Virtual Object Control With Direct-Tap Casting for Accurate Aiming

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Solution Overview

Problem

The existing method of using a wheel virtual joystick for skill casting in MOBA games results in low aiming accuracy due to excessive mapping ratios, requiring multiple operations and increased terminal calculation load.

Innovation Solution

A method where a target skill is selected by a first click/tap on a skill control, displaying a castable region in the virtual scene, and casting the skill at a selected position with a second click/tap, eliminating the need for complex joystick-based mapping.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Area of stationary object

If a wheel virtual joystick is used for skill casting with a fixed size, then the casting range can cover the entire virtual scene, but the mapping ratio becomes excessively large resulting in low aiming accuracy

Engineering Contradiction:
Improvecasting rangeVSAvoidaiming accuracy
Core Design Contradiction:
Area of stationary objectVSMeasurement precision

Solution Approach 1:

The virtual joystick is changed from a fixed-size wheel to a dynamic cross-shaped structure where the extension length of each arm can be adjusted. This allows the joystick to adapt its size according to the casting range requirements, providing fine-grained control for large-area casting while maintaining high aiming accuracy through adjustable arm lengths that optimize the mapping ratio.

Inventive Principle:
Principle #15Dynamics

Solution Approach 2:

The mapping ratio is dynamically adjusted by changing the extension length parameter of the virtual joystick arms. When the casting range is large, the arms extend further to increase the control area; when precise aiming is needed, the arms retract to reduce the mapping ratio and improve positioning accuracy. This parameter adjustment resolves the contradiction between covering large areas and maintaining precision.

Inventive Principle:
Principle #35Parameter changes

2Device complexity

If the wheel virtual joystick size is kept unchanged, then the device structure remains simple, but multiple aiming operations are required resulting in increased operation difficulty

Engineering Contradiction:
Improvejoystick structureVSAvoidoperation difficulty
Core Design Contradiction:
Device complexityVSEase of operation

Solution Approach 1:

The virtual joystick transitions from a static wheel to a dynamic cross-shaped structure with adjustable arm extensions. The joystick can dynamically adjust its arm length based on the selected skill's casting range, allowing users to cast skills in a single operation without needing to perform multiple aiming adjustments, thereby reducing operation difficulty while maintaining structural simplicity.

Inventive Principle:
Principle #15Dynamics

Solution Approach 2:

The virtual joystick automatically adjusts its arm extension length according to the casting range requirements of different skills, without requiring manual reconfiguration. This self-adjusting capability enables the joystick to optimize its configuration for each skill type, reducing the number of operations needed and simplifying the user interaction process.

Inventive Principle:
Principle #25Self-service

3Measurement precision

If multiple aiming operations are performed to achieve accurate casting, then aiming accuracy can be improved, but the terminal calculation load increases excessively

Engineering Contradiction:
Improveaiming accuracyVSAvoidterminal calculation load
Core Design Contradiction:
Measurement precisionVSUse of energy by moving object

Solution Approach 1:

The virtual joystick pre-calculates and sets the optimal arm extension length based on the selected skill's casting range before the user performs aiming. This preliminary configuration ensures that the mapping ratio is optimized in advance, allowing users to achieve accurate aiming in a single operation rather than requiring multiple adjustments, thereby reducing the cumulative calculation load on the terminal.

Inventive Principle:
Principle #10Preliminary action

Solution Approach 2:

The mapping ratio parameter is dynamically adjusted by changing the joystick arm extension length to match the casting range. This single-parameter adjustment optimizes the mapping relationship beforehand, enabling accurate aiming with fewer operations and reducing the repeated calculation burden that would otherwise result from multiple aiming attempts.

Inventive Principle:
Principle #35Parameter changes

4Area of stationary object

If the virtual joystick arm extension length is increased to cover larger casting range, then the casting coverage is improved, but the mapping ratio increases resulting in lower positioning precision

Engineering Contradiction:
Improvecasting rangeVSAvoidpositioning precision
Core Design Contradiction:
Area of stationary objectVSManufacturing precision

Solution Approach 1:

The virtual joystick employs dynamic arm extension where the length of each arm can be independently adjusted based on the specific casting requirements. When a large casting range is needed, the arms extend to cover the area; when precise positioning is required, the arms retract to reduce the mapping ratio and improve positioning precision, thus dynamically balancing coverage and precision.

Inventive Principle:
Principle #15Dynamics

Solution Approach 2:

The arm extension length parameter is adjusted according to the casting range of the selected skill. For skills with large casting ranges, the parameter is increased to expand coverage; for skills requiring precise positioning, the parameter is decreased to improve mapping precision. This parameter adaptation resolves the contradiction between coverage area and positioning precision.

Inventive Principle:
Principle #35Parameter changes

Data Source

PatentUS20250249357A1Virtual object control method and apparatus, terminal, and storage medium
Publication Date: 2025.08.07 TENCENT TECHNOLOGY (SHENZHEN) CO LTD
  • US20250249357A1 patent drawing
  • US20250249357A1 patent drawing
  • US20250249357A1 patent drawing

AI summary

A virtual object control method is described. A skill type of a skill is obtained in response to a first click/tap operation on a skill control. In response to determining that the obtained skill type of the skill is a target skill that supports selecting a casting position based on a screen click/tap, a castable region of the skill in a virtual scene is displayed according to a position where a controlled virtual object is located and a casting range of the skill. In response to a second click/tap operation in the castable region, the controlled virtual object is controlled to cast the skill at a casting position indicated by the second click/tap operation. Thus, a complex drag operation based on a wheel virtual joystick need not be performed, simplifying the operation of accurate aiming by a user. Apparatus and non-transitory computer-readable counterpart embodiments are also provided.