Joystick Sub-Area Target Locking for Accurate Skill Application
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Solution Overview
Problem
Existing methods for locking onto a target object in game scenes, such as in MOBA and sports action games, are inefficient and time-consuming due to the need for precise joystick adjustments, leading to potential misapplication of skills when there are slight deviations in joystick direction and object movement.
Innovation Solution
The method involves dividing the joystick active area into sub-areas corresponding to the number of to-be-applied objects, allowing the joystick to be dragged to any location within the target sub-area, eliminating the need for precise alignment with the object direction, and using coordinate mapping to determine the target object based on relative locations.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Measurement precision
If precise joystick alignment with object direction is required, then skill application accuracy is improved, but operation time and complexity increase
Solution Approach 1:
The joystick active area is divided into multiple sub-areas, each corresponding to a different target object. This segmentation allows the user to select a target object by dragging the joystick to a broader region (sub-area) rather than requiring precise alignment with the object's exact direction, thus reducing operation time while maintaining skill application accuracy.
Solution Approach 2:
Different sub-areas of the joystick active area are assigned different functional meanings, where each sub-area corresponds to a specific target object. This local quality differentiation enables the system to determine the target object based on which sub-area the joystick is dragged to, rather than requiring precise directional alignment, thereby reducing operation time while ensuring accurate skill application.
2Measurement precision
If precise joystick alignment is required, then skill application accuracy is improved, but ease of operation deteriorates
Solution Approach 1:
The joystick active area is divided into multiple sub-areas, each corresponding to a different target object. This segmentation allows the user to select a target object by dragging the joystick to a broader region (sub-area) rather than requiring precise alignment with the object's exact direction, thus reducing operation time while maintaining skill application accuracy.
Solution Approach 2:
Different sub-areas of the joystick active area are assigned different functional meanings, where each sub-area corresponds to a specific target object. This local quality differentiation enables the system to determine the target object based on which sub-area the joystick is dragged to, rather than requiring precise directional alignment, thereby reducing operation time while ensuring accurate skill application.
3Measurement precision
If joystick direction must be precisely aligned with object, then target locking accuracy is improved, but device complexity increases
Solution Approach 1:
The joystick active area is divided into multiple sub-areas, each corresponding to a different target object. This segmentation allows the user to select a target object by dragging the joystick to a broader region (sub-area) rather than requiring precise alignment with the object's exact direction, thus reducing operation time while maintaining skill application accuracy.
Solution Approach 2:
Different sub-areas of the joystick active area are assigned different functional meanings, where each sub-area corresponds to a specific target object. This local quality differentiation enables the system to determine the target object based on which sub-area the joystick is dragged to, rather than requiring precise directional alignment, thereby reducing operation time while ensuring accurate skill application.
Data Source
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AI summary
A method and device for locking a target object in a game scene, and an electronic device. The method comprises: determining at least one object for skill application corresponding to a skill currently triggered by a terminal (S401); creating, in a joystick movement area, sub-areas corresponding to the number of the at least one object for skill application, each sub-area corresponding to one object for skill application (S402); determining, from the at least one sub-area, a target sub-area corresponding to the skill indicated by the joystick (S403); and determining the object for skill application corresponding to the target sub-area to be a target object (S404).