Joystick control method, device and electronic equipment

By installing sensors on the joystick to detect the contact and toggle angle of the target object, the problem of control failure caused by the return of the traditional joystick after release is solved, and precise control and simplified operation of skill triggering are achieved.

CN122297995APending Publication Date: 2026-06-30VIVO MOBILE COMM CO LTD

Patent Information

Authority / Receiving Office
CN · China
Patent Type
Applications(China)
Current Assignee / Owner
VIVO MOBILE COMM CO LTD
Filing Date
2026-05-14
Publication Date
2026-06-30

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Abstract

This application discloses a joystick control method, device, and electronic device, belonging to the field of terminal technology. The joystick is equipped with a sensor, and the method includes: detecting whether a target object is in contact with the joystick based on the sensor; in response to detecting that the target object is in contact with the joystick, controlling the viewpoint and / or position movement of a screen-controlled object based on a first actuation angle of the joystick; in response to detecting that the target object leaves the joystick, maintaining the first viewpoint and / or first position of the screen-controlled object unchanged, or controlling the screen-controlled object to perform a first action, wherein the first action is the behavior of the screen-controlled object in a game skill system.
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Description

Technical Field

[0001] This application belongs to the field of terminal technology, specifically relating to a joystick control method, device, and electronic device. Background Technology

[0002] As the mobile game market continues to expand, more and more games are being ported from PC to mobile devices, prompting many device manufacturers to develop various peripherals for mobile games. With the joystick serving as a peripheral, it allows users to control the viewpoint or position of objects (such as virtual characters in mobile games) via the screen.

[0003] However, the joysticks in related technologies are limited by differences in operation methods or limited range of motion, making it difficult to meet the control requirements of games, such as the perspective control in first-person shooter (FPS) games. Typically, when the joystick is moved from its initial position to its maximum angle, the on-screen control object moves from point 1 to point 2. However, when the user releases the joystick, it automatically returns to its initial position due to its own elasticity. At this point, because it's unclear whether the user controlled the joystick to return to center or if the joystick returned due to its own elasticity, the on-screen control object usually returns from point 2 to point 1, resulting in control failure. Summary of the Invention

[0004] The purpose of this application is to provide a joystick control method, device, and electronic device that can solve the problem of control failure caused by the joystick automatically returning to center after the user releases it, resulting in the screen control object returning to its original position.

[0005] In a first aspect, embodiments of this application provide a joystick control method, wherein the joystick is equipped with a sensor, and the method includes: detecting whether a target object is in contact with the joystick based on the sensor; in response to detecting that the target object is in contact with the joystick, controlling the viewpoint and / or position movement of a screen-controlled object based on a first swivel angle of the joystick; in response to detecting that the target object leaves the joystick, maintaining the first viewpoint and / or first position of the screen-controlled object unchanged, or controlling the screen-controlled object to perform a first action, wherein the first action is the behavior of the screen-controlled object in a game skill system.

[0006] Secondly, embodiments of this application provide a joystick control device. The joystick is equipped with a sensor. The device includes: a detection module, configured to detect whether a target object is in contact with the joystick based on the sensor; a processing module, configured to, in response to detecting that the target object is in contact with the joystick, control the viewing angle and / or position movement of a screen-controlled object based on a first actuation angle of the joystick; and, in response to detecting that the target object leaves the joystick, maintain the first viewing angle and / or first position of the screen-controlled object unchanged, or control the screen-controlled object to perform a first action, wherein the first action is the behavior of the screen-controlled object in a game skill system.

[0007] Thirdly, embodiments of this application provide an electronic device including a processor and a memory, wherein the memory stores programs or instructions executable on the processor, and the programs or instructions, when executed by the processor, implement the steps of the method described in the first aspect.

[0008] Fourthly, embodiments of this application provide a readable storage medium on which a program or instructions are stored, which, when executed by a processor, implement the steps of the method described in the first aspect.

[0009] Fifthly, embodiments of this application provide a chip, the chip including a processor and a communication interface, the communication interface being coupled to the processor, the processor being used to run programs or instructions to implement the method as described in the first aspect.

[0010] In a sixth aspect, embodiments of this application provide a computer program product stored in a storage medium, which is executed by at least one processor to implement the method described in the first aspect.

[0011] This application effectively solves the problem that traditional joysticks automatically return to center after the user releases their hand, causing the screen control object to return to its original position and thus leading to joystick control failure. It achieves precise control by "locking the joystick when it is released". At the same time, the action of "releasing the joystick" can be reused as a skill trigger command. In MOBA games, skill direction adjustment and release can be completed without additional button presses, simplifying the user's operation process. Attached Figure Description

[0012] Figure 1 A flowchart illustrating the joystick control method provided in an embodiment of this application is shown. Figure 2 This illustration shows a schematic diagram of the rocker structure provided in an embodiment of this application; Figure 3 This illustration shows one of the schematic diagrams of the joystick control method provided in the embodiments of this application; Figure 4This is a second schematic diagram of the joystick control method provided in an embodiment of this application; Figure 5 This is the third schematic diagram of the joystick control method provided in the embodiments of this application; Figure 6 This diagram shows a schematic representation of the joystick control device provided in an embodiment of this application. Figure 7 This invention provides a schematic diagram of the structure of an electronic device according to an embodiment of the present application. Figure 8 This is a second schematic diagram of the structure of the electronic device provided in an embodiment of this application; Detailed Implementation The technical solutions of the embodiments of this application will be clearly described below with reference to the accompanying drawings. Obviously, the described embodiments are only some, not all, of the embodiments of this application. All other embodiments obtained by those skilled in the art based on the embodiments of this application are within the scope of protection of this application.

[0013] The terms "first," "second," etc., used in the specification and claims of this application are used to distinguish similar objects and not to describe a specific order or sequence. It should be understood that such use of data can be interchanged where appropriate so that embodiments of this application can be implemented in orders other than those illustrated or described herein, and the objects distinguished by "first," "second," etc., are generally of the same class and the number of objects is not limited; for example, a first object can be one or more. Furthermore, in the specification and claims, "and / or" indicates at least one of the connected objects, and the character " / " generally indicates that the preceding and following objects are in an "or" relationship.

[0014] The joystick control method provided in this application will be described in detail below with reference to the accompanying drawings, through specific embodiments and application scenarios.

[0015] like Figure 1 As shown, this application provides a joystick control method, which can be executed by an electronic device. In some embodiments, the method can be executed by software or hardware installed in the electronic device, which is electrically connected to the joystick. The joystick is equipped with a sensor, which can be used to detect whether a target object (such as a user's finger) touches or contacts the joystick. The method includes the following steps.

[0016] S102: The electronic device uses a sensor to detect whether a target object is in contact with the joystick.

[0017] In some embodiments, such as Figure 2As shown, a hand presence detection sensor (hereinafter referred to as the sensor) is provided on the joystick cap. This sensor can be a photoelectric sensor or a capacitive contact sensor similar to that of a mouse, and can be used to detect whether a user's finger or other object touches or contacts the joystick. In this embodiment, when a target object touches the joystick cap, the sensor continuously detects a contact signal, determining that the target object is in contact with the joystick; if the target object's finger completely leaves the joystick cap, the contact signal disappears, and it is determined that the target object has left the joystick.

[0018] from Figure 2 As can be seen, the joystick provided in this application embodiment may include a joystick cap and a sensor, as well as a joystick post, a connecting wire / flexible printed circuit board (FPC), a joystick base, and a printed circuit board (PCB). The PCB or FPC can be electrically connected to an electronic device.

[0019] S104: In response to detecting that the target object contacts the joystick, control the viewpoint and / or position movement of the screen control object based on the first swivel angle of the joystick; in response to detecting that the target object leaves the joystick, maintain the first viewpoint and / or first position of the screen control object unchanged, or control the screen control object to perform a first action, the first action being the behavior of the screen control object in the game skill system.

[0020] In this embodiment, when a target object (such as a user's finger) is detected to leave the joystick, one of the following two control strategies can be selectively executed depending on the game scenario or preset mode. Control Strategy 1: In scenarios such as viewpoint control or position movement, in response to the target object leaving the joystick, the first viewpoint and / or first position of the screen-controlled object remains unchanged. Control Strategy 2: In scenarios of skill release or behavior continuation, in response to the target object leaving the joystick, the system controls the screen-controlled object to perform a first action (this first action belongs to the game skill system, such as releasing a skill, triggering a skill recovery animation, entering a charging state, or canceling a skill). The core of this scenario is that the physical operation of "releasing the joystick" is mapped as an independent skill behavior trigger event, rather than simply understood as the end of movement.

[0021] In some embodiments, such as Figure 3 or Figure 4As shown, during an FPS game, as the user moves the joystick from the center point A (the initial position) to the right to point B (the maximum angle or maximum amplitude position), the current first angle of the joystick (e.g., the deflection direction, angle, or amplitude relative to the initial position A) can be read in real time, and corresponding control commands can be generated accordingly to control the viewpoint and / or position movement of the screen control object, for example, moving from position 1 to position 2 on the screen.

[0022] In some embodiments, in a view control scenario, the direction of the joystick movement (e.g., to the right) corresponds to the direction of movement of the screen crosshair (i.e., the screen control object); the magnitude of the first movement angle corresponds to the movement speed of the screen crosshair. The larger the first movement angle, the faster the screen crosshair rotates, which helps the user to quickly perform aiming operations.

[0023] In other embodiments, in a position movement scenario, the direction of the joystick (e.g., to the right) corresponds to the movement direction of the game character (i.e., the screen control object) in the virtual scene on the screen; the magnitude of the first adjustment angle corresponds to the movement speed or movement amount of the game character.

[0024] It is understood that, in this step, controlling the viewpoint and / or position movement of the screen control object based on the first joystick movement angle can be a continuous process. During this process, once the sensor detects that the target object has left the joystick, the current first viewpoint and / or first position of the screen control object can be immediately locked and remain unchanged. Even if the joystick automatically returns to the center point A due to its own mechanical elasticity (the movement angle returns to zero), the crosshair on the screen will not return to the original position 1, but will remain at the position 2 at the last moment before the finger leaves the joystick; the game character's position will also remain at the position when the joystick is released and will not move further. Alternatively, once the sensor detects that the target object has left the joystick, the screen control object can be controlled to perform a first action. The first action is the behavior of the screen control object in the game's skill system, such as triggering the game character to fire a gun, or triggering the game character to cast a spell in a multiplayer online battle arena (MOBA) game, or other actions in the game.

[0025] The joystick control method provided in this application embodiment accurately detects whether a target object is in contact with the joystick by setting a sensor on the joystick. When the target object is detected to be in contact with the joystick, the viewpoint or position of the screen-controlled object is controlled in real time according to the toggle angle. When the target object is detected to be leaving the joystick, the current viewpoint or position of the screen-controlled object remains unchanged, or the skill release is directly triggered. This application embodiment effectively solves the problem that traditional joysticks automatically return to center after the user releases the joystick, causing the screen-controlled object to return to its original position, thus leading to joystick control failure. It achieves precise control of "locking upon joystick release". At the same time, the action of "releasing the joystick" can be reused as a skill trigger command. In MOBA games, skill direction adjustment and release can be completed without additional button presses, simplifying the user's operation process.

[0026] The joystick control method provided in this embodiment is not only applicable to the view or game character position control in FPS mobile games, but also applicable to MOBA games. For example, in related technologies, casting skills in MOBA games requires direction plus button activation. Through the method of this application, the user can adjust the direction by sensing the finger pressing the joystick and activate the skill by releasing the finger, which simplifies the user's operation process.

[0027] In the joystick control method disclosed in this application, the first action may not be a one-time or single-use behavior, but a repeatable behavior that can be triggered independently multiple times. Specifically, whenever the target object is detected to leave the joystick and the current control strategy is configured to the "execute first action" mode, the system will trigger the first action once, and each trigger is an independent behavior execution instance.

[0028] For example, the first time the joystick is released: the control screen object performs the first action (such as releasing skill A); the second time the joystick is released (for example, the user touches the joystick again and then releases it): the same control screen object is controlled to perform the first action again (such as releasing skill A again, or releasing skill B, depending on the game logic configuration); the Nth time the joystick is released: the Nth first action can also be triggered.

[0029] It is important to emphasize that between two consecutive "leave the joystick" events, one or more "touch and flick" operations (for moving or adjusting the view) can be inserted, or no contact operation can be inserted (i.e., no contact between two consecutive leave events). Regardless of whether joystick flicking is interspersed, each leave event that meets the conditions can independently trigger a first action.

[0030] The aforementioned repeatable triggering mechanism allows the physical operation of "releasing the joystick" to be systematically mapped in game interaction as a frequently used and rhythmically controllable skill behavior triggering method, rather than a one-time event or one that requires a cooldown reset. This is especially beneficial for scenarios in racing, fighting, MOBA, or action games that require continuous skill releases or combo operations.

[0031] The joystick control method in related technologies has a limited range of movement for the screen-controlled object, for example, Figure 3 As shown in the leftmost section, the viewing angle for moving the screen-controlled object is limited to... Figure 3 As shown in the circular shadow area, screen control objects cannot be moved outside the shadow area.

[0032] In addition, the joystick control method in related technologies supplements the viewpoint control mode, which sets the entire screen area as the movable viewpoint range and determines the viewpoint movement speed by the size of the joystick's rotation angle. However, this viewpoint control mode has the following problems: On the one hand, there is a dead zone starting from the joystick's starting point, and a small rotation angle will not trigger a viewpoint switch; on the other hand, when leaving the dead zone, because the joystick rotation angle is large, the viewpoint movement speed is large, making it impossible to precisely control the screen object to accurately reach a specific point (such as the aiming point). Typically, when the user operates the joystick, if the screen object passes the aiming point, the joystick needs to be pulled back. However, because of the joystick's dead zone, a small pull back is considered interference and will not trigger a switch, but if the pull range is too large, the viewpoint movement speed is too high, making it impossible to accurately aim at the target. This viewpoint control mode, while fast, is difficult to control precisely and requires a high level of user proficiency.

[0033] To address the aforementioned technical problems, in some embodiments, after detecting that the target object leaves the joystick and maintaining the first viewing angle and / or first position of the screen-controlled object unchanged, the method further includes: in response to detecting that the target object touches the joystick again and moves the joystick, controlling the viewing angle and / or position of the screen-controlled object to move based on the second moving angle of the joystick, starting from the first viewing angle and / or first position.

[0034] For example, when the joystick is first moved to the bottom but has not yet reached the "micro-aiming" range, the user's finger leaves the joystick, and the position of the object controlled on the screen does not change; then the joystick automatically returns to the center, and the user's finger moves the joystick again, causing the position of the object controlled on the screen to move until the "micro-aiming" target is found.

[0035] For example, such as Figure 4 and Figure 5As shown, when the user moves the joystick from position A to position B, the screen control object moves from position 1 to position 2. When the user's finger leaves the joystick, the joystick is detected as not being on it, automatically returning to its original position, but the screen control object remains at position 2. When the user touches the joystick again and moves it from A to B, the screen control object moves from position 2 to position 3, and so on. This allows the screen control object to be pointed at any point within the screen's viewpoint, whereas related technologies can only stop at a certain point. Figure 4 Within the small shaded area on the far left, this application solves the problem of limited movement range of the screen control object in the joystick control method of related technologies.

[0036] This application embodiment can be applied to FPS game scenarios, simulating mouse and hand touch screen to precisely control each target within the screen's field of view. When the user needs to snipe accurately or fine-tune the crosshair, the joystick is activated by placing the finger on it. One flick of the joystick simulates precise adjustment of the view. If a large angle adjustment is needed, multiple quick flicks of the joystick can complete the coarse adjustment, achieving "point and shoot".

[0037] In addition, the embodiments of this application avoid the problem that the view control mode in the related technology requires a high degree of user proficiency. Users can operate the joystick multiple times to complete a wide range of view movement, which is particularly suitable for FPS game scenarios that require precise aiming. At the same time, the operation logic is similar to the "swipe-lift-swipe again" behavior on the touch screen, and users can get started naturally without additional learning.

[0038] In some embodiments, detecting whether a target object is in contact with the joystick based on the sensor includes: detecting whether a target object is in contact with the joystick based on the sensor during one of the following processes: the joystick moves from its initial position to a position not yet moved to its maximum angle; or, the joystick moves from the Nth time to the maximum angle and then back to center; or, the joystick moves from the Nth time to the maximum angle and then back to center until the (N+1)th time it moves to the maximum angle, where N is a positive integer.

[0039] The embodiments of this application further define the specific timing for detecting whether the target object is in contact with the joystick. For example, if the target object is detected to be in contact with the joystick, but the joystick is not moved to the maximum angle, the viewpoint and / or position of the screen control object remains unchanged after the target object leaves the joystick; if the target object does not leave the joystick, the viewpoint and / or position of the screen control object is moved according to the mapping relationship (see the following description).

[0040] For example, during the process of the joystick being moved to its maximum angle for the first time and then returning to center, if the target object does not leave the joystick after it is moved to its maximum angle, the viewpoint and / or position of the screen-controlled object will be moved according to the mapping relationship; if the target object leaves the joystick after it is moved to its maximum angle, the viewpoint and / or position of the screen-controlled object will remain unchanged.

[0041] For example, during the process from the first return of the joystick to the second movement to the maximum angle, if the target object does not leave the joystick, the viewpoint and / or position of the screen-controlled object will be moved according to the mapping relationship; if the target object leaves the joystick after it has been moved to the maximum angle, the viewpoint and / or position of the screen-controlled object will remain unchanged.

[0042] In this embodiment, regardless of whether the joystick is in the initial small-amplitude flicking stage, the first stage of fully flicking to the bottom and then rebounding, or the continuous operation stage of repeatedly flicking to the limit and returning to the center, the sensor continuously or intermittently detects whether the target object (such as the user's finger) is in contact with the joystick surface. It promptly senses the user's touch state at any stage of the joystick movement, thereby accurately determining when to respond to the flicking angle for control and when to keep the screen control object unchanged, avoiding misjudgment or control jitter caused by incomplete detection timing.

[0043] In some embodiments, the method further includes: establishing a mapping relationship between the following two based on the maximum angle that the joystick can be turned and the control resolution requirements of the joystick: the turning angle of the joystick, the viewing angle and / or the amount of movement of the screen control object.

[0044] This application does not simply establish a linear one-to-one correspondence between the joystick's movement angle and the movement of the screen-controlled object. Instead, it designs a mapping curve or function based on the joystick's maximum physical movement angle (e.g., 30, 45, or 60 degrees) and the game's or application's control resolution requirements (e.g., the smallest unit of view rotation, the smallest step size of character movement). This mapping relationship can be linear, non-linear, piecewise, or other custom forms to ensure that within the limited physical travel of the joystick, the screen-controlled object can respond according to the desired sensitivity, acceleration, or dead-zone characteristics. This application fully utilizes the limited physical travel of the joystick, avoiding the problems of no response at small angles or oversensitivity at large angles; at the same time, the mapping relationship can be flexibly adjusted according to different game types or user preferences, improving the feel and adaptability of the controls.

[0045] For example, within the range of the joystick from its initial position to its maximum angle, a one-to-one mapping relationship with smaller resolutions can be modified. For instance, if the joystick's maximum range is 25 degrees, a 14-bit ADC can achieve a joystick resolution of 0.005 degrees. The embodiments of this application establish a mapping relationship based on the aforementioned control resolution requirements, which helps improve the joystick's control accuracy.

[0046] The joystick control method provided in this application can be executed by a joystick control device. This application uses a joystick control device to execute joystick control as an example to illustrate the joystick control device provided in this application.

[0047] like Figure 6 As shown in the figure, this application provides a joystick control device, wherein the joystick is equipped with a sensor, and the device includes the following modules.

[0048] The detection module 602 is used to detect whether the target object is in contact with the joystick based on the sensor.

[0049] The processing module 604 is configured to, in response to detecting that the target object is in contact with the joystick, control the viewpoint and / or position movement of the screen control object based on a first swiping angle of the joystick; and in response to detecting that the target object leaves the joystick, maintain the first viewpoint and / or first position of the screen control object unchanged, or control the screen control object to perform a first action, wherein the first action is the behavior of the screen control object in the game skill system.

[0050] This application effectively solves the problem that traditional joysticks automatically return to center after the user releases their hand, causing the screen control object to return to its original position and thus leading to joystick control failure. It achieves precise control by "locking the joystick when it is released". At the same time, the action of "releasing the joystick" can be reused as a skill trigger command. In MOBA games, skill direction adjustment and release can be completed without additional button presses, simplifying the user's operation process.

[0051] In some embodiments, the processing module 604 is further configured to, in response to detecting that the target object touches the joystick again and moves the joystick, control the viewpoint and / or position movement of the screen control object based on the second moving angle of the joystick, starting from the first viewpoint and / or the first position.

[0052] In some embodiments, the detection module 602 is configured to detect, based on the sensor, whether a target object is in contact with the joystick during one of the following processes: the joystick moves from its initial position to a position not yet moved to its maximum angle; or, the joystick moves from the Nth time to the maximum angle and then back to center; or, the joystick moves from the Nth time to the maximum angle and then back to center until the (N+1)th time it moves to the maximum angle, where N is a positive integer.

[0053] In some embodiments, the processing module 604 is further configured to establish a mapping relationship between the following two based on the maximum angle that the joystick can be turned and the control resolution requirements of the joystick: the turning angle of the joystick, the viewing angle and / or the amount of movement of the screen control object.

[0054] The joystick control device in this application embodiment can be an electronic device or a component within an electronic device, such as an integrated circuit or a chip. The electronic device can be a terminal or other devices besides a terminal. For example, the electronic device can be a mobile phone, tablet computer, laptop computer, PDA, in-vehicle electronic device, mobile internet device (MID), augmented reality (AR) / virtual reality (VR) device, robot, wearable device, ultra-mobile personal computer (UMPC), netbook, or personal digital assistant (PDA), etc. It can also be a server, network attached storage (NAS), personal computer (PC), television (TV), ATM, or self-service machine, etc. This application embodiment does not specifically limit the specific type of device.

[0055] The joystick control device in this application embodiment can be a device with an operating system. This operating system can be Android, iOS, or other possible operating systems; this application embodiment does not specifically limit it.

[0056] The joystick control device provided in this application embodiment can achieve... Figures 1 to 5 The various processes implemented in the method implementation examples will not be described again here to avoid repetition.

[0057] Optionally, such as Figure 7 As shown, this application embodiment also provides an electronic device 700, including a processor 701 and a memory 702. The memory 702 stores a program or instructions that can run on the processor 701. When the program or instructions are executed by the processor 701, they implement the various steps of the above-described joystick control method embodiment and can achieve the same technical effect. To avoid repetition, they will not be described again here.

[0058] It should be noted that the electronic devices in the embodiments of this application include the mobile electronic devices and non-mobile electronic devices described above.

[0059] Figure 8 A schematic diagram of the hardware structure of an electronic device to implement an embodiment of this application.

[0060] The electronic device 800 includes, but is not limited to, components such as: radio frequency unit 801, network module 802, audio output unit 803, input unit 804, sensor 805, display unit 806, user input unit 807, interface unit 808, memory 809, and processor 810.

[0061] Those skilled in the art will understand that the electronic device 800 may also include a power supply (such as a battery) for supplying power to various components. The power supply may be logically connected to the processor 810 through a power management system, thereby enabling functions such as managing charging, discharging, and power consumption through the power management system. Figure 8 The electronic device structure shown does not constitute a limitation on the electronic device. The electronic device may include more or fewer components than shown, or combine certain components, or have different component arrangements, which will not be elaborated here.

[0062] Sensor 805 is used to detect whether the target object is in contact with the joystick.

[0063] Processor 810 is configured to, in response to detecting that the target object contacts the joystick, control the viewpoint and / or position movement of the screen control object based on a first actuation angle of the joystick; and, in response to detecting that the target object leaves the joystick, maintain the first viewpoint and / or first position of the screen control object unchanged, or control the screen control object to perform a first action, wherein the first action is a behavior of the screen control object in the game skill system. This application effectively solves the problem that traditional joysticks automatically return to center after the user releases their hand, causing the screen control object to return to its original position and thus leading to joystick control failure. It achieves precise control by "locking the joystick when it is released". At the same time, the action of "releasing the joystick" can be reused as a skill trigger command. In MOBA games, skill direction adjustment and release can be completed without additional button presses, simplifying the user's operation process.

[0064] It should be understood that, in this embodiment, the input unit 804 may include a graphics processing unit (GPU) 8041 and a microphone 8042. The GPU 8041 processes image data of still images or videos obtained by an image capture device (such as a camera) in video capture mode or image capture mode. The display unit 806 may include a display panel 8061, which may be configured in the form of a liquid crystal display, an organic light-emitting diode, or the like. The user input unit 807 includes at least one of a touch panel 8071 and other input devices 8072. The touch panel 8071 is also called a touch screen. The touch panel 8071 may include a touch detection device and a touch controller. Other input devices 8072 may include, but are not limited to, physical keyboards, function keys (such as volume control buttons, power buttons, etc.), trackballs, mice, and joysticks, which will not be described in detail here.

[0065] The memory 809 can be used to store software programs and various data. The memory 809 may primarily include a first storage area for storing programs or instructions and a second storage area for storing data. The first storage area may store the operating system, application programs or instructions required for at least one function (such as sound playback, image playback, etc.). Furthermore, the memory 809 may include volatile memory or non-volatile memory, or both. The non-volatile memory may be read-only memory (ROM), programmable read-only memory (PROM), erasable programmable read-only memory (EPROM), electrically erasable programmable read-only memory (EEPROM), or flash memory. Volatile memory can be random access memory (RAM), static random access memory (SRAM), dynamic random access memory (DRAM), synchronous dynamic random access memory (SDRAM), double data rate synchronous dynamic random access memory (DDRSDRAM), enhanced synchronous dynamic random access memory (ESDRAM), synchronous link dynamic random access memory (SLDRAM), and direct memory bus RAM (DRRAM). The memory 809 in the embodiments of this application includes, but is not limited to, these and any other suitable types of memory.

[0066] Processor 810 may include one or more processing units; optionally, processor 810 integrates an application processor and a modem processor, wherein the application processor mainly handles operations involving the operating system, user interface, and applications, and the modem processor mainly handles wireless communication signals, such as a baseband processor. It is understood that the aforementioned modem processor may also not be integrated into processor 810.

[0067] This application also provides a readable storage medium storing a program or instructions. When the program or instructions are executed by a processor, they implement the various processes of the above-described joystick control method embodiments and achieve the same technical effect. To avoid repetition, they will not be described again here.

[0068] The processor is the processor in the electronic device described in the above embodiments. The readable storage medium includes computer-readable storage media, such as computer ROM, RAM, magnetic disk, or optical disk.

[0069] This application embodiment also provides a chip, which includes a processor and a communication interface. The communication interface is coupled to the processor. The processor is used to run programs or instructions to implement the various processes of the above-described joystick control method embodiments and can achieve the same technical effect. To avoid repetition, it will not be described again here.

[0070] It should be understood that the chip mentioned in the embodiments of this application may also be referred to as a system-on-a-chip, system chip, chip system, or system-on-a-chip, etc.

[0071] This application provides a computer program product, which is stored in a storage medium and executed by at least one processor to implement the various processes of the joystick control method embodiments described above, and can achieve the same technical effects. To avoid repetition, it will not be described again here.

[0072] It should be noted that, in this document, the terms "comprising," "including," or any other variations thereof are intended to cover non-exclusive inclusion, such that a process, method, article, or apparatus that comprises a list of elements includes not only those elements but also other elements not expressly listed, or elements inherent to such a process, method, article, or apparatus. Without further limitations, an element defined by the phrase "comprising one..." does not exclude the presence of other identical elements in the process, method, article, or apparatus that includes that element. Furthermore, it should be noted that the scope of the methods and apparatuses in the embodiments of this application is not limited to performing functions in the order shown or discussed, but may also include performing functions substantially simultaneously or in the reverse order, depending on the functions involved. For example, the described methods may be performed in a different order than described, and various steps may be added, omitted, or combined. Additionally, features described with reference to certain examples may be combined in other examples.

[0073] Through the above description of the embodiments, those skilled in the art can clearly understand that the methods of the above embodiments can be implemented by means of software plus necessary general-purpose hardware platforms. Of course, they can also be implemented by hardware, but in many cases the former is a better implementation method. Based on this understanding, the technical solution of this application, in essence, or the part that contributes to the prior art, can be embodied in the form of a computer software product. This computer software product is stored in a storage medium (such as ROM / RAM, magnetic disk, optical disk) and includes several instructions to cause a terminal (which may be a mobile phone, computer, server, or network device, etc.) to execute the methods described in the various embodiments of this application.

[0074] The embodiments of this application have been described above with reference to the accompanying drawings. However, this application is not limited to the specific embodiments described above. The specific embodiments described above are merely illustrative and not restrictive. Those skilled in the art can make many other forms under the guidance of this application without departing from the spirit and scope of the claims, and all of these forms are within the protection scope of this application.

Claims

1. A joystick control method, characterized in that, The joystick is equipped with a sensor, and the method includes: Based on the sensor, it is detected whether the target object is in contact with the joystick; In response to detecting that the target object is in contact with the joystick, the viewpoint and / or position of the object controlled on the screen is moved based on a first actuation angle of the joystick; In response to detecting that the target object leaves the joystick, the screen control object's first viewpoint and / or first position remain unchanged, or the screen control object is controlled to perform a first action, the first action being the screen control object's behavior in the game's skill system.

2. The method according to claim 1, characterized in that, After detecting that the target object has left the joystick, and maintaining the first viewpoint and / or first position of the screen-controlled object unchanged, the method further includes: In response to detecting that the target object touches the joystick again and moves the joystick, the viewpoint and / or position of the screen-controlled object are controlled to move based on the second moving angle of the joystick, starting from the first viewpoint and / or the first position.

3. The method according to claim 1 or 2, characterized in that, The step of detecting whether a target object is in contact with the joystick based on the sensor includes: detecting whether a target object is in contact with the joystick based on the sensor during one of the following processes: The process of the joystick moving from its initial position to its maximum angle without being moved; or... The process of the joystick returning to center after being moved to its maximum angle for the Nth time; or... During the process of the joystick being moved to the maximum angle for the Nth time and returning to the center, and then being moved to the maximum angle for the (N+1)th time, N is a positive integer.

4. The method according to claim 1, characterized in that, The method further includes: Based on the maximum angle that the joystick can be moved to and the control resolution requirements of the joystick, the following mapping relationship is established between the two: the joystick's moving angle, and the viewing angle and / or position movement of the screen control object.

5. A joystick control device, characterized in that, The joystick is equipped with a sensor, and the device includes: The detection module is used to detect whether the target object is in contact with the joystick based on the sensor; The processing module is configured to, in response to detecting that the target object is in contact with the joystick, control the viewing angle and / or position movement of the screen-controlled object based on a first actuation angle of the joystick; and In response to detecting that the target object leaves the joystick, the screen control object's first viewpoint and / or first position remain unchanged, or the screen control object is controlled to perform a first action, the first action being the screen control object's behavior in the game's skill system.

6. The apparatus according to claim 5, characterized in that, The processing module is further configured to, in response to detecting that the target object touches the joystick again and moves the joystick, control the viewpoint and / or position of the screen control object to move based on the second moving angle of the joystick, starting from the first viewpoint and / or the first position.

7. The apparatus according to claim 5 or 6, characterized in that, The detection module is configured to detect, based on the sensor, whether a target object is in contact with the joystick during one of the following processes: The process of the joystick moving from its initial position to its maximum angle without being moved; or... The process of the joystick returning to center after being moved to its maximum angle for the Nth time; or... During the process of the joystick being moved to the maximum angle for the Nth time and returning to the center, and then being moved to the maximum angle for the (N+1)th time, N is a positive integer.

8. The apparatus according to claim 5, characterized in that, The processing module is further configured to establish a mapping relationship between the following two based on the maximum angle that the joystick can be moved to and the control resolution requirements of the joystick: the moving angle of the joystick, the viewing angle and / or the amount of movement of the screen control object.

9. An electronic device, characterized in that, It includes a processor and a memory, the memory storing a program or instructions that can run on the processor, the program or instructions being executed by the processor to implement the steps of the method as described in any one of claims 1-4.

10. A readable storage medium, characterized in that, The readable storage medium stores a program or instructions that, when executed by a processor, implement the steps of the method as described in any one of claims 1-4.