Game control method and electronic device
Patent Information
- Application Number
- CN202610925094.6
- Authority / Receiving Office
- CN · China
- Patent Type
- Applications(China)
- Current Assignee / Owner
- Filing Date
- 2026-06-24
- Publication Date
- 2026-08-18
AI Technical Summary
[0003]然而,在上述相关技术方案中,用户在飞行过程中与场景对象进行交互时易因持续位移导致交互触发失败,进而产生多次重复的碰撞检测与交互响应计算,进一步加重了终端的运行负荷与资源消耗
[0009] One embodiment of this disclosure provides a game control method, including: responding to a first press operation applied to a first control to control a controlled virtual object to perform an upward movement; during the upward movement of the controlled virtual object, responding to a level flight trigger operation to control the controlled virtual object to enter a level flight state; wherein, in the level flight state, the controlled virtual object maintains its current flight altitude; in the level flight state, responding to a second press operation applied to the first control to control the controlled virtual character to resume the upward movement; and responding to the release of the second press operation to control the controlled virtual object to perform a downward movement. In this way, the free combination of upward and level flight states expands the character's action strategies in three-dimensional space, enhancing the game's richness; simultaneously, the introduction of the level flight state allows the controlled virtual object to maintain its current flight altitude in the air, providing players with a stable environment for hovering and observation, thereby expanding the interactive space dimension in the virtual scene and enhancing the game's richness and strategic depth. Furthermore, the controlled virtual object can accurately interact with objects in the air in the level flight state, thereby reducing the terminal's operational load and resource consumption pressure caused by multiple control interactions.
Smart Images

Figure CN122582578A_ABST
Abstract
Description
Technical Field
[0001] This disclosure relates to the field of computer technology, and more particularly to game control methods and electronic devices. Background Technology
[0002] In related technologies, character control in a 3D virtual environment typically relies on the coordination of multiple interactive controls in a graphical user interface. For example, a user can control a character to enter flight mode by triggering a virtual button, and then use a virtual directional joystick or other lifting controls independent of the flight controls to adjust the flight altitude and horizontal direction, thereby completing spatial displacement and object interaction within the virtual scene.
[0003] However, in the aforementioned technical solutions, when users interact with scene objects during flight, the continuous displacement can easily cause the interaction to fail, resulting in multiple repeated collision detections and interaction response calculations, which further increases the terminal's operating load and resource consumption. Summary of the Invention
[0004] This disclosure provides a game control method, apparatus, electronic device, and computer-readable storage medium to at least partially solve the aforementioned problems existing in the related art.
[0005] According to one aspect of this disclosure, a game control method is provided, which provides a graphical user interface via a terminal. The graphical user interface displays at least a portion of a virtual scene and a first control. The virtual scene includes a controlled virtual object. The method includes: responding to a first press operation applied to the first control to control the controlled virtual object to perform an upward motion; during the upward motion of the controlled virtual object, responding to a level flight trigger operation to control the controlled virtual object to enter a level flight state; wherein, in the level flight state, the controlled virtual object maintains its current flight altitude; in the level flight state, responding to a second press operation applied to the first control to control the controlled virtual object to resume the upward motion; and responding to the release of the second press operation to control the controlled virtual object to perform a downward motion.
[0006] According to one aspect of this disclosure, a game control device is provided, which provides a graphical user interface via a terminal. The graphical user interface displays at least a portion of a virtual scene and a first control. The virtual scene includes a controlled virtual object. The device includes: a first control module, configured to control the controlled virtual object to perform an upward motion in response to a first press operation applied to the first control; a second control module, configured to control the controlled virtual object to enter a level flight state in response to a level flight trigger operation during the upward motion of the controlled virtual object; wherein, in the level flight state, the controlled virtual object maintains its current flight altitude; a third control module, configured to control the controlled virtual object to resume upward motion in response to a second press operation applied to the first control during the level flight state; and a fourth control module, configured to control the controlled virtual object to perform a downward motion in response to the release of the second press operation.
[0007] According to one aspect of this disclosure, an electronic device is provided, comprising: a processor, a memory, and computer program instructions stored in the memory and executable on the processor; the processor executes the computer program instructions to implement any of the above game control methods.
[0008] According to one aspect of this disclosure, a computer-readable storage medium is provided, which stores computer program instructions that, when executed by a processor, are used to implement any of the above game control methods.
[0009] One embodiment of this disclosure provides a game control method, including: responding to a first press operation applied to a first control to control a controlled virtual object to perform an upward movement; during the upward movement of the controlled virtual object, responding to a level flight trigger operation to control the controlled virtual object to enter a level flight state; wherein, in the level flight state, the controlled virtual object maintains its current flight altitude; in the level flight state, responding to a second press operation applied to the first control to control the controlled virtual character to resume the upward movement; and responding to the release of the second press operation to control the controlled virtual object to perform a downward movement. In this way, the free combination of upward and level flight states expands the character's action strategies in three-dimensional space, enhancing the game's richness; simultaneously, the introduction of the level flight state allows the controlled virtual object to maintain its current flight altitude in the air, providing players with a stable environment for hovering and observation, thereby expanding the interactive space dimension in the virtual scene and enhancing the game's richness and strategic depth. Furthermore, the controlled virtual object can accurately interact with objects in the air in the level flight state, thereby reducing the terminal's operational load and resource consumption pressure caused by multiple control interactions. Attached Figure Description
[0010] To more clearly illustrate the technical solutions in the embodiments of this disclosure, the accompanying drawings used in the description of the embodiments will be briefly introduced below. Obviously, the accompanying drawings described below are only some embodiments of this disclosure. For those skilled in the art, other drawings can be obtained based on these drawings without creative effort.
[0011] Figure 1 This diagram illustrates a flowchart of a game control method provided in one exemplary embodiment of the present disclosure. Figure 2 This diagram illustrates an application scenario of a game control method provided by one exemplary embodiment of the present disclosure. Figure 3 This diagram illustrates another application scenario of the game control method provided by one exemplary embodiment of the present disclosure; Figure 4 This diagram illustrates another application scenario of the game control method provided by one exemplary embodiment of the present disclosure; Figure 5 This diagram illustrates the structure of a game control device provided in one exemplary embodiment of the present disclosure; Figure 6 A schematic diagram of the structure of an electronic device is shown in one exemplary embodiment of the present disclosure. Detailed Implementation
[0012] The technical solutions of this disclosure will be clearly and completely described below with reference to the embodiments. Obviously, the described embodiments are only some embodiments of this disclosure, not all embodiments. Based on the embodiments of this disclosure, all other embodiments obtained by those skilled in the art without creative effort are within the scope of protection of this disclosure.
[0013] This embodiment provides a method that provides a graphical user interface (GUI) through a terminal device. The GUI displays a game interface, which includes a game scene and a user interface (UI). The game interface refers to the interface of an application provided or displayed through the GUI. The user interface is used for information interaction with the user and may include game design elements that directly or indirectly interact with the user, such as buttons, animations, text, sounds, and windows. In optional embodiments, the interface elements in the user interface may include the following controls: (1) controls related to the character, such as skill controls, movement controls, and function controls; (2) controls for indicating information, also known as indicator information markers, such as direction indicators, character indicators, character stamina indicators, item pickup points, or treasure chest locations; (3) information display controls, also known as information display areas, such as displaying basic character information (character name, profession, health points, mana points, etc.), character status information (such as whether the character is unconscious or poisoned), or match information (such as the number of kills, match time, etc.); (4) game setting controls, such as system settings, shop, and gold coins. Furthermore, the controls displayed in the user interface may differ between games. Some games include a friend list control, allowing users to view information about added friends and perform actions such as chatting, visiting each other's homes, and deleting friends. Other games include quest-related controls, such as displaying a list of current quests, including main quests and side quests. These controls help users better manage and play the game.
[0014] In an optional implementation, the game scene screen is the screen corresponding to the virtual scene displayed on the terminal device. The game scene screen may include virtual objects such as game characters (such as controlled virtual characters, also known as player virtual characters), NPC characters (NonPlayer Characters), and AI (Artificial Intelligence) characters that execute game logic in the virtual scene. The game scene screen usually changes as the controlled virtual character moves.
[0015] The aforementioned virtual scene is the content displayed (or provided) by the game application when it runs on a terminal or server. Optionally, the virtual scene is a simulation environment of the real world, a semi-simulated / semi-fictional virtual environment, or a purely fictional virtual environment. The virtual scene can be any of a two-dimensional virtual scene, a 2.5-dimensional virtual scene, or a three-dimensional virtual scene. The virtual environment can be sky, land, ocean, etc., where the land includes environmental elements such as deserts and cities. Among them, a virtual scene is a scene containing the complete game logic of virtual objects controlled by the user. For example, in a sandbox-style 3D shooting game, a virtual scene is a 3D game world used by players to control virtual objects in battle. Instances of virtual scenes can include at least one element among mountains, plains, rivers, lakes, oceans, deserts, skies, plants, buildings, and vehicles. For example, in a 2D or 2.5D card game, a virtual scene is a scene used to display and release cards or display the virtual objects corresponding to cards. Instances of virtual scenes can include arenas, battlegrounds, or other "field" elements or other elements that can display the card battle status. For 2D or 2.5D multiplayer online tactical competitive games, a virtual scene is a 2D or 2.5D terrain scene used by virtual objects in battle. Instances of virtual scenes can include elements such as canyon-style mountains, lines, rivers, classrooms, desks and chairs, and podiums.
[0016] The aforementioned virtual object refers to a controllable dynamic object within a virtual scene. Optionally, this dynamic object can be a virtual character, virtual animal, anime character, etc. This virtual object is a character controlled by the player through an input device, or an AI character trained and set up for battle in a virtual environment, or an NPC set up for battle in a virtual scene. Optionally, this virtual object is a virtual character competing in a virtual scene. Optionally, the number of virtual objects in the virtual scene battle is preset or dynamically determined based on the number of clients joining the battle; this disclosure does not limit this. In one possible implementation, the user can control the virtual object to move within the virtual scene, for example, controlling the virtual object to run, jump, crawl, etc., and can also control the virtual object to use skills, virtual items, etc., provided by the application to fight against other virtual objects.
[0017] The method in one embodiment of this disclosure can be run on a terminal device or a server. The terminal device can be a local terminal device, such as a touch device or a non-touch device. When the method of the embodiment is run on a server, the method can be implemented and executed based on a cloud interaction system, wherein the cloud interaction system includes a server and client devices.
[0018] In an optional implementation, cloud gaming can run under a cloud interactive system. Cloud gaming refers to a gaming method based on cloud computing. In the cloud gaming operation mode, the game program and the game screen presentation are separate. The storage and operation of the method in this embodiment are completed on the cloud gaming server. The client device is used for receiving and sending data and presenting the game screen. For example, the client device can be a display device with data transmission capabilities close to the user, such as a mobile terminal, television, computer, or PDA; however, the terminal device for information processing is the cloud gaming server in the cloud. When playing the game, the player operates the client device to send operation commands to the cloud gaming server. The cloud gaming server runs the game according to the operation commands, encodes and compresses the game interface and other data, returns it to the client device through the network, and finally, the client device decodes and outputs the game interface.
[0019] In an optional implementation, the terminal device can be a local terminal device that stores the game program and is used to present the game interface. The local terminal device is used to interact with the player through the game interface; that is, it typically downloads, installs, and runs the game program via an electronic device. The local terminal device can provide the game interface to the player in various ways, such as rendering it on a terminal's display screen or providing it to the player via holographic projection. For example, the local terminal device can include a display screen and a processor. The display screen is used to present the game interface, which includes game scene visuals, and the processor is used to run the game, generate the game interface, and control the display of the game interface on the display screen.
[0020] According to one embodiment of the game control method of this disclosure, a graphical user interface is provided through a terminal. The graphical user interface displays at least a portion of a virtual scene and a first control. The virtual scene includes controlled virtual objects, such as... Figure 1 As shown, the method may include: Step S110: In response to the first press operation applied to the first control, control the controlled virtual object to perform an upward movement; In step S120, during the ascent of the controlled virtual object, in response to the level flight trigger operation, the controlled virtual object is controlled to enter the level flight state; wherein, in the level flight state, the controlled virtual object maintains the current flight altitude; Step S130: In level flight mode, respond to the second press operation on the first control to control the controlled virtual character to resume upward motion; In step S140, in response to the release of the second pressing operation, the controlled virtual object is controlled to perform a falling motion.
[0021] The method provided in this embodiment enables one-stop control of the entire flight state with a single control by setting a first control in the graphical user interface and controlling the controlled virtual object to sequentially execute ascent, level flight, resumption of ascent, and descent based on different press and release operations. Since players only need to press, release, and trigger level flight on the same control to complete the flight cycle, the control threshold for multi-finger and multi-control coordination is significantly reduced, improving the smoothness and convenience of the interactive experience. Simultaneously, the introduction of level flight allows the controlled virtual object to maintain its current flight altitude in the air, providing players with a stable environment for hovering and observation, thereby expanding the interactive space dimension in the virtual scene and enhancing the game's richness and strategic depth. Furthermore, by splitting the flight state machine into a closed-loop control structure of ascent, level flight, resumption of ascent, and descent, and utilizing the terminal's real-time response to touch operations to execute state switching, the technical problems of state switching lag and the difficulty of matching discrete inputs with continuous motion in mobile flight control are effectively solved, achieving immediacy of state transitions and accuracy of control feedback.
[0022] The embodiments of this disclosure will now be further described.
[0023] In an optional implementation, a graphical user interface (GUI) is provided via a terminal. The GUI displays at least a portion of the virtual scene and a first control, with the virtual scene containing the controlled virtual object. This presents the virtual scene and the first control within the GUI, providing a visual and interactive basis for three-dimensional flight control of the controlled virtual object, effectively lowering the cognitive threshold for complex spatial operations. In one example, a player launches a game application on a smartphone. The GUI renders a three-dimensional virtual scene containing floating islands and clouds in landscape mode. The controlled virtual object appears in the center of the scene as a character with wings on its back. The first control is displayed as a circular button in the lower right corner of the interface, with its icon displayed as an upward arrow, indicating that the player can control the character to perform jumps or flight-related ascents by touching this area.
[0024] Optionally, the first control is used to receive the player's touch operation to trigger flight-related commands for the controlled virtual object. Its presentation may include a touch button located at the edge of the interface. Optionally, the first control may refer to a circular virtual button displayed in the lower right area of the graphical user interface, which by default displays as a jump icon and is used to respond to the player's short press operation to trigger the controlled virtual object to perform a jump action. Further, when the player's long press duration on the first control exceeds a preset first time threshold (e.g., 150 milliseconds, 200 milliseconds, or 300 milliseconds), the long press timer inside the control will be triggered. Based on this, the system switches the motion state machine of the controlled virtual object from ground jump to flight ascent, thus enabling the same button to perform the dual functions of jump triggering and flight entry in a single operation sequence. It should be noted that the size and position of the first control can be adaptively adjusted according to the screen resolution to avoid obscuring important visual information in the virtual scene during mobile operation. Simultaneously, its touch response area can be slightly larger than the visual display area, thereby reducing the probability of accidental touches by the player.
[0025] Optionally, the aforementioned first control can also be functionally reused for camera direction control. That is, when the controlled virtual object is in the ascent phase of flight, the touch area of the first control is simultaneously configured as a camera rotation input area. Specifically, as the player continuously presses the first control, the horizontal sliding displacement of the finger within this area is normalized by the system and converted into a horizontal rotation angle of the camera, simultaneously driving the flight direction of the controlled virtual object to follow the camera's rotation. This achieves a highly efficient control mode where a single finger can simultaneously control ascent and adjust direction. To avoid operation interruption due to the finger sliding out of the control's boundary, the system can set a preset width edge extension sensing strip around the first control. Even if the finger slides a certain distance beyond the button's visual boundary, the system continues to listen for the sliding input and map it into a rotation command, thus ensuring the continuity of flight and turning operations.
[0026] Optionally, the aforementioned first control can also function in conjunction with the level flight control area. This level flight control area can be positioned relative to the first control (e.g., a rectangular area above or to the left of the first control) to receive the swipe-to-end action of the player releasing their finger after swiping from the first control to the level flight control area. In response to this action, the system determines that the player intends to switch from ascending flight to level flight and changes the icon of the first control from ascending flight to level flight, providing intuitive visual feedback. It should be noted that the relative position of the first control and the level flight control area is not limited to the example above; it can also be a fan-shaped extension area surrounding the first control, or a transparent sensing layer partially overlapping the first control, as long as the player's intention to enter level flight can be determined by the endpoint of the finger swipe. Similarly, the visual presentation of the first control in different states can be varied, such as using color changes, icon scaling, or dynamic lighting effects to distinguish between jumping, flying, and level flight states.
[0027] Optionally, the controlled virtual object includes a 3D character model controlled by the player, which switches corresponding motion states in the virtual scene according to the operation instructions parsed from the first control. Optionally, the aforementioned controlled virtual object can be a 3D manipulable entity such as a humanoid character, vehicle, or fantasy creature with flight capabilities, and its motion state is uniformly managed by a state machine that includes at least ground walking, jumping, flight ascent, flight descent, and hovering. In one embodiment, when the system determines that the player has performed a short press operation on the first control, the controlled virtual object immediately switches from the ground state to the jumping state and presents a parabolic trajectory under the action of gravity; if the player continues to press for more than a first time threshold, the state machine further smoothly transitions the jumping state to the flight ascent state. At this time, the character's vertical velocity is connected from the initial velocity inertia of the jump to the flight ascent acceleration, avoiding sudden speed changes and visual stuttering during state switching.
[0028] Optionally, when the controlled virtual object is in a level flight state, it is no longer affected by the acceleration due to gravity, but instead maintains its current flight altitude at the moment level flight is triggered, moving horizontally or hovering in place. Specifically, the player can input a horizontal movement vector into the controlled virtual object by triggering the virtual joystick. The system then controls the character to glide horizontally in four directions (forward, backward, left, and right) within the current altitude plane based on this vector, or remain stationary and hovering when no horizontal input is received. Furthermore, the controlled virtual object can also interact with target virtual objects in the virtual scene while in a level flight state. For example, when the distance between the two meets a preset distance threshold (e.g., one, one and a half, or two times the outer contour size of the controlled virtual object) and the player triggers an interaction confirmation operation, the controlled virtual object can perform interactive behaviors such as resource collection, target triggering, or dialogue acceptance, thereby making full use of the stable spatial position provided by the level flight state to complete precise aerial interactions.
[0029] In step S110, in response to the first press operation applied to the first control, the controlled virtual object is controlled to perform an upward movement. In this way, the controlled virtual object can be triggered to enter a continuous vertical lifting movement through a single control press operation. This not only achieves an instantaneous response in the flight initiation phase, but also establishes a coherent state foundation for subsequent altitude adjustment and level flight state switching, effectively reducing the cognitive load caused by the scattered operation of multiple buttons.
[0030] In one implementation, when a player touches the flight button located in the lower right corner of the graphical user interface, the system detects this first press operation and immediately drives the controlled virtual object to detach from ground constraints and begin ascending. The character's vertical coordinates continuously increase during the press and hold period until the player releases the button. Optionally, step S110 is designed to respond to the first press operation acting on the first control to trigger a state switch of the controlled virtual object performing ascending motion.
[0031] Optionally, step S110, as the initial response phase in the flight control method, serves as the trigger for the transition from ground state to airborne motion state throughout the entire interaction process. In actual implementation, the trigger condition for step S110 can be a press operation on the first control. The detection of this press operation can be achieved through the touch event listening mechanism of the terminal touchscreen. When the system detects that the finger press action has geometrically landed in the touch area of the first control, it determines that the entry condition for step S110 is met. It should be noted that the timing position of step S110 in the overall method flow can be dynamically adjusted according to the actual interaction logic. It can exist as an independent processing node or be merged with the subsequent ascent motion control logic into the same processing unit. That is to say, the numbering of step S110 is not intended to limit the absolute execution order of this step in the complete method, but rather to indicate a logical anchor point for the system to execute ascent motion control after responding to the first press operation. In another possible implementation, the response logic of step S110 may also include a pre-verification of the current virtual object state, such as confirming whether the virtual object is in a flyable area or whether it meets the flight energy conditions, so as to avoid accidentally triggering ascent motion in inappropriate situations.
[0032] Optionally, the first press operation is used to receive touch input from the player onto the first control and trigger the controlled virtual object to perform an upward movement based on the duration of the press. Optionally, in this embodiment, the first press operation is configured as a time-dimensional composite operation that combines jump triggering and flight ascent triggering functions. Specifically, when the player's finger touches the first control, the system immediately responds to the first press operation and controls the controlled virtual object to perform a jump action. This process does not require waiting for duration determination, thus ensuring the instantaneous feedback of ground operations. At the same time, a timer is started internally by the system to detect the duration of the first press operation. If the player's finger leaves the screen before reaching a first time threshold, the system cancels the subsequent flight state switch, and the controlled virtual object naturally falls back to the ground state after completing the jump action; conversely, if the duration of the first press operation exceeds the first time threshold, the system switches the movement state machine of the controlled virtual object from the jump state to the flight state and begins to perform an upward movement. This mechanism design allows a single control to carry two different vertical movement commands at different heights, greatly improving the utilization efficiency of screen space without increasing the number of graphical user interface controls. It should be noted that the aforementioned first time threshold can be dynamically adjusted according to the touch sampling rate of different terminals, network latency, or player's personalized settings, such as being set to 0.2 seconds or 0.3 seconds, etc. This disclosure does not limit its specific value.
[0033] Optionally, besides using the aforementioned time threshold determination method, in another implementation, the first press operation can also be configured as a purely instantaneous trigger mode. That is, after the player applies pressure to the first control, the system does not need to perform duration detection and directly controls the controlled virtual object to enter an ascending motion state. In a further implementation, the first press operation can also be combined with a second press operation, where the first press operation is dedicated to the jump function, while another independent control receives the second press operation to trigger flight ascent. However, considering the limited screen space on mobile devices and the constrained range of thumb movement when the user holds the device with one hand, combining the jump and take-off functions on the same first control through the time dimension can effectively reduce the cost of eye shift and finger displacement for players during high-frequency operations. Furthermore, the pressure sensing parameter of the first press operation can also be used as an auxiliary determination condition. For example, when the system detects that the press pressure value exceeds a preset pressure threshold, even if the duration does not reach the first time threshold, it can directly trigger the ascending motion, thereby providing advanced control dimensions for players with higher operational proficiency.
[0034] Optionally, the upward motion is used to characterize the dynamic process of a controlled virtual object continuously rising in the vertical direction during flight, and its kinematic parameters can be dynamically configured.
[0035] Optionally, in this embodiment, upward motion is manifested as the accelerated upward movement of the controlled virtual object along the vertical axis of the scene while in flight. The system can control the vertical velocity of the virtual object to gradually increase from zero according to a preset upward acceleration parameter until it reaches the maximum upward velocity and then maintains a constant upward speed. This preset upward acceleration parameter can be a fixed constant value, such as increasing the vertical velocity by a certain number of units per second; or it can be a variable that changes dynamically according to the current flight altitude, for example, maintaining a large upward acceleration in the low-altitude region to provide strong lift-off thrust, while gradually decreasing the upward acceleration in the high-altitude region to simulate lift attenuation in a thin-air environment. It should be noted that the aforementioned maximum upward velocity can also be dynamically adjusted according to the type of props carried by the controlled virtual object, skill buff status, or scene wind field environment. That is to say, upward motion is not a single uniform linear motion, but a complex motion curve that includes acceleration, constant speed, and even possible deceleration phases. Its specific implementation method can be flexibly set according to the feel requirements of the game category or the simulation accuracy requirements of the physics engine.
[0036] Optionally, the upward motion, besides being manifested as a continuous increase in the coordinates of the controlled virtual object on the vertical axis, can also be presented in various visual and logical forms. In one implementation, the upward motion can be represented by the character model playing a specific flight animation posture, while generating particle effects under its feet or back to indicate the visual effect of airflow. In another implementation, when the controlled virtual object is equipped with a flying vehicle, the upward motion can be represented by the overall height increase of the vehicle, while the character itself maintains a relatively stable riding posture. Furthermore, the speed curve of the upward motion can be intervened in real time by the player through additional control input. For example, while holding down the first control, the pitch angle during the upward motion can be finely adjusted by pushing forward or pulling back the left virtual joystick, thereby indirectly affecting the effective upward rate. To avoid the upward motion penetrating the scene's colliders, the system can also continuously perform collision pre-detection on the area above the controlled virtual object during the upward motion. If an obstacle is detected, deceleration or detour logic can be triggered in advance to ensure the physical rationality of the interaction.
[0037] In an optional implementation, the method further includes: during the upward movement of the controlled virtual object, responding to a sliding operation applied to the area where the first control is located, controlling the rotation of the viewpoint, and controlling the movement direction of the controlled virtual object to follow the orientation adjustment of the viewpoint. In this way, by reusing sliding input in the area where the first control is located, the player can adjust the viewpoint and flight direction while continuously controlling the upward movement, achieving efficient one-finger dual-function control and reducing the cognitive load of multi-finger coordination on mobile devices.
[0038] In one implementation, the controlled virtual object is in a continuous ascent phase, and the player's finger is pressed on the first control. At this time, the player's finger slides horizontally to the right within the touch area of the button. The system detects the horizontal displacement and maps it to the horizontal rotation angle of the camera around its vertical axis, simultaneously adjusting the orientation of the controlled virtual object to align with the camera's orientation. Based on this, while maintaining upward acceleration, the controlled virtual object tilts to the right and continues to move along the horizontal component of the new orientation. The player can achieve synchronized control of ascent and turning through a single-finger press-and-slide gesture without releasing the ascent button or using a separate directional joystick.
[0039] Optionally, the area where the first control is located is designed to receive swipe operations to trigger view rotation and movement direction adjustment. Optionally, the touch area of the first control is reused as a swipe input area when the controlled virtual object performs an upward movement. This area can completely overlap with the touch response area of the first control, or it can be a rectangular or circular hotspot extending from the periphery of the first control. Considering the limited screen space on mobile devices, and that the area naturally covered by the player's finger when long-pressing the flight button is the center touch point, as a possible implementation, the aforementioned swipe input area can extend outward from the center of the first control's icon to a circular area with a diameter of 1.5 to 2.5 times the long axis of the icon. Within this area, the system continuously monitors the horizontal displacement increment of the finger and maps it to the angular velocity parameter of the horizontal rotation of the camera. In this way, the player does not need to allocate additional screen controls for view control, thereby freeing up the edge area of the graphical user interface for map information or skill status display. It should be noted that the specific values of the shape and size of the aforementioned touch area are only an example, and this disclosure is not intended to limit them. In actual implementation, they can be dynamically determined according to the physical resolution of the terminal screen and the average touch area of the player's finger.
[0040] Optionally, besides using the area where the first control itself is located as the sliding input area, an extended touch bar that partially overlaps with or is adjacent to the first control can also be generated at the associated position. For example, when the system detects that the player has entered a flight ascent state, a semi-transparent arc-shaped slide rail dynamically appears on the left or top side of the first control. This arc-shaped slide rail remains visible during the duration of the first press operation. When the finger slides from the first control into the slide rail, the system controls the rotation of the viewing angle based on the angular displacement or horizontal projection displacement of the finger on the slide rail. The purpose of this design is to avoid the problems of accidental touches or loss of touch control due to the small touch area, and the arc trajectory is more in line with the physiological curve of the thumb's natural sweeping motion, making the feel of adjusting the horizontal viewing angle smoother and more consistent.
[0041] Optionally, during the upward movement of the controlled virtual object, after acquiring the sliding operation applied to the area of the first control, the system first determines the sliding component of the finger in the horizontal direction. Considering that players usually use their thumbs to sweep horizontally during operation, the sliding trajectory may not be a strictly straight line, but rather a natural gesture with a slight arc. Therefore, the system can perform smoothing filtering or curve fitting on the original touch point sequence to extract a stable horizontal displacement trend. Based on this, the camera rotates horizontally around the vertical axis according to this horizontal displacement, and the rotational angular velocity is positively correlated with the sliding speed; the faster the sliding, the faster the camera swings. Furthermore, the direction of movement of the controlled virtual object is not directly copied from the camera's orientation, but rather the flight direction is recalculated based on the resultant vector of the forward vector after the horizontal rotation of the camera and the current upward velocity. This ensures that the character maintains its original vertical climbing component during turning, thus forming a smooth upward spiral or upward turning trajectory in three-dimensional space.
[0042] Optionally, the movement direction following the viewpoint adjustment can include a combination of pitch and yaw tracking, or it can only track the yaw angle in the horizontal dimension. As a possible implementation, to avoid frequent viewpoint adjustments during flight causing the character to bounce up and down, the system can lock the vertical component of the movement direction, projecting only the horizontally rotated camera orientation onto the horizontal plane as the new horizontal movement reference direction. That is, even if the player causes a slight pitch change in the camera during a slide, the controlled virtual object's ascent height and vertical speed are still independently controlled by the first press operation, while the movement direction in the horizontal plane strictly maintains consistency with the camera's horizontal orientation. If the player's rapid, large-amplitude slide causes the viewpoint rotation to exceed a safe threshold, the system can further limit the maximum rotation angle per unit time, allowing the camera and character orientation to gradually transition to the target angle, preventing dizziness or loss of control caused by sudden viewpoint changes.
[0043] In an optional implementation, responding to a first press operation applied to the first control, controlling the controlled virtual object to perform an upward movement includes: responding to the first press operation applied to the first control, controlling the virtual object to perform a jump action; and responding to the duration of the first press operation exceeding a first time threshold, controlling the controlled virtual object to perform an upward movement. In this way, by differentially distinguishing between jump and flight states based on the press duration on a single control, interface layout space is saved, and jump feedback can be triggered instantly without delay upon touch, improving the smoothness of state transitions and the efficiency of control response.
[0044] In one implementation, a first control (e.g., a circular touch button with a wing-shaped icon) is displayed on the lower right side of the graphical user interface. When the player character is on the ground, the player presses the first control with their finger. Upon receiving the touch event, the game client immediately drives the controlled virtual object to perform a jump of a standard height, while a press timer in the background is started in milliseconds. If the player needs to quickly clear low obstacles in the air without entering flight, they can release their finger within 0.2 seconds (i.e., the first time threshold) after the touch. At this time, the timer stops, the character completes the jump, and naturally falls back to the ground under gravity. If the player intends to enter high-altitude flight, they continuously press the same control. When the timer detects that the cumulative press duration has reached or exceeded 0.2 seconds, the game state machine smoothly switches the character's motion state from jumping to ascending. The character then continuously ascends with a preset upward acceleration, without the player needing to find or click any other function buttons.
[0045] Optionally, the first time threshold is used to distinguish the critical press duration between short press for jumping and long press for takeoff. It can be pre-configured or dynamically adjusted by the system according to the operating environment or player habits.
[0046] Optionally, the first time threshold is a key time boundary parameter used to determine whether the first press operation should trigger a normal jump or an upward movement to enter flight mode. In one specific configuration, this first time threshold can be set to 200 milliseconds. That is, when the player's finger falls and remains in contact with the first control for 200 milliseconds or more, the system determines that the player intends to enter flight mode, and thus switches the movement state of the controlled virtual object from a jump to an upward movement. If the finger leaves the touch area within 200 milliseconds, the system maintains the state trajectory of only executing the jump action, and the character naturally falls back to the ground. It should be noted that this threshold is not limited to a fixed value of 200 milliseconds. It can also be adaptively adjusted according to the hardware environment of the game (such as the touch screen's tap reporting frequency) or the network environment (such as command latency compensation in online battle mode). For example, it can be lowered to 150 milliseconds to improve response speed, or raised to 300 milliseconds to prevent accidental takeoff caused by accidental touches, as long as this value can stably distinguish between short press and long press control intentions.
[0047] Optionally, the jump action is a preliminary takeoff state triggered before the ascent after the first press operation, with a preset takeoff speed and seamlessly connecting with the subsequent flight state. Optionally, the jump action is configured to be an instantaneous trigger behavior in response to the first press operation, that is, as long as the system detects a valid touch press event on the first control, regardless of whether the first time threshold is subsequently reached, the controlled virtual object will perform a standard jump before the ascent. The specific manifestation of this jump action in the game physics engine can include giving the character a vertically upward initial jump velocity (e.g., 5 world units per second) and playing a specific ground-pushing animation and particle effects at the moment of takeoff; when the player releases their finger and the press duration does not exceed the first time threshold, the character is only affected by gravity and air resistance after the jump, and naturally falls back to the ground along a parabolic trajectory. It should be noted that the jump parameters for the above-mentioned jump action are not limited to fixed values. They can also produce different jump heights or hang times based on the terrain material where the character is currently located (such as sand, ice, or rock). As long as the action can be clearly perceived by the player as a short press feedback that is different from long press to fly, it is acceptable.
[0048] Optionally, besides serving as an independent ground obstacle-crossing action, the jumping action also acts as a state transition interface within the complex operation logic of this solution. Specifically, when the player holds down the first control and reaches the first time threshold, the system does not interrupt the current jumping action and then restart the ascent. Instead, it smoothly connects the jump based on the character's existing vertical velocity vector during the jump. For example, it directly uses the initial velocity of the jump as the initial velocity of the ascent, and then adds an extra thrust provided by the ascent acceleration parameter, achieving a continuous speed increase from natural jump to powered flight. This design avoids the visual jump caused by the character's velocity dropping to zero or abrupt teleportation during state transitions, and also allows the player to subjectively perceive jumping and flight as different stages of the same continuous operation rather than two separate functions.
[0049] like Figure 2As shown in an exemplary application of this embodiment, the player controls a character to enter an open virtual scene. The player presses their finger on the flight button 201 (i.e., the first control) on the right side of the screen, and the character 200 (i.e., the controlled virtual object) immediately performs a jump action and leaves the ground to take off. If the player wants to continue to rise, they can keep pressing the button. When the pressing duration exceeds a first time threshold of 0.2 seconds, the character automatically switches from the jump state to a continuous upward movement state. The player can make the character 200 continuously rise in height by continuously pressing the flight button 201 to explore the virtual scene. If the button is released during this process, the character will end the ascent and perform a falling movement. In addition, if the player only wants to perform a normal jump, they can release their finger immediately after the character 200 jumps, and the character will fall naturally after completing the jump, thus achieving a seamless switch between the two operations of jumping and flying on the same button.
[0050] In an optional implementation, controlling the virtual object to perform an upward motion includes: controlling the virtual object to accelerate upward according to a preset upward acceleration parameter, and maintaining the upward motion at the maximum upward speed after reaching the maximum upward speed. In this way, through the coordinated constraint of the preset upward acceleration parameter and the maximum upward speed, the upward motion presents a continuous acceleration curve rather than an instantaneous altitude jump, effectively enhancing the physical realism and operational consistency of flight control.
[0051] In one implementation, when the controlled virtual object enters a flight ascent state, the system reads a preset ascent acceleration parameter, which is configured to increase the vertical speed by twelve units per second. The character accelerates upwards at this acceleration. When the current vertical speed is detected to reach the preset maximum ascent speed (e.g., thirty units per second), the system stops accelerating and locks the vertical speed at this upper limit. The character then enters a constant-speed ascent phase until the player releases the first control. In another implementation, the preset ascent acceleration parameter can be dynamically adjusted according to the virtual equipment currently carried by the controlled virtual object. For example, when the character is equipped with a light glider, the parameter is set to a first value (e.g., ten units per second), while when equipped with a heavy jetpack, it switches to a second value (e.g., eighteen units per second). However, regardless of the equipment, the maximum ascent speed is always limited to a uniform threshold (e.g., twenty-five units per second), thereby maintaining a stable top-level speed constraint while ensuring differentiated handling for different equipment.
[0052] Optionally, the aforementioned preset ascent acceleration parameters, in addition to being associated with the virtual equipment type, can be further modified based on environmental factors of the current virtual scene. For example, when an updraft area is set in the virtual scene, the system can superimpose an additional acceleration gain imposed by the environment; conversely, when entering a headwind area, an attenuation coefficient can be applied to the preset ascent acceleration parameters, making the actual ascent acceleration parameters lower than the basic setting value. Furthermore, to avoid the ascent trajectory being too drastic due to environmental factor correction, the system can set an upper limit on the rate of acceleration change, ensuring that the vertical acceleration change experienced by the controlled virtual object always transitions with a smooth curve, regardless of the combined conditions, preventing speed jumps. In other words, the preset ascent acceleration parameters can be a single basic parameter or a composite parameter composed of basic parameters, equipment correction coefficients, and environmental correction coefficients. The final actual value acting on the character's physical calculations is dynamically calculated based on real-time conditions, making the flight ascent process closer to real physical situations and possessing richer strategic dimensions.
[0053] Optionally, the maximum ascent speed is used to limit the upper limit of the vertical speed of the controlled virtual object during the ascent phase of flight, thus constraining its top climb rate.
[0054] Optionally, the maximum ascent speed can be a globally fixed constant, or it can be dynamically adjusted based on the current flight sub-state of the controlled virtual object or the external environment. For example, in a normal flight ascent state, the maximum ascent speed can be set to 25 units per second; while in certain special virtual regions (such as the thin atmosphere at high altitudes), this upper limit can be temporarily lowered to 15 units per second to simulate the impact of increased air resistance on climb efficiency. It should be noted that the above descriptions of the maximum ascent speed values and scenarios are merely examples and are not intended to limit its specific values. In actual implementation, the maximum ascent speed can be designed in conjunction with preset ascent acceleration parameters: larger acceleration parameters are usually paired with larger but reasonable maximum ascent speeds to ensure sufficient sustained space during acceleration, avoiding premature entry into a constant speed phase and resulting in insufficient power; conversely, smaller acceleration parameters can correspond to medium maximum ascent speeds, making the overall ascent rhythm more gradual.
[0055] In step S120, during the ascent of the controlled virtual object, in response to the level flight trigger operation, the controlled virtual object is controlled to enter a level flight state; wherein, in the level flight state, the controlled virtual object maintains its current flight altitude. In this way, introducing a level flight state as a stable transition between ascent and descent allows the player to stay at a fixed altitude or glide horizontally, which reduces the burden of continuous operation and provides a stable environment for fine-grained interaction in the air, significantly improving the flexibility and practicality of three-dimensional spatial movement.
[0056] In one implementation, the player controls a character in a 3D mountainous environment by continuously holding down the flight button. The character enters an ascending state and flies upwards towards the cliff with a preset acceleration. When the player discovers an interactive aerial collectible on the side of the cliff, they slide their finger from the flight button to the upper right level flight control area and release it once the fingertip enters that area. The system detects that the coordinates of the sliding endpoint fall within the response range of the level flight control area, immediately sets the character's vertical acceleration in the 3D world coordinate system to zero, and locks the altitude at the instant before entering level flight as the altitude maintenance baseline value. The character then enters level flight and hovers stably in the air, awaiting the player's next command.
[0057] Optionally, the level flight trigger operation can be a gesture input whereby the player slides their finger from the touch area of the first control to an associated position during ascent. In one specific embodiment, the graphical user interface provides a level flight control area around or near the first control. This level flight control area can be a rectangular or circular hotspot located above, to the side of, or distributed in a fan-shaped semi-enclosed form above the first control. When the system detects that the end coordinate of the player's finger lift is within this level flight control area, it determines that the player intends to enter level flight mode, and simultaneously hides the level flight control area. It should be noted that the size, shape, and relative position of the level flight control area to the first control can be dynamically adjusted according to the screen resolution or the comfortable finger touch area, and this disclosure is not intended to limit it in this way.
[0058] Optionally, in addition to the triggering method based on the coordinates of the sliding endpoint mentioned above, level flight triggering can also be achieved through a combination of judgments based on the press duration, the curvature of the sliding trajectory, or the sliding speed. For example, the system can detect when the player's finger is pressed and held in the flight button area for more than a second time threshold and automatically enter level flight mode. It should be understood that the above description of the specific form of level flight triggering is only one example, and this disclosure is not intended to limit the composition of the triggering method. In actual implementation, it can be dynamically configured according to the size of the touch area or the player's operating habits.
[0059] Optionally, to prevent players from accidentally entering level flight due to accidental swipes during emergency turns or view adjustments, the above method can also include fault-tolerant judgment logic. Specifically, when the system detects that the vector distance between the start and end points of a swipe operation is less than a preset distance threshold, it can identify the swipe operation as an unintentional fingertip tremor rather than an active intention to level flight, thereby blocking the level flight trigger operation. Furthermore, if the start point of the swipe operation is located in the center area of the first control and the end point is located at the edge of the control but not within the level flight control area, the system can maintain the current flight ascent state without switching states and provide the player with slight tactile feedback to indicate that the operation has not taken effect. This foolproof mechanism reduces the probability of flight interruption due to accidental touches and helps players quickly establish correct gesture operation memory through tactile feedback, thereby improving the continuity and stability of flight control in complex 3D scenes.
[0060] Optionally, the level flight state is a nested zero-gravity sub-state within the flight state, used to maintain the current flight altitude and support free horizontal movement. Optionally, the level flight state can also be called the hovering state or zero-gravity gliding state, a nested sub-state within the larger flight state of the character in three-dimensional virtual space. Upon entering this state, the system immediately resets the vertical acceleration parameter acting on the controlled virtual object to zero and disables the influence of gravity simulation on the altitude component, preventing the character from continuing to rise or naturally falling, thus stably locking onto the spatial altitude coordinates at the instant before entering level flight. Simultaneously, the character's horizontal movement freedom is still preserved. Players can input horizontal movement commands via the left virtual joystick or the directional touch area on the screen, and the character responds by performing forward, backward, left, and right horizontal gliding movements within the current altitude plane. This design organically combines the locking of vertical freedom with the opening of horizontal freedom, allowing the character to maintain spatial stability while still having the ability to flexibly adjust its position in the horizontal plane, thus creating favorable spatial conditions for precise interactions such as aerial data collection and platform jumping.
[0061] Optionally, the level flight state can be implemented in various ways in terms of visual and physical representation. In one implementation, after the character enters level flight, virtual wings or jet propulsion devices can be deployed behind them to switch to a gentle propulsion mode, and the graphical user interface will simultaneously play hovering light effects to indicate the change in state. In another implementation, the system not only locks the character's current altitude but also automatically and smoothly decays the character's vertical velocity component in the world coordinate system until it reaches zero, in order to avoid screen jumps caused by sudden braking. It should be noted that the collision detection logic between the character and environmental objects in level flight can also differ from that in normal flight. For example, the system can appropriately expand the trigger range of the collision box to reduce the alignment accuracy requirements when the player interacts effectively with interactive objects in the air, thereby improving the success rate of aerial interactions.
[0062] Optionally, the current flight altitude is the vertical space coordinate that is locked when the character enters level flight, designed to provide a stable altitude reference for aerial interactions.
[0063] Optionally, the current flight altitude refers to the vertical coordinates of the controlled virtual object in the world coordinate system just moments before receiving the level flight trigger operation. This coordinate value is recorded by the system as the altitude lock reference the instant the character enters level flight. During the subsequent level flight, regardless of whether the player inputs a horizontal movement command or remains stationary, the system forcibly maintains the character's vertical coordinates equal to this reference value or allows fluctuations within a small tolerance range, such as allowing a vertical offset of no more than 0.5 virtual units when affected by terrain and airflow. It should be noted that this altitude maintenance mechanism is not a simple freezing of coordinates, but rather a process that monitors the deviation between the character's vertical position and the reference value in real time and dynamically applies a counter-compensation force to counteract positional drift caused by gravity or inertia. Furthermore, when the player actively exits level flight and resumes ascending motion, this altitude lock reference is automatically cleared; if the player triggers a descent operation, the system re-activates the descent acceleration parameter, causing the character to fall naturally from the locked current flight altitude.
[0064] In an optional implementation, during the ascent of the controlled virtual object, in response to a level flight trigger operation, the controlled virtual object is controlled to enter a level flight state. This includes: displaying a level flight control area at the associated position of the first control during the ascent of the controlled virtual object; and controlling the controlled virtual object to enter a level flight state in response to the end of a first swipe operation. The first swipe operation is a swipe from the first control to the level flight control area. By reusing the touch area surrounding the flight button as the level flight trigger channel, not only is the screen space occupied by additional buttons avoided, but a seamless switch between ascent and level flight states can also be achieved with a natural one-handed swipe gesture, significantly improving the smoothness and immersion of aerial control.
[0065] Optionally, the aforementioned associated position can be located in an adjacent area outside the edge of the first control's touch area. It can be displayed when the player slides their finger a certain distance outward from the first control, when the press duration on the first control reaches a certain duration, when the controlled virtual object enters an upward motion, or when the controlled virtual object reaches a certain height. Its display form can be a semi-transparent virtual button adjacent to or partially overlapping the first control, or an arc-shaped trigger strip surrounding the first control. The arrangement of this associated position can be dynamically adjusted according to the overall layout of the graphical user interface. For example, when the first control is located in the lower right corner of the screen, the associated position can be set directly above, to the right of, or at a 45-degree angle to it. It should be noted that the spatial relationship between the associated position and the first control is not limited to a fixed distance. It can be closely fitted to the edge of the first control, or it can be spaced a specified number of pixels apart from the first control. This distance can be configured according to the screen size and anti-mistouch requirements. In actual implementation, the visual presentation of the associated position can be a visible boundary marker or a borderless but touch-sensitive invisible area; this disclosure does not limit this.
[0066] Optionally, considering that the natural trajectory of a player's finger sliding during one-handed operation usually has arc-shaped or straight-line extension characteristics, the aforementioned associated positions, in addition to being statically arranged, can also be dynamically shifted according to the duration of the first press operation or the sliding speed. As a possible implementation, when the system detects that the speed at which the player's finger slides from the first control in a specific direction exceeds a preset threshold, a level flight control area can be dynamically generated in front of the sliding trajectory, without having to pre-fix and display this area. To avoid trajectory misjudgment caused by finger tremors, the aforementioned dynamic generation mechanism can be set with an initial lock-in millisecond count. In the very short time after the finger leaves the first control, the system only tracks the sliding direction without immediately activating level flight detection; the area detection logic is only activated after the sliding displacement exceeds a safe distance. In other words, the associated position can be either a pre-rendered fixed anchor point or a dynamically sensing area that follows the sliding trend in real time.
[0067] Optionally, the aforementioned level flight control area can be a rectangular, circular, or irregular polygonal touch panel displayed at the location associated with the first control. Its visual representation can be a semi-transparent button with the words "Level Flight" or a floating icon, or a fan-shaped diffusion area with a fade-in animation effect. In one embodiment, when the controlled virtual object is in a flight ascent state, the level flight control area can gradually change from a hidden state to a visible state. Its display parameters, such as transparency, size, and color saturation, can dynamically increase as the finger approaches the associated location, thereby providing the player with intuitive area guidance.
[0068] Optionally, to avoid display overlap or touch conflicts between the flight control area and other functional controls in the graphical user interface, the display layer of the flight control area can be configured as an intermediate layer floating above the scene rendering layer but below the system menu layer, and its touch hotspot can be mutually exclusive with the touch hotspots of adjacent controls. As a possible implementation, when the system detects other active interactive elements around the first control, the flight control area can temporarily shift its display position towards an open area or reduce its sensing range to avoid accidental triggering.
[0069] like Figure 3 As shown in an exemplary application of this embodiment, the player controls character 200 to ascend in a virtual scene. A flight button 201 is displayed in the lower right corner of the terminal's graphical user interface, and a semi-transparent level flight control 301 (corresponding to the level flight control area) is displayed immediately to the left of the flight button 201. An arrow is displayed between the flight control 201 and the level flight control 301 to guide the player's finger from the flight control 201 to the level flight icon 301. The player presses the flight control 201 to make character 200 ascend continuously. When level flight is required, the finger slides directly from the flight control 201 to the left into the area where the level flight control 301 is located (i.e., the level flight control area). The player then releases their finger. The system detects that the sliding operation has ended and the endpoint is within the level flight control area, and immediately controls character 200 to stop ascending and maintain the current altitude to enter level flight.
[0070] In an optional implementation, the method further includes: in response to the end of the first swipe operation, switching the flight icon of the first control to a level flight icon; and when controlling the controlled virtual character to resume ascending motion, switching the level flight icon of the first control back to the flight icon. In this way, through the bidirectional switching of the flight button icon's state, players can intuitively perceive the current flight mode, significantly reducing the probability of accidental touches caused by state misjudgment and improving the efficiency of graphical feedback in mobile human-computer interaction.
[0071] In one implementation, when the first sliding operation ends and the system determines that the controlled virtual object has entered a level flight state, the flight icon of the first control is immediately switched to a level flight icon; furthermore, when the system controls the controlled virtual object to resume its upward motion, the level flight icon of the first control is immediately replaced back with the flight icon, so that the appearance of the first control is always synchronized with the current three-dimensional motion state of the controlled virtual object.
[0072] Optionally, the flight icon is used in the first control to indicate that the controlled virtual object is in ascending motion and to provide visual feedback on the flight status. Optionally, the flight icon can be a circular button containing an upward arrow, or a diamond-shaped icon with glowing wings. Its specific appearance can dynamically change according to the art style of the virtual scene or the current flight altitude, such as... Figure 3In the diagram, the flight button 201 displays a flight icon, specifically a humanoid figure performing a takeoff action. It should be noted that the flight icon does not only appear after the player triggers the first press operation. It can also be pre-loaded in the graphical user interface and displayed in gray or semi-transparent mode when not in flight mode, switching to a highlighted state only after detecting that the duration of the first press operation exceeds a first time threshold.
[0073] Optionally, the level flight icon is used in the first control to indicate that the controlled virtual object is in level flight mode and to provide visual feedback on this state. Optionally, the level flight icon can be a square button surrounded by a pair of parallel wing textures, or a shield-shaped icon with a horizontal stationary indicator in the center. Its outer contour color can contrast with the flight icon's color, for example, using warm colors to suggest an upward dynamic, while using cool colors to suggest a stable horizontal hover. When the player slides from the first control to the level flight control area and triggers the state switch, the system immediately replaces the flight icon in the first control with the level flight icon. This replacement process can be accompanied by a scaling fade-in transition animation to enhance the visual continuity of the state switch. It should be noted that the switching logic between the level flight icon and the flight icon is not limited to a one-way, one-time replacement. After the controlled virtual object resumes its upward motion, the system can also drive the level flight icon to switch back to the flight icon with a reverse animation, thus maintaining the semantic consistency of the graphical interface throughout the entire flight interaction loop.
[0074] like Figure 3 As shown, in an exemplary application of this embodiment, when a player controls character 200 to fly and ascend in the game, they perform a sliding operation from the flight button 201 to the associated level flight control 301 and release their finger at the corresponding position in that area to put the character into level flight. Simultaneously, as... Figure 4 As shown, the icon on the flight button 201 changes from a humanoid flying motion icon representing flight status to a humanoid hovering icon representing hovering, while the flight control 301 is hidden; when the player presses the button again to continue ascending, the humanoid hovering icon on the button immediately reverts to the humanoid flying motion icon, and the character synchronously resumes ascending flight.
[0075] In an optional implementation, the method further includes: in level flight, responding to a click operation on the first control, controlling the controlled virtual object to perform a falling motion. Thus, by configuring click-triggered falling interaction logic for the first control in level flight, players can actively exit level flight and switch to a descent trajectory, enriching the switching dimensions of the flight state machine and effectively improving the flexibility of aerial control.
[0076] In one implementation, when the controlled virtual object has entered level flight and is maintaining its current altitude, the player character is positioned above a collection point below the clouds. At this point, the player notices the target object is at a lower altitude and performs a quick tap (a single touch followed immediately by a brief contact) on the first control in the lower right corner of the graphical user interface. The system responds to this tap, determining that the player intends to switch from level flight to a falling mode. Based on preset falling acceleration parameters, it controls the controlled virtual object to descend, causing it to leave level flight and land towards the target point below, facilitating subsequent interaction with low-altitude scene elements.
[0077] Optionally, the falling motion in this embodiment corresponds to the flight descent sub-state under the flight state machine. It can be a uniform descent or a controlled descent process constrained by the system based on preset falling acceleration parameters and maximum falling speed. Specifically, when the player triggers the falling motion by clicking in a level flight state, the system first switches the current state of the controlled virtual object from level flight to falling and assigns it an initial downward acceleration. As the falling process continues, the falling speed of the virtual object will continuously increase according to the falling acceleration parameters until it reaches the preset maximum falling speed limit, after which it will maintain a uniform descent at this maximum speed. This dual control mechanism based on acceleration curves and speed limits ensures the physical naturalness of the character's transition from level flight to descent, avoiding the visual abruptness caused by sudden speed jumps, and also prevents the character from falling too fast when approaching the ground scene, resulting in collisions with objects or difficulty in player reaction, by capping the speed.
[0078] Optionally, considering the continuity of the controlled virtual object's movement in three-dimensional space, the aforementioned falling motion, when implemented internally by the system, typically shares the same state switching logic as the flight ascent state and is controlled by a unified flight state machine management module. That is, when the controlled virtual object is in level flight and enters falling motion in response to a click, its trajectory is not an unmanageable, forced animation. In practical applications, if the player performs another press operation on the first control during the fall, the system can immediately interrupt the current falling motion and switch the virtual object's movement state back to flight ascent. Furthermore, when the falling motion approaches ground interactive objects or terrain colliders, it can also incorporate terrain collision detection mechanisms for automatic deceleration or attitude correction, enabling the controlled virtual object to complete the landing transition in a physically expected manner, rather than abruptly getting stuck at the boundary.
[0079] In an optional implementation, the method further includes: in level flight, in response to a movement operation on the virtual joystick, controlling the controlled virtual object to perform horizontal movement within the current flight altitude plane. Thus, controlling the horizontal movement of the controlled virtual object within the current altitude plane via the virtual joystick in level flight allows the player to flexibly adjust the horizontal position in the air without changing altitude, significantly improving the degree of freedom of control and target approach accuracy during hovering.
[0080] In one implementation, after the controlled virtual object responds to a level flight trigger operation and enters level flight mode, maintaining its current flight altitude, the player uses the virtual joystick on the left side of the touchscreen to move in the target direction. The system converts this movement operation into a horizontal displacement vector, controlling the controlled virtual object to glide smoothly in that direction at a set horizontal speed within the current flight altitude plane, achieving a near-zero-gravity-like horizontal movement. Optionally, the virtual joystick is used to receive horizontal movement commands, controlling the controlled virtual object to move horizontally in level flight mode.
[0081] Optionally, the virtual joystick can be a circular touch area displayed on the left side of the graphical user interface, containing a draggable control dot. Players move the control dot by pressing the circular touch area with their finger and dragging it in the target direction. The system detects the offset direction and distance of the control dot relative to the center in real time, mapping this offset to the horizontal movement direction and speed of the controlled virtual object within the current flight altitude plane. The greater the offset distance, the higher the corresponding horizontal movement speed. After the player's finger leaves the screen, the control dot automatically bounces back to the center position, and the horizontal movement speed of the controlled virtual object decreases until it stops. It should be noted that the display form of the virtual joystick is not limited to the circular style described above. It can also be presented in a semi-transparent fan-shaped touch area on the lower left side of the graphical user interface, or implemented through a hidden gesture area. This disclosure does not limit this. The purpose of this design is to achieve horizontal control in level flight using the virtual joystick controls that players are accustomed to, reducing the learning curve.
[0082] Optionally, the aforementioned horizontal movement can be represented as a uniform or accelerated displacement of the controlled virtual object along a two-dimensional plane formed by the current flight altitude. In one possible implementation, after the system determines the target direction of the horizontal movement based on the movement operation of the virtual joystick, the controlled virtual object accelerates from zero with a preset horizontal acceleration until it reaches its maximum horizontal speed and then maintains a uniform speed. In another possible implementation, the system can also directly map the joystick offset to a constant horizontal speed, so that the controlled virtual object maintains this speed while gliding during the movement operation. The aforementioned current flight altitude plane refers to the horizontal reference plane determined by the vertical height coordinates of the controlled virtual object at the moment it enters level flight. During level flight, the height coordinate value of this reference plane remains unchanged, thereby ensuring that the horizontal movement does not cause vertical displacement deviation. The purpose of this horizontal movement is to allow the player to flexibly approach or move away from the target virtual object in the scene when hovering in the air, providing a stable and predictable means of spatial position adjustment for subsequent interactive operations.
[0083] Optionally, to make horizontal movement more in line with the physical intuition of aerial control and improve interaction accuracy, the aforementioned horizontal movement can also be supplemented and corrected by combining it with target virtual objects in the scene. Specifically, when the controlled virtual object performs horizontal movement in level flight and the distance to the target virtual object is less than a preset proximity threshold, the system can fine-tune the horizontal movement trajectory of the controlled virtual object, making it tend to attract towards the center point of the target virtual object. This attraction force can smoothly increase as the distance decreases. If the player does not trigger any horizontal movement operation, the controlled virtual object remains stationary and hovers within the current flight altitude plane, with its horizontal speed being zero.
[0084] In an optional implementation, the method further includes: in level flight, responding to a preset interaction condition between the controlled virtual object and the target virtual object, and performing an interaction operation with the target virtual object. Thus, by triggering the interaction operation with the target virtual object in level flight, players can accurately complete aerial interactions in a highly stable hovering environment, effectively avoiding interaction failures caused by continuous displacement, and significantly improving the accuracy and smoothness of complex interactive operations in three-dimensional space.
[0085] In one specific approach, when a controlled virtual object enters level flight and hovers stably at its current altitude, if a target virtual object (such as an energy crystal floating in the air) exists near its flight path, the system monitors the spatial relationship between the two in real time. When the collision boxes of the controlled virtual object and the energy crystal overlap for 0.3 seconds, it is determined that the preset interaction conditions are met. At this point, a collection interaction operation is automatically triggered, and the controlled virtual object performs a collection action, adding the energy crystal to its inventory. Furthermore, if the target virtual object is a hovering, non-player-controlled character, after the preset interaction conditions are met, a dialogue option window pops up in the graphical user interface. The player can select the corresponding dialogue branch using a virtual joystick or tap to complete the aerial interaction process.
[0086] Optionally, the target virtual object can be various interactive aerial entities arranged in a 3D virtual scene. Its specific presentation can include, but is not limited to, aerial collectibles (such as floating energy crystals or suspended treasure chests), flying non-player-controlled characters, or triggerable environmental mechanisms (such as hidden portals in the clouds). Considering that players may find it difficult to accurately align with small interactive targets during continuous ascent and descent, this embodiment configures the target virtual object within the interaction range of level flight, allowing the controlled virtual object to approach the target virtual object under stable zero-gravity hovering conditions. The target virtual object can be directly displayed in the 3D rendered screen of the graphical user interface, or it can be highlighted with a corresponding interactive prompt only after specific triggering conditions are met (e.g., the controlled virtual object enters a perception area with a radius of 5 meters around it), thereby guiding the player to adjust their horizontal position to complete the subsequent interactive alignment.
[0087] Optionally, preset interaction conditions are used to determine whether the controlled virtual object and the target virtual object meet the spatial relationship and state requirements that can trigger interactive operations.
[0088] Optionally, the preset interaction conditions may include, but are not limited to, at least one or a combination of distance threshold determination, collision volume overlap detection, orientation angle verification, and duration accumulation determination. Considering that although altitude is stable in level flight, the controlled virtual object may still experience slight horizontal displacement due to inertia or player joystick input, to avoid false triggers caused by instantaneous geographical overlap, as a possible implementation, the aforementioned preset interaction conditions may simultaneously require the controlled virtual object and the target virtual object to overlap, and this overlap must last for more than a set duration (e.g., between 0.2 and 0.5 seconds), or require the angle between the orientation of the controlled virtual object and the normal of the interaction surface of the target virtual object to be less than 30 degrees. One objective of this embodiment is that, by introducing a dual verification mechanism of duration and spatial orientation, it can effectively filter out invalid triggers caused by rapid clipping or viewpoint sweep, and also ensure that the timing of the interaction operation aligns with the player's subjective intent, thereby enhancing the stability and predictability of aerial interaction.
[0089] Optionally, in addition to spatial geometric criteria, the preset interaction conditions can be further superimposed with state condition criteria, such as requiring the controlled virtual object to be in a non-combat stance, the target virtual object not to be occupied by other players, or the remaining stamina of the controlled virtual object to be higher than a preset lower limit. Furthermore, during the execution of the judgment logic, if multiple target virtual objects simultaneously meet the distance threshold, the system can lock an interaction target according to preset priority rules (e.g., priority given to the closest, priority given to those associated with the task, or priority given to the one with the highest rarity). Alternatively, multiple optional interaction prompts can be presented on the graphical user interface for the player to manually specify. It should be understood that in some complex scenarios, the controlled virtual object and the target virtual object may unexpectedly meet the geometric criteria due to displacement or teleportation effects. In such cases, the preset interaction conditions can be configured to automatically block this abnormal match or delay triggering to wait for the displacement effect to end. This embodiment of the present disclosure does not limit this.
[0090] Optionally, interactive operations are triggered when the controlled virtual object is in a level flight state to achieve bidirectional data or state changes between the two. Optionally, interactive operations can take various forms, including but not limited to resource collection (e.g., collecting floating herbs, minerals, or energy cores), dialogue interaction (e.g., triggering story dialogues or quest handovers with suspended NPCs), environmental manipulation (e.g., activating mechanisms in clouds or changing local weather conditions), and photo capture (e.g., entering photo mode at a fixed position in the air and adjusting the lens angle). This interactive operation can be executed directly in the 3D main view while maintaining a level flight state, or, after the interaction conditions are met, a dedicated interactive interface can pop up in the graphical user interface (e.g., a dialogue text box, a collection progress ring, or a photo viewfinder). This dedicated interactive interface can completely obscure the scene background or be superimposed on the 3D rendered screen as a semi-transparent floating window. As mentioned earlier, because the level flight state effectively suppresses continuous changes in altitude, all of the above interactive operations can be completed on a stable horizontal reference plane, thus significantly reducing the risk of losing interactive targets due to vertical displacement.
[0091] In step S130, in level flight mode, in response to the second press operation on the first control, the controlled virtual character resumes its upward motion. This allows the player to instantly resume upward movement in level flight mode by pressing the same control again, without switching control areas, ensuring smooth transitions and consistent control between flight states.
[0092] In one example, the character is currently in a level flight state and gliding horizontally at the current altitude. The player performs a second press operation on the first control mentioned above with their thumb. The system responds to the operation instantly, switching the flight state of the controlled virtual character from level flight to ascending state, and controlling the controlled virtual character to resume upward acceleration, thereby re-entering the continuous ascent phase.
[0093] Optionally, the second press operation can be a continuous press operation performed by the player on the first control while in level flight. This can be a long press, a heavy press, or a touch-sensitive press with a specific contact area, as long as the system can interpret the player's intention to resume ascent from level flight. This operation operates on the same control area as the first press operation to enter the ascent phase, thus forming a closed loop of state-cycle control on a single control. Considering the interactive characteristics of mobile touchscreens and the possibility that players may simultaneously move horizontally using a virtual joystick while in level flight, the trigger determination of the second press operation can be based on the touch signal on the screen. When the system detects a valid touch press in the area where the first control is located, it immediately switches the character's physical motion state from level flight to ascent, simultaneously canceling the zero-gravity constraint of the level flight phase and reapplying upward acceleration. To avoid conflicts with the horizontal movement touch logic in level flight mode, the system can prioritize setting the response level of the state transition request to higher than the touch discrimination of horizontal movement when a second press operation is detected, or temporarily block the horizontal movement input of the joystick until the ascending state is stably established, thereby ensuring the immediate response of state transition and the clarity of control logic.
[0094] Optionally, the specific form of the second press operation is not limited to a single continuous press operation. In another feasible implementation, the operation can also be configured as a double-click operation or a touch gesture with a specific pressing trajectory, such as a sliding gesture of the finger sliding down over the first control area, as long as the intention of the touch input can be interpreted by the system as a command to resume ascent from level flight. To avoid accidental state switching caused by the player accidentally touching the first control while moving horizontally in level flight, the system can set a time threshold or a pressure threshold for touch judgment. For example, the system can only recognize a valid second press operation when the pressing duration is greater than 0.1 seconds and the touch contact area is greater than a benchmark value; if it is judged as a mis-touch, the level flight state remains unchanged, and the player can continue to move horizontally using the virtual joystick. It can be seen that the second press operation is distinguished from the first press operation in terms of triggering logic through differentiated judgment parameters, which not only retains the simplicity of single control operation, but also establishes a reliable error prevention mechanism at the response level of state recovery, effectively balancing control efficiency and input judgment accuracy.
[0095] In step S140, in response to the release of the second press operation, the controlled virtual object is controlled to perform a falling motion. In this way, after the player completes the ascent adjustment after level flight, the character can be triggered to fall simply by releasing the first control, without having to move the finger to find other controls. This keeps the altitude control of the entire flight cycle within the same touch area, significantly reducing the touch cost of state switching and improving the continuity, intuitiveness and responsiveness of flight trajectory adjustment.
[0096] In one implementation, when the player-controlled character is in level flight, pressing and holding the first control triggers a second press operation, and the character immediately resumes ascending. When the character reaches the player's desired virtual height, the player releases the first control. The system detects the release event of the second press operation and immediately switches the character's movement state machine from ascending to descending, applying a downward velocity according to preset descent acceleration parameters. The descent speed continuously increases until it reaches the maximum descent speed limit, after which the character maintains a constant descent speed. Throughout this process, the player's single finger remains in the vicinity of the first control area, eliminating the need for extensive eye searching and finger movement, allowing for a complete flight cycle from level flight to ascent and then descent. The entire altitude adjustment process aligns with the intuitive expectation of a single touch.
[0097] Optionally, the release of the second press operation can be specifically manifested as a touch lift event generated when the player's finger leaves the touch detection area of the first control. Considering the actual needs of single-finger compound control on mobile devices, this release event, together with the previously placed second press operation, constitutes a complete press-release interaction cycle, allowing the player to complete the complete state transition from level flight to ascent and then to descent while maintaining a single finger contact with the screen. In the specific detection logic, the system can monitor the touch state within the touch area of the first control in real time. When the contact area is detected to continuously decrease to zero or the touch identifier becomes invalid, it is determined that the release operation has taken effect. The system then interrupts the upward thrust applied to the controlled virtual object and instead applies a downward motion trend based on preset descent acceleration parameters. It should be noted that the timing of the release operation can be symmetrical with the determination of the press operation to ensure that the timing logic of the flight state transition has consistent predictability, thereby avoiding operational confusion caused by feedback delays or state jumps.
[0098] According to one embodiment of the game control device of this disclosure, a graphical user interface is provided via a terminal. The graphical user interface displays at least a portion of a virtual scene and a first control. The virtual scene includes controlled virtual objects, such as... Figure 5 As shown, the device may include: The first control module 501 is used to respond to the first press operation applied to the first control and control the controlled virtual object to perform an upward movement. The second control module 502 is used to control the controlled virtual object to enter a level flight state in response to a level flight trigger operation during the upward motion of the controlled virtual object; wherein, in the level flight state, the controlled virtual object maintains its current flight altitude; The third control module 503 is used to respond to the second press operation on the first control in the level flight state and control the controlled virtual character to resume the upward motion; The fourth control module 504 is used to respond to the release of the second pressing operation and control the controlled virtual object to perform a falling motion.
[0099] In this way, by responding to different touch operations applied to the same control, the controlled virtual object can switch between ascending motion, maintaining level flight, resuming ascending motion, and descending motion. This reduces the number of interface controls, helps to reduce the processing overhead of multiple discrete touch events and the computational load of state switching, and improves the efficiency of state switching and the stability of the in-flight interaction process.
[0100] The specific details of each part of the above-mentioned device have been described in detail in the method section of the implementation plan. For any undisclosed details, please refer to the implementation plan of the method section, and therefore will not be repeated here.
[0101] It should be noted that although several modules or units for the device used to perform actions have been mentioned in the detailed description above, this division is not mandatory. In fact, according to exemplary embodiments of this disclosure, the features and functions of two or more modules or units described above can be embodied in one module or unit. Conversely, the features and functions of one module or unit described above can be further divided and embodied by multiple modules or units.
[0102] Figure 6 This is a schematic diagram of the structure of an electronic device provided in an embodiment of this disclosure.
[0103] The following is a detailed reference. Figure 6 The diagram illustrates a structural schematic suitable for implementing an electronic device according to embodiments of the present disclosure. The electronic device may include a processor (e.g., a central processing unit, graphics processor, etc.) 1201, which can perform various appropriate actions and processes according to a program stored in read-only memory (ROM) 1202 or a program loaded from memory 1208 into random access memory (RAM) 1203. The RAM 1203 also stores various programs and data required for the operation of the electronic device. The processor 1201, ROM 1202, and RAM 1203 are interconnected via a bus 1204. An input / output (I / O) interface 1205 is also connected to the bus 1204.
[0104] Typically, the following devices can be connected to I / O interface 1205: input devices 1206 including, for example, touchscreens, touchpads, keyboards, mice, cameras, microphones, accelerometers, gyroscopes, etc.; output devices 1207 including, for example, liquid crystal displays (LCDs), speakers, vibrators, etc.; memory devices 1208 including, for example, magnetic tapes, hard disks, etc.; and communication devices 1209. Communication device 1209 allows electronic devices to communicate wirelessly or wiredly with other devices to exchange data. Although Figure 6Electronic devices with various devices are shown, but it should be understood that it is not required to implement or have all of the devices shown, and more or fewer devices may be implemented or have instead.
[0105] In particular, according to one embodiment of this disclosure, the process described above with reference to the flowchart can be implemented as a computer software program. For example, one embodiment of this disclosure includes a computer program product comprising a computer program carried on a non-transitory computer-readable medium, the computer program containing program code for performing the methods shown in the flowchart. In such an embodiment, the computer program can be downloaded and installed from a network via communication device 1209, or installed from memory 1208, or installed from ROM 1202. When the computer program is executed by processor 1201, it performs the functions defined in the methods described above in various embodiments of this disclosure.
[0106] Figure 6 The electronic device shown is merely an example and should not be construed as limiting the functionality and scope of the embodiments disclosed herein.
[0107] This disclosure also provides a computer-readable storage medium in which the methods described in this disclosure can be implemented in hardware or firmware, or implemented as recordable on a storage medium, or implemented as computer code originally stored on a remote storage medium or a non-transitory machine-readable storage medium and subsequently stored on a local storage medium after being downloaded over a network. Thus, the methods described herein can be processed by software stored on a storage medium using a general-purpose computer, a dedicated processor, or programmable or dedicated hardware. The storage medium can be a magnetic disk, optical disk, read-only memory, random access memory, flash memory, hard disk, or solid-state drive, etc.; further, the storage medium may also include combinations of the above types of memory. It is understood that computers, processors, microprocessor controllers, or programmable hardware include storage components capable of storing or receiving software or computer code, which, when accessed and executed by the computer, processor, or hardware, implements the methods shown in the above embodiments.
[0108] A portion of this disclosure can be applied to computer program products, such as computer program instructions, which, when executed by a computer, can invoke or provide methods and / or technical solutions according to this disclosure through the operation of the computer. Those skilled in the art will understand that the forms in which computer program instructions exist in a computer-readable medium include, but are not limited to, source files, executable files, and installation package files. Accordingly, the ways in which computer program instructions are executed by a computer include, but are not limited to: the computer directly executing the instructions; the computer compiling the instructions and then executing the corresponding compiled program; the computer reading and executing the instructions; or the computer reading and installing the instructions and then executing the corresponding installed program. Here, the computer-readable medium can be any available computer-readable storage medium or communication medium accessible to a computer.
[0109] Although embodiments of the present disclosure have been described in conjunction with the accompanying drawings, those skilled in the art can make various modifications and variations without departing from the spirit and scope of the present disclosure, and such modifications and variations all fall within the scope defined by the appended claims.
Claims
1. A game control method, characterized in that, The method includes providing a graphical user interface via a terminal, the graphical user interface displaying at least a portion of a virtual scene and a first control, the virtual scene containing controlled virtual objects, the method comprising: In response to a first press operation applied to the first control, the controlled virtual object is controlled to perform an upward movement; During the ascent of the controlled virtual object, in response to the level flight trigger operation, the controlled virtual object is controlled to enter the level flight state; wherein, in the level flight state, the controlled virtual object maintains the current flight altitude; In the level flight state, in response to a second press operation on the first control, the controlled virtual character is controlled to resume upward motion; In response to the release of the second press operation, the controlled virtual object is controlled to perform a falling motion.
2. The method according to claim 1, characterized in that, During the upward motion of the controlled virtual object, in response to the level flight trigger operation, controlling the controlled virtual object to enter a level flight state includes: During the upward motion of the controlled virtual object, a level flight control area is displayed at the associated position of the first control; In response to the end of the first sliding operation, the controlled virtual object is controlled to enter a level flight state; wherein, the first sliding operation is a sliding operation from the first control to the level flight control area.
3. The method according to claim 2, characterized in that, The method further includes: Upon completion of the first swipe operation, the flight icon of the first control is switched to a level flight icon; When the controlled virtual character resumes its upward motion, the level flight icon of the first control is switched back to the flight icon.
4. The method according to claim 1, characterized in that, The method further includes: In the level flight state, in response to a click operation on the first control, the controlled virtual object is controlled to perform a falling motion.
5. The method according to claim 1, characterized in that, The method further includes: During the upward movement of the controlled virtual object, in response to the sliding operation applied to the area where the first control is located, the viewpoint is rotated, and the movement direction of the controlled virtual object is adjusted to follow the orientation of the viewpoint.
6. The method according to claim 1, characterized in that, The method further includes: In the level flight state, in response to a movement operation on the virtual joystick, the controlled virtual object is controlled to perform horizontal movement within the current flight altitude plane.
7. The method according to claim 1, characterized in that, The response is applied to the first press operation of the first control, controlling the controlled virtual object to perform an upward movement, including: In response to a first press operation applied to the first control, the virtual object is controlled to perform a jump action; If the duration of the first press operation exceeds a first time threshold, the controlled virtual object is controlled to rise to the east.
8. The method according to claim 1, characterized in that, The control of the virtual object to perform an upward motion includes: The virtual object is controlled to accelerate upward according to a preset upward acceleration parameter, and maintains the upward movement at the maximum upward speed after reaching the maximum upward speed.
9. The method according to claim 1, characterized in that, The method further includes: In the level flight state, in response to the controlled virtual object and the target virtual object meeting the preset interaction conditions, an interaction operation with the target virtual object is executed.
10. An electronic device, characterized in that, include: Processor, memory, and computer program instructions stored in said memory and executable on said processor; When the processor executes the computer program instructions, it implements the game control method as described in any one of claims 1 to 9.