Method and system for releasing game skills
By using polar coordinate transformation technology to synchronously control the horizontal and vertical angles of game skills, the problem of fragmented operation in existing technologies has been solved, improving the operational efficiency and accuracy of 3D games.
Patent Information
- Application Number
- CN202511524557.X
- Authority / Receiving Office
- CN · China
- Patent Type
- Applications(China)
- Current Assignee / Owner
- Filing Date
- 2025-10-23
- Publication Date
- 2026-02-10
AI Technical Summary
Existing 3D games cannot simultaneously control horizontal and vertical angles when releasing skills, resulting in fragmented operation processes and delayed skill releases, which affects the gaming experience.
By acquiring user operation points, capturing drag trajectories in real time, calculating coordinate differences, and performing polar coordinate transformation, the polar angle and polar radius are obtained. The horizontal and vertical pitch angles are then integrated as skill control parameters to drive the game character to release skills.
It achieves synchronous adjustment of horizontal and vertical angles, reduces operation interruptions, lowers skill release delays, improves operational efficiency and accuracy, and adapts to high-frequency combat requirements.
Smart Images

Figure CN121490367A_ABST
Abstract
Description
Technical Field
[0001] This invention relates to the field of game control technology, specifically to a method and system for releasing game skills. Background Technology
[0002] In the development and application of current 3D games, the accuracy of skill release and the smoothness of operation directly affect the player's gaming experience. Currently, there are two main control methods. The first is the virtual joystick control method. This method usually displays a virtual joystick icon in a fixed area of the game interface. Players drag the joystick with their finger or mouse, mapping the direction and amplitude of the joystick's slide to the horizontal direction parameter of the skill release, thereby controlling the direction of the skill. The second is the segmented operation method. This method requires players to perform multiple steps: first, click on the skill icon on the interface to trigger the skill preparation state, then adjust the vertical angle of the skill release through independent up, down, or swipe operations, and finally confirm the release of the skill.
[0003] However, the virtual joystick control method can only adjust the horizontal direction of the skill and cannot control the vertical pitch angle simultaneously. When players need to release skills with different heights, they need to trigger independent operations such as jumping and crouching, which leads to a fragmented operation process and disrupts the rhythm of the game. On the other hand, although the segmented operation method supports vertical angle adjustment, the multi-step operation design increases the delay of skill release. In the high-frequency and fast-reaction combat scenarios of 3D fighting games, the excessive time spent on operation can easily cause skills to miss, reducing the accuracy of skill release. Summary of the Invention
[0004] To address the shortcomings of existing technologies, this invention provides a method for releasing game skills that can be simultaneously adjusted in both horizontal and vertical angular directions, effectively improving operational efficiency, reducing operational interruptions, lowering skill latency, and enhancing skill release accuracy.
[0005] This application provides a method for releasing a game skill, the method comprising:
[0006] Obtain the user's initial game skill operation points on the interactive device interface;
[0007] Capture the drag trajectory starting from the initial operation point in real time, and record the operation endpoint of the drag trajectory;
[0008] The coordinate difference is calculated based on the initial operation point and the operation endpoint.
[0009] The coordinate difference is transformed into polar coordinates to obtain the polar angle and polar radius, wherein the polar angle is used to control the horizontal direction angle of skill release;
[0010] The vertical pitch angle released by the skill is calculated based on the aforementioned polar radius;
[0011] The horizontal direction angle and the vertical pitch angle are integrated into skill control parameters to drive the game character to release skills.
[0012] In one aspect, the coordinate difference includes a horizontal coordinate difference and a vertical coordinate difference;
[0013] Let the difference in the horizontal coordinates be Δx, the difference in the vertical coordinates be Δy, and the polar angle be θ. Then, θ = arctan(Δy / Δx).
[0014] In one aspect, if the polar radius is defined as r, then the following is satisfied: .
[0015] In one aspect, if the vertical pitch angle is defined as φ, then the following is satisfied: , where k is the preset sensitivity coefficient.
[0016] In one aspect, the release method further includes:
[0017] When a melee skill is detected, the preset sensitivity coefficient is automatically increased to make the vertical pitch angle more sensitive to changes in the polar radius.
[0018] When a remote skill is detected to be triggered, the preset sensitivity coefficient is automatically reduced to decrease the amplitude of the vertical pitch angle change.
[0019] In one aspect, prior to the steps of obtaining the user's initial game skill operation points on the interactive device interface, the following are included:
[0020] Obtain the screen size and touch accuracy of the interactive device;
[0021] The dead zone threshold of the polarity is set based on the screen size and the touch accuracy.
[0022] In one aspect, the interactive device is a mobile terminal;
[0023] The release method further includes:
[0024] When a user's two fingers simultaneously trigger a skill operation on a mobile terminal, a first operation endpoint and a second operation endpoint are formed. The first operation endpoint corresponds to the first skill, and the second operation endpoint corresponds to the second skill. The first skill and the second skill are superimposed to form a composite skill.
[0025] Calculate the first and second horizontal angles, as well as the first and second pitch angles, of the two-finger dragging trajectory.
[0026] The average of the first horizontal angle and the second horizontal angle is taken as the horizontal release angle of the composite skill, and the difference between the first pitch angle and the second pitch angle is taken as the vertical offset angle of the composite skill.
[0027] The combined horizontal release angle and the vertical offset angle are integrated to drive the release of the composite skill.
[0028] In one aspect, the deflection angle is defined as α, and the corrected polar angle is defined as θ. 修 If the polar angle before correction is θ, then the following conditions are met:
[0029] θ 修 =θ+α;
[0030] Define the compensation vertical offset as Δφ and the jump height as h, then the following conditions are met:
[0031] Δφ = λ × h, where λ is the compensation coefficient.
[0032] Furthermore, this application also provides a game skill release system, the release system comprising:
[0033] The capture module is used to acquire the user's initial operation point of game skills on the interactive device interface; capture the drag trajectory starting from the initial operation point in real time, and record the operation endpoint of the drag trajectory;
[0034] The coordinate transformation module is used to calculate the coordinate difference based on the initial operation point and the operation endpoint; and to perform polar coordinate transformation on the coordinate difference to obtain the polar angle and polar radius, wherein the polar angle is used to control the horizontal direction angle of skill release;
[0035] Angle mapping module, used to calculate the vertical pitch angle released by the skill based on the polar radius;
[0036] The parameter generation module is used to integrate the horizontal direction angle and the vertical pitch angle into skill control parameters to drive the game character to release skills.
[0037] The beneficial effects of this invention are as follows: by acquiring the initial operation point, capturing the drag trajectory and recording the operation endpoint, and then calculating the coordinate difference between the initial and endpoint, the coordinate difference is transformed into polar coordinates to obtain the polar angle and polar radius used to control the horizontal direction angle. Then, the vertical pitch angle is calculated based on the polar radius. The horizontal direction angle and the vertical pitch angle are integrated as skill direction control parameters to drive skill release. This effectively solves the problem that the horizontal and vertical angles cannot be adjusted synchronously in the skill release of fighting games. There is no need to perform additional operations such as jumping, crouching, or pulling up and down separately. The direction control of two dimensions can be completed synchronously through a single continuous operation, which greatly reduces operation interruption and improves operation efficiency. At the same time, it eliminates the waiting time of multi-step switching in the existing segmented operation, reduces the skill release delay, and calculates the direction parameters based on the accurate coordinate difference between the initial operation point and the endpoint, avoiding the direction error caused by operation deviation, effectively improving the skill release accuracy, and better adapting to the needs of high-frequency confrontation and precise operation in fighting games. Attached Figure Description
[0038] To more clearly illustrate the specific embodiments of the present invention or the technical solutions in the prior art, the accompanying drawings used in the description of the specific embodiments or the prior art will be briefly introduced below. In all the drawings, similar elements or parts are generally identified by similar reference numerals. In the drawings, the elements or parts are not necessarily drawn to scale.
[0039] Figure 1 This is a schematic diagram illustrating the process steps for releasing game skills in this application;
[0040] Figure 2 This is a schematic diagram illustrating the steps involved in adjusting the preset sensitivity coefficient in the game skill release method of this application.
[0041] Figure 3 This is a schematic diagram illustrating the process steps for adjusting the death threshold of the extreme radius in the game skill release method of this application;
[0042] Figure 4 This is a schematic diagram of the process steps for driving compound skills in the game skill release method of this application;
[0043] Figure 5 This is a schematic diagram illustrating the process steps for compensating for polar angle and vertical pitch angle in the game skill release method of this application;
[0044] Figure 6 This is a diagram of a game character used in the method of releasing game skills in this application;
[0045] Figure 7 This is a diagram illustrating how a game character begins selecting a skill to release in the game skill release method described in this application.
[0046] Figure 8A diagram illustrating the process of releasing game skills in this application after the game character has selected a target;
[0047] Figure 9 This is a diagram illustrating how a game character releases a skill on a target in the game skill release method described in this application;
[0048] Figure 10 This is a schematic diagram of the functional structure of the game skill release system in this application. Detailed Implementation
[0049] The embodiments of the technical solution of the present invention will now be described in detail with reference to the accompanying drawings. These embodiments are merely illustrative of the technical solution of the present invention and are therefore intended to limit the scope of protection of the present invention.
[0050] It should be noted that, unless otherwise stated, the technical or scientific terms used in this application should have the ordinary meaning as understood by one of ordinary skill in the art to which this invention pertains.
[0051] like Figure 1 As shown, this application provides a method for releasing positive behavior, the method comprising:
[0052] Step S10: Obtain the user's initial operation point for the game skill on the interactive device interface. The interactive device interface includes the touch screen of a mobile terminal and the display screen of a computer device. Through the input sensing modules of the interactive device, such as touch sensors and mouse positioning modules, the initial operation position of the user triggering the skill is accurately identified. For example, the touch coordinates of the user's finger pressing the skill icon for the first time on the mobile terminal, or the screen coordinates of the cursor when the user clicks the left mouse button on the computer device. This initial operation point is not only the starting point of the subsequent dragging trajectory, but also the benchmark for constructing the skill direction calculation coordinate system. Its accuracy directly affects the accuracy of subsequent coordinate difference calculations, laying the foundation for precise control of the skill direction, and avoiding subsequent direction calculation errors caused by initial position recognition deviations.
[0053] Step S20: Capture the drag trajectory from the initial operation point in real time and record the endpoint of the drag trajectory; activate the real-time trajectory capture mechanism to continuously track the user's movement path from the initial operation point. On mobile terminals, the continuous coordinate points during the finger swipe are recorded through real-time sampling of the touchscreen to form a complete drag trajectory; on computer devices, the cursor movement trajectory from the initial click position is recorded through the mouse's displacement sensor. While capturing the trajectory, it is determined in real time whether the user's operation has ended, such as when the finger leaves the touchscreen on a mobile terminal or the user releases the left mouse button on a computer device. When the operation is detected to have ended, the ending position is locked as the endpoint of the drag trajectory and its coordinates are recorded. Real-time capture ensures the continuity and integrity of the drag trajectory, avoiding trajectory loss due to sampling delay.
[0054] Step S30: Calculate the coordinate difference based on the initial operation point and the operation endpoint; the coordinate difference in the horizontal and vertical directions can be calculated using a preset coordinate difference algorithm. The coordinate difference is the direct data source for subsequent polar coordinate transformation, and its calculation result transforms the abstract dragging action into concrete numerical parameters.
[0055] Step S40: Perform polar coordinate transformation on the coordinate difference to obtain the polar angle and polar radius. The polar angle is used to control the horizontal direction angle of skill release. The polar coordinate transformation algorithm is used to calculate the linear coordinate difference of the two-dimensional plane into polar coordinate parameters of angle and distance. The polar angle directly controls the horizontal direction angle, which solves the problem of insufficient precision due to reliance on a single dimension for horizontal direction control, and provides a guarantee for the precise control of the horizontal direction of the skill.
[0056] Step S50: Calculate the vertical pitch angle for skill release based on the extreme diameter. Establish a correlation between the extreme diameter and the vertical pitch angle using a pre-defined vertical pitch angle calculation logic, converting the extreme diameter value into the vertical pitch angle for skill release. The vertical pitch angle range corresponds to the vertical angle range in the game's 3D space, typically from -30° to 90°, with negative values representing downwards and positive values representing upwards. The size of the extreme diameter directly determines the size of the vertical pitch angle. For example, a larger extreme diameter results in a larger absolute value of the vertical pitch angle, representing a greater vertical offset of the skill. Through the correlation calculation between the extreme diameter and the vertical pitch angle, simultaneous control of the horizontal and vertical directions in a single operation is achieved, reducing the limitations of requiring additional vertical operations and the disconnect between vertical and horizontal control. This allows skill release to adapt to scenarios in 3D fighting games that require vertical angle adjustments, such as jumping, slashing, crouching, and thrusting.
[0057] Step S60: The horizontal angle and vertical pitch angle are integrated into skill control parameters to drive the game character to release skills. The horizontal angle and vertical pitch angle are integrated into standardized skill control parameters in a format recognizable by the game engine. These parameters explicitly include the specific values and validity indicators of the horizontal and vertical angles. Subsequently, the integrated skill control parameters are transmitted to the game engine in real time via a communication interface, such as an API interface. Upon receiving the parameters, the game engine drives the game character to execute the corresponding skill release action based on the horizontal and vertical directions defined in the parameters. For example, based on a horizontal angle of 45° and a vertical pitch angle of 15°, the character is controlled to release the skill diagonally upwards at 45° and offset upwards at 15°. Through parameter integration and communication with the engine, the initial operation capture and mathematical calculation are transformed into actual skill release behavior, realizing a complete closed loop from user operation to parameter calculation and then to skill execution. This improves the real-time performance and accuracy of parameter transmission, ensures a high degree of synchronization between skill release and user operation intentions, effectively reduces skill latency, and enhances the smoothness and accuracy of game operation.
[0058] This embodiment obtains the initial operation point, captures the drag trajectory, and records the operation endpoint. Then, it calculates the coordinate difference between the initial and endpoint, performs polar coordinate transformation on the coordinate difference to obtain the polar angle and polar radius used to control the horizontal direction angle, and then calculates the vertical pitch angle based on the polar radius. The horizontal direction angle and vertical pitch angle are integrated as skill direction control parameters to drive skill release. This effectively solves the problem of the horizontal and vertical angles not being able to be adjusted synchronously in the skill release of fighting games. There is no need to perform additional operations such as jumping, crouching, or pulling up and down separately. The direction control of two dimensions can be completed synchronously through a single continuous operation, which greatly reduces operation interruption and improves operation efficiency. At the same time, it eliminates the waiting time of multi-step switching in the existing segmented operation, reduces the skill release delay, and calculates the direction parameters based on the accurate coordinate difference between the initial operation point and the endpoint, avoiding the direction error caused by operation deviation, effectively improving the skill release accuracy, and better adapting to the needs of high-frequency confrontation and precise operation in fighting games.
[0059] In one embodiment of this application, the coordinate difference includes a horizontal coordinate difference and a vertical coordinate difference; the horizontal coordinate difference is defined as Δx, the vertical coordinate difference as Δy, and the polar angle as θ, then θ = arctan(Δy / Δx). The horizontal coordinate difference Δx represents the difference in coordinates between the endpoint of the drag trajectory and the initial operation point in the horizontal direction of the interactive device interface. If Δx is positive, it means the endpoint is located to the right of the initial operation point; if it is negative, it is located to the left. The vertical coordinate difference Δy represents the difference in coordinates between the two in the vertical direction of the interface. When Δy is positive, the endpoint is located above the initial operation point; when it is negative, it is located below. The formula θ = arctan(Δy / Δx) converts the ratio of Δy to Δx into the polar angle θ using the arctangent function. The polar angle θ corresponds to the angle range in the interface coordinate system, generally 0°-360°. Its magnitude directly reflects the horizontal deflection direction of the drag trajectory relative to the initial operation point. For example, when Δx>0 and Δy=0, Δy / Δx=0 and θ=0°, corresponding to a drag direction to the right horizontally; when Δx=Δy>0, Δy / Δx=1 and θ=45°, corresponding to a drag direction to the upper right at 45°.
[0060] Furthermore, the polar angle θ obtained through θ=arctan(Δy / Δx) is directly mapped to the horizontal direction angle for skill release in the game, allowing the player's dragging direction on the interactive device interface to be accurately converted into the horizontal release direction of the skill in the game's three-dimensional space. This calculation method avoids the limitation of virtual joysticks only being able to roughly control the horizontal direction, and eliminates the influence of interface size differences on horizontal direction judgment through the ratio of Δx to Δy, ensuring that the same drag ratio corresponds to the same horizontal direction angle for the skill on different devices.
[0061] Furthermore, defining the polar radius as r, then the following holds: Using the Pythagorean theorem, the horizontal and vertical displacements of the initial operation point and the drag endpoint on the two-dimensional interface are converted into the straight-line distance between the two points, i.e., the extreme radius r. The value of the extreme radius r directly reflects the magnitude of the user's drag operation: if the user only drags a small amount in the horizontal direction, the value of r is small; if the user drags a large amount in both the horizontal and vertical directions simultaneously, the value of r is large.
[0062] Furthermore, the extreme radius *r* is a key parameter connecting the user's operational range and the vertical control of the skill. The vertical pitch angle of skill release is calculated based on the value of *r*, establishing a correlation between the magnitude of *r* and the magnitude of the vertical pitch angle offset. For example, the larger *r* is, the larger the absolute value of *φ* is, and the more significant the vertical offset of the skill in the game's 3D space. This design quantifies the user's dragging range through the extreme radius *r*, avoiding the fragmented problem of vertical angle adjustment relying on independent operations. It also ensures a high degree of match between the vertical pitch angle and the user's operational intent through precise calculation of *r*, providing a stable basis for the precise control of the vertical direction of skill release.
[0063] Furthermore, defining the vertical pitch angle as φ, then the following condition is satisfied: Where k is a preset sensitivity coefficient. The formula establishes a direct correlation between the user's dragging operation amplitude and the vertical angle of the skill by multiplying the preset sensitivity coefficient k by the extreme radius r. The extreme radius r quantifies the actual amplitude of the user's dragging operation, while the preset sensitivity coefficient k serves as an adjustment factor for converting the operation amplitude into a vertical angle, adapting to different device characteristics, game scenarios, and user operating habits. For example, in mobile terminals, k can be set to a smaller value, such as 0.1-0.2, to avoid excessive deviation of the vertical pitch angle due to small dragging amplitude; in computer devices, k can be set to a relatively larger value, such as 0.2-0.3, to ensure the perceptual matching degree between the dragging amplitude and the change in vertical angle.
[0064] The vertical pitch angle calculation logic is the core of achieving simultaneous control of the horizontal and vertical directions of skills in a single operation. On the one hand, relying on the extreme radius r as the calculation basis, no additional independent operation is required, which solves the problem of the separation between vertical angle adjustment and horizontal direction control, allowing players to complete the direction setting of two dimensions simultaneously with a single drag. On the other hand, the introduction of the preset sensitivity coefficient k makes the calculation of the vertical pitch angle flexible and adaptable, and can be dynamically adjusted according to different skill types in the game, improving the accuracy of skill release and the smoothness of operation.
[0065] like Figure 2 As shown, the release method also includes:
[0066] Step S01: When a melee skill is detected, the preset sensitivity coefficient is automatically increased to make the vertical pitch angle more sensitive to changes in the polar radius. This increases the preset sensitivity coefficient to adapt to the need for rapid fine-tuning of the vertical angle in melee scenarios. The system monitors the skill attributes triggered by the user in real time. When a melee skill is identified, such as a leaping slash or crouching thrust in a fighting game that requires precise close-range attacks, the original preset sensitivity coefficient k is increased to a value suitable for melee combat. For example, the default k=0.2 for mobile devices and 0.25 for computer devices; k is adjusted to 0.3-0.4 for mobile devices and 0.35-0.45 for computer devices. Due to the vertical pitch angle... With an increased k value, the corresponding φ value changes more significantly for the same radius r. For example, when k=0.2, r=10px (pixels) corresponds to φ=2°; after the increase, when k=0.3, r=10px corresponds to φ=3°. This allows for a noticeable change in vertical angle with a small drag. This adjustment enables players to quickly adjust the vertical direction of their skills in melee combat through subtle drags, avoiding skill misses caused by sluggish changes in vertical angle under the original coefficient. This aligns with the high-frequency fine-tuning and rapid response requirements of melee skills.
[0067] Step S02: When a remote skill is detected, the preset sensitivity coefficient is automatically reduced to decrease the variation in the vertical pitch angle. Reducing the preset sensitivity coefficient ensures the stability and accuracy of the vertical angle of the remote skill. Utilizing the game engine's skill type recognition function, when a user triggers a remote skill, such as a long-range fireball or sniper ray in a fighting game—skills requiring long-distance aiming and avoiding large angle deviations—the sensitivity coefficient reduction mechanism is automatically activated, lowering the preset sensitivity coefficient k from its default value to a range suitable for remote aiming. After the k value is reduced, even with significant user dragging, the variation in the vertical pitch angle φ will be significantly reduced. For example, when k=0.2, r=30px corresponds to φ=6°; after the reduction, when k=0.1, r=30px only corresponds to φ=3°. This effectively avoids large vertical angle deviations caused by slight hand tremors during remote aiming, ensuring stable target aiming for remote skills. This solves the problem of aiming errors caused by operational deviations under the original fixed coefficient, meeting the requirements for precise aiming and low angle fluctuations in remote skills.
[0068] like Figure 3 As shown, before the steps of obtaining the user's initial game skill operation points on the interactive device interface, the following steps are included:
[0069] Step S11: Obtain the screen size and touch accuracy of the interactive device. This involves acquiring key hardware parameters affecting touch operation accuracy. These parameters are automatically read via the communication interface with the device's underlying hardware: First, screen size, specifically measured by the screen's diagonal length and resolution. For example, a mobile terminal might be identified as 6.1 inches with a 2532×1170 resolution, or a computer device with an external monitor as 27 inches with a 3840×2160 resolution. Screen size and resolution directly determine the physical length of a single pixel, affecting the actual perceived range of the user's dragging operation. Second, touch accuracy. For mobile terminals, this is determined by the sampling density of the touch sensor, such as 400 dpi. For computer devices, it's evaluated by combining mouse dpi and touchpad sampling frequency. Touch accuracy directly reflects the device's ability to recognize subtle user operations. Higher accuracy means the device can better capture small drags; conversely, lower accuracy makes it easier to ignore or misjudge subtle operations. Accurately collecting these two parameters avoids the problem of poor adaptability caused by traditional fixed thresholds being detached from device characteristics.
[0070] Step S12: Set the dead zone threshold based on screen size and touch accuracy. This implements device-specific adaptation of the threshold, addressing the shortcomings of fixed dead zone thresholds, such as high false touch rate on small-screen devices and limited operation on high-precision devices.
[0071] Specifically, the dead zone threshold baseline range is determined based on screen size. For mobile terminals, the smaller the screen size, the shorter the physical length corresponding to a unit pixel. Even slight deviations when the user drags their finger can easily generate effective pixel displacement. Therefore, the baseline dead zone threshold is set to a smaller range, such as 4-5 pixels. Conversely, the larger the screen size, the longer the physical length of a unit pixel, and the smaller the pixel displacement corresponding to slight operations. Therefore, the baseline threshold needs to be set to a larger range, such as 7-8 pixels, to avoid misjudging effective small-amplitude operations as invalid. When computer devices are connected to large-screen monitors, because mouse operations are more precise, the threshold baseline is set to 1.5-2mm. The corresponding screen pixels are calculated based on the resolution; for example, a 27-inch 4K screen corresponds to approximately 6-8 pixels. Furthermore, by combining touch accuracy fine-tuning thresholds, if the device's touch accuracy is higher than the industry average, it indicates that the device can accurately recognize subtle operations. The threshold can be reduced by 10%-15% from the baseline threshold, such as lowering the 5px baseline to 4.2-4.5px, to avoid excessively high dead-zone thresholds that require users to drag significantly to trigger skills, thus improving operational sensitivity. If the touch accuracy is lower than the industry average, the device's ability to recognize subtle operations is weak, easily misinterpreting finger tremors and mouse drift as valid operations. The threshold needs to be increased by 10%-15% from the baseline threshold, such as raising the 5px baseline to 5.5-5.75px, to enhance accidental touch protection. Through the above baseline setting and precision fine-tuning design, the generated extreme radius dead-zone threshold can adapt to the hardware characteristics of different devices while balancing accidental touch protection and operational sensitivity, ensuring consistent accuracy and smoothness in skill release operations on both mobile terminals and computer devices.
[0072] like Figure 4 As shown, the interactive device is a mobile terminal, and the release method also includes:
[0073] Step S70: When it is detected that the user's two fingers simultaneously trigger a skill operation on the mobile terminal, a first operation endpoint and a second operation endpoint are formed. The first operation endpoint corresponds to the first skill, and the second operation endpoint corresponds to the second skill. The first skill and the second skill are superimposed to form a composite skill. The intention of the user's two fingers to operate synchronously on the mobile terminal is identified, and the association between single operation and multiple skills is established, breaking through the limitation that a single finger can only trigger a single skill. Through the multi-touch recognition module of the mobile terminal, the number of operation points and the triggering sequence on the touch screen are monitored in real time. When two touch points are detected to trigger the skill operation area within the same time window, it is determined that the two fingers are triggered synchronously. Subsequently, through the binding relationship between the initial position of the touch point and the corresponding skill icon, the skill affiliation of the two operations is determined. The touch point that is triggered first or located in the preset main skill area is defined as the first operation endpoint, corresponding to the first skill, which is usually the core basic skill of the composite skill, such as flame impact. The touch point that is triggered later or located in the auxiliary skill area is defined as the second operation endpoint, corresponding to the second skill, which is usually the buff or special effect skill of the composite skill, such as the penetration effect. It is marked that the two need to be superimposed to form a composite skill, such as penetrating flame impact. This step uses precise multi-touch recognition and skill binding to meet the high-frequency demand for multi-skill combination release in 3D fighting games.
[0074] Step S71: Calculate the first and second horizontal angles of the two-finger drag trajectory, as well as the first and second pitch angles; based on the core polar coordinate transformation and angle calculation logic of this application, generate independent directional parameters for the two skills to ensure the accuracy of subsequent composite calculations.
[0075] Specifically, for the first operation endpoint, taking its initial operation point as the origin, the difference between the horizontal coordinates Δx1 and the difference between the vertical coordinates Δy1 are calculated. The first horizontal angle, i.e., the horizontal direction angle of the first skill, is obtained through θ1 = arctan(Δy1 / Δx1). Using φ1 = k1・r1, the vertical direction angle of the first skill is calculated, where k1 is the preset sensitivity coefficient corresponding to the first skill, and φ1 is the first pitch angle, i.e., the vertical direction angle of the first skill. For the second operation endpoint, taking its initial operation point as the origin, the above calculation logic is repeated to obtain the second horizontal angle θ2 and the second pitch angle φ2.
[0076] Step S72: The average of the first and second horizontal angles is used as the horizontal release angle of the composite skill, and the difference between the first and second pitch angles is used as the vertical offset angle of the composite skill. Through a preset mathematical fusion rule, independent angle parameters are transformed into unified direction parameters for the composite skill, resolving the issue of inconsistent directions when multiple skills are released simultaneously. For the horizontal direction, considering that the composite skill needs to cover the horizontal coverage of both skills, an average value fusion logic is adopted: the arithmetic mean of the first and second horizontal angles is used as the horizontal release angle θ of the composite skill. 复 θ 复 =(θ1+θ2) / 2, for example, when θ1=45° and θ2=60°, θ 复 =52.5°, ensuring that the horizontal direction of the composite skill can simultaneously cover the target area of two individual skills, avoiding one skill from missing due to horizontal deviation; for the vertical direction, considering that composite skills often need to achieve effect stacking through vertical offset, such as the horizontal release of basic skills and the upward offset of auxiliary skills to form area gain, a difference fusion logic is adopted, and the difference between the first pitch angle and the second pitch angle is used as the vertical offset angle φ of the composite skill. 偏 φ 偏 =φ1-φ2, if the difference is negative, take the absolute value or adjust the sign according to preset rules, for example, when φ1=10° and φ2=5°, φ 偏 =5° means that the composite skill, based on the horizontal release angle, is offset upwards by an additional 5° to add the auxiliary skill effect. This fusion rule not only satisfies independent operation of two fingers, but also achieves directional coordination through mathematical logic, avoiding the fragmented operation problem of needing to adjust the direction separately for multiple skill releases in existing technologies.
[0077] Step S73: Integrate the horizontal release angle and vertical offset angle to drive the release of the composite skill. The horizontal release angle and vertical offset angle are integrated into standardized skill control parameters, which then drive the game character to complete the composite skill release. Through parameter integration and engine collaboration, it is ensured that the release direction of the composite skill is highly consistent with the user's two-finger operation intention, thus improving the operational efficiency of multi-skill release and guaranteeing the practical effect of the composite skill through precise directional control.
[0078] like Figure 5 As shown, the release method also includes:
[0079] Step S80: The current view angle of the game character is acquired in real-time, and the polar angle is corrected based on this angle. By associating the game character's real-time view state, the polar angle calculation result is corrected to ensure that the skill release direction is consistent with the user's visual expectations. The current view angle of the game character is acquired in real-time. The view angle is defined as the angle between the character's facing direction and the default horizontal positive direction of the game interface. For example, when the character turns 90° to the left, the view angle is 90°; when turning 45° to the right, the view angle is -45°. A negative value indicates that the deflection direction is opposite to the default positive direction. Subsequently, according to the preset correction formula, θ... 修 =θ+α, adjusting the polar angle. For example, if the user's drag operation calculates θ=0°, but the character is currently turning 90° to the left, and α=90°, then after correction, θ... 修 =0°+90°=90°, ensuring that the actual direction of skill release is the character's facing direction, not the default right side of the screen. This design improvement reduces the problem of skill direction not matching visual expectations due to changes in the character's perspective. For example, in 3D fighting games, when a character turns to chase an enemy, there is no need for the user to readjust the drag direction; the perspective correction can match the character's facing direction, greatly reducing operational complexity and improving the intuitiveness and accuracy of skill release.
[0080] Step S81: When the game character is in a jumping state, obtain the jump height and compensate for the vertical pitch angle based on the jump height. Real-time detection is performed to determine if the game character is in a jumping state. If so, the current jump height h is obtained, reflecting the character's vertical spatial position relative to the ground. The vertical compensation amount Δφ is calculated based on the jump height h. The preset compensation formula is Δφ = λ × h, where λ is the compensation coefficient, typically between 0.1 and 0.2, which can be fine-tuned according to the game scenario and φ. 补偿 =φ 初始 +Δφ compensates for the calculated initial vertical pitch angle φ. For example, the user calculates φ... 初始 =10°, the character's current jump height h=3m, k_compensation=0.1, then Δφ=0.1×3=0.3°, after compensation φ 补偿 =10°+0.3°=10.3°.
[0081] When a character jumps, their spatial position is above the ground. If skills are released using the same vertical pitch angle as on the ground, the height difference can cause the skills to miss ground targets or air enemies. By using jump height-related compensation, the vertical angle can be fine-tuned to adapt to the character's current spatial position. For example, the higher the jump, the greater the vertical pitch angle compensation, ensuring that skills accurately cover the target area, reducing the problem of ignoring the character's spatial position, and improving the accuracy of skill release in scenarios such as aerial combos and jump counterattacks in fighting games.
[0082] See Figures 6 to 9 The diagram shows the process of a game character releasing a skill.
[0083] Specifically, see Figure 6 As shown, the screen presents the initial game scene, with the pink character in a ready-to-operate state. The red target object and blue platform constitute environmental elements, and the skill buttons below, such as basic attack and first skill, display the currently selectable skill types. At this time, the user is waiting to trigger the skill operation to determine the initial operation point of the game skill.
[0084] See Figure 7 As shown, corresponding to the captured drag trajectory, the pink character releases a skill trajectory with a red arrow. The red arrow clearly shows the drag path from the initial operation point to the operation endpoint. The difference between the horizontal and vertical coordinates is calculated from this trajectory, and then converted into polar angle and polar radius.
[0085] See Figure 8 As shown, this corresponds to the skill-driven phase. After selecting the red target object, the horizontal angle and vertical pitch angle are integrated into skill control parameters to drive the game character to release the skill.
[0086] See Figure 9 As shown, this corresponds to the effect stage after the skill is released. The red target object and others show the state after being affected by the skill, verifying the effectiveness of the entire skill release scheme, from operation capture, coordinate transformation, angle calculation to parameter integration and driving, demonstrating the result of the skill accurately acting on the target, and the skill hitting the red target.
[0087] See Figure 10 As shown, this application also provides a game skill release system, which includes: a capture module 10, a coordinate transformation module 20, an angle mapping module 30, and a parameter generation module 40.
[0088] The capture module 10 is used to acquire the user's initial operation point of the game skill on the interactive device interface; it captures the drag trajectory starting from the initial operation point in real time and records the operation endpoint of the drag trajectory. The capture module 10 is mainly responsible for acquiring the initial operation point and capturing the drag trajectory, providing raw operation data for subsequent parameter calculation. In actual operation, the capture module 10 accurately identifies user operations by linking with the underlying input interface of the interactive device: on the one hand, when the user triggers a skill operation, the capture module 10 records the coordinate position at the moment of triggering in real time and defines it as the initial operation point of the game skill. The initial operation point serves as the reference origin for all subsequent direction calculations, and its recognition accuracy directly affects the accuracy of subsequent parameter calculations; on the other hand, when the user drags from the initial operation point, the module continuously tracks the continuous coordinate points of the operation trajectory at a sampling frequency of not less than 60Hz or 120Hz to form complete drag path data. At the same time, it monitors the operation termination signal in real time, such as when the finger leaves the touch screen or the left mouse button is released. Once the termination signal is detected, the current coordinates are immediately locked as the operation endpoint of the drag trajectory and stored. In addition, the capture module 10 also has an invalid operation filtering function, which can automatically remove abnormal coordinate points caused by accidental touches on the edge of the finger or mouse jitter, ensuring that the output initial operation point and operation endpoint data truly reflect the user's intention to release skills.
[0089] The coordinate transformation module 20 is used to calculate the coordinate difference based on the initial operation point and the operation endpoint; the coordinate difference is transformed into polar coordinates to obtain the polar angle and polar radius, wherein the polar angle is used to control the horizontal direction angle of skill release; the coordinate transformation module 20 converts the initial operation point and operation endpoint data output by the capture module 10 into polar angle and polar radius that can be used for skill direction control. Specifically, the coordinate transformation module 20 calls a preset difference calculation algorithm to calculate the horizontal coordinate difference Δx = x1 - x0 and the vertical coordinate difference Δy = y1 - y0 based on the initial operation point coordinates (x0, y0) and the operation endpoint coordinates (x1, y1). Here, Δx reflects the direction and magnitude of the horizontal displacement of the operation on the interface, and Δy reflects the direction and magnitude of the vertical displacement of the operation on the interface. Subsequently, the coordinate transformation module 20 activates the polar coordinate transformation function, performing a mathematical transformation based on Δx and Δy: the polar angle θ is calculated using the arctangent function θ = arctan(Δy / Δx), which directly maps to the horizontal direction angle of skill release. Its numerical range (0°-360°) corresponds to all possible horizontal orientations in the game's three-dimensional space. Simultaneously, the Pythagorean theorem is used... The polar radius r is calculated, which quantifies the straight-line distance between the initial operation point and the operation endpoint.
[0090] The angle mapping module 30 is used to calculate the vertical pitch angle of skill release based on the extreme radius r. The angle mapping module 30 calculates the vertical pitch angle of skill release based on the extreme radius r output by the coordinate transformation module. During operation, the angle mapping module 30 reads a preset sensitivity coefficient k, then calls the angle mapping algorithm to establish the correlation between the extreme radius r and the vertical pitch angle φ, that is, the vertical pitch angle φ is calculated using the formula φ=k・r. Here, the numerical range of φ corresponds to the vertical offset range in the game's three-dimensional space; a negative value represents the skill being released downwards, and a positive value represents the skill being released upwards. The magnitude of the extreme radius r directly determines the offset amplitude of φ. The larger r is, the larger the absolute value of φ is, meaning the more obvious the vertical offset of the skill.
[0091] The parameter generation module 40 integrates the horizontal angle and vertical pitch angle into skill control parameters to drive the game character to release skills. The parameter generation module 40 converts the horizontal angle θ and vertical pitch angle φ calculated by the previous module into skill control parameters that the game engine can recognize and execute. Following the game engine's parameter format requirements, the parameter generation module 40 integrates the horizontal angle θ, vertical pitch angle φ, and skill identification information into a standardized skill control parameter package, ensuring a clear parameter structure and complete fields to avoid engine parsing errors. Secondly, it verifies the validity of the integrated parameters, checking whether the horizontal angle and vertical pitch angle are within the reasonable range set by the game. If they exceed the range, they are automatically truncated and adjusted, while invalid parameters are filtered to ensure the rationality of the output parameters. Finally, the parameter generation module 40 sends the verified skill control parameter package to the game engine through a real-time communication interface. After receiving the parameters, the game engine immediately drives the game character to execute the corresponding skill release action based on the horizontal angle and vertical pitch angle in the parameters, and simultaneously triggers skill effects and damage judgment logic.
[0092] The release system also includes a game engine interface 50. On the one hand, the game engine interface 50 receives the skill control parameters integrated from the parameter generation module 40 and transmits these parameters to the game engine accurately according to the format and protocol that the game engine can recognize. On the other hand, after executing the skill release logic and calculating the skill effect, the game engine will send the real-time status and effect feedback of the skill release back to the release system through the game engine interface 50. This allows the release system to obtain the actual performance of the skill in the game world in a timely manner, thereby providing a basis for possible subsequent operation adjustments or status monitoring, and ensuring that the entire skill release process is highly coordinated and seamlessly connected with the game engine's operating logic.
[0093] Finally, it should be noted that the above embodiments are only used to illustrate the technical solutions of the present invention, and not to limit them. Although the present invention has been described in detail with reference to the foregoing embodiments, those skilled in the art should understand that modifications can still be made to the technical solutions described in the foregoing embodiments, or equivalent substitutions can be made to some or all of the technical features therein. Such modifications or substitutions do not cause the essence of the corresponding technical solutions to deviate from the scope of the technical solutions of the embodiments of the present invention, and they should all be covered within the scope of the claims and specification of the present invention.
Claims
1. A method for releasing a game skill, characterized in that, The release method includes: Obtain the user's initial game skill operation points on the interactive device interface; Capture the drag trajectory starting from the initial operation point in real time, and record the operation endpoint of the drag trajectory; The coordinate difference is calculated based on the initial operation point and the operation endpoint. The coordinate difference is transformed into polar coordinates to obtain the polar angle and polar radius, wherein the polar angle is used to control the horizontal direction angle of skill release; The vertical pitch angle released by the skill is calculated based on the aforementioned polar radius; The horizontal direction angle and the vertical pitch angle are integrated into skill control parameters to drive the game character to release skills.
2. The release method according to claim 1, characterized in that, The coordinate difference includes the horizontal coordinate difference and the vertical coordinate difference; Let the difference in the horizontal coordinates be Δx, the difference in the vertical coordinates be Δy, and the polar angle be θ. Then, θ = arctan(Δy / Δx).
3. The release method according to claim 2, characterized in that, Define the polar radius as r, then the following is satisfied: .
4. The release method according to claim 3, characterized in that, Define the vertical pitch angle as φ, then the following conditions are met: , where k is the preset sensitivity coefficient.
5. The release method according to any one of claims 1 to 4, characterized in that, Before the steps of obtaining the user's initial game skill points on the interactive device interface, the following are included: Obtain the screen size and touch accuracy of the interactive device; The dead zone threshold of the polarity is set based on the screen size and the touch accuracy.
6. The release method according to any one of claims 1 to 4, characterized in that, The interactive device is a mobile terminal; The release method further includes: When a user's two fingers simultaneously trigger a skill operation on a mobile terminal, a first operation endpoint and a second operation endpoint are formed. The first operation endpoint corresponds to the first skill, and the second operation endpoint corresponds to the second skill. The first skill and the second skill are superimposed to form a composite skill. Calculate the first and second horizontal angles, as well as the first and second pitch angles, of the two-finger dragging trajectory. The average of the first horizontal angle and the second horizontal angle is taken as the horizontal release angle of the composite skill, and the difference between the first pitch angle and the second pitch angle is taken as the vertical offset angle of the composite skill. The combined horizontal release angle and the vertical offset angle are integrated to drive the release of the composite skill.
7. The release method according to any one of claims 1 to 4, characterized in that, The release method further includes: The current viewpoint deflection angle of the game character is obtained in real time, and the polar angle is corrected based on the deflection angle; When the game character is in a jumping state, the jump height is obtained, and the vertical pitch angle is compensated based on the jump height.
8. The release method according to claim 7, characterized in that, The deflection angle is defined as α, and the corrected polar angle is defined as θ. 修 If the polar angle before correction is θ, then the following conditions are met: i 修 =θ+α; Define the compensation vertical offset as Δφ and the jump height as h, then the following conditions are met: Δφ = λ × h, where λ is the compensation coefficient.
9. A game skill release system, characterized in that, The release system includes: The capture module is used to acquire the user's initial operation point of game skills on the interactive device interface; capture the drag trajectory starting from the initial operation point in real time, and record the operation endpoint of the drag trajectory; The coordinate transformation module is used to calculate the coordinate difference based on the initial operation point and the operation endpoint; and to perform polar coordinate transformation on the coordinate difference to obtain the polar angle and polar radius, wherein the polar angle is used to control the horizontal direction angle of skill release; Angle mapping module, used to calculate the vertical pitch angle released by the skill based on the polar radius; The parameter generation module is used to integrate the horizontal direction angle and the vertical pitch angle into skill control parameters to drive the game character to release skills.