Game touch interaction method and device, equipment and medium

By dynamically loading a unified touch interaction area in mobile games and parsing user actions as parameters in real time, the problems of fixed control occupancy and multi-dimensional logic fragmentation are solved, resulting in a smoother and more precise control experience.

CN121944501APending Publication Date: 2026-05-01GUANGZHOU KULUO SHUJIE TECH CO LTD
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Patent Information

Authority / Receiving Office
CN · China
Patent Type
Applications(China)
Current Assignee / Owner
GUANGZHOU KULUO SHUJIE TECH CO LTD
Filing Date
2026-01-30
Publication Date
2026-05-01

AI Technical Summary

Technical Problem

In existing mobile terminal game touch interaction designs, fixed controls occupy too much space on the game screen, resulting in high risks of visual information obstruction and accidental touches. Furthermore, the multi-dimensional control logic is fragmented, making it difficult to achieve high-precision real-time control.

Method used

By responding to control trigger events, a unified touch interaction area is dynamically loaded, and user touch operations are parsed in real time as distance and angle component parameters, which are then mapped to motion control parameters of the target entity, thereby achieving multi-dimensional control integration.

Benefits of technology

It reduces the visual footprint of fixed controls, lowers the risk of accidental touches, improves the accuracy and smoothness of operation, and meets the needs of high-precision real-time control.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

The invention relates to a game touch interaction method and device, equipment and a medium. The method comprises the following steps: in response to a control trigger event for a target entity in a game scene, loading an associated touch interaction area into a game picture; determining a distance component parameter and an angle component parameter of a corresponding touch point relative to a reference coordinate point on the touch interaction area according to a user touch operation acting on the touch interaction area; mapping the distance component parameter into a first control parameter for controlling a first motion dimension of the target entity, and mapping the angle component parameter into a second control parameter for controlling a second motion dimension of the target entity; and generating a motion control instruction for the target entity based on the first control parameter and the second control parameter to drive the target entity to move in the game scene. According to the method and the device, the screen space of the mobile terminal can be saved, the operation complexity is reduced, and meanwhile, high-precision and integrated smooth control on entity movement under single touch operation is realized.
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Description

Game touch interaction methods, devices, equipment, and media Technical Field

[0001] This application relates to the field of game interaction technology, and in particular to a game touch interaction method, apparatus, device, and medium. Background Technology

[0003] As gamers' gaming experiences become increasingly sophisticated, they demand higher levels of real-time performance and precision in physical controls on mobile devices. The design of touch-based interactions on mobile devices directly impacts game immersion and operational limits. Currently, the primary method for achieving this control on mobile platforms relies on placing multiple independent virtual control components within a designated area of ​​the screen. However, this traditional design is increasingly showing limitations in practical applications, failing to meet the hardware characteristics and interactive needs of mobile devices.

[0004] In existing component configurations, the limited game screen space is constantly occupied and compressed by too many fixed controls. This can easily obscure key visual information when scene elements are dense, affecting the player's judgment of the environment. Furthermore, the scattered control layout forces players to frequently move their fingers across multiple areas of the screen, increasing the operational burden and potentially increasing the risk of accidental touches due to proximity of touch areas, thus interfering with operational accuracy. Simultaneously, different dimensions of interactive control logic are assigned to independent controls or processing flows. This not only prevents users from simultaneously and continuously adjusting multiple motion dimensions with a single touch operation, but also makes it difficult to precisely control physical movement, achieving a smooth transition and maintenance from stillness to maximum value. This limits the precision and expressiveness of operations, failing to meet the demands of game scenarios requiring high-precision real-time control. Moreover, if players need to perform cross-control collaborative operations to simultaneously control movement direction and speed, the traditional operation flow appears fragmented, often resulting in a less intuitive and precise game experience.

[0005] Therefore, the gaming industry today urgently needs a touch interaction solution that can solve the above-mentioned shortcomings. Summary of the Invention

[0006] The purpose of this application is to solve the above-mentioned problems by providing a game touch interaction method and corresponding devices, equipment, non-volatile readable storage media, and computer program products.

[0007] According to one aspect of this application, a game touch interaction method is provided, comprising: responding to a control trigger event for a target entity in a game scene, loading a touch interaction area associated with the event into the current game screen; determining in real time, based on a user touch operation performed on the touch interaction area, a distance component parameter and an angle component parameter of the touch point corresponding to the operation relative to a reference coordinate point on the touch interaction area; mapping the distance component parameter to a first control parameter for controlling a first motion dimension of the target entity, and mapping the angle component parameter to a second control parameter for controlling a second motion dimension of the target entity; generating a motion control command for the target entity based on the first control parameter and the second control parameter, so as to drive the target entity to move in the game scene based on the command.

[0008] According to another aspect of this application, a game touch interaction device is provided, comprising: an event response module configured to respond to a control trigger event for a target entity in a game scene and load a touch interaction area associated with the event into the current game screen; a parameter determination module configured to determine, in real time, a distance component parameter and an angle component parameter of the touch point corresponding to the user touch operation applied to the touch interaction area relative to a reference coordinate point on the touch interaction area; a control mapping module configured to map the distance component parameter to a first control parameter for controlling a first motion dimension of the target entity and the angle component parameter to a second control parameter for controlling a second motion dimension of the target entity; and an instruction generation module configured to generate a motion control instruction for the target entity based on the first control parameter and the second control parameter, so as to drive the target entity to move in the game scene based on the instruction.

[0009] According to another aspect of this application, a game touch interaction device is provided, including a central processing unit and a memory, wherein the central processing unit is used to invoke and run a computer program stored in the memory to perform the steps of the method described in this application.

[0010] According to another aspect of this application, a non-volatile readable storage medium is provided, which stores a computer program implemented according to the game touch interaction method in the form of computer-readable instructions, wherein the computer program, when invoked by a computer, executes the steps included in the method.

[0011] According to another aspect of this application, a computer program product is provided, comprising a computer program / instructions that, when executed by a processor, implement the steps of the method.

[0012] This application responds to control-triggered events by loading a unified touch interaction area, and processes user touch operations within this area. It integrates multi-dimensional motion control of target entities, effectively reducing the number and overall area occupied by fixed virtual controls in the game interface. This expands the effective visible area of ​​the game screen, reduces the obstruction of key visual information by interactive controls, and thus helps improve the player's contextual awareness and judgment, optimizing the visual experience and the space utilization efficiency of the interactive interface. Furthermore, by integrating the capture and parsing of multi-dimensional control intentions into a single touch area, players can complete complex operations without frequently moving touch points between multiple scattered controls on the screen. This reduces the burden of finger displacement and physical complexity during operation, and the centralized touch area reduces the risk of accidental touches due to proximity of touch areas, thereby improving the accuracy and reliability of control. Meanwhile, by parsing the same touch operation in real time into distance component parameters and angle component parameters, and mapping them respectively to the first control parameter and the second control parameter for controlling different motion dimensions, this application enables users to adjust the speed and direction of the target entity synchronously, continuously and independently through a single continuous touch action. This seamlessly integrates the control logic that was traditionally separated into different controls, achieving more delicate and smooth integrated control of the motion state, enhancing the directness of the operation and the accuracy of the response, and meeting the needs of high real-time and precise control in game scenarios. Attached Figure Description

[0013] Figure 1 is an exemplary network architecture of this application; Figure 2 is an exemplary regional division diagram of a touch interaction area of ​​this application; Figure 3 is an exemplary rate setting diagram of a touch interaction area of ​​this application; Figure 4 is an exemplary turning rule diagram of a touch interaction area of ​​this application; Figure 5 is a flowchart of an embodiment of the game touch interaction method of this application; Figure 6 is a principle block diagram of the game touch interaction device of this application; Figure 7 is a structural schematic diagram of a game touch interaction device used in this application. Detailed Implementation

[0014] The technical solution of this application can be widely deployed in computing architectures that support large-scale interactive virtual worlds. In a typical implementation environment, as shown in Figure 1, the player's client electronic device 80 connects to a service cluster 81 consisting of multiple server nodes via a network. The client electronic device 80 runs a computer program that implements the game touch interaction method of this application. This program is responsible for rendering the game scene and graphical user interface, directly receiving and processing the player's local touch operations on the touch interaction area, executing the core processes of determining distance and angle component parameters, mapping and generating control parameters, and driving the target entity's movement, and uploading relevant operation instructions or state changes to the service cluster 81. The service cluster 81 is responsible for centrally storing and managing the user's personalized touch interaction configuration, including scheme selection and interface layout data, and distributing it to the corresponding client electronic device 80 when the user logs in. Furthermore, the service cluster 81 also coordinates the data synchronization of virtual entity states among multiple client electronic devices 80 to maintain consistency in motion performance in a distributed environment.

[0015] The technical solution of this application can be deployed in various touch-interaction-based applications, especially suitable for games, simulations, and interactive virtual reality applications on mobile terminals. In a typical system architecture, the implementation environment includes a client responsible for directly processing user touch input, performing graphics rendering and local logic operations, and an optional server for coordinating multi-user states or performing persistent data storage. During runtime, the client presents a virtual scene through its graphical user interface and loads touch interface components associated with specific interaction logic. When the user interacts with the interface components, the game engine or application framework running within the client is responsible for capturing touch events, executing the parameter parsing, mapping, and motion control processes defined in this application, and ultimately driving the target entities in the virtual scene to generate corresponding motion feedback.

[0016] In an exemplary implementation, the execution of the method of this application begins with the identification of specific control-triggered events within the scene. Such events may be associated with user selection, entity state switching, or game logic nodes. In response to such events, the system dynamically configures and activates a dedicated touch interaction area, which acts as a transparent interaction layer overlaid on the game screen. The user's touch operations within this area are monitored in real time, and the position information of the touch points is converted into geometric parameters relative to reference points within the area. These parameters are then calculated into independent control quantities for different motion dimensions of the target entity through predefined mapping rules, and synthesized into the final motion command, thereby achieving continuous and precise control of the entity's motion.

[0017] The fundamental concepts involved in this application include touch interaction area, motion parameter mapping, and integrated motion control. The touch interaction area refers to a specific area defined on the application's graphical user interface for receiving and interpreting continuous touch input from the user. Motion parameter mapping refers to the process of converting geometric features of touch input, such as distance and angle, into continuous variables such as speed and steering amplitude to control the motion state of a virtual entity using mathematical functions or lookup tables. Integrated motion control refers to a technical paradigm that uses multi-dimensional control parameters generated by a single interaction area to synchronously drive a target entity in synthetic motion. These concepts collectively form the practical basis of the technical solutions described in the following specific embodiments.

[0018] In an exemplary game implementation framework, players can enter a virtual game world containing interactive entities and environments through a client application on a mobile terminal. Initially, players control their character entity to move and explore the scene using a basic touch control scheme. When the player character touches or selects a specific vehicle in the scene, such as a motorcycle or car, a control switch event is triggered, at which point the target entity controlled by the player changes from the player character to the vehicle. In response to this control switch event, i.e., the control trigger event, the client determines, according to predefined rules, that a dedicated touch interaction scheme matching the vehicle entity needs to be enabled, and then retrieves the configuration data of the dedicated scheme from local storage or from a network service cluster. Based on this configuration, the client dynamically loads and presents a touch interaction area customized for the vehicle in the current game screen, while hiding or replacing the basic touch interface previously used to control the player character. This corresponding touch interaction area can be presented as a semi-transparent control, overlaid on the game screen.

[0019] All touch operations performed by the player within this dedicated touch interaction area, such as clicking, swiping, and hovering, are captured in real time by the client. The client program calculates the distance and angle of the touch point relative to the center point of this area based on the touch interaction method described in this application. Then, based on the vehicle's physical parameters, such as maximum speed and steering sensitivity, and preset mapping rules, it continuously calculates real-time speed control and steering control commands. These commands can be directly applied to drive the vehicle entity to make corresponding acceleration, deceleration, and turning motion feedback in the game scene, allowing the player to perform complex vehicle control through a single touch area. During this process, the player's preference for the dedicated touch interaction scheme, such as switching between the traditional separate button scheme and the integrated joystick scheme described in this application, as well as adjusting the specific layout of the touch area on the screen, can be recorded as personalized configuration data. This configuration data is not only saved locally for future use but also uploaded to a remote service cluster for cloud storage via the client. When a player logs into the game on another device using the same account, the service cluster will distribute this personalized configuration to the new client, automatically restoring the player's familiar interface and layout, thus achieving synchronized control experience across devices.

[0020] Please refer to Figure 2, which is a schematic diagram of the trigger area division of a touch interaction area according to this application. The part used to display on the game screen is a circular area. A circular area with the same center but a longer radius can be set around this area as a touch-receiving area, so that the game user can perform corresponding touches within a larger game screen area. The 270° angle coverage area above the circle shown in Figure 2 can be set as the forward mapping area, while the corresponding 90° right angle below the circle shown in Figure 2 can be set as the backward mapping area. When a touch response event triggered in the corresponding mapping area is received, the corresponding operation mapping instruction will be received and converted into the control logic of the entity mapped by the current touch interaction area to control the corresponding target entity to perform forward or backward actions in the game scene. Similarly, the freely settable circular area with the same center but a longer radius as the circular area shown in Figure 2 can also have its corresponding upper 270° angle and lower 90° right angle set as the corresponding mapping area.

[0021] Please refer to Figure 3, which is an exemplary schematic diagram of the speed multiplier rule setting for a touch interaction area according to this application. Figure 3 and Figure 2 can be presented as overlapping in the game screen, that is, a touch interaction area displayed in the game screen can simultaneously process the touch area logic response and speed multiplier logic response shown in Figures 2 and 3 respectively. As shown in Figure 3, the corresponding area can respond to touch operations such as when the player touches the mobile terminal screen with their finger or through joystick mapping. If the player uses a finger to touch, a corresponding finger touch point will be generated in the touch interaction area. When the finger touch point falls on the center of the circle, the speed multiplier is 0; when the finger touch point falls on the edge of the circle or outside the edge, the speed multiplier is 1; when the finger touch point is inside the circle, the speed multiplier changes linearly between 0 and 1 according to the distance of the touch point from the center of the circle.

[0022] Please refer to Figure 4, which is a schematic diagram of the target entity turning rule of a touch interaction area exemplified in this application. The circle corresponding to this touch interaction area can still be displayed as overlapping with Figures 2 and 3 on the game screen, and the turning logic for the target entity can be further processed within the same area. As shown in Figure 4, with the center of the circle as the origin, the angle between the line connecting the finger touch point and the center of the circle and the vertical line of the center of the circle is calculated. The relationship between the angle and the turning amplitude is also a linear mapping. For example, it is stipulated that the angle corresponding to the line connecting the finger touch point and the center of the circle coinciding with the vertical line directly above the center of the circle is 0°, and the angle corresponding to the line coinciding with the vertical line directly below the center of the circle can be regarded as -180° and 180° at the same time. When the finger touch point is on the left side of the circle, the corresponding angle range is [-180°, 0°], and on the right side it is [0°, 180°]. The settings could be as follows: (-90°, 0°) represents the linear change region from a left turn to no turn, with the included angle within this range being the linearly changing included angle for forward left turns. The corresponding linear mapping rule is that the target entity's forward turning amplitude changes linearly from 1 to 0; (-135°, -90°) maintains the maximum left turn amplitude, with the included angle within this range being the maximum forward left turn angle, and the corresponding linear mapping rule is to maintain the maximum forward turning amplitude; [-180°, -135°]... The interval represents the linear change region for left turns and reversing. The included angle within the corresponding angle range is the linear change angle for reversing and turning. The corresponding linear mapping rule is that the target entity's reversing turning amplitude changes linearly from 0 to 1. The setting for right turns to no turns is handled symmetrically with the setting for left turns to no turns. Therefore, when the angle between the line connecting the finger touch point and the center of the circle and the perpendicular line to the center of the circle is within the range of (-135°, 135°) of the linear change angle for forward and turning, the target entity will be driven to move forward; when it is within [135°, -135°], the target entity will be driven to move backward.

[0023] Therefore, by configuring the corresponding touch interaction areas in Figures 2, 3, and 4, the partial corresponding touch interaction effects described in this application can be achieved. After giving a general overview of the exemplary network architecture and application scenarios of this application, as well as some basic concepts, the following will continue to describe several specific embodiments of this application.

[0024] Please refer to Figure 5. In some embodiments of the game touch interaction method of this application, the following steps are included: Step S3100: In response to a control trigger event for a target entity in the game scene, the touch interaction area associated with the event is loaded into the current game screen.

[0025] The technical solution of this application can be oriented towards touch terminals, specifically applied to electronic devices with touch displays. In this application, when a game application detects a specific event that meets preset conditions, it will actively trigger a process. The result of this process is the dynamic presentation of a graphical user interface element specifically for controlling the target entity, i.e., a touch interaction area, on the current game screen. Here, the control trigger event is a signal defined by the game logic that indicates the need to gain control over a specific target entity. This event can be triggered by various specific in-game interactive actions or state changes. For example, when the game character controlled by the player approaches and clicks on a motorcycle in the scene, this click selection operation can constitute a control trigger event; similarly, when the game character automatically enters a preset drivable area, or when the player manually selects a weapon or tool that requires precise control from the menu, these behaviors can be configured as different control trigger events. Each type of event is bound to a specific target entity, such as the aforementioned motorcycle, a specific weapon model, or the character itself when switching to a special state.

[0026] A target entity refers to a virtual object in a game that needs to be controlled by the player through touch. The most common examples are the player character itself or various vehicles, but it can also be any object designed to be controllable and movable, such as a floating platform that requires the player to slide to control, a projectile that requires precise guidance, or a camera view that can move freely. One of the core functions of control triggering events is to explicitly direct subsequent touch inputs toward this specific target entity.

[0027] In this embodiment, the touch interaction area is a screen area defined at the graphical user interface layer that is sensitive to touch input. It can be visually rendered as a semi-transparent graphical control, such as a circular or ring-shaped joystick background image superimposed on the game world screen without completely obscuring the scene. This area can be configured not to be always visible; its appearance is closely related to specific control trigger events. Each control trigger event has its corresponding touch interaction area template pre-configured during the game development phase. This template defines the area's basic visual style, default size, and initial anchor point position on the screen, among other information.

[0028] Loading the touch interaction area into the current game screen is a process executed by the game engine's interface management system. When a control trigger event is recognized, the game engine retrieves the corresponding touch interaction area template based on the event type. It then instantiates a live UI control object in memory. Next, based on the layout data within the template (e.g., set to the bottom left corner or bottom center of the screen), the game system calculates the control's specific position in the screen's pixel coordinate system. Finally, it draws this control onto the top layer of the interface, making it visible and interactive to the player. Simultaneously, it hides or disables any control areas previously used for other entities to ensure clear attribution of input commands. Furthermore, the loading process can be accompanied by fade-in animations or minor position adjustments to provide a smoother visual transition.

[0029] Step S3200: Based on the user's touch operation applied to the touch interaction area, determine in real time the distance component parameters and angle component parameters of the touch point corresponding to the operation relative to the reference coordinate point on the touch interaction area.

[0030] When a player performs a touch operation within the loaded and displayed touch interaction area, the game system processes the touch operation in real time. The user touch operation mentioned in this application refers to all contact behaviors of the user's finger or stylus within that area, including but not limited to initial tapping, continued contact, swiping within the area, and final release. These operations are captured by the mobile terminal's touchscreen hardware as a series of touch events with screen coordinates and timestamps, and are received in real time by the game application's input management module.

[0031] A reference coordinate point on the touch interaction area is a predefined fixed location point within that area, used as the geometric origin for calculating the relative relationships of all touch positions. In most cases, this point can be set as the visual center of the touch interaction area, such as the center of a circular joystick background. In some cases, the reference coordinate point can also be the top-left vertex, bottom-left vertex, or the centroid dynamically calculated based on the shape of the area. The coordinates of this point are determined when the area is loaded and remain unchanged during the area's existence, thus providing a stable reference for all subsequent calculations. A touch point can refer to the specific position coordinates of the current user's touch operation on the screen that change over time. The game system needs to obtain the latest touch point coordinates at the refresh time of each frame, and the process of determining the distance component parameters and angle component parameters can essentially be converted into two independent scalar parameters in polar coordinates by converting the difference between the two-dimensional Cartesian coordinates of the touch point and the reference coordinate point.

[0032] In this application, real-time determination means that the calculation process is executed periodically and synchronized with the frame rate of the game screen refresh, for example, 60 times or more per second, to ensure the immediacy and smoothness of control. Specifically, the coordinates of the current touch point and the known reference coordinates are first obtained, and the pixel difference between them in the X and Y axes is calculated. The distance component parameter is the straight-line distance between these two points, which can be calculated using the Pythagorean theorem; its value represents the degree to which the touch point deviates from the reference point. The angle component parameter is the angle between the vector from the reference coordinate point to the current touch point and a preset reference direction axis. For example, with the horizontal rightward direction as the zero-degree reference axis and the counterclockwise direction as the positive angle direction, the angle component parameter can be calculated using the arctangent trigonometric function, and its value represents the direction of the touch point relative to the reference point. During the acquisition of these parameters, by continuously and in real-time converting the dynamically changing touch position into a set of quantifiable and independent distance and direction scalar parameters, preparation is made for converting these parameters into associated control commands.

[0033] In one implementation, the distance component parameters and the angle component parameters can be calculated using the standard Euclidean distance formula and the arctangent function. To improve computational efficiency, especially on mobile devices, the sum of squares of the coordinate differences can be calculated first as the squared distance value for comparison and mapping. When only the direction interval needs to be determined, the quadrant to which the angle belongs can be estimated by directly comparing the positive and negative signs and the ratio of the coordinate differences, without the need to accurately calculate the angle value.

[0034] In another implementation, the calculation process can also involve pre-establishing a normalized local coordinate system for the touch interaction area. For example, the entire area can be regarded as a unit circle with a radius of 1. Then the position of the touch point can be directly represented as a normalized coordinate vector within the unit circle. The magnitude of this vector is the normalized distance component, and the angle between it and the X-axis is the angle component. This normalization process allows the possible mapping rules to be designed independently of the specific screen resolution.

[0035] Step S3300: Map the distance component parameter to a first control parameter for controlling the first motion dimension of the target entity, and map the angle component parameter to a second control parameter for controlling the second motion dimension of the target entity.

[0036] To achieve the core conversion process of connecting user touch intent with virtual entity behavior feedback, this embodiment establishes and applies a set of defined mathematical rules or lookup relationships to transform two parameters representing geometric position into control quantities that can directly drive the target entity to perform specific forms of motion. The corresponding mapping is a function transformation process, meaning there is a clear input-output correspondence. For the distance component parameter, it is used as input, and the first control parameter is calculated as the output using a preset mapping rule. For the angle component parameter, the second control parameter is calculated using another set of mapping rules. These two sets of mapping rules can be configured to be independent and designed and adjusted separately.

[0037] The motion of a target entity can be decomposed into multiple independent dimensions. The first motion dimension and the second motion dimension represent two different and independently variable motion attributes of the target entity. The first motion dimension typically refers to the speed or intensity of the entity's movement along a major axis, such as the forward and backward speed scalar of a vehicle, the ascent and descent rate of an aircraft, or the speed of a character's movement. Therefore, the first control parameter is the variable used to set or influence the specific value of this dimension. For example, it can be a target velocity value or a coefficient of force or acceleration applied to the entity. One implementation of mapping the distance component parameter to the first control parameter is linear mapping. When the touch point is located at the reference coordinate point, the distance component parameter is zero, corresponding to a zero value for the first control parameter, indicating stillness. When the touch point is located at the edge of the touch interaction area, the distance component parameter reaches a designed maximum value, corresponding to the first control parameter reaching the maximum value of the entity in this dimension, such as the maximum speed. The values ​​between the two points are directly proportional. Another implementation is nonlinear mapping, such as using a quadratic function or piecewise function, so that the speed change is gradual near the center of the touch point for easy micro-operation, and changes drastically near the edge of the touch point for rapid high-speed operation. Another implementation method is to use a lookup table to directly map a series of discrete distance component parameter ranges to different first control parameter values. This implementation method is suitable for situations that require stepped speed settings.

[0038] The second motion dimension typically refers to the rate of change of an entity's direction or orientation, such as the left or right turning angle of a vehicle, the facing direction of a character, or the horizontal rotation angle of a camera lens. Therefore, the second control parameter is the variable used to control the state of this dimension, such as a target turning angle or an angular velocity per second. There are several specific implementations for mapping angular component parameters to second control parameters. One direct implementation is linear direction mapping, which linearly maps the value range of the angular component parameters, for example, from -180 degrees to +180 degrees, to the entire control range of the second motion dimension. For example, it maps the angle range of turning the steering wheel from its left limit to its right limit. In this way, the direction of the touch point directly determines the turning angle of the target entity. Another implementation is interval-based mapping, for example, dividing the 360-degree angle range into several consecutive intervals, each interval corresponding to a fixed motion direction such as forward, backward, left, or right. The second control parameter produces the action in the direction to which the angular component parameter falls. In this implementation, the specific value of the angular component parameter can be used only to determine the interval it belongs to. Another implementation method is hybrid mapping, which first determines a basic action direction based on the range of the angle component parameters, and then linearly adjusts the control intensity or fine offset in that direction based on the specific values ​​of the angle component parameters within that range.

[0039] In one implementation, in a game scenario where a motorcycle is controlled, the distance component parameter is converted into a throttle coefficient between 0 and 1 using a linear mapping function. This coefficient serves as the first control parameter, and multiplying it by the motorcycle's maximum engine thrust yields the driving force to be applied in the current frame. Simultaneously, the angle component parameter is input into a piecewise function. If the angle value falls within the left 90-degree interval, a negative steering coefficient is output as the second control parameter, its magnitude calculated based on the degree of angle deviation from the centerline; if it falls within the right 90-degree interval, a positive steering coefficient is output. Ultimately, the motorcycle accelerates according to the driving force and rotates according to the steering coefficient, both actions occurring simultaneously, thus achieving a touch-based interactive effect that allows simultaneous control of speed and steering through a single touch point.

[0040] Step S3400: Generate motion control instructions for the target entity based on the first control parameters and the second control parameters, so as to drive the target entity to move in the game scene based on the instructions.

[0041] To integrate two control variables representing different motion dimensions into a unified command that can be understood and executed by the game engine's physics or animation system, and thereby directly trigger state updates and visual displacements of the target entity in the virtual world, this embodiment completes the corresponding technical steps by converting the corresponding control parameters into corresponding control instructions that can drive the target entity to move. In this embodiment, the motion control instruction is a data structure or function call that encapsulates the final motion intent. Its function is to translate the first and second control parameters obtained from upstream mapping into specific actions that the game's underlying system can directly manipulate. Generating the motion control instruction is not simply packaging the two parameters together, but a process of comprehensive calculation based on game physics rules or motion models.

[0042] Motion control commands can be generated through vector synthesis. The first control parameter can be interpreted as the magnitude or scalar of the motion speed, while the second control parameter can be interpreted as the direction angle of the motion. A two-dimensional or three-dimensional velocity vector is calculated based on the velocity magnitude and direction angle, and this velocity vector itself constitutes the core content of the motion control command.

[0043] In addition, motion control commands can also be generated through multi-channel commands. In this case, the first control parameter and the second control parameter will be converted into control commands for different physical channels. For example, the first control parameter is converted into a thrust setting command for the engine power system, and the second control parameter is converted into a steering angle setting command for the steering system. The two commands can then be submitted to different components of the game entity simultaneously.

[0044] In another implementation, motion control commands can also be generated based on a state machine. The first control parameter and the second control parameter are first quantified into a limited number of state levels, and then a corresponding predefined motion mode command, such as "sharp left turn", "slow reverse", or "straight-line acceleration", is selected from a preset command library according to the combination of these states.

[0045] Driving a target entity to move within a game scene refers to the game engine receiving and executing the aforementioned motion control commands, thereby updating the physical state and visual appearance of the target entity, causing changes in its position, rotation, or animation state. A basic driving method is to directly update the entity's transformation attributes. For the velocity vector calculated from the motion control commands, the target entity's position coordinates in the world coordinate system can be directly modified in each frame based on this vector and the frame interval to achieve displacement. Simultaneously, the entity's rotation angle can be directly set based on the direction information contained in the commands. Another driving method involves applying force or impulse through the physics engine. The motion control commands are interpreted as forces or torques to be applied to the rigid body of the target entity, and then the physics engine calculates the acceleration, velocity changes, and final displacement resulting from these forces, thus producing more realistic dynamic effects such as inertial sliding. Yet another driving method combines animation state machines with root motion. For entities whose motion is driven by animation, motion control commands can be used to trigger or blend different movement animation states, and the root motion data of the animation itself can be used to drive the entity's actual displacement within the scene.

[0046] In a vehicle control implementation using a physics engine, during the generation of motion control commands, the first control parameter is a throttle value between 0 and 1, and the second control parameter is a steering coefficient between -1 and 1. The game system calculates the magnitude of the driving force to be applied to the vehicle's rear wheel rigid body based on the throttle value, and calculates the steering angle to be applied to the vehicle's front wheel suspension joints based on the steering coefficient. These two calculation results are encapsulated into a composite command of "applying driving force and setting steering angle." The driving motion process involves the physics engine applying this driving force to the vehicle's rigid body in the next frame of simulation and adjusting the angle of the wheel joints, thereby automatically calculating and generating the vehicle's acceleration, deceleration, and rotation. This is ultimately reflected in the smooth changes in the vehicle's position and orientation in the game scene. The entire process achieves a complete conversion and execution from touch parameters to physical behavior.

[0047] As demonstrated by the above embodiments, by dynamically loading a unified touch interaction area in response to specific events, this application can reduce the number and visual footprint of fixed controls in the game interface, expand the effective visible area of ​​the game screen, and reduce the occlusion of scene information by controls. Furthermore, by analyzing the user's touch operations within this area in real time and converting them into independent distance and angle component parameters, which are then mapped to continuous control parameters for different motion dimensions of the target entity, the user can synchronously and precisely adjust the speed and direction of the entity's movement through continuous operations at a single touch point. This design, which seamlessly integrates multi-dimensional control logic into a single interaction flow, avoids the burden and fragmentation of switching operations between different controls in traditional solutions, achieving a high degree of unity between operational intent and entity motion feedback. This provides a smoother, more precise, and more intuitive integrated control experience within the limited touchscreen space.

[0048] Based on any embodiment of the method in this application, it further includes: step S3110, dividing the touch interaction area into multiple functional partitions based on multiple preset angle ranges, so as to determine the direction of action of the second control parameter according to the functional partitions corresponding to the angle component parameters.

[0049] The interior of the touch interaction area can be divided into multiple functional zones according to a set of pre-defined angle interval rules. The angle range can be a sector area drawn with a specific angle value as the boundary in the polar coordinate system starting from the area reference coordinate point. For example, a range from -45 degrees to 45 degrees can be set as a zone, or the entire circumference can be divided into four 90-degree quadrants. Each such sector area constitutes a functional zone. Its core function is to classify the continuous angle space into a finite number of blocks with clear functional semantics.

[0050] There are various implementation methods for functional area division, the core purpose of which is to provide a clear logical basis for subsequent direction determination. A typical division method is four-quadrant partitioning, which divides the 360 ​​degrees into four equal 90-degree intervals with the right side of the reference point as the 0-degree baseline, representing the four basic directions of forward, backward, left, and right. Another form can be two-way partitioning, for example, using only a horizontal or vertical line passing through the center of the circle to divide the area into two large blocks, one above the other or one to the left and right, corresponding to forward and backward, or left and right turns, respectively. In addition, asymmetrical and non-uniform partitioning strategies can also be used, such as allocating a wide 120-degree sector for forward movement, while allocating narrower 60-degree sectors for "left turn" and "right turn" respectively, to better meet the configuration requirements of certain game operations that mainly involve forward movement and occasional turning.

[0051] The division can be based on masking or texture mapping techniques in computer graphics. For example, a texture map of the same size as the touch interaction area can be prepared, in which different color or transparency channels represent different functional areas. When the touch point falls on a certain position, the color value of the texture at that position can be sampled to immediately determine the area to which it belongs. By converting logical judgment into image picking, the corresponding division process can be made more efficient.

[0052] Determining the direction of action of the second control parameter can be a classification process based on angle component parameters. After the angle component parameters corresponding to the current touch point are calculated in real time, their values ​​are compared with the boundaries of various preset angle ranges to determine which functional zone it falls into. Once a match is successful, the directional semantics bound to that functional zone are activated, becoming the direction of action of the second control parameter. For example, if a four-quadrant partition is used and the angle component falls into the right 90-degree interval, then the direction of action is determined to be "right"; if a two-way partition is used and the angle component falls into the upper 180-degree interval, then the direction of action is determined to be "forward".

[0053] The above implementation divides the touch interaction area into multiple functional zones based on preset angles, and determines the control direction based on the zone to which the touch point's angle belongs. This embodiment establishes a clear and stable direction mapping rule for continuous angle input, making the judgment of directional control intent clear and direct. This effectively avoids input ambiguity or command jumps caused by touch jitter near directional thresholds, thereby improving the certainty and reliability of operation. Simultaneously, the zone logic simplifies complex two-dimensional direction judgment into an intuitive interval assignment problem, reducing the cognitive burden on players and making integrated control more intuitive and easier to master. From the underlying logic, this ensures the feasibility of achieving multi-dimensional precise control from a single touch area.

[0054] Based on any embodiment of the method in this application, the distance component parameters and angle component parameters of the touch point corresponding to the operation relative to the reference coordinate point on the touch interaction area are determined in real time, including: step S3210, obtaining the current touch coordinates of the touch point in the touch interaction area, and obtaining the coordinate distance difference and coordinate angle difference between the current touch coordinates and the reference coordinate point according to the preset coordinate calculation rules.

[0055] In acquiring the current touch coordinates of the touch point within the touch interaction area, the game system can read in real-time a set of screen pixel coordinates representing the current position of the user's finger or stylus from the operating system's touch input interface or the game engine's input module. These coordinates can be two-dimensional values, such as pixel positions on the X and Y axes. Since the position and range of the touch interaction area on the screen are known, the game system can immediately determine whether the current touch coordinates fall within that area and use this as a trigger condition for subsequent calculations. The reference coordinate point is a fixed point determined when the touch interaction area is loaded, such as the geometric center of the area. The coordinate calculation rules can be a predefined mathematical method used to quantify the positions of the current touch coordinates and the reference coordinate point into a difference in coordinate distance and a difference in coordinate angle.

[0056] In this embodiment, the coordinate distance difference is calculated by solving for the straight line length between the two points. The most direct calculation rule is to apply the Euclidean distance formula, that is, to calculate the difference between the two coordinate points in the X-axis direction, also called dx, and the difference in the Y-axis direction, dy. Then the coordinate distance difference is the square root of the sum of the squares of dx and dy. To further improve the computational efficiency on mobile devices, one implementation method is to directly use the sum of the squares of the two differences, that is, dx² + dy², as the input for subsequent mapping, thereby saving the time-consuming square root calculation; another method is to calculate the Chebyshev distance, that is, the larger of the absolute values ​​of dx and dy, or the Manhattan distance, that is, the sum of the absolute values ​​of dx and dy, to approximate the distance. Calculating the coordinate angle difference involves determining the vector direction from the reference coordinate point to the current touch point. One calculation method is to use the arctangent function from a math library, such as atan2(dy, dx). This function can accurately calculate the angle in radians between the vector and the positive X-axis based on the values ​​of dx and dy. This radian value, or the converted angle value, is the coordinate angle difference. In practice, the output of the atan2 function can be directly used as the raw angle data. However, to speed up the calculation or simplify the logic, the precise angle can be omitted. Instead, the direction can be roughly determined into a few discrete intervals by comparing the ratio of dx and dy and their signs, such as eight directions or four quadrants. This interval determination itself can serve as a form of expression for the coordinate angle difference. Another implementation method is to pre-create a lookup table that directly maps the coordinates within the touch interaction area to angle values ​​during initialization, replacing real-time trigonometric function calculations with a lookup table.

[0057] The process of obtaining the difference can be continuous and real-time. The game system captures the latest current touch coordinates in each frame or when each input event is triggered, and immediately calculates the difference data between the two core coordinates according to the above rules. The coordinate distance difference intuitively reflects the amplitude of the touch, while the coordinate angle difference accurately describes the direction of the touch. Together, they provide the basic mathematical input for the next step of parameter mapping.

[0058] Step S3220: Calculate the distance component parameter representing the displacement velocity based on the coordinate distance difference, and calculate the angle component parameter representing the displacement direction based on the coordinate angle difference.

[0059] In this embodiment, the process of transforming the calculated coordinate distance difference and coordinate angle difference into the final distance component parameters and angle component parameters used for control is a data standardization and semantic processing process. This process can transform the original geometric differences related to screen pixels into control parameters that can directly and stably describe the motion characteristics of the target entity.

[0060] The coordinate distance difference can be viewed as a length value in pixels, directly reflecting the physical screen distance between the touch point and the reference point. However, directly using pixel distance to control speed can make the user perceive the influence of screen resolution or control size. Therefore, calculating the distance component parameter representing displacement speed based on this difference requires a normalization step. One implementation is to divide the coordinate distance difference by a preset maximum effective distance, which can be defined as half the radius or side length of the touch interaction area. The resulting quotient is a dimensionless ratio between 0 and 1, which is the distance component parameter. It stably represents the completeness of the touch amplitude from the center to the edge, completely independent of the interference of specific pixel values. Another implementation is to introduce a non-linear transformation function, such as squaring the above ratio, so that the parameter change curve better matches the tactile requirements of acceleration, thus making the speed start smoother or more rapid.

[0061] The coordinate angle difference can be viewed as an azimuth angle in radians or degrees. An angle component parameter representing the displacement direction is calculated based on this difference, aiming to form a stable direction identifier that can be used for logical judgment. If subsequent control logic only requires discrete directions such as forward, backward, left, and right, then the angle component parameter does not need to be a continuous angle value, but rather an enumerated value or status code obtained by interval judgment of the coordinate angle difference. For example, a game system determines which preset functional zone angle range the coordinate angle difference falls within, and then directly outputs the identifier representing that zone, such as "left turn zone," as the angle component parameter. If subsequent control requires continuous and precise direction control, then the angle component parameter can be the coordinate angle difference itself, or the result of a simple offset correction, such as adjusting the zero-degree reference from due east to due north.

[0062] The above embodiments, by capturing touch coordinates in real time and efficiently calculating the geometric difference between them and a reference point according to preset rules, can quickly convert the original screen position information into standardized distance and direction data. This effectively eliminates input differences caused by different screen resolutions or touch area sizes, ensuring the consistency and stability of the control experience. Furthermore, by converting the geometric difference into control parameters that directly represent motion speed and direction, a clean, reliable, and semantically clear input basis is provided for the generation of corresponding instructions. This ensures high response speed and control precision throughout the entire chain from user touch operation to physical motion feedback, laying a crucial data foundation for achieving smooth and refined integrated control.

[0063] Based on any embodiment of the method in this application, the distance component parameter is mapped to a first control parameter for controlling the first motion dimension of the target entity, including: step S3310, converting the distance component parameter into a continuous control value corresponding to the first motion dimension based on a preset linear mapping rule.

[0064] In this application, the linear mapping rule is a clear mathematical relationship that specifies how to proportionally convert the input distance component parameters into output values. Its core lies in establishing a linear function so that uniform changes in the input values ​​lead to uniform changes in the output values, thereby achieving continuous and smooth control. Since the distance component parameters can be configured as standardized values ​​constrained to a range of zero to one, where zero represents the touch point being located at the reference coordinate point and one represents the touch point being located within the effective boundary of the touch interaction area, the first motion dimension refers to a continuously adjustable motion attribute of the target entity. The most common is the magnitude of the movement speed, but it can also be thrust, acceleration coefficient, or energy output level.

[0065] The conversion based on a preset linear mapping rule means that there exists a linear equation of the form "output value = slope × input value + intercept". Here, the input value is the distance component parameter, and the slope and intercept are predefined in the rule. They together determine the starting point and rate of change of the conversion. Specifically, it can be configured so that the slope is 1 and the intercept is 0, meaning the output value is exactly equal to the input value. In this case, the distance component parameter is directly used as a continuous control value. Another embodiment can define a non-zero initial intercept. For example, when the distance component parameter is less than a certain threshold, the output value remains 0, forming a "dead zone," thereby preventing accidental movement due to slight mis-touch.

[0066] Therefore, the continuous control value refers to the numerical value obtained after conversion, used to directly set the specific state of the first motion dimension. Its continuous characteristic means that the value can take any real number within a range rather than being limited to a few discrete levels. This allows for infinitely fine adjustment of the motion state. For example, when controlling a character to walk, the continuous control value can correspond to any walking speed from stationary to running; when controlling a vehicle, it corresponds to any throttle opening from zero to maximum throttle. Thus, this embodiment plays a calibration and amplification role in the technical process. By linearly mapping a relative ratio representing the amplitude of touch operation to an absolute physical quantity representing the intensity of entity motion, and by adjusting the slope and intercept in the linear mapping rule, developers can easily calibrate the control response curves under different entities or different operating feels without changing the underlying touch detection logic. This achieves flexible decoupling and efficient configuration between the control layer and the presentation layer.

[0067] Step S3320: Determine the real-time motion parameters of the first motion dimension based on the continuous control value and the reference motion parameters corresponding to the target entity, so as to generate the first control parameters for driving the target entity based on the real-time motion parameters.

[0068] In this embodiment, the continuous control value is a standardized intensity coefficient after linear mapping. It does not directly represent a physically meaningful motion value. The reference motion parameter, on the other hand, is an inherent attribute value of the target entity that characterizes its maximum capability or reference state in the first motion dimension. For example, for a race car, its reference motion parameter may be the maximum speed value that the engine can provide, such as 300 kilometers per hour. For a movable turret, its reference motion parameter may be the maximum angular velocity of the rotating mechanism, such as 90 degrees per second.

[0069] Determining real-time motion parameters based on continuous control values ​​and baseline motion parameters is a process of concretizing an abstract intensity ratio into the motion state that an entity should achieve at the current moment. Essentially, it's a scaling operation, most commonly implemented by directly multiplying the two. Real-time motion parameters equal the continuous control value multiplied by the baseline motion parameters. For example, if the continuous control value is 0.5 and the baseline motion parameter is a maximum speed of 300 km / h, then the calculated real-time motion parameters are a target speed of 150 km / h. Another implementation uses a corresponding functional relationship, such as introducing acceleration limits or curve smoothing. The game system can calculate a smoother real-time motion parameter that is actually achievable in the next frame based on the rate of change of the continuous control value and the entity's current motion state, thus simulating the entity's inertial effect and making the user's game control feel more realistic.

[0070] The first control parameter in this application is a data format that can be directly recognized and applied by the game engine's motion system, and its generation method can depend on the engine's architecture. In systems that directly control physical properties, the first control parameter can be the calculated real-time motion parameter itself, such as a specific velocity value, which the game system directly sets to the entity's velocity in each frame update. In force-based physics simulation systems, the first control parameter can be the magnitude of a force or impulse to be applied. The game system needs to calculate the required force using physics formulas based on the difference between the real-time motion parameter and the entity's current velocity, and then pass this force value as the first control parameter to the physics engine. In animation state machine-based systems, the first control parameter can be a weight value used for blending or selecting animations. The game system determines whether to play walking, jogging, or running animations based on the magnitude of the real-time motion parameter, and uses the corresponding blending weight as the control parameter. This allows a general control intensity signal to be combined with the physical characteristics of a specific entity, instantiated into an executable command that drives the entity to produce a specific motion effect, thus completing the final bridge between user intent and entity behavior.

[0071] The synergistic effect of the above embodiments smoothly converts the distance component into a continuous control value through linear mapping, enabling truly stepless and precise changes in the adjustment of the first motion dimension. Furthermore, by combining the target entity's own baseline motion parameters, this continuous control value is accurately instantiated into real-time motion parameters with specific physical meaning. This ensures that the same intuitive touch operation logic can adaptively adapt to various entities with different motion characteristics, such as from slow characters to high-speed vehicles. Thus, while maintaining a unified control method, it achieves precise and personalized control of the motion intensity of each target entity, and also enhances the intuitiveness of the user's touch operation and the realism of the motion feedback.

[0072] Based on any embodiment of the method in this application, the angle component parameter is mapped to a second control parameter for controlling the second motion dimension of the target entity, including: step S3410, determining the functional partition to which the angle component parameter belongs based on the angle component parameter, and obtaining the direction of action of the second control parameter based on the association between the functional partition and the preset linear mapping rule.

[0073] Since the angle component parameter is a calculated angle value representing the touch direction, the functional partition is a predefined set of angle intervals on the touch interaction area, each with its own specific control semantics. Determining the functional partition to which the angle component parameter belongs is achieved by comparing its value with the angle boundaries of each partition. For example, a game system can sequentially check whether the angle value is greater than the starting angle of partition A and less than its ending angle, until it finds the unique interval that completely contains the angle value. This process can be viewed as a classification operation, categorizing continuous angle inputs into discrete logic units.

[0074] The linear mapping rule refers to the fact that each functional partition is bound to a specific directional reference for generating the second control parameter during configuration. This association is predefined. One implementation is to directly assign a direction vector or a direction enumeration value to each partition. For example, a partition named "Right Turn Zone" is associated with the "Positive Right Direction" vector (1, 0), while the "Left Turn Zone" is associated with the "Negative Right Direction" vector (-1, 0). Another implementation is to associate a sign coefficient with the partition, for example, the "Left Turn Zone" is associated with a coefficient of -1, and the "Right Turn Zone" is associated with a coefficient of +1.

[0075] Obtaining the direction of action of the second control parameter based on the defined functional partitions involves retrieving the directional reference information bound to that partition according to the aforementioned association. The corresponding output is a clear direction indicator representing the desired movement direction. This direction indicator can be a complete two-dimensional or three-dimensional unit vector, or a symbolic scalar used for multiplication by other values; its specific form depends on the needs of the subsequent control model. For example, in a scenario where a character moves in eight directions, the eight partitions are associated with eight different unit direction vectors. Based on the partition where the touch point is located, this vector can be directly used as the direction of action output. This ensures that the directional control has clear boundaries and stable output, avoiding directional command oscillations caused by small fluctuations in input near the partition boundaries.

[0076] Step S3420: Obtain the relative control value of the second motion dimension based on the relative position of the angle component parameters within the functional partition, so as to generate the second control parameter based on the action direction and the relative control value.

[0077] The relative position of the angular component parameter within a functional zone can be broadly defined as the degree of offset of the angular value relative to the angular range boundary of its respective functional zone. This relativity can be quantified by calculating a ratio, such as subtracting the starting angular boundary value of the functional zone from the angular component parameter and then dividing by the angular span of the entire functional zone. The resulting calculation is a ratio between 0 and 1, which precisely describes the percentage of the touch direction within the zone from the starting boundary to the ending boundary. The control value of the second motion dimension is based on this calculated ratio, converted into a scalar representing the control intensity according to a preset rule. The second motion dimension here usually refers to the steering amplitude or rate. One direct conversion rule is linear mapping, where the ratio is directly used as the control value, with a ratio of 0.5 corresponding to 50% of the maximum steering amplitude. Another rule can use a non-linear curve, such as using a fade-in / fade-out function, so that changes in the ratio near the center of the zone have a smaller impact on the control value, while having a larger impact near the zone boundary, thus facilitating precise control.

[0078] The process of generating the second control parameter can involve combining the previously obtained direction of action with the control value. The direction of action provides a reference for a symbol or vector, defining the polarity of the control, such as left or right; the control value provides the intensity of the action. In one synthesis method, the second control parameter is the product of the direction of action vector and the control value. If the direction of action is a unit vector (1, 0) representing "right turn" and the control value is 0.7, then the generated second control parameter is a vector of magnitude 0.7 pointing to the right. In another implementation based on scalar processing, a direction of action of +1 or -1 can also be expressed as right turn or -1 left turn, respectively. The corresponding control value is a positive scalar, and the result of multiplying the two, such as +0.7 or -0.5, is a second control parameter scalar with both direction and intensity information. The final generated parameter is a complete instruction that can simultaneously indicate the desired steering direction and precise steering degree and can be directly parsed by the motion system.

[0079] By first categorizing continuous angle inputs into clearly defined functional zones to determine the basic direction of action in this embodiment, this application can effectively establish a stable and accident-proof foundation for directional control, eliminating input ambiguity in critical areas. Furthermore, by refining the calculation of control intensity based on the relative position of the angles within the same zone, this embodiment achieves continuous stepless adjustment within a defined directional framework. This qualitative-to-quantitative approach ensures that the control of the second motion dimension possesses both clear directional certainty and subtle amplitude variations, thereby simultaneously achieving robustness of directional control and precision of steering operation in a single touch interaction.

[0080] Based on any embodiment of the method in this application, in response to a control trigger event for a target entity in a game scene, the touch interaction area associated with the event is loaded into the current game screen, including: step S3510, in response to the user determining the currently controllable entity as the control trigger event corresponding to the target entity, calling the interaction configuration information associated with the event.

[0081] When a user performs a specific action in a game scene, shifting their control focus from one controllable entity to another, a specific control trigger event is triggered. For example, a player might tap a vehicle icon on the screen, press a designated toggle button, or move their character into a pre-defined vehicle interaction area to identify the currently controllable entity as a motorcycle. This identification action is the direct cause of the event trigger. The game system continuously listens for these shifts in user intent. Once such an action is detected, it immediately determines that the corresponding control trigger event has been triggered. Each predefined control trigger event is associated with a set of interaction configuration information. This interaction configuration information is a set of data that defines how to interact with the target entity via touch. It includes not only the visual appearance and screen position of the touch interaction area, but more importantly, the core rules for how the area interprets input, such as the distance-speed mapping curve, the division of angle zones, and the configuration parameters for steering sensitivity. This information may exist in the form of configuration files, data assets, or scripts.

[0082] The game system retrieves the corresponding complete configuration data from local storage or a network server by indexing or searching based on the specific event type that is triggered, and loads it into the game's runtime memory. For example, when the "driving a motorcycle" event is triggered, a configuration package called "motorcycle control scheme" is called; while when the "controlling a crane" event is triggered, another "crane control scheme" is called. This prepares the data for dynamically building and initializing the correct touch interaction interface, ensuring that the control method is precisely matched with the characteristics of the target entity.

[0083] Step S3520: Activate the operation mapping permission of the touch interaction area based on the interaction configuration information, determine the specified layout position of the touch interaction area in the current game screen, and render the touch interaction area to that layout position.

[0084] The interaction configuration information includes a key attribute: the activation status of the operation mapping permission. Activating this permission means that the system officially marks the touch interaction area as a currently valid input receiver and binds it to preset input processing logic. The game system registers this area with the game engine's input management module, enabling it to receive and process all touch events falling within its range. It may also disable input responses from other previously active interaction areas to ensure the uniqueness and clarity of input commands. Determining the specific layout position of the touch interaction area in the current game screen is done based on layout data stored in the interaction configuration information. This data can be specific screen pixel coordinates, such as a point 100 pixels from the left edge and 150 pixels from the bottom edge of the screen as the area center; or it can be a relative anchor point relationship, such as specifying the area center anchored to the bottom left corner of the screen with a horizontal offset of 50 pixels to the right and a vertical offset of 60 pixels upwards. Based on the actual resolution of the current game screen and this layout data, the final rectangular area that the area should occupy on the screen can be calculated.

[0085] Rendering the touch interaction area to this layout is the responsibility of the graphical user interface system. Based on the visual styles defined in the interaction configuration information, such as texture, color, and transparency, and combined with the calculated screen coordinates, the game system can instantiate or update a corresponding graphical control at the interface rendering layer. This control is drawn on the game scene and can be set to semi-transparent to reduce occlusion. At this point, a fully functional, user-visible touch interface is ready, awaiting user touch input. This achieves dynamic and precise deployment of the control interface based on entity switching and personalized configurations.

[0086] The embodiments described above in this application ensure a high degree of compatibility between the touch interaction logic and the characteristics of the target entity by responding to the user's intention to switch the controlled entity and dynamically calling the corresponding interactive configuration, thus providing a prerequisite for achieving precise control. Furthermore, by activating permissions and determining the layout position based on the configuration information, the touch interface designed specifically for the current entity can be accurately and stably presented at the specified position on the screen. This not only realizes the intelligent switching of control schemes and the instant deployment of personalized interfaces, but also ensures the uniqueness of input response and the clarity of interface visuals, thereby improving the coherence, intuitiveness, and overall user experience of multi-entity control in complex game scenarios.

[0087] Based on any embodiment of the method in this application, a motion control command for the target entity is generated based on the first control parameter and the second control parameter to drive the target entity to move in the game scene based on the command, including: step S3610, obtaining a motion control vector associated with the target entity according to the first control parameter and the second control parameter, and determining the expected motion state of the target entity in the next frame of the game screen based on the motion control vector.

[0088] The first and second control parameters represent two independent motion elements that the target entity needs to follow in the current frame, such as the magnitude of velocity and the direction of motion. Obtaining the motion control vector associated with the target entity involves combining these two elements into a unified mathematical vector with direction and magnitude according to the laws of spatial motion. A direct approach is to normalize the direction indicated by the second control parameter to obtain a unit direction vector. Then, multiply this unit vector by the scalar velocity value represented by the first control parameter. The result is a motion control vector representing the instantaneous velocity. For example, if the first control parameter indicates a velocity of 5 units and the second control parameter indicates a direction of northeast, the synthesized motion control vector would be (3.54, 3.54).

[0089] Determining the expected motion state of a target entity in the next frame of the game based on motion control vectors is a computational process of forward prediction based on the current state. The expected motion state can include core state variables such as the entity's expected position, expected velocity, and expected orientation in the next frame. The game system obtains the target entity's motion state in the current frame, such as its current position and current velocity. Then, the calculated motion control vector is regarded as the target velocity that the entity should have in the next frame, or as an acceleration or impulse that needs to be applied. Combined with the time interval from the previous frame to the current frame, it is calculated using physical kinematic formulas. One way to determine this is that the expected position is equal to the current position plus the product of the motion control vector and the time interval; the expected velocity is directly equal to the motion control vector; and the expected orientation can be obtained by interpolation based on the direction of the motion control vector. In this way, the user's current control intention can be quantified into a specific entity state target that can be pre-calculated by the game engine before rendering the next frame.

[0090] Step S3620: Update the current position and orientation of the target entity in the game scene according to the expected motion state, so as to drive the target entity to move based on the updated position and orientation.

[0091] The game engine updates the motion state in each frame rendering cycle. In this implementation, the expected motion state includes the spatial pose and kinematic properties that the target entity should achieve in the upcoming next frame, derived from the previous calculation. This includes a precise world coordinate position and an orientation represented by Euler angles or quaternions. Therefore, updating the current position and orientation means directly modifying the properties of the spatial transformation components or physical rigid body components associated with the target entity. For position updates, the target position coordinates in the expected motion state can be directly assigned to the entity, causing it to instantly "jump" to the new position. This method is simple and direct, suitable for scenarios where motion continuity is not critical. Another smoother approach is to use linear or non-linear interpolation, which calculates an intermediate transition position based on the current frame's position and the expected position, thus achieving visually smooth movement. For orientation updates, the target orientation can be directly set or a smooth rotation between the current and target orientations can be achieved through spherical linear interpolation.

[0092] Therefore, driving the target entity to move based on its updated position and orientation is the inevitable result and visual presentation of the aforementioned update operation. Once the target entity's transformation information is modified, the game engine's rendering pipeline automatically recalculates the entity's projection from the camera's perspective based on the new position and orientation data, and draws it in the correct position on the screen. Simultaneously, if the entity has skeletal animation or particle effects, its animation system will also update and blend the states accordingly based on the new motion state, such as switching between walking and running animations based on movement speed. The entire update and driving process can be completed within a single frame. When the frame rate is high enough, the subtle changes in the entity's position and orientation in a series of consecutive frames are strung together, forming a coherent, smooth, and controllable motion process in the player's vision.

[0093] By synthesizing the first and second control parameters into a unified motion control vector through the above embodiments, this embodiment achieves an efficient and accurate mathematical expression of the target entity's motion intention, providing a clear input for motion calculation. Determining the expected motion state based on this vector transforms the user's control commands into a specific spatial state target that can be directly processed by the game engine. Furthermore, the entity's position and orientation are updated in real time according to this expected state, ensuring that the entity's motion performance in each frame strictly follows and instantly reflects the user's control input. This seamless process, from command synthesis to state implementation, guarantees the immediacy of control response and the continuity of motion feedback, enabling the virtual entity's motion to accurately match the user's intention while presenting a smooth and natural visual experience.

[0094] Please refer to Figure 6. A game touch interaction device according to one aspect of this application includes an event response module 4100, a parameter determination module 4200, a control mapping module 4300, and an instruction generation module 4400. The event response module 4100 is configured to load a touch interaction area associated with a control trigger event targeting a target entity in a game scene into the current game screen in response to such event. The parameter determination module 4200 is configured to determine, in real time, the distance component parameter and the angle component parameter of the touch point corresponding to the user's touch operation applied to the touch interaction area relative to a reference coordinate point on the touch interaction area. The control mapping module 4300 is configured to map the distance component parameter to a first control parameter for controlling a first motion dimension of the target entity, and to map the angle component parameter to a second control parameter for controlling a second motion dimension of the target entity. The instruction generation module 4400 is configured to generate a motion control instruction for the target entity based on the first control parameter and the second control parameter, thereby driving the target entity to move within the game scene based on the instruction.

[0095] Based on any embodiment of the device in this application, it further includes: a partitioning module, configured to divide the touch interaction area into multiple functional partitions based on multiple preset angle ranges, so as to determine the direction of action of the second control parameter according to the functional partitions corresponding to the angle component parameters.

[0096] Based on any embodiment of the device in this application, the parameter determination module 4200 includes: a coordinate acquisition unit, configured to acquire the current touch coordinates of the touch point within the touch interaction area, and acquire the coordinate distance difference and coordinate angle difference between the current touch coordinates and the reference coordinate point according to a preset coordinate calculation rule; and a parameter calculation unit, configured to calculate the distance component parameter representing the displacement velocity based on the coordinate distance difference, and calculate the angle component parameter representing the displacement direction based on the coordinate angle difference.

[0097] Based on any embodiment of the device in this application, the control mapping module 4300 includes: a parameter conversion unit, configured to convert the distance component parameters into continuous control values ​​corresponding to the first motion dimension based on a preset linear mapping rule; and a first parameter determination unit, configured to determine the real-time motion parameters of the first motion dimension based on the continuous control values ​​and the reference motion parameters corresponding to the target entity, so as to generate the first control parameters for driving the target entity based on the real-time motion parameters.

[0098] Based on any embodiment of the device in this application, the control mapping module 4300 further includes: a direction acquisition unit, configured to determine the functional partition to which the angular component parameter belongs based on the angular component parameter, and obtain the action direction of the second control parameter based on the association relationship between the functional partition and a preset linear mapping rule; and a second parameter determination unit, configured to obtain the relative control value of the second motion dimension based on the relative position of the angular component parameter within the functional partition, so as to generate the second control parameter based on the action direction and the relative control value.

[0099] Based on any embodiment of the device in this application, the event response module 4100 includes: an information retrieval unit, configured to, in response to a control trigger event triggered by a user identifying the currently controllable entity as the target entity, retrieval of interaction configuration information associated with the event; and a layout determination unit, configured to, based on the interaction configuration information, activate the operation mapping permission of the touch interaction area, determine the specified layout position of the touch interaction area in the current game screen, and render the touch interaction area to the layout position.

[0100] Based on any embodiment of the device in this application, the instruction generation module 4400 includes: a state determination unit, configured to obtain a motion control vector associated with the target entity according to the first control parameter and the second control parameter, and determine the expected motion state of the target entity in the next frame of the game screen based on the motion control vector; and an update drive unit, configured to update the current position and orientation of the target entity in the game scene according to the expected motion state, so as to drive the target entity to move based on the updated position and orientation.

[0101] Another embodiment of this application provides a game touch interaction device. Figure 7 shows a schematic diagram of the internal structure of the game touch interaction device. The game touch interaction device includes a processor, a computer-readable storage medium, a memory, and a network interface connected via a system bus. The computer-readable non-volatile storage medium of the game touch interaction device stores an operating system, a database, and computer-readable instructions. The database may store information sequences, and when the computer-readable instructions are executed by the processor, the processor can implement a game touch interaction method.

[0102] The processor of this game touch interaction device provides computing and control capabilities, supporting the operation of the entire device. The memory of the device can store computer-readable instructions, which, when executed by the processor, cause the processor to perform the game touch interaction method of this application. The network interface of the device is used for communication with a terminal.

[0103] Those skilled in the art will understand that the structure shown in Figure 7 is merely a block diagram of a portion of the structure related to the present application and does not constitute a limitation on the game touch interaction device to which the present application is applied. A specific game touch interaction device may include more or fewer components than those shown in the figure, or combine certain components, or have different component arrangements.

[0104] In this embodiment, the processor executes the specific functions of each module in Figure 6, and the memory stores the program code and various data required to execute the above modules or sub-modules. The network interface is used to realize data transmission between the user terminal and the server. The non-volatile readable storage medium in this embodiment stores the program code and data required to execute all modules in the game touch interaction device of this application, and the server can call the server's program code and data to execute the functions of all modules.

[0105] This application also provides a non-volatile readable storage medium storing computer-readable instructions, which, when executed by one or more processors, cause the one or more processors to perform the steps of the game touch interaction method of any embodiment of this application.

[0106] This application also provides a computer program product, including a computer program / instructions that, when executed by one or more processors, implement the steps of the method described in any embodiment of this application.

[0107] Those skilled in the art will understand that all or part of the processes in the methods of the above embodiments of this application can be implemented by a computer program instructing related hardware. This computer program can be stored in a non-volatile readable storage medium, and when executed, it can include the processes of the embodiments of the above methods. The aforementioned storage medium can be a computer-readable storage medium such as a magnetic disk, optical disk, read-only memory (ROM), or random access memory (RAM).

Claims

1. A game touch interaction method, characterized in that, include: In response to a control-triggered event targeting a target entity in the game scene, the touch interaction area associated with that event is loaded into the current game screen; Based on the user's touch operation applied to the touch interaction area, the distance component parameter and angle component parameter of the touch point corresponding to the operation relative to the reference coordinate point on the touch interaction area are determined in real time; the distance component parameter is mapped to a first control parameter for controlling the first motion dimension of the target entity, and the angle component parameter is mapped to a second control parameter for controlling the second motion dimension of the target entity; Based on the first control parameter and the second control parameter, a motion control command is generated for the target entity to drive the target entity to move in the game scene.

2. The game touch interaction method according to claim 1, characterized in that, Also includes: The touch interaction area is divided into multiple functional zones based on multiple preset angle ranges, so as to determine the direction of action of the second control parameter according to the functional zone corresponding to the angle component parameter.

3. The game touch interaction method according to claim 2, characterized in that, The real-time determination of the distance component parameters and angle component parameters of the touch point corresponding to the operation relative to the reference coordinate point on the touch interaction area includes: obtaining the current touch coordinates of the touch point within the touch interaction area; obtaining the coordinate distance difference and coordinate angle difference between the current touch coordinates and the reference coordinate point according to a preset coordinate calculation rule; calculating the distance component parameter representing the displacement velocity based on the coordinate distance difference; and calculating the angle component parameter representing the displacement direction based on the coordinate angle difference.

4. The game touch interaction method according to claim 3, characterized in that, The step of mapping the distance component parameters to a first control parameter for controlling the first motion dimension of the target entity includes: converting the distance component parameters into continuous control values ​​corresponding to the first motion dimension based on a preset linear mapping rule; determining the real-time motion parameters of the first motion dimension based on the continuous control values ​​and the reference motion parameters corresponding to the target entity, so as to generate the first control parameter for driving the target entity based on the real-time motion parameters.

5. The game touch interaction method according to claim 3, characterized in that, The step of mapping the angular component parameters to a second control parameter for controlling the second motion dimension of the target entity includes: determining the functional partition to which the angular component parameters belong based on the angular component parameters; obtaining the direction of action of the second control parameter based on the association between the functional partition and a preset linear mapping rule; obtaining the relative control value of the second motion dimension based on the relative position of the angular component parameters within the functional partition; and generating the second control parameter based on the direction of action and the relative control value.

6. The game touch interaction method according to claim 1, characterized in that, The step of loading the touch interaction area associated with the control trigger event for a target entity in the game scene into the current game screen in response to the control trigger event triggered by the user identifying the currently controllable entity as the target entity includes: calling the interaction configuration information associated with the event; activating the operation mapping permission of the touch interaction area based on the interaction configuration information; determining the specified layout position of the touch interaction area in the current game screen; and rendering the touch interaction area at the layout position.

7. The game touch interaction method according to any one of claims 1-6, characterized in that, The step of generating motion control commands for the target entity based on the first control parameters and the second control parameters, so as to drive the target entity to move in the game scene based on the commands, includes: obtaining a motion control vector associated with the target entity according to the first control parameters and the second control parameters; determining the expected motion state of the target entity in the next frame of the game screen based on the motion control vector; and updating the current position and orientation of the target entity in the game scene according to the expected motion state, so as to drive the target entity to move based on the updated position and orientation.

8. A game touch interaction device, characterized in that, include: The event response module is configured to respond to control-triggered events targeting target entities in the game scene and load the touch interaction area associated with the event into the current game screen. The parameter determination module is configured to determine, in real time, the distance component parameter and the angle component parameter of the touch point corresponding to the operation relative to the reference coordinate point on the touch interaction area based on the user's touch operation applied to the touch interaction area; the control mapping module is configured to map the distance component parameter to a first control parameter for controlling the first motion dimension of the target entity, and map the angle component parameter to a second control parameter for controlling the second motion dimension of the target entity. The instruction generation module is configured to generate motion control instructions for the target entity based on the first control parameters and the second control parameters, so as to drive the target entity to move in the game scene based on the instructions.

9. A game touch interaction device, comprising a central processing unit and a memory, characterized in that, The central processing unit is used to invoke and run a computer program stored in the memory to perform the steps of the method as described in any one of claims 1 to 7.

10. A non-volatile readable storage medium, characterized in that, It stores, in the form of computer-readable instructions, a computer program implemented according to any one of claims 1 to 7, which, when invoked by a computer, executes the steps included in the corresponding method.