Gamepad debugging method and apparatus, and electronic device
By providing a graphical user interface on the terminal device to display the parameter settings and operational effects of the game controller, the problem of ordinary players having difficulty understanding the parameters and advanced players having cumbersome debugging processes is solved, thus simplifying the debugging process and improving the experience.
Patent Information
- Application Number
- PCT/CN2025/105967
- Authority / Receiving Office
- WO · WO
- Patent Type
- Applications
- Current Assignee / Owner
- Priority Date
- 2024-07-25
- Filing Date
- 2025-06-30
- Publication Date
- 2026-01-29
AI Technical Summary
During the setup process of a game controller, ordinary players find it difficult to understand the settings parameters, while advanced players find the setup process cumbersome and the feedback is not intuitive, resulting in a poor setup experience.
The terminal device provides a graphical user interface that displays parameter setting windows and graphical display areas, showing in real time the impact of debugging parameters on the game controller's operation, including changes in control response range, response mode, and response sensitivity.
It simplifies the debugging process for game controllers, lowers the debugging threshold, improves players' understanding of parameters and debugging efficiency, and enhances the debugging experience.
Smart Images

Figure CN2025105967_29012026_PF_FP_ABST
Abstract
Description
Game controller debugging methods, devices and electronic devices
[0001] Cross-reference to related applications
[0002] This application claims priority to Chinese patent application filed on July 25, 2024, application number 202411012597.1, entitled "Debugging method, apparatus and electronic device for game controller", the entire contents of which are incorporated herein by reference. Technical Field
[0003] This disclosure relates to the field of game design technology, and in particular to a method, apparatus and electronic device for debugging a game controller. Background Technology
[0004] Game controllers allow players to enjoy games in a comfortable posture, and their vibration function, which adapts to changes in the game environment during demanding games, enhances immersion and makes players feel more engaged. To suit different gaming needs and operating habits, game controllers can be customized. However, some customization options contain complex and difficult-to-understand settings, making them challenging for average players. Even for advanced players, adjusting the controller's feel can be cumbersome, resulting in a less than ideal experience. Summary of the Invention
[0005] The purpose of this disclosure is to provide a method, apparatus, and electronic device for debugging a game controller, so as to simplify the debugging process of the game controller.
[0006] In a first aspect, this disclosure provides a method for debugging a game controller, which provides a graphical user interface through a terminal device connected to the game controller. The method includes: responding to a debugging command for the game controller and displaying a parameter setting window and a graphical display area for the game controller in the graphical user interface; wherein the parameter setting window includes multiple parameters to be debugged; responding to a setting operation for a target debugging parameter in the parameter setting window and determining the parameter value corresponding to the target debugging parameter based on the setting operation; and graphically displaying the impact of changes in the target debugging parameter on the operation of the game controller in the graphical display area, wherein the operation impact includes at least one of the following: the impact of changes in the target debugging parameter on the control response range of a target button in the game controller, the impact of changes in the target debugging parameter on the response mode of the target button, and the impact of changes in the target debugging parameter on the response sensitivity of the target button.
[0007] Secondly, this disclosure provides a debugging device for a game controller, which provides a graphical user interface via a terminal device connected to the game controller. The device includes: a parameter display module configured to execute a debugging command for the game controller and display a parameter setting window and a graphical display area for the game controller in the graphical user interface; wherein the parameter setting window includes multiple parameters to be debugged; a parameter debugging module configured to execute a setting operation for a target debugging parameter in the parameter setting window and determine the parameter value corresponding to the target debugging parameter based on the setting operation; and a graphical display module configured to graphically display the impact of changes in the target debugging parameters on the operation of the game controller in the graphical display area, wherein the operation impact includes at least one of the following: the impact of changes in the target debugging parameters on the control response range of a target button in the game controller, the impact of changes in the target debugging parameters on the response mode of the target button, and the impact of changes in the target debugging parameters on the response sensitivity of the target button.
[0008] Thirdly, this disclosure provides an electronic device including a processor and a memory, the memory storing machine-executable instructions that can be executed by the processor, the processor executing the machine-executable instructions to implement the above-described debugging method for the game controller.
[0009] Fourthly, this disclosure provides a computer-readable storage medium storing computer-executable instructions that, when invoked and executed by a processor, cause the processor to implement the aforementioned debugging method for the game controller.
[0010] The embodiments disclosed herein bring the following beneficial effects:
[0011] This disclosure provides a method, apparatus, and electronic device for debugging a game controller. First, in response to a debugging command for the game controller, a parameter setting window and a graphical display area for the game controller are displayed in a graphical user interface. The parameter setting window includes multiple parameters to be debugged. Then, a setting operation is performed on the target debugging parameter in the parameter setting window, and the parameter value corresponding to the target debugging parameter is determined based on the setting operation. The graphical display area graphically displays the impact of changes in the target debugging parameter on the operation of the game controller. The operation impact includes at least one of the following: the impact of changes in the target debugging parameter on the control response range of a target button in the game controller; the impact of changes in the target debugging parameter on the response mode of the target button; and the impact of changes in the target debugging parameter on the response sensitivity of the target button. This method allows players to adjust the target debugging parameter that affects the feel of the game controller while simultaneously displaying the impact of changes in the parameter value on the operation of the game controller graphically in the interface. This allows players to clearly see which button in the game controller is affected and the impact of operations on that button when adjusting the parameters, thus enabling players to better understand the meaning of the parameters. At the same time, this method simplifies the debugging process of the game controller, lowers the debugging threshold, and helps improve the debugging experience.
[0012] Other features and advantages of this disclosure will be set forth in the following description, or some features and advantages may be inferred from the description or determined without doubt, or may be learned by practicing the techniques described above.
[0013] To make the above-mentioned objects, features and advantages of this disclosure more apparent and understandable, preferred embodiments are described below in detail with reference to the accompanying drawings. Attached Figure Description
[0014] To more clearly illustrate the technical solutions in the specific embodiments of this disclosure or the prior art, the drawings used in the description of the specific embodiments or the prior art will be briefly introduced below. Obviously, the drawings described below are some embodiments of this disclosure. For those skilled in the art, other drawings can be obtained from these drawings without creative effort.
[0015] Figure 1 is a flowchart of a debugging method for a game controller provided in one embodiment of this disclosure;
[0016] Figure 2 is a schematic diagram of the graphical user interface corresponding to debugging the minimum input dead angle provided in one embodiment of this disclosure;
[0017] Figure 3 is a schematic diagram showing the curve corresponding to the target curve type provided in one embodiment of this disclosure;
[0018] Figure 4 is a schematic diagram of displaying a third range identifier in a graphical display area according to one embodiment of the present disclosure;
[0019] Figure 5 is a schematic diagram of entering a game training scene provided in one embodiment of this disclosure;
[0020] Figure 6 is a schematic diagram showing the pushing direction and pushing angle corresponding to the pushing operation provided in one embodiment of the present disclosure;
[0021] Figure 7 is a schematic diagram showing the position corresponding to the pushing amplitude according to one embodiment of the present disclosure;
[0022] Figure 8 is a schematic diagram of the structure of a game controller debugging device provided in one embodiment of the present disclosure;
[0023] Figure 9 is a schematic diagram of the structure of an electronic device provided in one embodiment of this disclosure. Detailed Implementation
[0024] To make the objectives, technical solutions, and advantages of the embodiments of this disclosure clearer, the technical solutions of the embodiments of this disclosure will be clearly and completely described below with reference to the accompanying drawings. Obviously, the described embodiments are only some embodiments of this disclosure, and not all embodiments. The components of the embodiments of this disclosure described and shown in the accompanying drawings can generally be arranged and designed in various different configurations.
[0025] Therefore, the following detailed description of the embodiments of this disclosure provided in the accompanying drawings is not intended to limit the scope of the claimed disclosure, but merely to illustrate selected embodiments of the disclosure. All other embodiments obtained by those skilled in the art based on the embodiments of this disclosure without inventive effort are within the scope of protection of this disclosure.
[0026] Game controllers allow players to enjoy games in a comfortable posture, and their vibration function, which adapts to changes in the game environment during demanding games, enhances immersion and makes players feel more engaged. To suit different gaming needs and operating habits, game controllers can be customized. However, some customization options contain complex and difficult-to-understand parameters, making them challenging for average players. More advanced players may need to find customization guides within the game itself. For high-level players, the feedback from customization options is not intuitive, requiring them to switch between in-game and out-of-game interactions to check the effects, making the process of adjusting the controller feel cumbersome and ultimately resulting in a less than ideal gaming experience.
[0027] Among them, ordinary players are those with limited knowledge of the game mechanics; advanced players are those who no longer limit themselves to casual gameplay and want to climb the ranks, thus learning more advanced game skills and beginning to pursue higher levels of skill; high-end players are the pyramid of the player group, requiring a very high level of skill. Based on the above issues, this disclosure provides a method, device, and electronic device for debugging a game controller, which can be applied to debugging scenarios for game controllers in various games.
[0028] The game controller debugging method in one embodiment of this disclosure can run on a local terminal device or a server. When the game controller debugging method runs 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 a client device.
[0029] In an optional implementation, various cloud applications, such as cloud gaming, can run under the cloud interaction system. Taking cloud gaming as an example, cloud gaming refers to a gaming method based on cloud computing. In the cloud gaming operating mode, the game program and the game screen presentation are separate. The storage and execution of the game controller's debugging method are completed on the cloud gaming server. The client device is used for data reception, transmission, and game screen presentation. For example, the client device can be a display device with data transmission capabilities located close to the user, such as a mobile terminal, television, computer, or PDA; however, the information processing is performed by 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 screen and other data, returns it to the client device via the network, and finally, the client device decodes and outputs the game screen.
[0030] In an optional implementation, taking a game as an example, the local terminal device stores the game program and is used to display the game screen. The local terminal device is used to interact with the player through a graphical user interface (GUI), i.e., conventionally by downloading, installing, and running the game program via an electronic device. The local terminal device can provide the GUI to the player in various ways, such as rendering it on the terminal's display screen or providing it to the player via holographic projection. For example, the local terminal device can include a display screen for displaying the GUI, which includes game screens, and a processor for running the game, generating the GUI, and controlling the display of the GUI on the display screen.
[0031] In one possible implementation, this disclosure provides a method for debugging a game controller, which provides a graphical user interface through a terminal device. The terminal device can be a local terminal device as mentioned above, or a client device in the aforementioned cloud interaction system. For example, the terminal device can be a mobile phone or a personal computer. The terminal device is connected to a game server, as shown in Figure 1. The method includes the following specific steps:
[0032] Step S102: In response to the debugging command for the game controller, a parameter setting window and a graphical display area for the game controller are displayed in the graphical user interface; wherein, the parameter setting window includes multiple parameters to be debugged.
[0033] In practice, the aforementioned game controller is typically a component of a common video game console. By manipulating its buttons, users control virtual game characters. For example, the game controller may include a D-pad (direction), ABXY buttons (action), and select and pause buttons (menu). The game controller can communicate with a terminal device via cable or wireless signal. This terminal device runs the game program corresponding to the target game and displays the graphical user interface of that game. The target game can be any game.
[0034] The triggering methods for the aforementioned debugging commands for the game controller can be determined according to development needs. For example, players can generate debugging commands for the game controller by triggering specified controls displayed in the graphical user interface. Players can also generate debugging commands by performing preset operations on specified buttons on the game controller. The specific button and preset operation corresponding to the specified button can be determined according to development needs. For example, the specified button can be the menu button or the confirmation button on the game controller, and the preset operation can be a long press operation or a continuous double-click operation, etc.
[0035] When a player triggers a debugging command for the game controller, a parameter setting window and a graphical display area will be displayed in different regions of the graphical user interface. The parameter setting window displays multiple parameters to be debugged. The specific parameters to be debugged can be determined according to development needs; for example, they may include, but are not limited to, blind spot adjustment parameters, sensitivity parameters, and aiming assistance parameters. The content displayed in the graphical display area will change according to the target debugging parameter in the currently being debugged parameter setting window and the corresponding parameter value.
[0036] Step S104: Respond to the setting operation of the target debugging parameter in the parameter setting window, and determine the parameter value corresponding to the target debugging parameter based on the setting operation.
[0037] In practice, the target debugging parameter can be any one or more parameters to be debugged in the parameter setting window. The setting operation is usually the operation of setting the parameter value corresponding to the target debugging parameter in the parameter setting window. For example, the setting operation can be the operation of inputting the parameter value corresponding to the target debugging parameter, the operation of selecting the target parameter value in the drop-down list corresponding to the target debugging parameter, or the operation of adjusting the parameter value corresponding to the position of the slider by sliding the slider on the slider bar, etc.
[0038] For example, players can bring up the parameter settings interface by pressing the menu button on the game controller. The parameter settings interface displays a parameter settings window and a graphical display area. Players can use the directional keys or the left joystick on the game controller to select the target debugging parameter to be adjusted in the parameter settings window. After selecting the target debugging parameter to be adjusted, players can use the left and right directional keys to increase or decrease the corresponding parameter value. Players can also use the up and down directional keys to switch the selected target debugging parameter.
[0039] Step S106: In response to the setting operation of the target debugging parameters in the parameter setting window, the effect of the change of the target debugging parameters on the operation of the game controller is displayed graphically in the graphical display area. The operation effect includes at least one of the following: the effect of the change of the target debugging parameters on the control response range of the target button in the game controller, the effect of the change of the target debugging parameters on the response mode of the target button, and the effect of the change of the target debugging parameters on the response sensitivity of the target button.
[0040] In practical implementation, while players set the target debugging parameter values in the parameter settings window, the graphical display area in the graphical user interface will graphically show the impact of the target debugging parameter as the currently debugged parameter value on the game controller's operation. Specifically, the graphical display area is used to display the impact of one or more target debugging parameters in the debugging parameter settings panel on the game controller's operation. This impact includes at least one of the following: the effect of changes in the target debugging parameters on the control response range of the target button in the game controller, the effect of changes in the target debugging parameters on the response mode of the target button, the effect of changes in the target debugging parameters on the response sensitivity of the target button, the corresponding debugging curve, or the corresponding debugging position in the game controller. The target button can be determined according to development needs; for example, the target button can be a joystick or a directional pad in the game controller.
[0041] For example, when adjusting sensitivity parameters in the parameter settings window, the corresponding change curve of the sensitivity parameter will be displayed in the graphical display area. This change curve is used to indicate how the response sensitivity of the target button changes. When adjusting dead angle adjustment parameters in the parameter settings window, the dead angle area corresponding to the dead angle range in the game controller will be displayed in the graphical display area. This dead angle range is used to indicate the range of influence of the target button operation.
[0042] It should be noted that the graphical display area can show the debugging parameters that affect the game controller's operation in graphical form. This can be all the parameters to be debugged in the parameter settings window, or only a portion of them, depending on the development needs. If debugging certain parameters will display corresponding operation effect graphics in the graphical display area, the development personnel need to design the graphical effects of these debugging parameters in advance.
[0043] This disclosure provides a method for adjusting a game controller. This method allows for the graphical display of the impact of changes in the target adjustment parameters on the game controller's operation while adjusting the target adjustment parameters that affect the game controller's feel. This enables players to clearly see which button on the game controller is affected and the impact on that button's operation when adjusting the parameters, thus allowing players to better understand the meaning of the parameters. Simultaneously, this method simplifies the game controller adjustment process, lowers the barrier to entry for game controller adjustments, and helps improve the game controller adjustment experience.
[0044] The following examples describe how different debugging parameters in the debugging parameter settings window affect the graphics in the graphical display area.
[0045] In an optional embodiment, the above-mentioned target debugging parameters include at least one of the following parameters: dead angle adjustment parameter, sensitivity parameter, and auxiliary aiming parameter; wherein, the dead angle adjustment parameter is used to control the invalid operation range of the target button in the game controller; the sensitivity parameter is used to control the response sensitivity of the target button in the game controller; and the auxiliary aiming parameter is used to control the aiming accuracy of the target button in the game controller.
[0046] In practical implementation, the aforementioned dead zone adjustment parameters are used to determine the invalid operating range of the joystick in the game controller, that is, the operating range within which the joystick moves physically without a signal response. An excessively large invalid operating range typically requires the joystick to be pushed a considerable distance to trigger, significantly impacting the feel of micro-operations. The aforementioned sensitivity parameters are used to determine the response sensitivity of the joystick in the game controller. This response sensitivity refers to the unit distance the in-game character or the game's field of view shifts when the joystick shifts by one unit. Higher response sensitivity results in a greater shift distance, and vice versa. Appropriate response sensitivity allows players more freedom to control their game character, enhancing the gaming experience. The aforementioned aiming assistance parameters are used to adjust the area and range where the joystick's response sensitivity begins to change when the player aims at a virtual object in the game, thereby helping the player adjust aiming accuracy.
[0047] In an optional embodiment, if the target debugging parameter is a dead angle adjustment parameter, this dead angle adjustment parameter includes a minimum input dead angle and a maximum input dead angle. The response range formed by the minimum and maximum input dead angles is adapted to the player's operating habits. For example, some players may be accustomed to placing their hands on the joystick. If the response range corresponding to the joystick is too large, the character will be affected as soon as the player touches the joystick. Some players do not have the above habits but want to get immediate feedback, so the response range needs to be larger to suit their habits. Specifically, when the operation angle of the target button on the game controller is less than the minimum input dead angle, the operation response of the target button is invalid. When the operation angle of the target button is not less than the minimum input dead angle, the operation response of the target button is valid, and the response sensitivity of the target button will change or gradually increase when the operation angle is between the minimum and maximum input dead angles. When the operation angle of the target button is greater than or equal to the maximum input dead angle, the response sensitivity of the target button will always remain at the maximum sensitivity. Specifically, the settable angle range corresponding to the minimum and maximum input dead angles can be determined according to R&D needs. For example, the settable angle range corresponding to the minimum and maximum input dead angles can both be set to 0 degrees to 90 degrees; usually, the maximum input dead angle is greater than or equal to the minimum input dead angle.
[0048] Based on the above description, the specific process of displaying the impact of changes in target adjustment parameters on the operation of the game controller in a graphical display area includes: displaying a game controller model in the graphical display area, and displaying a first range identifier based on the parameter value corresponding to the minimum input dead angle and a second range identifier based on the parameter value corresponding to the maximum input dead angle at the target button position of the game controller model; wherein, the range within the first range identifier is the invalid operation range of the target button in the game controller; the range between the first range identifier and the second range identifier is the range within which the response sensitivity of the target button in the game controller changes; the position of the second range identifier is used to indicate the position where the response sensitivity of the target button in the game controller changes to the preset maximum sensitivity.
[0049] In practical implementation, the aforementioned gamepad model is a virtual model similar in shape to a real gamepad. Based on the actual position of each button on the gamepad, target button icons and other button icons are displayed on the gamepad model. When the player adjusts the target tuning parameters to the minimum or maximum input dead angle, a first range icon determined by the parameter value corresponding to the minimum input dead angle and a second range icon determined by the parameter value corresponding to the maximum input dead angle will be displayed at the target button position in the gamepad model displayed in the graphical display area. The display style of the first and second range icons can be determined according to development needs, and the first and second range icons are different icons. For example, since the target button in the gamepad is a joystick, which can rotate in a 360-degree direction, both the first and second range icons can be set as circles. However, the radii of these two circles will change according to the parameter values corresponding to the set minimum and maximum input dead angles, and the colors or line types of these two circles will be different. Players can distinguish which is the first range icon and which is the second range icon by color or line type.
[0050] Figure 2 shows a graphical user interface (GUI) display diagram of the minimum input dead angle provided in this embodiment of the present disclosure. The left side of the GUI in Figure 2 displays a parameter setting window, which includes multiple parameters to be adjusted. The parameter currently being adjusted in Figure 2 is the minimum input dead angle. Players can adjust the parameter value corresponding to the minimum input dead angle by sliding the slider corresponding to the minimum input dead angle in the parameter setting window, or by adjusting the corresponding forward or backward triangle. The graphical display area on the right side of the GUI shows the graphics affecting the operation corresponding to the minimum input dead angle. Specifically, players can press the up and down arrow keys on the game controller to select the parameter to be adjusted. After selecting the parameter, players can use the left and right arrow keys to increase or decrease the corresponding parameter. The graphical display area shows a controller model. The large white dot on the controller model indicates the joystick position. Among the multiple circular markers displayed with the joystick position as the center are the first range marker determined based on the parameter value corresponding to the minimum input dead angle (that is, the circular marker corresponding to position 1 in Figure 2), the second range marker determined based on the parameter value corresponding to the maximum input dead angle (that is, the circular marker corresponding to position 2 in Figure 2), and the marker corresponding to the maximum angle that can be set for the minimum and maximum input dead angles (that is, the circular marker corresponding to position 3 in Figure 2).
[0051] In an optional embodiment, the target debugging parameters further include a sensitivity parameter, which is used to control the response sensitivity of the target button in the game controller; the sensitivity parameter includes a sensitivity change curve type; wherein, different sensitivity change curve types correspond to different sensitivity change methods. Based on this, the specific process of responding to the setting operation of the target debugging parameters in the parameter setting window and determining the parameter value corresponding to the target debugging parameters based on the setting operation can include: responding to the setting operation of the sensitivity change curve type, and determining the target curve type corresponding to the sensitivity change curve type from multiple preset curve types based on the setting operation; wherein, different preset curve types are configured with corresponding sensitivity change methods. The curve corresponding to the target curve type is displayed in the graphical display area; wherein, within the range between the first range identifier and the second range identifier, the change method of the response sensitivity of the target button in the game controller matches the sensitivity change method corresponding to the target curve type.
[0052] In practical implementation, the aforementioned preset curve types are pre-set. For example, preset curve types may include linear curves, incremental curves, and double S-curves. In practice, players can select the setting control corresponding to the sensitivity change curve type to display a drop-down list in the parameter settings window. This drop-down list displays multiple preset curve types, and players can select any one of these preset curve types as the target curve type so that the corresponding curve is displayed in the graphical display area. Figure 3 illustrates the display of the curve corresponding to the target curve type. The left image in Figure 3 shows a linear curve, and the right image shows an incremental curve. Figure 3 illustrates the adjustment of the target curve type from a linear curve to an incremental curve.
[0053] In practical applications, the rate of change of the response sensitivity of the target button on the game controller within the range between the first and second range markers matches the sensitivity change curve type. Each preset curve type typically corresponds to a curve divided into three segments, representing the speed at which the player drags the target button (the initial, middle, and final segments). This speed indicates the rate of change in response sensitivity; generally, the greater the rate of change, the faster the response sensitivity increases. Specifically, linear curves correspond to a consistent rate of change in response sensitivity across the entire curve; incremental curves show a slow rate of change in the initial segment and a fast rate of change in the middle and final segments; and double S-curves show a slow rate of change in the initial segment, a fast rate of change in the middle segment, and a slow rate of change in the final segment.
[0054] In practical implementation, the aforementioned sensitivity parameters also include a maximum horizontal sensitivity value and a maximum vertical sensitivity value. These maximum horizontal and vertical sensitivity values are used to determine the preset maximum sensitivity of the target button on the game controller during game operation. Since response sensitivity is a two-dimensional vector, the preset maximum sensitivity can be determined based on the maximum horizontal and vertical sensitivity values.
[0055] Furthermore, the aforementioned sensitivity parameters may also include additional horizontal sensitivity and maximum horizontal dead zone acceleration when the target key reaches the maximum input dead zone.
[0056] In an optional embodiment, the target adjustment parameters include auxiliary aiming parameters, which are used to control the aiming accuracy of the target button in the game controller; wherein, the auxiliary aiming parameters include an auxiliary aiming range; based on this, the specific process of displaying the impact of changes in target adjustment parameters on the operation of the game controller in a graphical display area includes: displaying a scene containing the aiming object in the graphical display area, and displaying a selection box corresponding to the aiming object in the scene, as well as a third range indicator determined based on the target range value corresponding to the auxiliary aiming range: wherein, the range corresponding to the selection box is within the range selected by the third range indicator.
[0057] In practice, players can set the target range value corresponding to the assisted aiming range by inputting a numerical value or sliding a slider on the value bar. When the player sets the assisted aiming range, a scene containing the aiming object will be displayed in the graphical display area. The scene will show a bounding box marker for the aiming object and a third range marker determined based on the target range value corresponding to the assisted aiming range. The bounding box marker can be a rectangle or a circle that surrounds the aiming object, and the third range marker can also be a rectangle or a circle, etc. The size of the third range marker is positively correlated with the target range value.
[0058] Figure 4 is a schematic diagram illustrating the display of a third range identifier in a graphical display area according to an embodiment of this disclosure. Figure 4 shows a schematic diagram in which the size of the first range identifier in the graphical display area changes as the target range value corresponding to the auxiliary aiming range changes. In Figure 4, the white rectangle represents the selection identifier for the aiming object, and the gray rectangle represents the third range identifier.
[0059] Compared to the problem of most controller parameter items being difficult to understand, this disclosure makes it easier for ordinary players to understand controller parameter settings, thereby lowering the threshold for controller tuning and improving the efficiency of controller tuning.
[0060] The following examples describe a method for debugging the game controller when entering a game training scenario.
[0061] The parameter adjustment methods for the game controller mentioned in the previous embodiments were all implemented outside of the game. This embodiment provides a way to adjust the feel of the game controller in the game training scenario. When entering the game training scenario, the parameters can be adjusted at the same time, and the actual experience changes brought about by the parameter adjustment can be felt, so that players can better understand the meaning of the parameters.
[0062] Specifically, in response to a debugging test command for the game controller, the system enters a game training scenario, displays the corresponding scene screen in the graphical user interface, and displays a parameter setting area for the game controller at a designated location on the scene screen; wherein the displayed content of the parameter setting area matches the displayed content of the parameter setting window; in response to a setting operation for the target debugging parameter in the parameter setting area, the system determines the parameter value corresponding to the target debugging parameter based on the setting operation; and graphically displays the impact of changes in the target debugging parameter on the operation of the game controller in the scene screen and / or in a graphical display area displayed in the scene screen.
[0063] In practical implementation, the aforementioned debugging test command can be generated by triggering a specified control displayed in the graphical user interface during the debugging scenario of the game controller, or by triggering a specified button on the game controller, or by other operations, depending on the development needs. In one specific embodiment, a parameter setting window and a graphical display area are displayed in the parameter setting interface outside the game. The graphical display area displays a feel test control. The left joystick on the game controller is used to switch between the parameter setting window and the graphical display area. To select the feel test control in the graphical display area, the left joystick needs to be used to switch from the left parameter area to the right graphic area, and then the up and down arrow keys are used to select the feel test control to trigger the debugging test command and enter the game training scenario.
[0064] Figure 5 shows a schematic diagram of entering the game training scene according to an embodiment of this disclosure. When the player triggers the feel test control displayed in the left image, they will enter the game training scene, and the scene screen corresponding to the game training scene will be displayed in the graphical user interface. A parameter setting area is displayed at a designated location on the scene screen, and this parameter setting area contains multiple parameters to be debugged. The specific location corresponding to the above-mentioned designated location can be determined according to the research and development needs. For example, the designated location in Figure 5 is also the left side of the graphical user interface.
[0065] When a player is adjusting target parameters in the parameter settings area displayed in the scene, if the parameter value corresponding to the target parameter is determined, the effect of the target parameter value on the game controller's operation will be displayed in the scene screen or in the graphical display area displayed in the scene screen. The operation effect corresponding to each target parameter is displayed in the same way as in the graphical display area when not in the game training scene. For example, the graphic showing the operation effect corresponding to the dead-angle parameter in the lower right corner of Figure 5 is the same as the graphic shown in the graphical display area in Figure 2. However, the operation effect displayed in the game training scene includes the real-time operation corresponding to the player's button presses on the game controller.
[0066] In related technologies, when adjusting the feel of a game controller in a game training environment, one first enters the game training scene, then brings up the parameter settings interface, sets the adjustment parameters in the parameter settings interface, exits the parameter settings interface, and then returns to the game training scene to test the feel. If the game controller feel is not satisfactory, one then brings up the parameter settings interface again to adjust the parameters, and exits the test again. This leads to repetitive operations and repeated interface switching and opening. In contrast, this embodiment allows players to adjust a parameter in the parameter settings interface, then click the feel test control in the parameter settings interface to enter the game training scene. The game training scene displays a controlled virtual character and a parameter settings area. When the player controls the controlled virtual character to test the game controller feel and finds it unsatisfactory, they can directly adjust the parameters in the parameter settings area without switching interfaces, thus improving the convenience of parameter adjustment and game controller feel testing.
[0067] In an optional embodiment, if the target debugging parameters include dead angle adjustment parameters, and the dead angle adjustment parameters include minimum input dead angle and maximum input dead angle; the graphical display area displayed in the scene screen graphically displays the specific process of how changes in the target debugging parameters affect the operation of the game controller, including: controlling the display of the graphical display area at a preset position in the scene screen, displaying the game controller model in the graphical display area, and displaying a first range identifier determined based on the parameter value corresponding to the minimum input dead angle and a second range identifier determined based on the parameter value corresponding to the maximum input dead angle at the target button position of the game controller model; responding to a first push operation on the target button in the game controller, displaying the push direction and push angle corresponding to the first push operation at the target button position in the graphical display area. The preset position can be any position in the scene screen, which can be determined according to development needs, for example, the preset position can be the upper right corner or the lower right corner of the scene screen, etc.
[0068] In practical implementation, the target button is the joystick in a game controller. When a player pushes the joystick, the direction and angle of the push operation are displayed in the graphical display area of the scene screen. This allows the player to easily understand the current push operation and its response range, enabling them to adjust parameters and experience the changes in the user experience. Figure 6 shows a schematic diagram of the push direction and angle corresponding to the push operation provided in this embodiment. In Figure 6, line segments with large dots represent the push direction and angle. The direction of the line segment indicates the push direction, and the length of the line segment indicates the push angle. Generally, the longer the line segment, the larger the push angle.
[0069] In an optional embodiment, if the target tuning parameters further include sensitivity parameters; and the sensitivity parameters include sensitivity change curve types; the specific process of displaying the impact of changes in the target tuning parameters on the operation of the game controller in a graphical display area displayed in the scene screen may include: controlling the display of the graphical display area at a preset position in the scene screen, and displaying a curve of the target curve type corresponding to the sensitivity change curve type in the graphical display area; in response to a second push operation on the target button in the game controller, displaying the position corresponding to the push amplitude on the curve in the graphical display area based on the push amplitude of the second push operation, the position being used to indicate the sensitivity corresponding to the second push operation. Specifically, the position corresponding to the push amplitude can be represented by a color different from the curve color, or by a different line segment style.
[0070] Figure 7 shows a schematic diagram of the position corresponding to the pushing amplitude provided in an embodiment of this disclosure. The left image in Figure 7 is the curve displayed when the player does not push the target button, and the right image in Figure 7 is the curve displayed when the player pushes the target button. The white segment on the curve corresponds to the end position, which is used to indicate the pushing amplitude corresponding to the pushing operation. Generally, the closer the position is to the end of the curve, the greater the pushing amplitude.
[0071] In an optional embodiment, if the target debugging parameters include auxiliary description parameters, wherein the auxiliary aiming parameters include an auxiliary aiming range, the step of graphically displaying the impact of changes in the target debugging parameters on the operation of the game controller in the scene screen includes: determining the aiming object from the scene screen, displaying a selection box on the aiming object, and displaying a third range identifier determined based on the target range value corresponding to the auxiliary aiming range outside the aiming object.
[0072] In an optional embodiment, in response to a first trigger operation, the parameter setting area displayed at a specified location in the display scene is canceled. The specific operation corresponding to the first trigger operation can be determined according to development needs; for example, the first trigger operation could be clicking a control in the graphical user interface or triggering a button on a game controller. This method can hide or turn off the parameter setting area in the game training scene, thereby avoiding obstruction of the field of view.
[0073] In an optional embodiment, in response to the second trigger operation, the game training scene is exited, and a parameter setting window and a graphical display area are displayed in the graphical user interface. The specific operation corresponding to the second trigger operation can be determined according to development needs; for example, the second trigger operation could be clicking a control in the graphical user interface or triggering a button on a game controller. This method can display a scaled-down parameter setting window (which is also the aforementioned parameter setting area) on one side of the game training scene, allowing players to simultaneously set parameters and control the game character. Players can choose whether to return to the parameter setting interface within the game training scene, forming a functional loop.
[0074] The above methods allow advanced players to adjust the feel of the game controller in real time during gameplay, improving the efficiency of game controller settings.
[0075] Corresponding to the above method embodiments, this disclosure also provides a game controller debugging device, which provides a graphical user interface through a terminal device connected to the game controller; as shown in FIG8, the device includes:
[0076] The parameter display module 80 is configured to execute debugging commands for the game controller and display a parameter setting window and a graphical display area for the game controller in the graphical user interface; wherein, the parameter setting window includes multiple parameters to be debugged.
[0077] The parameter debugging module 81 is configured to execute a response to the setting operation of the target debugging parameter in the parameter setting window, and determine the parameter value corresponding to the target debugging parameter based on the setting operation;
[0078] The graphical display module 82 is configured to graphically display the impact of changes in target debugging parameters on the operation of the game controller in a graphical display area. The operation impact includes at least one of the following: the impact of changes in target debugging parameters on the control response range of target buttons in the game controller, the impact of changes in target debugging parameters on the response mode of target buttons, and the impact of changes in target debugging parameters on the response sensitivity of target buttons.
[0079] The aforementioned game controller adjustment device, while adjusting the target adjustment parameters that affect the game controller's feel, can graphically display the impact of changes in the target adjustment parameter values on the game controller's operation on the interface. This allows players to clearly see which button on the game controller is affected when adjusting the parameters, as well as the impact on the operation of that button, thus enabling players to better understand the meaning of the parameters. At the same time, this method also simplifies the game controller adjustment process, lowers the barrier to entry for game controller adjustment, and helps to improve the game controller adjustment experience.
[0080] In an optional embodiment, the aforementioned target debugging parameter is a dead angle adjustment parameter; the dead angle adjustment parameter includes a minimum input dead angle and a maximum input dead angle; based on this, the aforementioned graphical display module 82 is configured to perform: displaying a gamepad model in the graphical display area, and displaying a first range identifier determined based on the parameter value corresponding to the minimum input dead angle and a second range identifier determined based on the parameter value corresponding to the maximum input dead angle at the target button position of the gamepad model; wherein, the range within the first range identifier is the invalid operation range of the target button in the gamepad; the range between the first range identifier and the second range identifier is the range within which the response sensitivity of the target button in the gamepad changes; the position of the second range identifier is used to indicate the position where the response sensitivity of the target button in the gamepad changes to the preset maximum sensitivity.
[0081] In an optional embodiment, the target debugging parameters further include sensitivity parameters, which are used to control the response sensitivity of the target button in the game controller; the sensitivity parameters include sensitivity change curve types; the parameter debugging module 81 is configured to perform: responding to a setting operation for the sensitivity change curve type, and determining the target curve type corresponding to the sensitivity change curve type from multiple preset curve types based on the setting operation; wherein, different preset curve types are configured with corresponding sensitivity change methods. The graphical display module 82 is configured to perform: displaying the curve corresponding to the target curve type in the graphical display area; wherein, the response sensitivity change method of the target button in the game controller within the range between the first range identifier and the second range identifier matches the sensitivity change method corresponding to the target curve type.
[0082] Furthermore, the aforementioned sensitivity parameters also include the maximum horizontal sensitivity value and the maximum vertical sensitivity value; wherein, the maximum horizontal sensitivity value and the maximum vertical sensitivity value are used to determine the preset maximum sensitivity of the response sensitivity change of the target button in the game controller.
[0083] In an optional embodiment, the target debugging parameters include auxiliary aiming parameters, which are used to control the aiming accuracy of the target button in the game controller; wherein, the auxiliary aiming parameters include an auxiliary aiming range; based on this, the parameter debugging module 81 is configured to perform: displaying a scene screen containing the aiming object in the graphical display area, and displaying a box selection mark corresponding to the aiming object in the scene screen, and a third range mark determined based on the target range value corresponding to the auxiliary aiming range: wherein, the range corresponding to the box selection mark is within the range selected by the third range mark.
[0084] Furthermore, the aforementioned device also includes an in-scene debugging module, configured to: respond to a debugging test command for the game controller, control entry into a game training scene, display the scene screen corresponding to the game training scene in the graphical user interface, and display a parameter setting area for the game controller at a designated location on the scene screen; wherein the displayed content of the parameter setting area matches the displayed content of the parameter setting window; respond to a setting operation for a target debugging parameter in the parameter setting area, and determine the parameter value corresponding to the target debugging parameter based on the setting operation; and graphically display the impact of changes in the target debugging parameter on the operation of the game controller in the scene screen and / or in a graphical display area displayed in the scene screen.
[0085] In an optional embodiment, the aforementioned target debugging parameters include dead angle adjustment parameters, which include minimum input dead angle and maximum input dead angle; the aforementioned scene-based debugging module is configured to: control the display of a graphical display area at a preset position in the scene screen, and display a gamepad model in the graphical display area, displaying a first range identifier determined based on the parameter value corresponding to the minimum input dead angle and a second range identifier determined based on the parameter value corresponding to the maximum input dead angle at the target button position of the gamepad model; responding to a first push operation on the target button in the gamepad, displaying the push direction and push angle corresponding to the first push operation at the target button position in the graphical display area.
[0086] Furthermore, the aforementioned target debugging parameters include sensitivity parameters; the sensitivity parameters include sensitivity change curve types; the aforementioned in-scene debugging module is configured to: control the display of a graphical display area at a preset position in the scene screen, and display a curve of the target curve type corresponding to the sensitivity change curve type in the graphical display area; in response to a second push operation on a target button in the game controller, based on the push amplitude of the second push operation, display the position corresponding to the push amplitude on the curve in the graphical display area, the position being used to indicate the response sensitivity corresponding to the second push operation.
[0087] Furthermore, the aforementioned target debugging parameters include auxiliary description parameters; wherein, the auxiliary aiming parameters include auxiliary aiming range; the aforementioned scene debugging module is configured to perform: determine the aiming object from the scene screen, display a selection box on the aiming object, and display a third range identifier outside the aiming object based on the target range value corresponding to the auxiliary aiming range.
[0088] In a specific implementation, the above device also includes a window cancellation module, which is configured to perform: in response to a first trigger operation, cancel the display of the parameter setting area at a specified position in the scene screen.
[0089] Furthermore, the aforementioned device also includes a scene exit module, configured to: in response to a second trigger operation, exit the game training scene and display a parameter setting window and a graphical display area in the graphical user interface.
[0090] The debugging device for the game controller provided in this embodiment has the same implementation principle and technical effect as the aforementioned method embodiment. For the sake of brevity, any parts not mentioned in the device embodiment can be referred to the corresponding content in the aforementioned method embodiment.
[0091] This disclosure also provides an electronic device, as shown in FIG9, which includes a processor and a memory. The memory stores machine-executable instructions that can be executed by the processor. The processor executes the machine-executable instructions to implement the above-described debugging method for the game controller.
[0092] Specifically, a graphical user interface is provided through a terminal device connected to a game controller. The debugging method for the game controller includes: responding to a debugging command for the game controller and displaying a parameter setting window and a graphical display area for the game controller in the graphical user interface; wherein the parameter setting window includes multiple parameters to be debugged; responding to a setting operation for a target debugging parameter in the parameter setting window and determining the parameter value corresponding to the target debugging parameter based on the setting operation; and graphically displaying the impact of changes in the target debugging parameter on the operation of the game controller in the graphical display area, wherein the operation impact includes at least one of the following: the impact of changes in the target debugging parameter on the control response range of a target button in the game controller, the impact of changes in the target debugging parameter on the response mode of the target button, and the impact of changes in the target debugging parameter on the response sensitivity of the target button.
[0093] The aforementioned gamepad adjustment method allows players to adjust target parameters that affect the gamepad's feel while simultaneously displaying the impact of parameter changes on gamepad operation graphically within the interface. This enables players to clearly see which button on the gamepad is affected and the impact on that button's operation, thus helping them better understand the meaning of the parameters. Furthermore, this method simplifies the gamepad adjustment process, lowers the barrier to entry for gamepad adjustments, and contributes to a better gaming experience.
[0094] In an optional embodiment, the aforementioned target debugging parameter is a dead angle adjustment parameter; the dead angle adjustment parameter includes a minimum input dead angle and a maximum input dead angle; the step of graphically displaying the impact of changes in the target debugging parameter on the operation of the game controller in a graphical display area includes: displaying a game controller model in the graphical display area, and displaying a first range identifier determined based on the parameter value corresponding to the minimum input dead angle and a second range identifier determined based on the parameter value corresponding to the maximum input dead angle at the target button position of the game controller model; wherein, the range within the first range identifier is the invalid operation range of the target button in the game controller; the range between the first range identifier and the second range identifier is the range within which the response sensitivity of the target button in the game controller changes; the position of the second range identifier is used to indicate the position where the response sensitivity of the target button in the game controller changes to the preset maximum sensitivity.
[0095] In an optional embodiment, the target debugging parameter further includes a sensitivity parameter, which is used to control the response sensitivity of the target button in the game controller; the sensitivity parameter includes a sensitivity change curve type; the step of responding to the setting operation of the target debugging parameter in the parameter setting window and determining the parameter value corresponding to the target debugging parameter based on the setting operation includes: responding to the setting operation of the sensitivity change curve type and determining the target curve type corresponding to the sensitivity change curve type from multiple preset curve types based on the setting operation; wherein, different preset curve types are configured with corresponding sensitivity change methods; the step of displaying the impact of the change of the target debugging parameter on the operation of the game controller in a graphical display area includes: displaying the curve corresponding to the target curve type in the graphical display area; wherein, the response sensitivity change method of the target button in the game controller within the range between the first range identifier and the second range identifier matches the sensitivity change method corresponding to the target curve type.
[0096] In an optional embodiment, the above sensitivity parameters further include a maximum horizontal sensitivity value and a maximum vertical sensitivity value; wherein, the maximum horizontal sensitivity value and the maximum vertical sensitivity value are used to determine a preset maximum sensitivity for the response sensitivity change of the target button in the game controller.
[0097] In an optional embodiment, the target adjustment parameters include auxiliary aiming parameters, which are used to control the aiming accuracy of the target button in the game controller; wherein, the auxiliary aiming parameters include an auxiliary aiming range; the step of displaying the impact of changes in the target adjustment parameters on the operation of the game controller in a graphical display area includes: displaying a scene containing the aiming object in the graphical display area, and displaying a selection box corresponding to the aiming object in the scene, as well as a third range identifier determined based on the target range value corresponding to the auxiliary aiming range: wherein, the range corresponding to the selection box is within the range selected by the third range identifier.
[0098] In an optional embodiment, the method further includes: responding to a debugging test command for the game controller, controlling entry into a game training scene, displaying a scene screen corresponding to the game training scene in a graphical user interface, and displaying a parameter setting area for the game controller at a designated location on the scene screen; wherein the displayed content of the parameter setting area matches the displayed content of the parameter setting window; responding to a setting operation for a target debugging parameter in the parameter setting area, determining the parameter value corresponding to the target debugging parameter based on the setting operation; and graphically displaying the impact of changes in the target debugging parameter on the operation of the game controller in the scene screen and / or in a graphical display area displayed in the scene screen.
[0099] In an optional embodiment, the aforementioned target debugging parameters include dead angle adjustment parameters, which include minimum input dead angle and maximum input dead angle. The steps of graphically displaying the impact of changes in the target debugging parameters on the operation of the game controller in a graphical display area displayed in the scene screen include: controlling the display of the graphical display area at a preset position in the scene screen, displaying a game controller model in the graphical display area, and displaying a first range identifier determined based on the parameter value corresponding to the minimum input dead angle and a second range identifier determined based on the parameter value corresponding to the maximum input dead angle at the target button position of the game controller model; responding to a first push operation on the target button in the game controller, displaying the push direction and push angle corresponding to the first push operation at the target button position in the graphical display area.
[0100] In an optional embodiment, the target debugging parameters include sensitivity parameters; the sensitivity parameters include sensitivity change curve types; the step of graphically displaying the impact of changes in target debugging parameters on the operation of the game controller in a graphical display area displayed in the scene screen includes: controlling the display of the graphical display area at a preset position in the scene screen, and displaying a curve of the target curve type corresponding to the sensitivity change curve type in the graphical display area; in response to a second push operation on a target button in the game controller, displaying the position corresponding to the push amplitude on the curve in the graphical display area based on the push amplitude of the second push operation, the position being used to indicate the response sensitivity corresponding to the second push operation.
[0101] In an optional embodiment, the target debugging parameters include auxiliary description parameters; wherein, the auxiliary aiming parameters include an auxiliary aiming range; the step of graphically displaying the impact of changes in the target debugging parameters on the operation of the game controller in the scene screen includes: determining the aiming object from the scene screen, displaying a selection box on the aiming object, and displaying a third range identifier determined based on the target range value corresponding to the auxiliary aiming range outside the aiming object.
[0102] In an optional embodiment, the method further includes: in response to a first trigger operation, canceling the parameter setting area displayed at a specified location in the scene screen.
[0103] In an optional embodiment, the method further includes: in response to the second trigger operation, exiting the game training scene and displaying a parameter setting window and a graphical display area in the graphical user interface.
[0104] Furthermore, the electronic device shown in Figure 9 also includes a bus 102 and a communication interface 103, with the processor 101, the communication interface 103, and the memory 100 connected via the bus 102.
[0105] The memory 100 may include high-speed random access memory (RAM) or non-volatile memory, such as at least one disk storage device. Communication between this system network element and at least one other network element is achieved through at least one communication interface 103 (which can be wired or wireless), such as the Internet, wide area network, local area network, or metropolitan area network. The bus 102 may be an ISA bus, PCI bus, or EISA bus, etc. The bus can be divided into address bus, data bus, control bus, etc. For ease of illustration, only a single bidirectional arrow is used in Figure 9, but this does not indicate that there is only one bus or one type of bus.
[0106] Processor 101 may be an integrated circuit chip with signal processing capabilities. In implementation, each step of the above method can be completed by the integrated logic circuitry in the hardware of processor 101 or by instructions in software form. The processor 101 may be a general-purpose processor, including a Central Processing Unit (CPU), a Network Processor (NP), etc.; it may also be a Digital Signal Processor (DSP), an Application Specific Integrated Circuit (ASIC), a Field-Programmable Gate Array (FPGA), or other programmable logic devices, discrete gate or transistor logic devices, or discrete hardware components. It can implement or execute the methods, steps, and logic block diagrams disclosed in the embodiments of this disclosure. The general-purpose processor may be a microprocessor or any conventional processor. The steps of the methods disclosed in the embodiments of this disclosure can be directly manifested as execution by a hardware decoding processor, or execution by a combination of hardware and software modules in the decoding processor. The software module can reside in a readily available storage medium in the art, such as random access memory, flash memory, read-only memory, programmable read-only memory, electrically erasable programmable memory, or registers. This storage medium is located in memory 100, and processor 101 reads information from memory 100 and, in conjunction with its hardware, completes the steps of the method described in the foregoing embodiments.
[0107] This disclosure also provides a computer-readable storage medium storing computer-executable instructions that, when invoked and executed by a processor, cause the processor to implement the above-described debugging method for the game controller.
[0108] Specifically, a graphical user interface is provided through a terminal device connected to a game controller. The debugging method for the game controller includes: responding to a debugging command for the game controller and displaying a parameter setting window and a graphical display area for the game controller in the graphical user interface; wherein the parameter setting window includes multiple parameters to be debugged; responding to a setting operation for a target debugging parameter in the parameter setting window and determining the parameter value corresponding to the target debugging parameter based on the setting operation; and graphically displaying the impact of changes in the target debugging parameter on the operation of the game controller in the graphical display area, wherein the operation impact includes at least one of the following: the impact of changes in the target debugging parameter on the control response range of a target button in the game controller, the impact of changes in the target debugging parameter on the response mode of the target button, and the impact of changes in the target debugging parameter on the response sensitivity of the target button.
[0109] The aforementioned gamepad adjustment method allows players to adjust target parameters that affect the gamepad's feel while simultaneously displaying the impact of parameter changes on gamepad operation graphically within the interface. This enables players to clearly see which button on the gamepad is affected and the impact on that button's operation, thus helping them better understand the meaning of the parameters. Furthermore, this method simplifies the gamepad adjustment process, lowers the barrier to entry for gamepad adjustments, and contributes to a better gaming experience.
[0110] In an optional embodiment, the aforementioned target debugging parameter is a dead angle adjustment parameter; the dead angle adjustment parameter includes a minimum input dead angle and a maximum input dead angle; the step of graphically displaying the impact of changes in the target debugging parameter on the operation of the game controller in a graphical display area includes: displaying a game controller model in the graphical display area, and displaying a first range identifier determined based on the parameter value corresponding to the minimum input dead angle and a second range identifier determined based on the parameter value corresponding to the maximum input dead angle at the target button position of the game controller model; wherein, the range within the first range identifier is the invalid operation range of the target button in the game controller; the range between the first range identifier and the second range identifier is the range within which the response sensitivity of the target button in the game controller changes; the position of the second range identifier is used to indicate the position where the response sensitivity of the target button in the game controller changes to the preset maximum sensitivity.
[0111] In an optional embodiment, the target debugging parameter further includes a sensitivity parameter, which is used to control the response sensitivity of the target button in the game controller; the sensitivity parameter includes a sensitivity change curve type; the step of responding to the setting operation of the target debugging parameter in the parameter setting window and determining the parameter value corresponding to the target debugging parameter based on the setting operation includes: responding to the setting operation of the sensitivity change curve type and determining the target curve type corresponding to the sensitivity change curve type from multiple preset curve types based on the setting operation; wherein, different preset curve types are configured with corresponding sensitivity change methods; the step of displaying the impact of the change of the target debugging parameter on the operation of the game controller in a graphical display area includes: displaying the curve corresponding to the target curve type in the graphical display area; wherein, the response sensitivity change method of the target button in the game controller within the range between the first range identifier and the second range identifier matches the sensitivity change method corresponding to the target curve type.
[0112] In an optional embodiment, the above sensitivity parameters further include a maximum horizontal sensitivity value and a maximum vertical sensitivity value; wherein, the maximum horizontal sensitivity value and the maximum vertical sensitivity value are used to determine a preset maximum sensitivity for the response sensitivity change of the target button in the game controller.
[0113] In an optional embodiment, the target adjustment parameters include auxiliary aiming parameters, which are used to control the aiming accuracy of the target button in the game controller; wherein, the auxiliary aiming parameters include an auxiliary aiming range; the step of displaying the impact of changes in the target adjustment parameters on the operation of the game controller in a graphical display area includes: displaying a scene containing the aiming object in the graphical display area, and displaying a selection box corresponding to the aiming object in the scene, as well as a third range identifier determined based on the target range value corresponding to the auxiliary aiming range: wherein, the range corresponding to the selection box is within the range selected by the third range identifier.
[0114] In an optional embodiment, the method further includes: responding to a debugging test command for the game controller, controlling entry into a game training scene, displaying a scene screen corresponding to the game training scene in a graphical user interface, and displaying a parameter setting area for the game controller at a designated location on the scene screen; wherein the displayed content of the parameter setting area matches the displayed content of the parameter setting window; responding to a setting operation for a target debugging parameter in the parameter setting area, determining the parameter value corresponding to the target debugging parameter based on the setting operation; and graphically displaying the impact of changes in the target debugging parameter on the operation of the game controller in the scene screen and / or in a graphical display area displayed in the scene screen.
[0115] In an optional embodiment, the aforementioned target debugging parameters include dead angle adjustment parameters, which include minimum input dead angle and maximum input dead angle. The steps of graphically displaying the impact of changes in the target debugging parameters on the operation of the game controller in a graphical display area displayed in the scene screen include: controlling the display of the graphical display area at a preset position in the scene screen, displaying a game controller model in the graphical display area, and displaying a first range identifier determined based on the parameter value corresponding to the minimum input dead angle and a second range identifier determined based on the parameter value corresponding to the maximum input dead angle at the target button position of the game controller model; responding to a first push operation on the target button in the game controller, displaying the push direction and push angle corresponding to the first push operation at the target button position in the graphical display area.
[0116] In an optional embodiment, the target debugging parameters include sensitivity parameters; the sensitivity parameters include sensitivity change curve types; the step of graphically displaying the impact of changes in target debugging parameters on the operation of the game controller in a graphical display area displayed in the scene screen includes: controlling the display of the graphical display area at a preset position in the scene screen, and displaying a curve of the target curve type corresponding to the sensitivity change curve type in the graphical display area; in response to a second push operation on a target button in the game controller, displaying the position corresponding to the push amplitude on the curve in the graphical display area based on the push amplitude of the second push operation, the position being used to indicate the response sensitivity corresponding to the second push operation.
[0117] In an optional embodiment, the target debugging parameters include auxiliary description parameters; wherein, the auxiliary aiming parameters include an auxiliary aiming range; the step of graphically displaying the impact of changes in the target debugging parameters on the operation of the game controller in the scene screen includes: determining the aiming object from the scene screen, displaying a selection box on the aiming object, and displaying a third range identifier determined based on the target range value corresponding to the auxiliary aiming range outside the aiming object.
[0118] In an optional embodiment, the method further includes: in response to a first trigger operation, canceling the parameter setting area displayed at a specified location in the scene screen.
[0119] In an optional embodiment, the method further includes: in response to the second trigger operation, exiting the game training scene and displaying a parameter setting window and a graphical display area in the graphical user interface.
[0120] If the aforementioned functions are implemented as software functional units and sold or used as independent products, they can be stored in a computer-readable storage medium. Based on this understanding, the technical solution of this disclosure, in essence, or the part that contributes to the prior art, or a portion of the technical solution, can be embodied in the form of a software product. This computer software product is stored in a storage medium and includes several instructions to cause a computer device (which may be a personal computer, a terminal device, or a network device, etc.) to execute all or part of the steps of the methods described in the various embodiments of this disclosure. The aforementioned storage medium includes various media capable of storing program code, such as USB flash drives, portable hard drives, read-only memory (ROM), random access memory (RAM), magnetic disks, or optical disks.
[0121] In the description of this disclosure, it should be noted that the terms "center," "upper," "lower," "left," "right," "vertical," "horizontal," "inner," and "outer," etc., indicate the orientation or positional relationship based on the orientation or positional relationship shown in the accompanying drawings, and are only for the convenience of describing this disclosure and simplifying the description, and do not indicate or imply that the device or element referred to must have a specific orientation, or be constructed and operated in a specific orientation, and therefore should not be construed as a limitation of this disclosure. Furthermore, the terms "first," "second," and "third" are used for descriptive purposes only and should not be construed as indicating or implying relative importance.
[0122] Finally, it should be noted that the above-described embodiments are merely specific implementations of this disclosure, used to illustrate the technical solutions of this disclosure, and not to limit it. The protection scope of this disclosure is not limited thereto. Although this disclosure has been described in detail with reference to the foregoing embodiments, those skilled in the art should understand that any person skilled in the art can still modify or easily conceive of changes to the technical solutions described in the foregoing embodiments, or make equivalent substitutions for some of the technical features, within the scope of the technology disclosed in this disclosure. Such modifications, changes, or substitutions do not cause the essence of the corresponding technical solutions to deviate from the spirit and scope of the technical solutions of the embodiments of this disclosure, and should all be covered within the protection scope of this disclosure. Therefore, the protection scope of this disclosure should be determined by the protection scope of the claims.
Claims
1. A debugging method of a gamepad, a terminal device providing a graphical user interface, the terminal device being connected with the gamepad, the method comprising: in response to a debugging instruction for the gamepad, displaying a parameter setting window and a graphical display area for the gamepad in the graphical user interface; wherein the parameter setting window comprises a plurality of to-be-debugged parameters; in response to a setting operation for a target debugging parameter in the parameter setting window, determining a parameter value corresponding to the target debugging parameter based on the setting operation; and displaying, in the graphical display area, an influence of a change of the target debugging parameter on an operation of the gamepad in a graphical manner, wherein the influence of the change of the target debugging parameter on the operation of the gamepad comprises at least one of an influence of the change of the target debugging parameter on a control response range of a target key in the gamepad, an influence of the change of the target debugging parameter on a response mode of the target key, and an influence of the change of the target debugging parameter on a response sensitivity of the target key. The target debugging parameter is a dead angle adjustment parameter; the dead angle adjustment parameter comprises a minimum input dead angle and a maximum input dead angle. The step of displaying, in the graphical display area, the influence of the change of the target debugging parameter on the operation of the gamepad in the graphical manner comprises: displaying a handle model in the graphical display area, and displaying, at a target key position of the handle model, a first range identifier determined based on a parameter value corresponding to the minimum input dead angle and a second range identifier determined based on a parameter value corresponding to the maximum input dead angle. The range within the first range identifier is an invalid operation range of the target key in the gamepad; the range between the first range identifier and the second range identifier is a range in which the response sensitivity of the target key in the gamepad changes; and the position of the second range identifier indicates a position at which the response sensitivity of the target key in the gamepad changes to a preset maximum sensitivity.
2. The method of claim 1, wherein, The target debugging parameter further comprises a sensitivity parameter for controlling the response sensitivity of the target key in the gamepad; and the sensitivity parameter comprises a sensitivity change curve type. The step of determining the parameter value corresponding to the target debugging parameter based on the setting operation comprises: in response to a setting operation for the sensitivity change curve type, determining a target curve type corresponding to the sensitivity change curve type from a plurality of preset curve types based on the setting operation; wherein different preset curve types are respectively configured with corresponding sensitivity change modes. The step of displaying, in the graphical display area, the influence of the change of the target debugging parameter on the operation of the gamepad in the graphical manner comprises: 3. The method of claim 2, wherein, The target curve type corresponding to the target curve type is displayed in the graphical display area; wherein the change mode of the response sensitivity of the target key in the gamepad between the first range mark and the second range mark matches the sensitivity change mode corresponding to the target curve type.
4. The method of claim 3, wherein, The sensitivity parameter further comprises a sensitivity level maximum value and a sensitivity vertical maximum value; wherein the sensitivity level maximum value and the sensitivity vertical maximum value are used to determine the preset maximum sensitivity of the response sensitivity change of the target key in the gamepad.
5. The method of claim 1, wherein, The target debugging parameter comprises an auxiliary aiming parameter, and the auxiliary aiming parameter is used to control the aiming accuracy of the target key in the gamepad; wherein the auxiliary aiming parameter comprises an auxiliary aiming range. The step of displaying the influence of the change of the target debugging parameter on the operation of the gamepad in the graphical display area in a graphical manner comprises: A scene picture containing a target aiming object is displayed in the graphical display area, and a frame selection mark corresponding to the target aiming object is displayed in the scene picture, and a third range mark determined based on the target range value corresponding to the auxiliary aiming range is displayed: wherein the range corresponding to the frame selection mark is within the range selected by the third range mark.
6. The method of claim 1, wherein, The method further comprises: In response to a debugging test instruction for the gamepad, a game training scene is entered, a scene picture corresponding to the game training scene is displayed in the graphical user interface, and a parameter setting area for the gamepad is displayed at a specified position of the scene picture; wherein the display content of the parameter setting area matches the display content of the parameter setting window; In response to a setting operation for a target debugging parameter in the parameter setting area, a parameter value corresponding to the target debugging parameter is determined based on the setting operation; The influence of the change of the target debugging parameter on the operation of the gamepad is displayed in the scene picture and / or in the graphical display area displayed in the scene picture in a graphical manner.
7. The method of claim 6, wherein, The target debugging parameter comprises a dead angle adjustment parameter, and the dead angle adjustment parameter comprises a minimum input dead angle and a maximum input dead angle; The step of displaying the influence of the change of the target debugging parameter on the operation of the gamepad in the graphical display area displayed in the scene picture in a graphical manner comprises: A graphical display area is displayed at a preset position in the scene picture, a handle model is displayed in the graphical display area, a first range mark determined based on the parameter value corresponding to the minimum input dead angle and a second range mark determined based on the parameter value corresponding to the maximum input dead angle are displayed at the target key position of the handle model; In response to a first pushing operation for a target key in the gamepad, a pushing direction and a pushing angle corresponding to the first pushing operation are displayed at the target key position in the graphical display area.
8. The method of claim 6, wherein, The target debugging parameter comprises a sensitivity parameter; the sensitivity parameter comprises a sensitivity change curve type; The step of displaying, in a graphical display area in the scene picture, the influence of the change of the target debugging parameter on the operation of the gamepad in a graphical manner, comprises: controlling a preset position in the scene picture to display a graphical display area, and displaying a target curve type corresponding to the sensitivity change curve type in the graphical display area; in response to a second pushing operation on a target key in the gamepad, displaying a position corresponding to a pushing amplitude of the second pushing operation on the curve in the graphical display area based on the pushing amplitude, the position being used to indicate a response sensitivity corresponding to the second pushing operation.
9. The method of claim 6, wherein, The target debugging parameter comprises an auxiliary aiming parameter; wherein the auxiliary aiming parameter comprises an auxiliary aiming range. The step of displaying, in a graphical display area in the scene picture, the influence of the change of the target debugging parameter on the operation of the gamepad in a graphical manner, comprises: determining an aiming object from the scene picture, displaying a frame selection mark on the aiming object, and displaying a third range mark determined based on a target range value corresponding to the auxiliary aiming range outside the aiming object.
10. The method of claim 6, wherein, The method further comprises: in response to a first trigger operation, canceling display of a parameter setting area displayed at a specified position in the scene picture.
11. The method of claim 7, wherein, The method further comprises: in response to a second trigger operation, exiting the game training scene, and displaying the parameter setting window and the graphical display area in the graphical user interface. 12.A debugging device of a gamepad, providing a graphical user interface through a terminal device, the terminal device being connected with the gamepad, the device comprising: a parameter display module configured to execute, in response to a debugging instruction for the gamepad, display of a parameter setting window and a graphical display area for the gamepad in the graphical user interface; wherein the parameter setting window comprises a plurality of to-be-debugged parameters; a parameter debugging module configured to execute, in response to a setting operation on a target debugging parameter in the parameter setting window, determination of a parameter value corresponding to the target debugging parameter based on the setting operation; a graphical display module configured to execute, in the graphical display area, display of the influence of the change of the target debugging parameter on the operation of the gamepad in a graphical manner, wherein the operation influence comprises at least one of the following: influence of the change of the target debugging parameter on a control response range of a target key in the gamepad, influence of the change of the target debugging parameter on a response mode of the target key, and influence of the change of the target debugging parameter on a response sensitivity of the target key. 13.An electronic device, comprising a processor and a memory, the memory storing machine executable instructions executable by the processor, the processor executing the machine executable instructions to implement the debugging method of the gamepad according to any one of claims 1 to 11.
14. A computer readable storage medium storing computer executable instructions which, when invoked and executed by a processor, cause the processor to implement the debugging method of any one of claims 1 to 11.
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