in one or more programming languages, such as C, Java, C++, and the like. The program code can be executed entirely on the user's computing device, partially on the user's computing device, as a standalone software package, partially on the user's computing device and partially on a remote computing device, or entirely on a remote computing device or server. In cases involving a remote computing device, the remote computing device can be connected to the user's computing device via any type of network, such as a local area network (LAN) or wide area network (WAN), or can be connected to an external computing device (e.g., via an internet connection provided by a carrier).

[0076] Computer programs can be carried or transmitted via electrical, magnetic, optical, electromagnetic, infrared, or other signals. Electronic devices can convert signals carrying computer programs into digital signals to run the computer programs. When a computer program is run on an electronic device, its code causes the electronic device to execute (more specifically, the processor of the electronic device to execute) the method steps of various exemplary embodiments of the present disclosure, such as a game display control method, including: Establishing a communication connection between the gaming device and the wearable device; displaying at least one skill control on a graphical user interface of the gaming device; Detect the rotation of the wearable device and determine the skill release direction based on the rotation; In response to a first trigger operation acting on the skill control, the virtual character is controlled to perform a corresponding skill action according to a skill release direction.

[0077] The exemplary embodiments of the present disclosure also provide an electronic device. The electronic device may include a processor and a memory. The memory stores executable instructions for the processor, such as a computer program. The processor executes the executable instructions to perform the method steps of various exemplary embodiments of the present disclosure. The electronic device may also include a display for displaying a graphical user interface.

[0078] Reference below Figure 5 , the electronic device is exemplarily described in the form of a general-purpose computing device. It should be understood that Figure 5 The electronic device 600 shown is merely an example and should not limit the functions and scope of use of the embodiments of the present disclosure.

[0079] like Figure 5 As shown, the electronic device 600 may include a processor 610 , a memory 620 , a bus 630 , an I / O (input / output) interface 640 , a network adapter 650 , and a display 660 .

[0080] The memory 620 may include volatile memory, such as RAM 621 and cache unit 622, and may also include non-volatile memory, such as ROM 623. The memory 620 may also include one or more program modules 624. Such program modules 624 include, but are not limited to, an operating system, one or more application programs, other program modules, and program data. Each or some combination of these examples may include an implementation of a network environment. For example, the program modules 624 may include the modules in the aforementioned devices.

[0081] The processor 610 may include one or more processing units. For example, the processor 610 may include an AP (Application Processor), a modem processor, a GPU (Graphics Processing Unit), an ISP (Image Signal Processor), a controller, an encoder, a decoder, a DSP (Digital Signal Processor), a baseband processor and / or an NPU (Neural-Network Processing Unit) and other processing units.

[0082] The processor 610 may be configured to execute the executable instructions stored in the memory 620 to perform the above-mentioned method of the present disclosure, such as performing the following method steps: A display control method for a game, comprising: Establishing a communication connection between the gaming device and the wearable device; displaying at least one skill control on a graphical user interface of the gaming device; Detect the rotation of the wearable device and determine the skill release direction based on the rotation; In response to a first trigger operation acting on the skill control, the virtual character is controlled to perform a corresponding skill action according to a skill release direction.

[0083] The bus 630 is used to realize the connection between different components of the electronic device 600 and may include a data bus, an address bus, and a control bus.

[0084] The electronic device 600 can communicate with one or more external devices 700 (eg, a keyboard, a mouse, an external controller, etc.) through the I / O interface 640 .

[0085] The electronic device 600 can communicate with one or more networks via the network adapter 650. For example, the network adapter 650 can provide mobile communication solutions such as 3G / 4G / 5G, or wireless communication solutions such as wireless LAN, Bluetooth, and near-field communication. The network adapter 650 can communicate with other modules of the electronic device 600 via the bus 630.

[0086] The electronic device 600 can display a graphical user interface through the display 660, such as displaying a virtual scene, a virtual character, etc.

[0087] although Figure 5 Not shown, other hardware and / or software modules may also be provided in the electronic device 600, including but not limited to: microcode, device drivers, redundant processors, external disk drive arrays, RAID (Redundant Arrays of Independent Disks) systems, tape drives, and data backup storage systems.

[0088] As can be seen from the above, the technical solutions of the present disclosure can be implemented as methods, devices, systems, computer program products, storage media, electronic devices, etc. Those skilled in the art will appreciate that various aspects of the present disclosure can be specifically implemented in the following forms, namely: a complete hardware implementation, a complete software implementation (including firmware, microcode, etc.), or an implementation that combines hardware and software aspects, such as "circuits," "modules," or "systems," respectively.

[0089] It should be understood that the present disclosure is not limited to the specific method steps or structures described above and shown in the accompanying drawings, and various modifications and changes can be made without departing from the scope thereof. Those skilled in the art will easily think of other embodiments based on the specific embodiments provided by the present disclosure. Therefore, the specific embodiments provided by the present disclosure are merely exemplary, and the scope and spirit of the present disclosure are indicated by the claims, which should cover any variations, uses or adaptive changes of the present disclosure, which follow the general principles of the present disclosure and include common knowledge or customary technical means in the field of the present technology that are not disclosed in the present disclosure.

Claims

1. A game display control method, characterized in that: The method comprises: Establishing a communication connection between the gaming device and the wearable device; displaying at least one skill control on a graphical user interface of the gaming device; Detecting a rotation of the wearable device and determining a skill release direction based on the rotation; In response to a first trigger operation acting on the skill control, the virtual character is controlled to perform a corresponding skill action according to the skill release direction.

2. The method according to claim 1, characterized in that Determining the skill release direction according to the rotation action includes: Obtaining a rotational angular velocity through a gyroscope built into the wearable device; The skill release direction is determined according to the vector direction of the angular velocity.

3. The method according to claim 1, characterized in that The responding to the triggering operation of the skill control, controlling the virtual character to perform a corresponding skill action according to the skill release direction, includes: In response to simultaneous touch operations on multiple skill controls, the virtual character is controlled to simultaneously perform multiple skill actions in the skill release direction.

4. The method according to claim 1, wherein The graphical user interface further displays a movement control widget, and the skill controls are arranged within a preset range of the movement control widget.

5. The method according to claim 1, wherein The graphical user interface includes a first area and a second area, wherein in two-hand mode, movement control controls are displayed in the first area, and direction control controls and at least one skill control are displayed in the second area; In the one-handed operation mode, the direction control control and the skill control are canceled from the first area, and the skill control is arranged within a preset range of the movement control control in the second area.

6. The method according to claim 5, characterized in that The method further comprises: In the one-handed mode, in response to detecting a second triggering operation acting on the second area, switching to a two-handed operation mode; The direction control control is generated in the two-hand operation mode, and the skill control is restored to be displayed in the second area.

7. The method according to claim 6, characterized in that The switching to the two-hand operation mode includes: generating the direction control control according to the coordinate position of the second trigger operation; Establish an association mapping between the direction control control and the skill release direction.

8. The method according to claim 5, characterized in that The method further comprises: In the two-hand operation mode, if an external communication request is detected, the wearable device displays a communication prompt message; In response to receiving the communication request through the wearable device, automatically switching to a one-handed operation mode.

9. The method according to claim 1, characterized in that The method further comprises: In response to detecting a rotation of the wearable device, displaying a direction indication mark on the graphical user interface; The direction of the direction indicator is dynamically adjusted according to the change of the rotation action.

10. The method according to claim 1, characterized in that The layout of the skill control includes: Arrange multiple skill controls radially with the movement control control as the center; The spacing parameters between the skill control and the movement control control are adjusted according to the current operation mode.

11. The method according to claim 10, characterized in that The adjustment of the spacing parameters includes: shortening the distance to a first preset threshold in a one-handed operation mode; The distance is restored to a second preset threshold in the two-hand operation mode.

12. A computer program product comprising a computer program, characterized in that When the computer program is executed by a processor, the method according to any one of claims 1 to 11 is implemented.

13. An electronic device, characterized in that: include: processor; a memory for storing executable instructions of the processor; The processor is configured to perform the method according to any one of claims 1 to 11 by executing the executable instructions.