Game control method and system based on physical swing arm throwing and grid filling elimination and medium

By collecting and processing arm swing motion data, calculating the trajectory of thrown objects and calibrating the landing point, the organic linkage between throwing and grid filling is achieved, solving the problems of disjointed feel and fixed difficulty in existing motion-sensing elimination games, improving immersion and control precision, and adapting to different player skill levels.

CN121988024APending Publication Date: 2026-05-08CHANGSHA YIYI INTELLIGENT TECHNOLOGY CO LTD
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Patent Information

Authority / Receiving Office
CN · China
Patent Type
Applications(China)
Current Assignee / Owner
CHANGSHA YIYI INTELLIGENT TECHNOLOGY CO LTD
Filing Date
2026-03-03
Publication Date
2026-05-08

AI Technical Summary

Technical Problem

Existing motion-sensing elimination games lack realistic physical feedback, have inaccurate throwing trajectory calculations, fragmented feel, and fixed difficulty that cannot adapt, resulting in insufficient immersion, low control precision, and limited playability.

Method used

By collecting arm swing motion data through the game controller, combining it with linear regression algorithm for noise reduction, calculating the trajectory of the thrown object and calibrating the landing point, the game achieves organic linkage between throwing and grid filling, providing multimodal feedback and adaptive difficulty adjustment.

Benefits of technology

It enhances the game's immersion and control precision, reduces the probability of dead ends, adapts to different player skill levels, and strengthens the game's interactivity and fun.

✦ Generated by Eureka AI based on patent content.

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Abstract

The invention discloses a game control method and system based on physical swing arm throwing and grid filling elimination, and a medium, and the method comprises the following steps: S1, swing arm parameter collection and preprocessing: collecting swing arm motion data of a player in real time through a gyroscope and an acceleration sensor of a game controller, the swing arm action data comprises a swing arm angle, a swing arm speed, a swing arm acceleration, a wrist rotation angle and controller triggering pressure. The problems that somatosensory swing arm data noise is large, throwing track calculation is not accurate, and hand feeling is split are solved; throwing action and grid filling are achieved, organic linkage of logic is eliminated, and drop point deviation and game death are avoided; multi-modal feedback matched with action intensity and elimination scale is provided, and immersion is improved; self-adaptive adjustment of the game difficulty is achieved, and different player levels are adapted.
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Description

Technical Field

[0001] This invention relates to the field of game interaction control technology, and in particular to a game control method, system and medium based on physical arm throwing and grid filling elimination. Background Technology

[0002] With the popularization of motion-sensing interaction and casual puzzle games, combining physical motion sensing with grid elimination rules has become an important development direction for game interaction. However, existing related technologies have the following shortcomings: Traditional grid-based elimination games mostly use two-dimensional interaction methods such as touch screen clicks and button swipes, which lack realistic physical action feedback and are not immersive or fun enough; Existing motion-sensing throwing games suffer from problems such as high noise in motion capture, inaccurate throwing trajectory calculation, and a disconnect between the center of mass of virtual objects and player perception, resulting in poor throwing feel and low consistency. The throwing action is disconnected from the grid-filling elimination logic, the landing point is prone to deviating from the grid, the elimination rules are rigid, and dead ends with no legal elimination path are easily formed, resulting in a strong sense of frustration for players; The haptic feedback is not matched with the intensity of the action and the scale of elimination. The difficulty is fixed and cannot be adjusted adaptively, making it difficult to adapt to players of different skill levels.

[0003] The aforementioned issues result in a fragmented interactive experience, low control precision, and limited playability in existing motion-sensing elimination games, failing to meet users' needs for natural motion sensing, precise control, and smooth elimination. Summary of the Invention

[0004] This invention aims to overcome the shortcomings of existing technologies and provide a game control method, system, and medium based on physical arm throwing and grid filling elimination, solving the following technical problems: Solve the problems of high noise in the somatosensory arm swing data, inaccurate throwing trajectory calculation, and fragmented hand feel; Achieve seamless integration between the throwing action and the grid filling and elimination logic to avoid landing point deviations and game deadlocks; Provide multimodal feedback that matches the intensity of the motion and the scale of the elimination to enhance immersion; The game difficulty can be adjusted adaptively to suit different player skill levels.

[0005] To achieve the above objectives, the present invention adopts the following technical solution: A game control method based on physics-based arm-swinging throwing and grid-filling elimination includes the following steps: S1: Arm swing parameter acquisition and preprocessing. The player's arm swing motion data is collected in real time through the gyroscope and accelerometer of the game controller. The arm swing motion data includes arm swing angle, arm swing speed, arm swing acceleration, wrist rotation angle and controller trigger pressure. The collected arm swing motion data is denoised, and the speed data is analyzed for trend using a linear regression algorithm to remove abnormal jitter data, thus solving the technical problems of high speed measurement noise and poor throwing consistency in existing VR throwing games. S2: Throwing trajectory and projectile parameter calculation. Based on pre-processed arm swing motion data and combined with preset physics engine parameters, the initial throwing speed, throwing angle, and flight trajectory of the projectile are calculated. The physics engine parameters include gravitational acceleration, air resistance coefficient, and projectile center of mass parameters. The center of mass parameters are mapped based on the actual center of mass of the game controller, so that the momentum of the virtual projectile matches the muscle memory of the player's hand movements, solving the defects of the existing technology where the center of mass of the virtual object is inconsistent with the player's perceived center of mass and the throwing feel is disconnected. At the same time, the type and level of the grid fill block corresponding to the projectile are assigned according to the arm swing speed and wrist rotation angle. S3: Target grid positioning and projectile landing point calibration. It acquires the coordinate information of the grid area in the game interface in real time, and predicts the initial landing point of the projectile based on the projectile's flight trajectory. If the initial landing point deviates from the grid area or falls in the grid gap, it dynamically calibrates the projectile's flight trajectory based on the player's arm swing intention and grid distribution characteristics to ensure that the projectile accurately falls into the grid cell, thus solving the problem of large landing point deviation and strong player frustration in existing throwing games. S4: Grid filling and elimination rule determination. When the thrown object falls into the grid cell, the corresponding filling block is filled into the cell. The current grid filling status is detected to determine whether the preset elimination rules are met. The elimination rules include continuous elimination of the same type of filling blocks, multi-form combination elimination, and chain elimination. At the same time, the number of grid empty spaces and the distribution characteristics of filling blocks are dynamically evaluated to avoid deadlocks without legal elimination paths and overcome the shortcomings of rigid elimination logic and easy deadlocks in existing grid elimination games. S5: Elimination Execution and Feedback Output. When the elimination rules are met, the grid filling block elimination operation is executed, the elimination score and chain elimination reward are calculated, and corresponding visual and tactile feedback are generated according to the elimination results. The tactile feedback is triggered based on the change threshold of the controller trigger pressure to simulate the impact of the thrown object landing and the vibration of elimination, thereby enhancing the game immersion. S6: Game state update and loop. After the elimination operation is completed, the grid is filled and filled, and the game state parameters such as game score and remaining throws are updated. It is determined whether the game end condition has been met. If not, it returns to S1 and continues to collect player arm swing data to enter the next round of throw-fill-elimination loop. If the condition is met, the game end screen and final score are output.

[0006] This invention also proposes a game control system based on physical arm throwing and grid filling elimination, comprising: The arm swing parameter acquisition module is used to collect the player's arm swing action data in real time through the gyroscope and accelerometer of the game controller. The arm swing action data includes arm swing angle, arm swing speed, arm swing acceleration, wrist rotation angle and controller trigger pressure. The acquired data is then processed by noise reduction and linear regression to remove abnormal data. The trajectory and parameter calculation module is connected to the swing arm parameter acquisition module. It is used to calculate the initial throwing speed, throwing angle and flight trajectory of the projectile based on the pre-processed swing arm motion data and the preset physics engine parameters. It also assigns the type and level of the grid fill block corresponding to the projectile. The center of mass parameter in the physics engine parameters is related to the actual center of mass of the game controller, which improves the consistency of the throwing feel. The landing point calibration and grid positioning module, connected to the trajectory and parameter calculation module, is used to obtain the coordinate information of the grid area in the game interface in real time, predict the initial landing point of the projectile, and dynamically calibrate the landing point that deviates from the grid area or grid gap to ensure that the projectile accurately lands in the grid cell. The fill elimination judgment module, connected to the landing point calibration and grid positioning module, is used to fill the fill block corresponding to the projectile into the target cell, detect the grid filling status, determine whether the preset elimination rules are met, and dynamically evaluate the grid status to avoid deadlock. The elimination rules include continuous elimination of the same type, multi-form combination elimination, and chain elimination. The feedback output module is connected to the fill elimination determination module and is used to generate corresponding visual and tactile feedback after the elimination operation is performed. The tactile feedback is adjusted according to the controller trigger pressure threshold to simulate real physical feedback. The game state management module is connected to the fill and elimination judgment module and the feedback output module respectively. It is used to update state parameters such as game score and remaining throws, determine the game end conditions, and control the game to run in a loop or terminate. This solves the technical problems of the separation between the throwing and elimination modules and poor interactivity in the existing system.

[0007] The present invention also proposes a computer-readable storage medium storing a computer program. When the computer program is executed by a processor, it implements all of the S in the game control method based on physical arm throwing and grid filling elimination as described in claim 1, thereby solving the defects of the prior art that lacks organic combination of physical arm throwing and grid filling elimination and has a monotonous game experience, and improving the interactivity and fun of the game.

[0008] As a further improvement of the present invention, the noise reduction process described in S1 adopts a combination of floating average filtering and linear regression. First, the floating average filtering is used to initially suppress high-frequency noise in the speed data. Then, the linear regression algorithm is used to fit the trend of the speed data of the most recent multiple frames to extract the true speed trend of the player's arm swing. This avoids speed lag or deviation caused by single filtering and solves the problems of high speed measurement noise and throwing force not matching expectations in existing VR throwing games.

[0009] As a further improvement of the present invention, the initial throwing speed of the projectile in S2 is determined by the arm swing speed, arm swing acceleration, and wrist rotation angle. The calculation formula is: v=k1×v_arm+k2×a_arm+k3×ω_wrist, where v is the initial throwing speed, v_arm is the arm swing speed, a_arm is the arm swing acceleration, ω_wrist is the wrist rotation angle, and k1, k2, and k3 are weighting coefficients that can be dynamically adjusted according to the game difficulty. The air resistance coefficient is set differently according to the type of projectile. The air resistance coefficient of heavy projectiles is less than that of light projectiles, making the throwing trajectory more in line with the laws of real physics and overcoming the shortcomings of existing games in simulating throwing trajectories in a simple and undifferentiated way.

[0010] As a further improvement of the present invention, the specific process of landing point calibration in S3 is as follows: obtain the boundary coordinates and cell center coordinates of the grid area, calculate the distance between the initial landing point and the nearest cell center, and if the distance is greater than a preset threshold, then fine-tune the flight trajectory of the thrown object based on the arm swing direction and arm swing speed. The fine-tuning range is positively correlated with the initial landing point deviation distance, while ensuring that the fine-tuned trajectory conforms to the laws of physical motion, avoiding the landing point calibration being too abrupt, and improving the player's throwing experience.

[0011] As a further improvement of the present invention, the elimination rule described in S4 specifically includes: when three or more consecutive cells in the same row or column are filled with fill blocks of the same type and level, basic elimination is triggered; When L-shaped, T-shaped, or cross-shaped combinations of the same type of fill blocks appear, super elimination is triggered. The score of super elimination is 1.5-2 times that of basic elimination. When a block is eliminated and the filling block that fills the gap meets the elimination rules again, a chain elimination is triggered. The score of a chain elimination increases with the number of chains. At the same time, during the chain elimination process, the type of filling block for grid filling is dynamically adjusted to reduce the probability of dead ends and solve the problem of monotonous elimination forms and easy dead ends in existing elimination games.

[0012] As a further improvement of the present invention, the triggering condition for the haptic feedback in S5 is: when the controller trigger pressure is 20%-30% lower than the peak trigger pressure when the player picks up the thrown object, the throwing release feedback is triggered; When the fill block is eliminated, different intensity of vibration feedback is triggered according to the size of the elimination. The larger the size of the elimination, the higher the vibration intensity and the longer the vibration duration. This allows players to perceive the throwing, releasing and elimination effects through touch, enhancing the game's immersion and overcoming the shortcomings of insufficient haptic feedback and poor interactive experience in existing games.

[0013] As a further improvement of the present invention, the arm swing parameter acquisition module also includes a trigger pressure detection unit, which is used to detect the change curve of the controller trigger pressure in real time. When a sudden change in the trigger pressure is detected and it is lower than a preset threshold, it is determined that the player performs a throwing action, and the arm swing action data at this time is recorded as the basis for calculating the throwing parameters, thus solving the problems of inaccurate throwing timing judgment, easy false triggering or missed triggering in the prior art.

[0014] As a further improvement of the present invention, the game state management module also includes a difficulty adjustment unit, which is used to dynamically adjust the mapping relationship between the arm swing parameters and the projectile parameters, the physics engine parameters and the difficulty of the elimination rules according to the player's game score and throwing accuracy. When the player's score is low and the throwing accuracy is insufficient, the influence weight of the arm swing speed on the throwing speed is reduced, the air resistance is reduced and the elimination difficulty is reduced. When players achieve high scores and high throwing accuracy, the difficulty is increased to achieve adaptive adjustment of game difficulty, improve the gaming experience for players of different skill levels, and overcome the shortcomings of the existing system, which has fixed difficulty and poor adaptability. Attached Figure Description

[0015] Figure 1 This is a flowchart of a game control method based on physical swing arm throwing and grid filling elimination proposed in this invention; Figure 2 This is a system block diagram of a game control system based on physical arm throwing and grid filling elimination.

[0016] The beneficial effects of this invention are: More natural interaction: Physical arm swing motion replaces traditional buttons, motion capture is accurate and noise is eliminated, the throwing trajectory conforms to real physical laws, and the consistency of feel is greatly improved; More precise control: Dynamic landing point calibration ensures that the projectiles accurately enter the square, eliminating logical intelligent optimization and reducing the probability of dead ends from the root; Enhanced immersion: Haptic feedback is linked to trigger pressure and elimination scale, and multimodal feedback strengthens the perception of the connection between action and result; Wider compatibility: The difficulty is adaptively adjusted, and the parameters are dynamically adjusted according to the player's score and accuracy, catering to both novice and experienced players. Smoother logic: The throwing-filling-elimination closed-loop linkage solves the problem of fragmented interaction and significantly improves the smoothness and fun of the game. Detailed Implementation

[0017] The technical solutions of the present invention will be clearly and completely described below with reference to the embodiments of the present invention. Obviously, the described embodiments are only some embodiments of the present invention, and not all embodiments.

[0018] Example 1: Method Example Combination Figure 1 This embodiment provides a game control method based on physical arm throwing and grid filling elimination, as detailed below: S1. Swing arm parameter acquisition and preprocessing The game controller uses a gyroscope and accelerometer to collect real-time data on the player's arm swing angle, arm swing speed, arm swing acceleration, wrist rotation angle, and trigger pressure. A combination of floating mean filtering and linear regression is used for noise reduction. First, high-frequency noise is suppressed, then the trend of multi-frame speed data is fitted to eliminate jitter outliers and output stable motion parameters.

[0019] S2. Calculation of throwing trajectory and projectile parameters Using the pre-processed motion as input, and combining the gravitational acceleration, air resistance, and controller center-of-mass mapping parameters, the initial throwing velocity is calculated according to the formula: v=k1×v_arm+k2×a_arm+k3×ω_wrist Among them, k1, k2, and k3 are dynamic weights; the type and grade of the filling block are assigned according to the arm swing speed and wrist angle, and the air resistance coefficient of the heavy object is lower than that of the light object, resulting in a more realistic trajectory.

[0020] S3, Target Grid Positioning and Landing Point Calibration The system reads the coordinates of the grid boundary and cell center in the game interface in real time to predict the initial landing point of the projectile. If the distance between the landing point and the cell center exceeds the threshold, the trajectory is finely adjusted according to the deviation to ensure that the projectile lands in a valid cell and conforms to the laws of physics.

[0021] S4. Mesh Filling and Elimination Rule Determination Fill the target cell with the fill block and check the following elimination rules: Basic elimination: Three or more consecutive blocks of the same type and level in the same row / column; Super Elimination: L-shaped, T-shaped, and cross-shaped combinations double the score; Chain elimination: After filling in the gaps, consecutive eliminations occur, and the score increases with the number of eliminations. Dynamically evaluate the number and distribution of spaces, adjust the padding block type, and avoid deadlocks where there is no valid elimination path.

[0022] S5, Eliminate execution and feedback output Elimination is performed when the elimination conditions are met, and scores and rewards are calculated. Throwing feedback: Triggers a release vibration when the trigger pressure drops to 70%–80% of its peak value; Eliminate feedback: The larger the scale of elimination, the higher the vibration intensity and the longer the duration, while simultaneously playing particle effects and sound effects.

[0023] S6, Game Status Update and Cycle After elimination, perform grid replacement, update the score and remaining throws; determine if the termination condition has been met. If not, return to S1 to enter the next round of the loop; if met, output the settlement screen.

[0024] Example 2: System Example Combination Figure 2 This embodiment provides a game control system based on physical arm throwing and grid filling elimination, including: Swing arm parameter acquisition module It includes a sensor acquisition unit, a data denoising unit, and a trigger pressure detection unit; it acquires motion data and filters and denoises it, and determines the throwing timing through pressure changes.

[0025] Trajectory and Parameter Calculation Module Connect the acquisition module, calculate the throwing trajectory based on the physics engine, associate the controller's center of mass to improve the feel, and assign fill block type and level.

[0026] Landing point calibration and grid positioning module Obtain grid coordinates, predict and calibrate the landing point to ensure that the projectile lands accurately within the grid.

[0027] Fill elimination determination module Perform cell filling, determine multiple types of elimination rules, and dynamically optimize grid distribution to avoid deadlocks.

[0028] Feedback output module Generate tiered visual effects and haptic vibration feedback to enhance immersion.

[0029] Game Status Management Module It includes score statistics and difficulty adjustment units; based on the player's accuracy and score, it dynamically adjusts the weight coefficient, air resistance, and removes barriers to achieve adaptive difficulty.

[0030] Example 3: Medium Example A computer-readable storage medium storing a computer program that, when executed by a processor, implements all of the S in the game control method based on physical swing arm throwing and grid filling elimination as described in Example 1.

[0031] Those skilled in the art can reproduce the technical solution of this invention without creative effort, based on the disclosure of this specification; all modifications, equivalent substitutions, improvements, etc., within the spirit and principles of this invention are included within the protection scope of this invention.

[0032] The above are merely preferred embodiments of the present invention, but the scope of protection of the present invention is not limited thereto. Any equivalent substitutions or modifications made by those skilled in the art within the scope of the technology disclosed in the present invention, based on the technical solution and inventive concept of the present invention, should be covered within the scope of protection of the present invention.

Claims

1. A game control method based on physical arm throwing and grid filling elimination, characterized in that, Includes the following steps: S1: Arm swing parameter acquisition and preprocessing. The player's arm swing motion data is collected in real time through the gyroscope and accelerometer of the game controller. The arm swing motion data includes arm swing angle, arm swing speed, arm swing acceleration, wrist rotation angle and controller trigger pressure. The collected arm swing motion data is denoised, and the speed data is analyzed for trend using a linear regression algorithm to remove abnormal jitter data, thus solving the technical problems of high speed measurement noise and poor throwing consistency in existing VR throwing games. S2: Throwing trajectory and projectile parameter calculation. Based on pre-processed arm swing motion data and combined with preset physics engine parameters, the initial throwing speed, throwing angle, and flight trajectory of the projectile are calculated. The physics engine parameters include gravitational acceleration, air resistance coefficient, and projectile center of mass parameters. The center of mass parameters are mapped based on the actual center of mass of the game controller, so that the momentum of the virtual projectile matches the muscle memory of the player's hand movements, solving the defects of the existing technology where the center of mass of the virtual object is inconsistent with the player's perceived center of mass and the throwing feel is disconnected. At the same time, the type and level of the grid fill block corresponding to the projectile are assigned according to the arm swing speed and wrist rotation angle. S3: Target grid positioning and projectile landing point calibration. It acquires the coordinate information of the grid area in the game interface in real time, and predicts the initial landing point of the projectile based on the projectile's flight trajectory. If the initial landing point deviates from the grid area or falls in the grid gap, it dynamically calibrates the projectile's flight trajectory based on the player's arm swing intention and grid distribution characteristics to ensure that the projectile accurately falls into the grid cell, thus solving the problem of large landing point deviation and strong player frustration in existing throwing games. S4: Grid filling and elimination rule determination. When the thrown object falls into the grid cell, the corresponding filling block is filled into the cell. The current grid filling status is detected to determine whether the preset elimination rules are met. The elimination rules include continuous elimination of the same type of filling blocks, multi-form combination elimination, and chain elimination. At the same time, the number of grid empty spaces and the distribution characteristics of filling blocks are dynamically evaluated to avoid deadlocks without legal elimination paths and overcome the shortcomings of rigid elimination logic and easy deadlocks in existing grid elimination games. S5: Elimination Execution and Feedback Output. When the elimination rules are met, the grid filling block elimination operation is executed, the elimination score and chain elimination reward are calculated, and corresponding visual and tactile feedback are generated according to the elimination results. The tactile feedback is triggered based on the change threshold of the controller trigger pressure to simulate the impact of the thrown object landing and the vibration of elimination, thereby enhancing the game immersion. S6: Game state update and loop. After the elimination operation is completed, the grid is filled and filled, and the game state parameters such as game score and remaining throws are updated. It is determined whether the game end condition has been met. If not, it returns to S1 and continues to collect player arm swing data to enter the next round of throw-fill-elimination loop. If the condition is met, the game end screen and final score are output.

2. A game control system based on physical swing arm throwing and grid filling elimination, characterized in that, include: The arm swing parameter acquisition module is used to collect the player's arm swing action data in real time through the gyroscope and accelerometer of the game controller. The arm swing action data includes arm swing angle, arm swing speed, arm swing acceleration, wrist rotation angle and controller trigger pressure. The acquired data is then processed by noise reduction and linear regression to remove abnormal data. The trajectory and parameter calculation module is connected to the swing arm parameter acquisition module. It is used to calculate the initial throwing speed, throwing angle and flight trajectory of the projectile based on the pre-processed swing arm motion data and the preset physics engine parameters. It also assigns the type and level of the grid fill block corresponding to the projectile. The center of mass parameter in the physics engine parameters is related to the actual center of mass of the game controller, which improves the consistency of the throwing feel. The landing point calibration and grid positioning module, connected to the trajectory and parameter calculation module, is used to obtain the coordinate information of the grid area in the game interface in real time, predict the initial landing point of the projectile, and dynamically calibrate the landing point that deviates from the grid area or grid gap to ensure that the projectile accurately lands in the grid cell. The fill elimination judgment module, connected to the landing point calibration and grid positioning module, is used to fill the fill block corresponding to the projectile into the target cell, detect the grid filling status, determine whether the preset elimination rules are met, and dynamically evaluate the grid status to avoid deadlock. The elimination rules include continuous elimination of the same type, multi-form combination elimination, and chain elimination. The feedback output module is connected to the fill elimination determination module and is used to generate corresponding visual and tactile feedback after the elimination operation is performed. The tactile feedback is adjusted according to the controller trigger pressure threshold to simulate real physical feedback. The game state management module is connected to the fill and elimination judgment module and the feedback output module respectively. It is used to update state parameters such as game score and remaining throws, determine the game end conditions, and control the game to run in a loop or terminate. This solves the technical problems of the separation between the throwing and elimination modules and poor interactivity in the existing system.

3. A computer-readable storage medium, characterized in that, The computer-readable storage medium stores a computer program, which, when executed by a processor, implements all of the S in the game control method based on physical arm throwing and grid filling elimination as described in claim 1, thereby solving the shortcomings of the prior art in that it lacks an organic combination of physical arm throwing and grid filling elimination and has a monotonous game experience, and improving the interactivity and fun of the game.

4. The game control method according to claim 1, characterized in that, The denoising process described in S1 uses a combination of floating average filtering and linear regression. First, floating average filtering is used to initially suppress high-frequency noise in the speed data. Then, the linear regression algorithm is used to fit the trend of the speed data of the most recent multiple frames to extract the true speed trend of the player's arm swing. This avoids speed lag or deviation caused by single filtering and solves the problems of high speed measurement noise and throwing force that does not match expectations in existing VR throwing games.

5. The game control method according to claim 1, characterized in that, The initial throwing speed of the projectile described in S2 is determined by the arm swing speed, arm swing acceleration, and wrist rotation angle. The calculation formula is: v=k1×v_arm+k2×a_arm+k3×ω_wrist, where v is the initial throwing speed, v_arm is the arm swing speed, a_arm is the arm swing acceleration, ω_wrist is the wrist rotation angle, and k1, k2, and k3 are weighting coefficients that can be dynamically adjusted according to the game difficulty. The air resistance coefficient is set differently according to the type of projectile. The air resistance coefficient of heavy projectiles is less than that of light projectiles, making the throwing trajectory more in line with the laws of real physics and overcoming the shortcomings of existing games in simulating throwing trajectories in a simple and undifferentiated way.

6. The game control method according to claim 1, characterized in that, The specific process of landing point calibration described in S3 is as follows: obtain the boundary coordinates and cell center coordinates of the grid area, calculate the distance between the initial landing point and the nearest cell center, and if the distance is greater than a preset threshold, then fine-tune the flight trajectory of the thrown object based on the arm swing direction and arm swing speed. The fine-tuning range is positively correlated with the deviation distance of the initial landing point, while ensuring that the fine-tuned trajectory conforms to the laws of physical motion, avoiding the landing point calibration being too abrupt, and improving the player's throwing experience.

7. The game control method according to claim 1, characterized in that, The elimination rules described in S4 specifically include: when three or more consecutive cells in the same row or column are filled with fill blocks of the same type and level, basic elimination is triggered; When L-shaped, T-shaped, or cross-shaped combinations of the same type of fill blocks appear, super elimination is triggered. The score of super elimination is 1.5-2 times that of basic elimination. When a block is eliminated and the filling block that fills the gap meets the elimination rules again, a chain elimination is triggered. The score of a chain elimination increases with the number of chains. At the same time, during the chain elimination process, the type of filling block for grid filling is dynamically adjusted to reduce the probability of dead ends and solve the problem of monotonous elimination forms and easy dead ends in existing elimination games.

8. The game control method according to claim 1, characterized in that, The triggering condition for the haptic feedback described in S5 is: when the controller trigger pressure is 20%-30% lower than the peak trigger pressure when the player picks up the thrown object, the throwing release feedback is triggered. When the fill block is eliminated, different intensity of vibration feedback is triggered according to the size of the elimination. The larger the size of the elimination, the higher the vibration intensity and the longer the vibration duration. This allows players to perceive the throwing, releasing and elimination effects through touch, enhancing the game's immersion and overcoming the shortcomings of insufficient haptic feedback and poor interactive experience in existing games.

9. The game control system according to claim 2, characterized in that, The arm swing parameter acquisition module also includes a trigger pressure detection unit, which is used to detect the change curve of the controller trigger pressure in real time. When a sudden change in trigger pressure is detected and it is lower than a preset threshold, it is determined that the player performs a throwing action. The arm swing action data at this time is recorded as the basis for calculating the throwing parameters, which solves the problems of inaccurate throwing timing judgment, easy false triggering or missed triggering in the prior art.

10. The game control system according to claim 2, characterized in that, The game state management module also includes a difficulty adjustment unit, which dynamically adjusts the mapping relationship between the arm swing parameters and the projectile parameters, the physics engine parameters, and the difficulty of the elimination rules based on the player's game score and throwing accuracy. When the player's score is low and the throwing accuracy is insufficient, the weight of the influence of the arm swing speed on the throwing speed is reduced, air resistance is reduced, and the elimination difficulty is reduced. When players achieve high scores and high throwing accuracy, the difficulty is increased to achieve adaptive adjustment of game difficulty, improve the gaming experience for players of different skill levels, and overcome the shortcomings of the existing system, which has fixed difficulty and poor adaptability.