Motion sensing game switching control method and device
By introducing random operation commands and custom switching operations into motion-sensing games, the problems of uneven task distribution and recognition delay errors in motion-sensing two-player games have been solved, improving the fun and fairness of the game and enhancing the sense of participation in two-player games.
Patent Information
- Authority / Receiving Office
- CN · China
- Patent Type
- Applications(China)
- Current Assignee / Owner
- 北京金鼎汉克科技发展有限公司
- Filing Date
- 2026-02-09
- Publication Date
- 2026-04-17
AI Technical Summary
Existing motion-sensing two-player games suffer from problems such as uneven task allocation, high operational difficulty, and task failure due to recognition delays or errors. These issues are particularly prevalent in cooperative and competitive games, affecting the fairness and engagement of the game.
By introducing random operation commands and custom switching operations into motion-sensing games, flexible switching of virtual object control permissions can be achieved. This includes generating random operation commands and switching controllers in the first game mode, and switching controllers based on player operations in the second game mode, until the target task is completed.
It enhances the game's fun and interactivity, strengthens the sense of participation and fairness in two-player co-op gameplay, and reduces the difficulty of game development and operation.
Smart Images

Figure CN121868844A_ABST
Abstract
Description
Technical Field
[0001] This disclosure relates to the field of computer technology, and in particular to a method and apparatus for controlling the switching of motion-sensing games. Background Technology
[0002] Currently, there are two types of motion-sensing two-player games on the market: one is cooperative, where two people simultaneously control different characters to complete a task together; the other is competitive, where two people simultaneously operate two game interfaces and the winner is determined by time, score, or game performance.
[0003] Cooperative games often suffer from uneven difficulty in character controls and workload design (e.g., one person does the main quest while the other provides simple support), leading to a situation where one player is busy while the other is idle, resulting in a polarization in the amount of action required and the sense of engagement. Furthermore, because motion controls rely on body movement recognition, there is a certain degree of recognition delay or error. Since cooperative gameplay often requires a high degree of synchronization between the two players' movements, a mistake or recognition error on one side can lead to the failure of the entire mission.
[0004] In existing competitive games, motion recognition is easily affected by factors such as venue, body range of motion, and device accuracy. Errors caused by non-human factors, such as failure to recognize or misjudgment of actions, can lead to one player losing, thus questioning the fairness of the game and significantly reducing the competitive experience.
[0005] There is currently no effective solution to the above problems. Summary of the Invention
[0006] To overcome the problems existing in the related technologies, this disclosure provides a method and device for controlling the switching of motion-sensing games.
[0007] According to a first aspect of the present disclosure, a motion-sensing game switching control method is provided, the method comprising: The game interface is controlled and displayed. The game interface includes virtual objects and target tasks. The first controller is the current controller of the virtual objects. In the first game mode, during the current control cycle, in response to the first operation of the first controller, a random operation instruction is generated and displayed in the game interface. When the first controller completes the random operation instruction but fails to complete the target task, the control of the virtual object is switched from the first controller to the second controller, and the next control cycle begins until the target task is completed. In the second game mode, in response to a second operation triggered by the first controller, the control permission of the virtual object is switched from the first controller to the second controller; in response to a third operation triggered by the second controller, the control permission of the virtual object is switched from the second controller to the first controller, until the target task is completed.
[0008] Optionally, generating random operation instructions and displaying the random operation instructions in the game interface includes: The random operation instruction is generated by calling a random generation function based on a preset generation strategy. Based on the random operation command, a corresponding preset animation is obtained and displayed in the game interface. The preset animation includes the random operation command.
[0009] Optionally, generating the random operation instruction based on a preset generation strategy includes: The preset generation strategy includes generating a range of numbers; A positive integer N is randomly generated within the range of generated numbers, and the positive integer N is used as the random operation instruction; The preset animation includes the random operation instructions, including: The positive integer N is displayed in the preset animation.
[0010] Optionally, after displaying the random operation command in the game interface, the method further includes: In response to the fourth operation of the first controller based on the random operation instruction, the movement of the virtual object is controlled, and the number of steps moved by the virtual object is recorded; Determine whether the number of movement steps is equal to the positive integer N. If yes, then determine that the first controller has completed the random operation instruction; if no, then determine that the first controller has not completed the random operation instruction.
[0011] Optionally, the method further includes: When the first controller completes the random operation instruction and the target task, the current control cycle ends, and the game result is displayed in the game interface, including the username of the first controller.
[0012] Optionally, the first operation, the second operation, and the third operation are all motion-sensing operations; The haptic operations of the first operation, the second operation, and the third operation are all the same, partially the same, or all different.
[0013] Optionally, the method further includes: The body-sensing actions of the first controller are collected and controlled through the first channel; The body-sensing actions of the second controller are collected and controlled through the second channel; Both the first channel and the second channel are in the open state; The step of switching the control authority of the virtual object from the first controller to the second controller includes: The first channel is closed so that the second controller's motion-sensing operation can control the virtual object through the second channel; The step of switching the control authority of the virtual object from the second controller to the first controller includes: The second channel is closed so that the first controller's motion-sensing operation can control the virtual object through the first channel.
[0014] According to a second aspect of the present disclosure, a motion-sensing game switching control device is provided, the device comprising: The display module is used to control the display of the game interface, which includes virtual objects and target tasks. The first control module is used to generate random operation instructions in response to the first operation of the first controller in the current control cycle during the first game mode, and to display the random operation instructions in the game interface. When the first controller completes the random operation instructions but fails to complete the target task, the control authority of the virtual object is switched from the first controller to the second controller, and the next control cycle is entered until the target task is completed. The second control module is used in the second game mode to switch the control permission of the virtual object from the first controller to the second controller in response to a second operation triggered by the first controller; and to switch the control permission of the virtual object from the second controller to the first controller in response to a third operation triggered by the second controller, until the target task is completed.
[0015] According to a third aspect of the present disclosure, a computer-readable storage medium is provided, wherein a computer program is stored therein, and the computer program is configured to execute the motion-sensing game switching control method at runtime.
[0016] According to a fourth aspect of the present disclosure, an electronic device is provided, including a memory and a processor, wherein the memory stores a computer program, and the processor is configured to run the computer program to perform the motion-sensing game switching control method described above.
[0017] The technical solutions provided by the embodiments of this disclosure may include the following beneficial effects: In this embodiment, the controller of the virtual object can be switched when the controller has completed a random operation command but failed to complete the target task in the first game mode; and the controller of the virtual object can be switched when the controller's triggered operation is detected in the second game mode. Therefore, this disclosure can realize flexible switching of control permissions between two players in motion-sensing games. It enhances the fun and interactivity of the game through random operation commands, and meets the player's need for independent control through customized switching operations. This effectively enhances the sense of participation and fairness of two-player games, thereby solving the problems of uneven task allocation, high operation difficulty, and task failure caused by recognition delay or error in existing two-player games, and reducing the difficulty of game development and operation.
[0018] It should be understood that the above general description and the following detailed description are exemplary and explanatory only, and are not intended to limit this disclosure. Attached Figure Description
[0019] The accompanying drawings, which are incorporated in and form part of this disclosure, illustrate embodiments consistent with this disclosure and, together with the description, serve to explain the principles of this disclosure.
[0020] Figure 1 This is a hardware structure diagram of an electronic device containing a motion-sensing game switching control device according to an embodiment of this disclosure; Figure 2 This disclosure is a flowchart illustrating a motion-sensing game switching control method according to an exemplary embodiment; Figure 3 This is a schematic diagram illustrating an application scenario according to an exemplary embodiment of the present disclosure; Figure 4 This disclosure is a schematic diagram of a game interface according to an exemplary embodiment; Figure 5 This is a flowchart illustrating a step determination method according to an exemplary embodiment of the present disclosure; Figure 6 This disclosure illustrates a logic structure diagram of a motion-sensing game switching control device according to an exemplary embodiment. Detailed Implementation
[0021] Exemplary embodiments will now be described in detail, examples of which are illustrated in the accompanying drawings. When the following description relates to the drawings, unless otherwise indicated, the same numerals in different drawings denote the same or similar elements. The embodiments described in the following exemplary embodiments do not represent all embodiments consistent with this disclosure. Rather, they are merely examples of apparatuses and methods consistent with some aspects of this disclosure as detailed in the appended claims.
[0022] The terminology used in this disclosure is for the purpose of describing particular embodiments only and is not intended to be limiting of the disclosure. The singular forms “a,” “the,” and “the” as used in this disclosure and the appended claims are also intended to include the plural forms unless the context clearly indicates otherwise. It should also be understood that the term “and / or” as used herein refers to and includes any and all possible combinations of one or more of the associated listed items.
[0023] It should be understood that although the terms first, second, third, etc., may be used in this disclosure to describe various information, such information should not be limited to these terms. These terms are used only to distinguish information of the same type from one another. For example, without departing from the scope of this disclosure, first information may also be referred to as second information, and similarly, second information may also be referred to as first information. Depending on the context, the word "if" as used herein may be interpreted as "when," "when," or "in response to determination."
[0024] The embodiments of this disclosure will now be described in detail.
[0025] The motion-sensing game switching control device disclosed herein can be applied to electronic devices, such as servers or terminal devices. The device can be implemented through software, hardware, or a combination of both. Taking software implementation as an example, as a logical device, it is formed by a processor that processes the file, reading the corresponding computer program instructions from non-volatile memory into memory for execution. From a hardware perspective, such as... Figure 1 The diagram shown is a hardware structure diagram of an electronic device containing a motion-sensing game switching control device according to an embodiment of this disclosure. Except for... Figure 1 In addition to the processor 110, memory 130, network interface 120, and non-volatile memory 140 shown, the server or electronic device where the device 131 is located in the embodiment may also include other hardware, such as cameras and sensors, depending on the actual function of the electronic device, which will not be described in detail here.
[0026] like Figure 2 As shown, Figure 2 This disclosure is a flowchart illustrating a motion-sensing game switching control method according to an exemplary embodiment, comprising the following steps: Step S201: Control the display of the game interface, the game interface includes virtual objects and target tasks, and the first controller is the current controller of the virtual objects; Step S202: In the first game mode, during the current control cycle, in response to the first operation of the first controller, a random operation instruction is generated and displayed in the game interface. When the first controller completes the random operation instruction but fails to complete the target task, the control authority of the virtual object is switched from the first controller to the second controller, and the next control cycle is entered until the target task is completed. Step S203: In the second game mode, in response to the second operation triggered by the first controller, the control permission of the virtual object is switched from the first controller to the second controller; in response to the third operation triggered by the second controller, the control permission of the virtual object is switched from the second controller to the first controller, until the target task is completed.
[0027] Optionally, the first game mode can be a competitive mode, and the second game mode can be a cooperative mode. This allows two players to switch control permissions in competitive mode by completing random operation commands; in cooperative mode, control switching can be automatically triggered by motion sensing based on their wishes. Thus, this invention reduces human intervention in task allocation and increases the flexibility of player control by adding random task scheduling and motion-triggered control switching.
[0028] This embodiment can switch the controller of the virtual object when the controller has completed a random operation command but failed to complete the target task in the first game mode; and switch the controller of the virtual object when the controller triggers an operation in the second game mode. Therefore, this disclosure can realize the flexible switching of control permissions between two players in motion-sensing games. It enhances the fun and interactivity of the game through random operation commands, and meets the player's need for independent control through customized switching operations. It effectively enhances the sense of participation and fairness of two-player games, thereby solving the problems of uneven task allocation, high operation difficulty, and task failure caused by recognition delay or error in existing two-player games, and reducing the difficulty of game development and operation.
[0029] In some embodiments, such as Figure 3As shown, the application scenarios of this motion-sensing game switching control method can include: an electronic device 10 and a display device 20 connected to the electronic device. The electronic device 10 and the display device 20 can be connected via wired or wireless means. Optionally, the display device 20 can be connected to the electronic device 10 via an HDMI cable. The display device 20 includes a display interface 21, which is used to display the game interface output by the electronic device 10. The user 30 can stand in front of the image acquisition area of the electronic device 10 and realize motion-sensing game switching control through motion operation. The image acquisition area can be any area where the electronic device 10 can capture the user's image; the image acquisition area varies for different electronic devices and is not limited here.
[0030] In some embodiments, the generation of random operation instructions in step S202 above, and the display of the random operation instructions in the game interface, may specifically include: calling a random generation function to generate the random operation instructions based on a preset generation strategy; obtaining a corresponding preset animation based on the random operation instructions, and displaying the preset animation in the game interface, wherein the preset animation includes the random operation instructions. The random operation instructions may be numbers, actions, or time.
[0031] Optionally, all random operation commands can be pre-determined based on a generation strategy. A corresponding animation can be generated for each random operation command, and the animation can be stored in a designated storage location. Then, a mapping relationship between the storage location and the random operation command can be created and maintained. During gameplay, when the current random operation command is determined, the preset animation in the corresponding storage location can be found based on the above mapping relationship, and then displayed on the game interface. The preset animation can be a dice roll, a roulette wheel spin, etc.
[0032] In some embodiments, when the preset generation strategy includes generating a range of numbers, generating the random operation instruction based on the preset generation strategy may include: randomly generating a positive integer N within the range of numbers, and using the positive integer N as the random operation instruction, which means that the current controller can control the virtual object to move N steps. After generating the random operation instruction, a preset animation corresponding to the positive integer N can be obtained, and then the preset animation can be displayed on the game interface. The preset animation displays the positive integer N, thereby allowing the controller to perform game control based on the positive integer N in the current control cycle.
[0033] Optionally, the positive integer N can be set based on the type of preset animation.
[0034] When the dice roll during the preset animation, since the dice typically show a number between 1 and 6, the generated positive integer N will also be in the range of 1-6. For example, when the random number generation function generates a positive integer N=6 within the range of 1-6, the preset animation corresponding to 6 is retrieved. For instance, if the dice roll displays "6," then the current "6" represents a random operation instruction, indicating that the first controller in the current control cycle will move 6 steps. Figure 4 As shown, the current game interface 300 displays an animation of dice roll 310, and the dice show "6". This method of displaying instructions through animation is intuitive and concise, simplifying text descriptions and making it easier for users of different ages to understand, thus increasing the game's applicability.
[0035] If the preset animation is a spinning roulette wheel, you can set the number of selections for the wheel and, based on that number, set a range of positive integers N for generated numbers, such as 0-8 or 1-10. This increases the flexibility of the generated number range and enhances its applicability. In addition, when using roulette wheel animations, you can also use textual instructions as random operation commands, such as "move 3 steps," "stay still," or "move 1 step and jump 1 time," expanding the forms of instructions and increasing operational diversity.
[0036] This embodiment combines random operation commands with animation effects, synchronously displaying visual animations such as dice spinning and roulette wheel spinning on the game interface. This can intuitively present the generation and determination process of random commands, enhance the visual feedback of the operation process, and effectively improve the fun, immersion and intuitiveness of motion-sensing games. At the same time, the animation retrieval logic is simple and efficient, ensuring smooth and stable interface display.
[0037] In some embodiments, after displaying the random operation instruction in the game interface in step S202 above, the method may further include: responding to a fourth operation by the first controller based on the random operation instruction, controlling the movement of the virtual object, and recording the number of steps the virtual object moves; determining whether the number of steps is equal to the positive integer N; if yes, determining that the first controller has completed the random operation instruction; if no, determining that the first controller has not completed the random operation instruction. The fourth operation may be an operation used to trigger movement, such as stepping, swinging an arm, jumping, etc., and is not limited here.
[0038] In some embodiments, step S202 may further include: when the first controller completes the random operation instruction and the target task, ending the current control cycle and displaying the game result on the game interface, the game result including the username of the first controller. For example, if the current control cycle is when the first controller controls a virtual object to complete the target task, the username AA of the first controller can be displayed on the current game interface, such as "AA wins" or "AA is awesome". If the controller in the current control cycle is the second controller, when the second controller completes the target task, the username BB of the second controller can be displayed on the current game interface, such as "BB wins" or "BB is awesome".
[0039] In some embodiments, such as Figure 5 As shown, the specific control flow of the first game mode includes the following steps: S501: Identify the first action of the current controller; Upon entering the current control cycle, capture the body movements of the current controller (let's call him the first controller) and initiate the first operation (such as "raising the right hand") to formally start the current controller's current cycle.
[0040] S502: Generate a positive integer N for random operation instructions; In response to the first operation, a positive integer N (e.g., "6") can be randomly generated as the maximum number of moves for the virtual object in this round, increasing the randomness of the game.
[0041] S503: Preset animation displays positive integer N; like Figure 4 As shown, the animation visually demonstrates the player's move limit of "6" for this round, allowing the player to clearly understand the requirement.
[0042] S504: Identify the fourth action of the current controller; By capturing the player's movement actions based on the current round's move limit, such as standing still, you can control the movement of virtual objects in the game interface.
[0043] S505: Control the virtual object to move one step; Triggering the fourth operation once will drive the virtual object to complete a single basic movement (such as the character moving forward one space).
[0044] S506: Has the target task been completed? After each step, check whether the virtual object has achieved the target task (such as reaching the destination, collecting items, etc.). If yes, proceed to step S510; if no, proceed to step S507.
[0045] S507: Increase the number of steps moved by 1; If the target task is not completed, the system enters the step counting stage to count the number of moves completed in this round, which is used to determine whether the movement limit has been reached.
[0046] S508: Is the number of steps equal to N? Check if the current number of moves has reached the system's set random limit. If yes, proceed to step S509 to enter the player switching phase; otherwise, proceed to step S505 to continue moving the virtual object.
[0047] S509: Control authority is switched to the next controller.
[0048] When all moves are used up in a round, it means that all moves have been used up, and the player switching phase begins, transferring the turn to the next player and starting the next control cycle, thus implementing a multi-player turn-based system.
[0049] S510: Displays game results in the game interface.
[0050] Enter the results display phase; no further movement is required. Provide players with feedback on the final status of this round (e.g., "Objective achieved," "XX victories"), and end the game.
[0051] In some embodiments, the first operation, the second operation, and the third operation in steps S202-S203 above are all motion-sensing operations, such as raising the left hand, raising the right hand, raising both hands, clapping, raising the left foot, raising the right foot, jumping, nodding, etc., which are not limited here. Optionally, the motion-sensing operations of the first operation, the second operation, and the third operation may be the same, partially the same, or all different. This embodiment can set up a variety of motion-sensing operations to adapt to different operation scenarios and operation needs, thereby increasing the flexibility and fun of motion-sensing operations.
[0052] In some embodiments, upon entering the game, the motion-sensing actions of all operators can be collected in parallel. For example, the motion-sensing actions of the first controller can be collected and output through a first channel; the motion-sensing actions of the second controller can be collected and output through a second channel; and both the first and second channels are set to be active. When it is necessary to switch the control of the virtual object from the first controller to the second controller, the first channel can be turned off while the second channel remains unchanged, allowing the second controller's motion-sensing actions to control the virtual object through the second channel; conversely, when it is necessary to switch the control of the virtual object from the second controller to the first controller, the second channel can be turned off while the first channel remains unchanged, allowing the first controller's motion-sensing actions to control the virtual object through the first channel.
[0053] This embodiment uses a method of parallel acquisition of the motion control operations of two controllers. When switching controllers, since the channel is open, the motion control operations of the controller can be quickly acquired, avoiding lag or delay caused by temporarily opening the channel, thus improving the game's reaction speed and smoothness.
[0054] Corresponding to the embodiments of the aforementioned methods, such as Figure 6 As shown, this embodiment of the disclosure also provides a motion-sensing game switching control device 60, the device 60 comprising: Display module 601 is used to control the display of the game interface, the game interface including virtual objects and target tasks; The first control module 602 is used to generate random operation instructions in response to the first operation of the first controller in the current control cycle in the first game mode, and display the random operation instructions in the game interface. When the first controller completes the random operation instructions but fails to complete the target task, the control authority of the virtual object is switched from the first controller to the second controller, and the next control cycle is entered until the target task is completed. The second control module 603 is used in the second game mode to switch the control permission of the virtual object from the first controller to the second controller in response to a second operation triggered by the first controller; and to switch the control permission of the virtual object from the second controller to the first controller in response to a third operation triggered by the second controller, until the target task is completed.
[0055] The specific implementation process of the functions and roles of each module in the above device can be found in the implementation process of the corresponding steps in the above method, and will not be repeated here.
[0056] This disclosure also provides an electronic device, which includes a processor and a memory, wherein the memory stores a computer program. When the computer program is executed by the processor, it can implement the methods of any of the above embodiments. The execution method and beneficial effects are similar, and will not be described again here.
[0057] This disclosure provides a computer-readable storage medium storing a computer program. When the computer program is executed by a processor, it can implement the methods of any of the above embodiments. The execution method and beneficial effects are similar, and will not be described again here.
[0058] The aforementioned computer-readable storage medium may be any combination of one or more readable media. A readable medium may be a readable signal medium or a readable storage medium. A readable storage medium may, for example, include, but is not limited to, electrical, magnetic, optical, electromagnetic, infrared, or semiconductor systems, apparatuses, or devices, or any combination thereof. More specific examples of readable storage media (a non-exhaustive list) include: electrical connections having one or more wires, portable disks, hard disks, random access memory (RAM), read-only memory (ROM), erasable programmable read-only memory (EPROM or flash memory), optical fibers, portable compact disk read-only memory (CD-ROM), optical storage devices, magnetic storage devices, or any suitable combination thereof.
[0059] The computer program described above can be written in any combination of one or more programming languages to perform the operations of the embodiments of this disclosure. The programming languages include object-oriented programming languages such as Java and C++, as well as conventional procedural programming languages such as C or similar languages. The program code can be executed entirely on the user's computer device, partially on the user's device, as a standalone software package, partially on the user's computer device and partially on a remote computer device, or entirely on a remote computer device or server.
[0060] The above description is merely a preferred embodiment of this disclosure and an explanation of the technical principles employed. Those skilled in the art should understand that the scope of this disclosure is not limited to technical solutions formed by specific combinations of the above-described technical features, but should also cover other technical solutions formed by arbitrary combinations of the above-described technical features or their equivalents without departing from the above-described concept. For example, technical solutions formed by substituting the above features with (but not limited to) technical features disclosed in this disclosure that have similar functions.
[0061] Furthermore, while the operations are described in a specific order, this should not be construed as requiring these operations to be performed in the specific order shown or in a sequential order. In certain environments, multitasking and parallel processing may be advantageous. Similarly, while several specific implementation details are included in the above discussion, these should not be construed as limiting the scope of this disclosure. Certain features described in the context of individual embodiments may also be implemented in combination in a single embodiment. Conversely, various features described in the context of a single embodiment may also be implemented individually or in any suitable sub-combination in multiple embodiments.
[0062] The above description is merely a specific embodiment of this disclosure, enabling those skilled in the art to understand or implement it. Various modifications to these embodiments will be readily apparent to those skilled in the art, and the general principles defined herein may be implemented in other embodiments without departing from the spirit or scope of this disclosure. Therefore, this disclosure is not to be limited to the embodiments described herein, but is to be accorded the widest scope consistent with the principles and novel features disclosed herein.
Claims
1. A body sensing game switching control method, characterized by, The method includes: The game interface is controlled and displayed. The game interface includes virtual objects and target tasks. The first controller is the current controller of the virtual objects. In the first game mode, during the current control cycle, in response to the first operation of the first controller, a random operation instruction is generated and displayed in the game interface. When the first controller completes the random operation instruction but fails to complete the target task, the control of the virtual object is switched from the first controller to the second controller, and the next control cycle begins until the target task is completed. In the second game mode, in response to a second operation triggered by the first controller, the control of the virtual object is switched from the first controller to the second controller; in response to a third operation triggered by the second controller, the control of the virtual object is switched from the second controller to the first controller, until the target task is completed.
2. The method of claim 1, wherein, The generation of random operation commands and the display of the random operation commands in the game interface include: The random operation instruction is generated by calling a random generation function based on a preset generation strategy. Based on the random operation command, a corresponding preset animation is obtained and displayed in the game interface. The preset animation includes the random operation command.
3. The method of claim 2, wherein, The generation of the random operation instruction based on the preset generation strategy includes: The preset generation strategy includes generating a range of numbers; A positive integer N is randomly generated within the range of generated numbers, and the positive integer N is used as the random operation instruction. The preset animation includes the random operation instructions, including: The positive integer N is displayed in the preset animation.
4. The method of claim 3, wherein, After displaying the random operation command in the game interface, the method further includes: In response to the fourth operation of the first controller based on the random operation instruction, the movement of the virtual object is controlled, and the number of steps moved by the virtual object is recorded; Determine whether the number of movement steps is equal to the positive integer N. If yes, then determine that the first controller has completed the random operation instruction; if no, then determine that the first controller has not completed the random operation instruction.
5. The method according to any one of claims 1 to 4, characterized in that, The method further includes: When the first controller completes the random operation instruction and the target task, the current control cycle ends, and the game result is displayed in the game interface, including the username of the first controller.
6. The method according to any one of claims 1 to 4, characterized in that, The first operation, the second operation, and the third operation are all motion-sensing operations; The haptic operations of the first operation, the second operation, and the third operation are all the same, partially the same, or all different.
7. The method according to any one of claims 1 to 4, characterized by, The method further includes: The body-sensing actions of the first controller are collected and controlled through the first channel; The body-sensing actions of the second controller are collected and controlled through the second channel; Both the first channel and the second channel are in the open state; The step of switching the control authority of the virtual object from the first controller to the second controller includes: The first channel is closed so that the second controller's motion-sensing operation can control the virtual object through the second channel; The step of switching the control authority of the virtual object from the second controller to the first controller includes: The second channel is closed so that the first controller's motion-sensing operation can control the virtual object through the first channel.
8. A motion-sensing game switching control device, characterized in that, The device includes: The display module is used to control the display of the game interface, which includes virtual objects and target tasks. The first control module is used to generate random operation instructions in response to the first operation of the first controller in the current control cycle during the first game mode, and to display the random operation instructions in the game interface. When the first controller completes the random operation instructions but fails to complete the target task, the control authority of the virtual object is switched from the first controller to the second controller, and the next control cycle is entered until the target task is completed. The second control module is used in the second game mode to switch the control permission of the virtual object from the first controller to the second controller in response to a second operation triggered by the first controller; and to switch the control permission of the virtual object from the second controller to the first controller in response to a third operation triggered by the second controller, until the target task is completed.
9. A computer-readable storage medium, characterized in that, The computer-readable storage medium stores a computer program, wherein the computer program is configured to execute the motion-sensing game switching control method according to any one of claims 1 to 7 when it is run.
10. An electronic device comprising a memory and a processor, characterized in that, The memory stores a computer program, and the processor is configured to run the computer program to perform the motion-sensing game switching control method as described in any one of claims 1 to 7.
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