Game Object Control via Angle Threshold Drift Automation

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Solution Overview

Problem

In racing game applications, the high operation complexity of game tasks increases control time, making it difficult for players to complete tasks efficiently and effectively.

Innovation Solution

A method and apparatus for controlling a target object in a game task by detecting a target angle between the advancing and sliding directions during an action combination, triggering a state adjustment instruction when the angle reaches a threshold, and adjusting the movement state from a first state to a second state, which reduces the time taken to complete the task.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Productivity

If the player manually controls the target object to perform drift actions multiple times through bends, then the target object can complete the game task, but the control time increases due to high operation complexity

Engineering Contradiction:
Improvetask completion speedVSAvoidcontrol time
Core Design Contradiction:
ProductivityVSLoss of time

Solution Approach 1:

The control system automatically detects when the target object needs to perform drift actions by monitoring angle thresholds and action combinations, then autonomously executes the drift actions without requiring manual player input. This self-service mechanism reduces control time while maintaining task completion effectiveness.

Inventive Principle:
Principle #25Self-service

Solution Approach 2:

The system changes the control parameter from manual repeated operations to automatic single-trigger actions. By detecting when the target object enters a bend and automatically executing drift actions based on pre-set parameters (angle thresholds, action combinations), the system reduces the number of manual operations needed while completing the same task.

Inventive Principle:
Principle #35Parameter changes

2Adaptability or versatility

If the player manually performs multiple drift actions through bends, then the target object can navigate complex tracks, but the operation complexity increases

Engineering Contradiction:
Improvetrack navigation capabilityVSAvoidoperation complexity
Core Design Contradiction:
Adaptability or versatilityVSDevice complexity

Solution Approach 1:

The system pre-sets drift action parameters and triggers them automatically when the target object enters bends. The control system anticipates the need for drift actions by detecting angle thresholds and action combinations before the player would need to manually input multiple drift actions, simplifying the operation while maintaining navigation capability.

Inventive Principle:
Principle #10Preliminary action

Solution Approach 2:

The system merges multiple manual drift action operations into a single automatic trigger. Instead of requiring the player to manually execute multiple separate drift actions, the system combines detection of angle thresholds and action combinations into one automatic execution sequence, reducing operation complexity while preserving track navigation adaptability.

Inventive Principle:
Principle #5Merging (Combining)

Data Source

PatentUS20240261687A1Object control method and apparatus, storage medium and electronic device
Publication Date: 2024.08.08 TENCENT TECHNOLOGY (SHENZHEN) CO LTD
  • US20240261687A1 patent drawing
  • US20240261687A1 patent drawing
  • US20240261687A1 patent drawing

AI summary

This application discloses an object control method and device, a storage medium and an electronic device. The method includes detecting a target angle generated in a process that a first target object performs an action combination during a game task, the action combination comprising performing a target action at least twice; triggering a state adjustment instruction in response to the target angle reaching a trigger threshold, the state adjustment instruction being used for instructing to adjust a movement state of the first target object; and adjusting, based on the state adjustment instruction, the movement state from a first state to a second state, a first time duration consumed by the first target object in the first state to complete the game task being longer than a second time duration consumed by the first target object in the second state to complete the game task.