CN109550241B - Single rocker control method and system - Google Patents

Single rocker control method and system Download PDF

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Publication number
CN109550241B
CN109550241B CN201811101972.4A CN201811101972A CN109550241B CN 109550241 B CN109550241 B CN 109550241B CN 201811101972 A CN201811101972 A CN 201811101972A CN 109550241 B CN109550241 B CN 109550241B
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touch
virtual character
angle
sighting device
area
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CN109550241A (en
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闫彬
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XIAMEN G-BITS NETWORK TECHNOLOGY CO LTD
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XIAMEN G-BITS NETWORK TECHNOLOGY CO LTD
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    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/40Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment
    • A63F13/42Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment by mapping the input signals into game commands, e.g. mapping the displacement of a stylus on a touch screen to the steering angle of a virtual vehicle
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/40Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment
    • A63F13/42Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment by mapping the input signals into game commands, e.g. mapping the displacement of a stylus on a touch screen to the steering angle of a virtual vehicle
    • A63F13/426Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment by mapping the input signals into game commands, e.g. mapping the displacement of a stylus on a touch screen to the steering angle of a virtual vehicle involving on-screen location information, e.g. screen coordinates of an area at which the player is aiming with a light gun
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/80Special adaptations for executing a specific game genre or game mode
    • A63F13/822Strategy games; Role-playing games
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/80Special adaptations for executing a specific game genre or game mode
    • A63F13/837Shooting of targets
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/80Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game specially adapted for executing a specific type of game
    • A63F2300/807Role playing or strategy games
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/80Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game specially adapted for executing a specific type of game
    • A63F2300/8076Shooting

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  • Engineering & Computer Science (AREA)
  • Multimedia (AREA)
  • Human Computer Interaction (AREA)
  • Position Input By Displaying (AREA)

Abstract

A single rocker control method and a system thereof are provided, which respectively detect a first touch action of a rocker touch area and a second touch action of a button touch area; controlling the facing and moving direction of the virtual character according to the touch position of the first touch action; releasing the skill corresponding to the second touch control action at the effective position, and meanwhile, determining the effective position according to the touch control position control of the first touch control action. The invention controls the virtual character to move, face and adjust the skill position through the rocker touch area, can realize the skill release while moving, and ensures that the system can stably release the skill and the position is accurate.

Description

Single rocker control method and system
Technical Field
The invention relates to the field of games, in particular to a single-rocker control method and a single-rocker control system.
Background
Along with the improvement of the living standard of human cultural entertainment, the living experience and the requirement of people on the virtual world are higher and higher, the continuous innovation of the cartoon game is also ' worried and difficult ' for people ' in the tense internet era, the game also becomes a mode for releasing pressure for many people, and particularly the simulation shooting game can provide a pressure-releasing and interest-increasing entertainment experience.
The two-rocker operation is used in most games on the market at present, and the skill is released while moving under the condition of the two-rocker: the double-rocker, i.e. the left-hand rocker, controls the walking direction, and the right-hand rocker controls the skill direction. The moving direction and the skill releasing direction are not the same direction under the condition of large force, and at the moment, two hands need to release skills to different two directions simultaneously; in addition, the rhythm of shooting games is fast, both shooting and skill releasing need to be responded quickly, and the frequency of clicking a button is faster than that of MOBA games, so that the situation that a hand needs to draw circles and a hand needs to draw squares is similar, and the muscle coordination and memory of the hand easily causes skill misplacement or misplacement.
The control mode has the following defects for shooting games:
compared with common fighting games or RPG games, shooting games are more fierce in war games, frequent walking and aiming are needed, the frequent walking and aiming operation under the double rockers is poor in experience, and the shooting accuracy is greatly influenced. Many skills of shooting games almost cannot be shaken back and forth, standing pause dead time is not available without shaking back and forth, and the accuracy of the double-rocker is more difficult to control.
The double-rocker needs to be matched with strong automatic auxiliary aiming or the skill has directivity, but the fun of the shooting game is lost if the strong auxiliary aiming is carried out.
Disclosure of Invention
The invention mainly aims to overcome the defects in the prior art and provides a single rocker control method and a single rocker control system which can realize multi-direction control by adopting a single rocker, reduce the operation difficulty and improve the skill release accuracy.
The invention adopts the following technical scheme:
a single rocker control method is characterized in that: respectively detecting a first touch action of a rocker touch area and a second touch action of a button touch area; controlling the facing and moving direction of the virtual character according to the touch position of the first touch action; and controlling the corresponding skill to release at the effective position according to the second touch action, and simultaneously controlling and determining the effective position according to the touch position of the first touch action.
The rocker touch area is provided with a X Y coordinate system; the virtual role is provided with an X 'Y' coordinate system which is the mapping of the XY coordinate system; the skill effective position is a mapping of the touch coordinates in an X 'Y' coordinate system.
When the first touch action is not detected, the effective position is the coordinate position of the virtual role; the skill is provided with a farthest release position, and the effective position is less than or equal to the farthest release position.
And when a second touch action is detected, controlling to release the skill, and forbidding the control of the touch position to the facing direction in the skill release process.
At least one steering button is also arranged, and when the steering button is triggered, the virtual character is controlled to steer.
And when a preset button of the button touch area detects a second touch action, the virtual character is controlled to jump according to a preset track, and in the jumping process, if another preset button of the button touch area detects the second touch action, the current track and the jumping direction of the virtual character are locked, and attack is carried out according to the first angle mapped by the current touch position.
The step of locking the current track of the virtual character means that if the touch position of the first touch action is detected, the jumping direction and the current track are controlled to be unchanged, but the direction of the current track is the same as the direction mapped by the touch position.
And when the preset button of the button touch area detects a second touch action and does not detect a first touch action, the virtual character is controlled to jump according to a preset track, and in the jumping process, if the first touch action is detected, the jumping direction and the jumping direction of the virtual character are controlled according to the touch position, and the jumping track is changed.
And when a preset button of the button touch area detects a second touch action, the virtual character is controlled to jump according to a preset track, and in the jumping process, if the change of the moving direction mapped by the touch position of the first touch action is detected, the virtual character is controlled to change the jumping track, the jumping direction and the facing direction.
The preset button is a jump button and the other preset button is a shooting button or a skill release button.
And in the rocker touch area, controlling the virtual character to face to the right or left according to the positive axis area or the negative axis area of the touch position on the X axis.
In the rocker touch area, the movement direction of the virtual character is controlled to be right or left according to the positive axis area or the negative axis area of the touch position on the X axis, and the jumping direction is the same as the movement direction.
A first sighting device and a second sighting device are further arranged; calculating a first angle of the touch position, and rotating the first sighting device along with the first angle; when the area of the first sighting device or the second sighting device detects at least one attack target, calculating a second angle between each attack target and the first sighting device or a distance between each attack target and the virtual character, judging to lock an attack target, and controlling the second sighting device to rotate along with the attack target.
Controlling both the first sight and the second sight to follow the first angle rotation when both the first sight and the second sight are located in areas where no offensive target is detected.
When the second sighting device rotates along with the attack target and when the area where the first sighting device is located detects the attack target, calculating a second angle between the first sighting device and the attack target and between the first sighting device and the attack target, and judging whether to switch the attack target according to the second angle.
And when the second sighting device rotates along with the attack target and the area where the first sighting device is located detects the attack target, and when the calculated second angles of the first sighting device, the attack target and the attack target are the same, judging whether to switch the attack target according to the distances between the virtual character and the attack target.
The second angle is an included angle between a line formed by connecting the virtual character coordinate and the attack target coordinate and the first sighting device.
And locking an attack target according to the distance between the attack target and the first sighting device, specifically, taking the attack target with the smallest distance as the attack target, wherein the distance is the distance between the virtual character and the attack target.
The first sight is provided with a line of sight, and the second angle and the distance are angles and distances between each offensive target and the line of sight.
When a second touch action is detected, calculating a first angle according to the touch coordinates of the first touch action, and if the angle is within a preset first correction range, controlling the virtual character to point to the area of the first angle for attack and prohibiting the virtual character from moving; if the first angle is within a preset second correction range, controlling the virtual character to point to a zero-degree area for attack, and controlling the virtual character to move; otherwise, the virtual role is controlled to point to the area of the first angle for attack, and the virtual role is controlled to move.
The first correction range is that the absolute value of the included angle is [60,90].
The second correction range is that the absolute value of the included angle is [0,15].
A single rocker control system, characterized by: comprises that
The display touch unit is used for presenting a game interface and comprises a rocker touch area, a button touch area and a virtual character;
the detection unit is used for detecting a first touch action of the rocker touch area and a second touch action of the button touch area;
the judging unit is used for judging the facing and moving directions of the virtual character according to the touch position of the first touch action and judging the jumping track and the jumping direction of the virtual character by combining the second touch action; when the second touch action is detected, determining a skill effective position according to the touch position of the first touch action;
and a control unit controlling the virtual character to move, jump and release the skill.
The display touch unit is also provided with a first sighting device and a second sighting device, the judging unit also comprises a first angle for calculating the touch position, a second angle or distance between each attack target and the first sighting device and an attack target; the control unit also controls the first sighting device to rotate along with the first angle and controls the second sighting device to rotate along with the attack target according to the judgment result.
As can be seen from the above description of the present invention, compared with the prior art, the present invention has the following advantages:
1. according to the method and the system, the skill is controlled to be released at the effective position according to the second touch action, and meanwhile, the virtual character is controlled to move and the effective position is determined according to the touch coordinate of the first touch action, so that the skill is released while moving is realized, and the system can be ensured to stably release the skill and ensure the accurate position.
2. According to the method and the system, the virtual character is controlled to move, face and adjust the skill position through the rocker touch area, the control of the touch position to the face is forbidden in the releasing process, the operation difficulty of the game hand is reduced, and the accuracy of skill release is improved, so that the game is easy to master.
3. According to the method and the system, a single rocker mechanism is adopted, after the shield skill is opened, the shield direction is controlled by the virtual rocker of the left hand, the right hand does not need to control the skill button all the time, the right hand can be released to do other operations, and the operation is more free. The problem that the virtual rocker needs to control multiple directions under a single rocker is solved, and a player can complete the operation to be achieved at will.
4. According to the method and the system, in the virtual character jumping process, the first touch control action and the second touch control action are combined, when the attack is controlled, the track and the jumping direction are locked, and the attack angle is determined, so that a player can shoot in the air more conveniently and accurately.
5. The method and the system are provided with a first sighting device and a second sighting device, wherein the first sighting device always rotates along with a virtual rocker in a rocker touch area, when the first sighting device or the second sighting device detects an attacking target, second angles and distances of all the attacking targets in the two sighting devices are automatically calculated, the attacking target is judged and locked, and the second sighting device is controlled to rotate along with the attacking target; on the premise of ensuring a certain operation depth, the operation burden of a player is reduced, meanwhile, the frustration of inaccurate shooting aiming of novice and young players can be reduced, the accuracy of skill release is improved, and the game is easier to get on hand.
6. According to the method and the system, when the areas where the first sighting device and the second sighting device are located detect a plurality of targets which can be attacked, the second sighting device is commanded to rotate along with the target which has the smallest second angle and is closest to the second angle, the attacking target can be locked quickly and accurately, and the operation difficulty is reduced.
7. According to the method and the system, when the second sighting device rotates along with the attack target and when the area where the first sighting device is located detects the attack target, whether the attack target is switched or not can be judged according to the second angle and the distance degree, the hand operation difficulty is reduced, and the attack rhythm is smoother.
8. According to the method and the system, the attack angle and the like are controlled by the single rocker, angle correction is performed, the operation difficulty is reduced, the accuracy of skill release is improved, and the attack rhythm is smoother and easier to master.
9. According to the method and the system, when the second touch action is detected and the angle of the first touch action meets the first correction range [60 degrees and 90 degrees ], the virtual character can be controlled to attack upwards or downwards and stop moving, and the accuracy is high.
10. According to the method and the system, when the second touch action is detected and the angle of the first touch action meets the second correction range [0 degrees and 15 degrees ], the virtual character can be controlled and moved while horizontal attack is carried out (namely the angle is 0 degrees), and the accuracy is high.
Drawings
FIG. 1 is a schematic view of a game interface according to the present invention;
FIG. 2 is a schematic diagram of a coordinate system in a game field according to the present invention;
FIG. 3 is a schematic view of a game interface of the present invention (facing to the right);
FIG. 4 is a schematic view of a game interface of the present invention (facing left);
FIG. 5 is a schematic view of a game interface (first angle) according to the present invention;
FIG. 6 is a schematic illustration of the skill release process of the present invention (short press);
FIG. 7 is a schematic illustration of the skill release process of the present invention (long press);
FIG. 8 is a schematic illustration of the skill release process of the present invention (long press);
FIG. 9 is a diagram of a second game interface according to an embodiment (the jumping trajectory is a parabola);
FIG. 10 is a schematic view of a second game interface according to an embodiment (the jumping trajectory is a straight line);
FIG. 11 is a schematic view of a game interface according to the second embodiment (the jumping track is changed from a parabola L1 to a parabola L2);
FIG. 12 is a schematic view of a game interface according to the second embodiment (the jumping track is changed from a straight line L1 to a parabolic line L2);
FIG. 13 is a diagram of a game interface according to an embodiment (with a parabolic attack angle);
FIG. 14 is a schematic diagram of a second game interface according to an embodiment (an attack angle with a straight track);
FIG. 15 is a schematic view of the third embodiment;
FIG. 16 is a first angle schematic of the third embodiment (two sights are coincident);
fig. 17 is a second angle and distance diagram (two aggressor targets) of the third embodiment;
fig. 18 is a schematic view of a second sight of the third embodiment following an attack target;
fig. 19 is a second angle and distance diagram (two aggressor targets) of example three;
fig. 20 is a schematic diagram of a second sight switching attack target according to the third embodiment;
FIG. 21 is a flowchart of a fourth embodiment.
Detailed Description
The invention is further described below by means of specific embodiments.
Example one
Referring to fig. 1 and 2, in the single-joystick control method according to the present invention, a joystick touch area and a button touch area presented on a graphical user interface are respectively located on the left and right sides of a game world. The joystick touch area is a circular area with a preset radius R, and is provided with a X Y coordinate system with a circle center O as an origin, which is generally configured as O (0,0). The range of [ -1,0] of the negative axis region of the X axis is a mirror image region of the range of the positive axis region [0,1], namely, the Y axis is used as a boundary, and the angle range is 90 degrees to-90 degrees.
The virtual character can be a rectangle with the length a and the width b, the central point or the middle point of the lower side length can be the coordinate origin O ' (X ', Y ') of the virtual character, the origin O in the rocker touch area can be mapped in the game world, the origin O can also be (0,0), namely the X ' Y ' coordinate of the game world or the virtual character is mapped in the rocker touch area XY coordinate system, and the virtual character can also be a circle or other shapes. The radius R of the rocker touch control area is mapped into R 'in the game world, and the R' is a preset value and can be set to be infinite. The content presented by the game world comprises game scenes and at least one virtual character. The operation of the rocker touch area and the button touch area can change the state, the effect and the like of the virtual character presented in the current view.
The default orientation of the virtual character is a predetermined value, for example, two teams are provided in the game world, one is predetermined to be oriented to the right, and the other is predetermined to be oriented to the left, as shown in fig. 3 and 4.
And respectively detecting a first touch action of the rocker touch area and a second touch action of the button touch area. The first touch action comprises clicking, long pressing or sliding, the touch position of the first touch action is in an X-axis positive axis area or an X-axis negative axis area, and the moving direction and the orientation of the mapped virtual character are also towards the right or the left (corresponding to an X 'axis positive axis or an X' axis negative axis).
And for sliding, recording real-time touch coordinates for detecting continuous first touch actions, calculating according to the continuous real-time touch coordinates, and sending an instruction. When the touch position slides from the X-axis positive axis area to the X-axis negative axis area, the orientation of the virtual character changes from right to left, and when the touch position slides from the X-axis negative axis area to the X-axis positive axis area, the orientation of the virtual character changes from left to right. The skill effect of the visual field presentation area in the game scene can be changed according to the first touch action detected by the rocker touch area.
The button touch area is provided with a shooting button, a skill releasing button and the like, the second touch action comprises single-click or long-press, the shooting button is used for controlling the virtual character to attack once, and the long-press is used for controlling the virtual character to attack continuously. The release skill button comprises an offensive skill or a defensive skill, the defensive skill is a shield or other skills acting on the virtual character, the skill corresponding to the release skill button is preset with an initial position, a farthest release position and the like, and the default position of the shield skill comprises coordinates and an angle which are preset values by default. The button touch area can be further provided with a rolling button, a flight button, a sprint button, a jumping button and the like.
When a second touch action (e.g., a shield button) is detected, the control skill is released at the active position,
and simultaneously, controlling the virtual character to move and determining the effective position according to the touch coordinates of the first touch action. The effective position is the mapping of the touch coordinate position in the X 'Y' coordinate system of the game world. The method comprises the following specific steps:
when the second touch control is short-time pressing, and when the second touch control is released after being pressed, the skill immediately takes effect at a preset initial position, the initial position is the coordinate position of the virtual character or other preset positions, the effective position at this moment is the initial position, see fig. 6, and the position of the rectangle in the figure is the initial position or the effective position of the skill.
When the second touch action is used as long press, when the second touch action is pressed, the skill appears at a preset initial position but does not take effect, the displayed skill rotates along with the detected touch position of the first touch action, when the second touch action is released, the position mapped by the current touch position is used as an effective position, and the skill is released at the effective position. Referring to fig. 7, the coordinate P of the touch position of the first touch action is recorded 1 (x 1 ,y 1 ) Then line segment l = x 1 And a is a pixel, a preset proportion of 1 pixel = z meters in the game scene, and z can be an arbitrary value, so that l '= l × z, l' is the position mapped by the touch position, and the value of l = l × z is equal to the distance from the x-axis coordinate of the virtual character to the x-axis coordinate of the effective position.
Meanwhile, in the long-time pressing process, the virtual character is controlled to move according to the touch position, and the moving speed V = V 0 * x% wherein V 0 The preset normal walking speed is set, X is a preset value, and the value range of X can be [0, + ∞ ], preferably [0, 100%]The slow moving speed is to ensure stability. The movement can be horizontal walking, jumping, rolling, flying, sprinting and the like, the horizontal walking direction is the same as the first touch action direction (namely touch coordinates), and the angles of the jumping, rolling, flying and sprinting are an X axis and a touch position coordinate P (X) 1 ,y 1 ) Angle alpha between a straight line connecting to origin O of XY coordinate system, orIs an included angle between the Y axis and a straight line formed by connecting the touch screen coordinate P and the XY coordinate system origin O, and is a first angle.
When the effective position is determined by the touch position, if the touch position P is determined 2 (x 2 ,y 2 ) If the mapped position is larger than the farthest release position, i.e. l '> Zmax, the mapped position is controlled to have a user graphical interface with a red warning function, and if the mapped position is released, an instruction is issued to take the farthest release position as the effective position l' = Zmax, as shown in fig. 8.
When the second touch action is detected and the first touch action is not detected, the effective position is the coordinate position of the virtual character.
The invention also initiates a special control instruction in the skill release (shield skill) process, which specifically comprises the following steps:
and prohibiting control of the touch position on the orientation, namely locking the orientation of the virtual character, wherein the orientation of the virtual character does not change no matter the touch position is in the positive axis area or the negative axis area of the X axis.
The movement of the virtual character is still controlled by the touch position, when the face is locked to the right, if the touch position is located in the positive axis area of the X axis, the virtual character is controlled to move forward to the right, and if the touch position is located in the negative axis area, the virtual character is controlled to move backward to the left; when the face is locked leftwards, if the touch position is located in the positive axis area of the X axis, the virtual character is controlled to retreat rightwards, and if the touch position is located in the negative axis direction, the virtual character is controlled to advance leftwards.
The released skill angle can move along with the touch position (for example, the shield angle moves along with the touch position, the center coordinate of the shield is a preset value, and can also coincide with the coordinate of the virtual character), and the coordinate P (x) of the touch position is recorded 1 ,y 1 ) And alpha is an included angle between the X axis and a straight line formed by connecting the touch position P and the origin of the XY coordinate system, and is used as a first angle, and the first angle is calculated according to an inverse trigonometric function:
α=arctan(y 1 -y 0 )/(x 1 -x 0 )
wherein x is 0 、y 0 The XY coordinate system is generally arranged as an origin O coordinate (0,0). Exercise skillAngle α '= α, i.e. α' is a mapping of α in the game world, see fig. 5.
The above-mentioned control command, walking control command, shield position control command and the like are nonlinear commands, and the related control command is ended after the skill effect is finished.
The invention is also provided with at least one steering button, and when the steering button is detected to be triggered, the virtual character is controlled to steer. The steering button may be set to inactive or active during skill release.
The steering button is positioned at any position in the graphical user interface, preferably positioned in a rocker touch area, the number of the steering buttons can be one, and when the virtual character faces to the right, the steering button can be positioned at a position above an X-axis negative axis area; when the virtual character faces to the left, the steering button is positioned above the positive axis area of the X axis, so that the functional buttons on the graphical user interface are simplified, and the player can intuitively recognize the functions of the buttons conveniently, and the virtual character faces to the left, and the functions are shown in fig. 4 and 5. The number of the steering buttons can be two or even more than two, and the steering buttons are positioned at any position on the rocker touch area, preferably at positions above the X-axis positive axis area and the X-axis negative axis area.
The invention also provides a single-rocker control device which comprises a display touch unit, a detection unit, a judgment unit, a control unit and the like. The display touch unit is used for presenting a game interface and comprises a rocker touch area, a button touch area, virtual characters, a game scene and the like, wherein the rocker touch area is circular and is provided with a spherical virtual rocker; the button touch area is provided with a plurality of buttons; the virtual character can be two or more, the virtual character has a non-unique appearance in the game scene, and can be a character, an animal, a gun and the like.
The detection unit is used for detecting a first touch action of the rocker touch area and a second touch action of the button touch area, and can also detect a touch action of a game scene and the like. The judging unit is used for judging the facing, moving direction and skill effective position of the virtual character according to the touch position of the first touch action. The control unit is used for controlling the orientation and the moving direction of the virtual character and controlling the release of the skill. The specific judgment and control method of the judgment unit and the control unit can be referred to the above-mentioned single-rocker control method.
According to the method and the system, when the second touch action is detected, the effective position of skill release can be adjusted through the first touch action, the skill can be released while moving, the method and the system are particularly suitable for defensive skills of types such as shield skills, the direction of the shield, the direction of the virtual character and the moving direction can be controlled through single rocker control, the operation difficulty of game hands is reduced, and the accuracy of the skill release is improved.
Example two
A single rocker control method is mainly characterized by being the same as the first embodiment, and is different from the first embodiment in that: and a jump button, an attack button and the like are arranged in the button touch area, the jump button can also be an up-jump button or a down-jump button, and the attack button comprises a shooting button, a skill releasing button and the like.
Referring to fig. 10, when the first touch is not detected in the joystick touch area, if a preset button (e.g., a skip button or an up button or a down button) in the button touch area detects a second touch, the virtual character is controlled to skip (e.g., up or down) according to a preset trajectory, where the trajectory L1 is a straight line and the speed is a preset value.
Referring to fig. 9, when the first touch action is detected in the joystick touch area, the coordinates of the touch position are recorded, and when the second touch action is detected in a preset button (e.g., a skip button or an up button or a down button) in the button touch area, the virtual character is controlled to skip (e.g., up or down) according to a preset trajectory, which is a parabola L1. If the touch position is on the positive half axis of the x axis, the jumping direction and the moving direction are the same and are rightward; the touch position is on the negative half axis of the x axis, and the jumping direction is the same as the moving direction, namely, the left direction, and the facing direction is the same as the jumping direction.
The height H, the gravity g and the speed V of the jump are preset values, and the trajectory L1 of the parabola is calculated according to the three values, and meets the requirement of V y 2 =2gH+Vo 2 Wherein: v y The initial velocity on the y-axis, vo is the velocity rising to the apex, and the default initial velocity Vo =0, i.e. the velocity starts falling after 0. Jump time t =2V y Initial velocity V of/g, X-axis x The formula gives: v = √ (V) y 2 +V x 2 ) Jumping angle θ = arctanV y /V x And the jump distance: s = t V x . It is understood that the jumping trajectory in this case is the same parabola, because the jumping height H, the gravity g, and the velocity V are fixed values.
For the jumping process of fig. 9, if it is detected that the moving direction mapped by the touch position of the first touch is changed, for example, the touch position is changed from the positive axis area of the x-axis to the negative axis area of the x-axis, that is, from the point P1 to the point P2, an instruction is issued to control the virtual character to change the jumping direction, jumping trajectory and facing direction, and changing the direction to the right to the left; and records the coordinates of the moment of change and the velocity Vy as the initial velocity of the changed jump trajectory, see fig. 11, which includes two trajectories L1 and L2; and simultaneously giving out a command to endow the virtual character with a reverse speed V'. Calculating a new trajectory L2 according to a free fall formula, wherein the new trajectory L2 is also a parabola and satisfies the following conditions: 2gh = V 2 -Vy 2 ,t=V/g,S=gt 2 Where V' is a preset velocity, g gravity is a preset value, and h is height, which is obtained from the coordinates at that time. And vice versa.
In the case of fig. 10, when the touch position P1 of the first touch action is detected, an instruction is issued to control the virtual character to change the jump trajectory, which is calculated in the same manner as the trajectory L2 described above, and the jump direction and the facing direction are determined according to the touch position, see fig. 12.
The virtual character can jump before falling to the ground, and the jumping direction can be changed for many times in the jumping process. In the jumping process, the jumping process comprises straight line jumping, one-time parabolic jumping, multiple times of parabolic jumping, straight line and parabolic and other various combined conditions. The multiple parabolic jumps include the jump locus L1, the jump locus L2, even the jump locus L3 combination, and the like. If another preset button (such as a shooting button or a skill releasing button) of the button touch area detects a second touch action, the current track (such as a straight line or a parabola L1 or a parabola L2) and the jumping direction of the virtual character are locked, and the attack according to the first angle mapped by the current touch position is controlled.
For the case of fig. 9, the locking means that if the movement direction of the touch position map of the first touch action is detected to be changed, the jumping direction and the current trajectory are controlled to be unchanged until the shooting or skill release is completed. The orientation at this time is changed according to the touch position, the x positive axis region faces rightward, and the x negative axis region faces leftward, see fig. 13.
For the case of fig. 10, the locking means that if the first touch action is detected, the jumping direction and the current trajectory (straight line) are controlled to be unchanged until the shooting or skill release is completed. The orientation at this time is changed according to the touch position, with the x positive axis region facing rightward and the x negative axis region facing leftward, see fig. 14.
The attack angle is a mapping of an included angle alpha between an X axis and a straight line formed by connecting the touch position and the origin of the XY coordinate system, and the included angle alpha is a first angle. Referring to fig. 5, the coordinates P2 (x) of the touch position are recorded 2 ,y 2 ) And alpha' is the mapping of an included angle alpha between the X axis and a straight line formed by connecting the touch position P and the origin of the XY coordinate system, and the angle is calculated according to an inverse trigonometric function:
α=arctan(y 2 -y 0 )/(x 2 -x 0 )
wherein x 0 、y 0 The XY coordinate system is generally arranged as an origin O coordinate (0,0).
The single-rocker control system in the embodiment is mainly characterized by being the same as the first embodiment except that: the judging unit judges the facing and moving directions of the virtual character according to the touch position of the first touch action, and judges the jumping track, the jumping direction and the like of the virtual character by combining the second touch action. The control unit is used for controlling the orientation, the moving direction, the jumping track and the jumping direction of the virtual character. The specific judgment and control method of the judgment unit and the control unit can be referred to the method in this embodiment.
In this embodiment, a single-rocker touch manner is adopted, when a preset button of the button touch area detects a second touch action, the virtual character is controlled to jump according to a preset track, and in the jumping process, if another preset button of the button touch area detects the second touch action, the current track and the jumping direction of the virtual character are locked, and attack is performed according to a first angle mapped by a current touch position, so that a player can shoot in the air more conveniently and accurately.
EXAMPLE III
A single rocker control method is mainly characterized by being the same as the first embodiment, and is different from the first embodiment in that: a joystick touch area 1, a virtual character 2, a first sighting device 3, a second sighting device 4 and the like are presented on the graphical user interface.
The first sighting device 3 always rotates along with the touch position of the rocker touch area 1. The second sight 4 initially follows the first sight 3 and when a command is received to follow the attack target, all attack commands are automatically aimed at the attack target as long as the attack target is within the detection range. The size, shape and default coordinates of the two sighting devices are preset values, the length, the width and the height can be set at will, and the shapes can be rectangular, fan-shaped, circular and the like. The coordinate system of the first sight 3 and the second sight 4 may be the same as the virtual character 2, i.e., the origin is the same as the origin of the virtual character 2. The first sight 3 is also provided with a line of sight, which is the axis of the first sight 3. Referring to fig. 1, for the sake of convenience of distinction, the first sight 3 is rectangular and has a length greater than that of the second sight 4, the default coordinate is a preset value, and the button touch area is omitted in fig. 15.
When the touch action of the rocker touch area 1 is detected, a first angle of the touch position is calculated, and the first sighting device 3 rotates along with the first angle. When at least one attack target is detected in the area where the first sighting device 3 or the second sighting device 4 is located, calculating a second angle between each attack target and the first sighting device 3 or the distance between each attack target and the virtual character 2, judging that an attack target is locked, and controlling the second sighting device 4 to rotate along with the attack target. The concrete conditions comprise the following:
when the joystick touch area 1 is detected to have touch action and the areas of the first sighting device 3 and the second sighting device 4 are not detected to have the attack target, calculating a touch position (x) 1 ,y 1 ) First angle of (x) 1 ,y 1 Is a rocker contactThe abscissa and the ordinate of the touch position in the control area 1, the first angle is an included angle α between the X-axis and a straight line connecting the touch position and the origin of the XY coordinate system, α = arctan (y) 1 -y 0 )/(x 1 -x 0 ). Or the included angle between the Y axis and a straight line connecting the touch position and the origin O of the XY coordinate system. The angle α' = α by which the first sight 3 and the second sight 4 are controlled to move, i.e., the first sight 3 and the second sight 4 both rotate following the first angle α, see fig. 16.
When an attack target is detected in the area where the first sighting device 3 is located, an instruction is sent to control the second sighting device 4 to rotate along with the attack target and not to follow the first sighting device 3 any more.
When the area of the first sighting device 3 detects at least two attack targets, a second angle and a distance between each attack target and the aiming line are calculated, the target with the smallest second angle and the closest distance is locked as the attack target, and the second sighting device 4 is controlled to rotate along with the attack target. In the specific judgment process, the second angle is judged to be the smallest, and then the closest angle is determined as the attack target, or the distance is judged to be the closest angle, and then the smallest angle is determined as the attack target.
Referring to fig. 17 and 18, the second angle is an angle between a line connecting the virtual character 2 coordinate and the attack target coordinate and the aiming line c, and the distance is a distance between the virtual character 2 and the attack target. Specifically, assume that the attachable targets are a and B, the connection lines between the virtual character 2 and the attachable target A, B are a and B, the corresponding distances are the lengths of a and B, and the corresponding second angles are α a 、α b The calculation formula is as follows:
α a =arctan O a /P=arctan(y a -P y )/(x a -P x )
α b =arctan O b /P=arctan(y b -P y )/(x b -P x );
wherein O is a Is the coordinate of the object A, and the coordinate value is (x) a ,y a ),O b Is the coordinates of the object B and,the coordinate value is (x) b ,y b ) Wherein P is the mapping coordinate of the touch position in the game scene, and the coordinate value is (P) x ,P y )。
When the attack target followed by the second sight 4 is out of the detection range and there is no other attack target in the detection range of the first sight 3, an instruction is issued to rotate the second sight 4 again following the first sight 3.
When the attack target followed by the second sight 4 is out of the detection range, and there are other attack targets in the detection range of the second sight 4, and there are no other attack targets in the detection range of the first sight 3, an instruction is issued to rotate the second sight 4 to follow the newly detected attack target.
Referring to fig. 19, when the second sight 4 has followed the attack target a and the first sight 3 has detected the attack target B within range, a second angle of the line of sight c to the two targets and a distance of the virtual character 2 to the two targets are calculated. Specifically, a connecting line from the virtual character 2 to the attack target a is a line segment with a distance a, and a connecting line to the attack target B is a line segment with a distance B. Calculating the included angle from the line segment c to the line segments a and b, and calculating the formula:
α a =arctan O a /P=arctan(y a -P y )/(x a -P x )
α b =arctan O b /P=arctan(y b -P y )/(x b -P x );
wherein O is a Is the coordinate of the object A, and the coordinate value is (x) a ,y a ),O b Is the coordinate of the object B, and the coordinate value is (x) b ,y b ) Wherein P is the mapping coordinate of the touch position in the game scene, and the coordinate value is (P) x ,P y ). The judgment process is as follows:
1) When alpha is a >α b When the target B is attacked, an instruction is sent to enable the second sighting device 4 to start following the attacking target B; when alpha is a <α b At this time, an instruction is issued to make the second sight 4 still follow the attack target a.
2) When alpha is a =α b Then, calculating the lengths of the alignment line segments a and b:
when a > B, an instruction is issued to cause the second sight 4 to start following the attack target B, see fig. 20.
And when a is less than or equal to b, sending out an instruction to enable the second sighting device 4 to still follow the attack target A.
The invention also provides a game single-rocker control system, which is mainly characterized in that the system is the same as the first embodiment, and the difference is as follows: the display touch unit is used for presenting a game interface and comprises a rocker touch area 1, a virtual character 2, a first sighting device 3, a second sighting device 4 and the like, wherein the first sighting device 3 and the second sighting device 4 can not be displayed. The judging unit is used for calculating a first angle of a touch position of the rocker touch area 1, calculating second angles or distances between the attack targets and the aiming line and locking one attack target. The control unit is used for controlling the first sighting device 3 to rotate along with the first angle and controlling the second sighting device 4 to rotate along with the attack target according to the judgment result. The specific judgment and control method of the judgment unit and the control unit can be referred to the control method of this embodiment.
The invention reduces the operation burden of the player on the premise of ensuring a certain operation depth, can also reduce the frustration of inaccurate shooting aiming of novice and young players, improves the accuracy of skill release, and leads the game to be easier to get on hand.
Example four
Referring to fig. 1, 2 and 21, a single-rocker control method is mainly characterized by being the same as the first embodiment except that: when the second touch action is detected, such as clicking or long-pressing a shooting button or releasing a skill button, and the first touch action is detected, the touch coordinate P (x) of the first touch action is determined 1 ,y 1 ) Calculating a first angle, x 1 ,y 1 The X axis is an included angle alpha between the X axis and a straight line formed by connecting the touch coordinate P and the origin O of the XY coordinate system, and alpha = arctan (y) is the abscissa and the ordinate of the point P in the rocker touch area 1 -y 0 )/(x 1 -x 0 ). Or between the Y axis and a straight line connecting the touch coordinate P and the origin O of the XY coordinate systemThe included angle of (c).
If the first angle α is within a preset first correction range, i.e. the absolute value is [60 °,90 ° ], which includes a plurality of cases, where α e [60 °,90 ° ] in the first quadrant, α e [ -60 °,90 ° ] in the second quadrant, α e [ -60 °,90 ° ] in the third quadrant, α e [ -60 °,90 ° ] in the fourth quadrant, α e [ -90 °, -60 ° ] in the fourth quadrant, the virtual character is controlled to point to the area of the first angle to attack and the virtual character movement is prohibited, the movement includes horizontal walking, which refers to moving to the left or right on the X' axis, and the movement may also include other movements in the horizontal direction, including jumping, rolling, flying, punching, etc., such as jumping to jump up and down, and a trajectory of a wireless parabola. The angle is the angle at which the angle α is mapped in the X 'Y' coordinate system, and is equal to the angle α. In this case, the virtual character can be controlled to attack upwards or downwards and stop moving, and the accuracy is high.
If the first angle is within a preset second correction range, namely the absolute value is [0 degrees and 15 degrees ], the method is divided into a plurality of conditions, alpha belongs to [0 degrees and 15 degrees ] in a first quadrant, alpha belongs to [ 15 degrees and 0 degrees ] in a second quadrant, alpha belongs to [0 degrees and 15 degrees ] in a third quadrant, and alpha belongs to [0 degrees and 15 degrees ] in a fourth quadrant, the virtual character is controlled to point to a zero-degree area to attack (namely horizontally shoot) and send a moving instruction to control the virtual character to move, the movement comprises horizontal walking, jumping, rolling, flying, sprinting and the like, the horizontal walking direction is the same as the first touch action direction (namely touch coordinates), and the jumping, rolling, flying and sprinting are the same as the angle alpha. In this case, the virtual character can be controlled to make a horizontal attack (i.e., an angle of 0 °).
If the first angle is not within the first correction range and the second correction range, the virtual character is controlled to point to the area of the first angle for attack, and a movement instruction is sent to control the virtual character to move, wherein the movement comprises horizontal walking, jumping, rolling, flying, sprint and the like, the horizontal walking direction is the same as the first touch action direction (namely touch coordinates), and the angles of jumping, rolling, flying and sprint are the same as the calculated angle alpha.
When the button touch area detects the second touch action but the rocker touch area does not detect the first touch action, the first angle is set as a default value, the virtual character is controlled to point to the area of the default value for attack, and the default value can be O DEG or other values.
When the first touch action of the rocker touch area is detected as sliding, the angle of the virtual character is changed along with the first touch action, and the virtual character is controlled to rotate at the speed of delta V. Δ V = Δ α/Δ t, where Δ α represents the angle vector of change, i.e. the difference of the speed α at two moments in time, and Δ t represents the time of change.
In addition, when the first touch is performed as a slide, the coordinates of the virtual character are changed (i.e., moved), and the virtual character is controlled to move in the touch coordinate direction at the speed of V. The velocity of V is a preset value, which can be any value.
And when a second touch action on a rolling button, a flying button, a sprint button or a jumping button of the button touch area is detected, controlling the virtual character to roll, fly, sprint or jump, wherein the angle is the same as the calculated first angle alpha.
The present embodiment further provides a single-rocker control system, which is mainly characterized by the same as the first embodiment, except that: the display touch unit is used for presenting a game interface and comprises a rocker touch area, a button touch area, a virtual character, a game scene, a sighting device and the like. When the second touch action is detected, the judging unit calculates the angle according to the first touch action and judges whether the angle is within a preset first correction range or a second correction range. And the control unit controls the virtual character to point to the angle or zero degree for attack according to the judgment result, and forbids the virtual character to move or controls the virtual character to move. The specific judgment and control method of the judgment unit and the control unit can be referred to the control method of the present embodiment.
According to the method and the device, the single rocker is adopted to control the attack angle, the moving direction and the like, the angle is corrected, the operation difficulty is reduced, the accuracy of skill release is improved, and the attack rhythm is smoother.
The above description is only an embodiment of the present invention, but the design concept of the present invention is not limited thereto, and any insubstantial modifications made by using the design concept should fall within the scope of infringing the present invention.

Claims (19)

1. A single rocker control method is characterized in that: respectively detecting a first touch action of a rocker touch area and a second touch action of a button touch area; controlling the facing and moving direction of the virtual character according to the touch position of the first touch action;
when a jump button of the button touch area detects a second touch action and does not detect a first touch action, controlling the virtual character to jump according to a preset track L1, wherein in the jumping process:
if the first touch action is detected and the moving direction mapped by the touch position of the first touch action is changed, controlling the virtual character to change the jumping direction, jumping track and facing according to the touch position of the first touch action, wherein the new track is L2;
if a first touch action is detected, the moving direction of the touch position mapping of the first touch action is changed, and a second touch action is detected by a shooting button or a skill release button in a button touch area, locking the current track and the jumping direction of the virtual character, namely controlling the jumping direction and the current track to be unchanged, facing the same direction as the touch position mapping of the first touch action, and attacking according to the angle of the touch position mapping of the current first touch action;
controlling the appearance and the release of the corresponding skill according to a second touch action detected by a shield button of the button touch area, and controlling the effective position when the skill is released according to the touch position of the first touch action:
when the second touch control is short-time press, and when the second touch control is released after being pressed, the skill takes effect immediately at the coordinate position of the virtual character; and when the second touch action is long-pressed, the skill appears at the coordinate position of the virtual character but does not take effect when the second touch action is pressed, the displayed skill moves along with the detected touch position of the first touch action, and when the second touch action is released, the position mapped by the current touch position is taken as an effective position at which the skill is released.
2. A single rocker control method as claimed in claim 1, wherein: the rocker touch area is provided with a X Y coordinate system; the virtual role is provided with an X 'Y' coordinate system which is the mapping of the XY coordinate system; the skill effective position is the mapping of the touch coordinate in the X 'Y' coordinate system.
3. A single rocker control method as claimed in claim 1, wherein: when the first touch action is not detected, the effective position is the coordinate position of the virtual role; the skill is provided with a farthest release position, and the effective position is less than or equal to the farthest release position.
4. A single rocker control method as claimed in claim 1, wherein: and when a second touch action is detected, controlling and releasing the skill, and forbidding the control of the touch position facing in the skill releasing process.
5. A single-rocker control method as claimed in claim 1, wherein: at least one steering button is also arranged, and when the steering button is triggered, the virtual character is controlled to steer.
6. A single rocker control method as claimed in claim 1, wherein: and in the rocker touch area, controlling the virtual character to face to the right or the left according to the positive axis area or the negative axis area of the touch position on the X axis.
7. A single-rocker control method as claimed in claim 1, wherein: in the rocker touch area, the movement direction of the virtual character is controlled to be right or left according to the positive axis area or the negative axis area of the touch position on the X axis, and the jumping direction is the same as the movement direction.
8. A single-rocker control method as claimed in claim 1, wherein: a first sighting device and a second sighting device are further arranged; calculating a first angle of the touch position, and rotating the first sighting device along with the first angle; when the area of the first sighting device or the second sighting device detects at least one attack target, calculating a second angle between each attack target and the first sighting device or a distance between each attack target and the virtual character, judging to lock an attack target, and controlling the second sighting device to rotate along with the attack target.
9. A single-rocker control method as claimed in claim 8, wherein: and when the area where the first sighting device and the second sighting device are located does not detect the attack target, controlling the first sighting device and the second sighting device to rotate along the first angle.
10. A single-rocker control method as claimed in claim 8, wherein: when the second sighting device rotates along with the attack target and when the area where the first sighting device is located detects the attack target, a second angle between the first sighting device and the attack target and between the first sighting device and the attack target is calculated, and whether the attack target is switched or not is judged according to the second angle.
11. A single rocker control method as in claim 8, wherein: when the second sighting device rotates along with the attack target and the area where the first sighting device is located detects the attack target, and when the calculated second angles of the first sighting device, the attack target and the attack target are the same, whether the attack target is switched or not is judged according to the distance between the virtual character and the attack target.
12. A single rocker control method as claimed in claim 10 or 11, wherein: the second angle is an included angle between a line formed by connecting the virtual character coordinate and the attack target coordinate and the first sighting device.
13. A single rocker control method as in claim 8, wherein: and locking an attack target according to the distance between the attack target and the first sighting device, specifically, taking the attack target with the smallest distance as the attack target, wherein the distance is the distance between the virtual character and the attack target.
14. A single rocker control method as in claim 8, wherein: the first sight is provided with a line of sight, and the second angle and the distance are angles and distances between each offensive target and the line of sight.
15. A single-rocker control method as claimed in claim 1, wherein: when a second touch action is detected, calculating a first angle according to the touch coordinates of the first touch action, and if the angle is within a preset first correction range, controlling the virtual character to point to the area of the first angle for attack and forbidding the virtual character to move; if the first angle is within a preset second correction range, controlling the virtual character to point to a zero-degree area for attack, and controlling the virtual character to move; otherwise, the virtual character is controlled to point to the area of the first angle for attack, and the virtual character is controlled to move.
16. A single rocker control method as in claim 15, wherein: the first correction range is that the absolute value of the included angle is [60,90].
17. A single rocker control method as in claim 15, wherein: the second correction range is that the absolute value of the included angle is [0,15].
18. A single rocker control system, characterized by: a method of using a single rocker control as claimed in any one of claims 1 to 17, comprising
The display touch unit is used for presenting a game interface and comprises a rocker touch area, a button touch area and a virtual character;
the detection unit is used for detecting a first touch action of the rocker touch area and a second touch action of the button touch area;
the judging unit is used for judging the facing and moving directions of the virtual character according to the touch position of the first touch action and judging the jumping track and the jumping direction of the virtual character by combining the second touch action; when the second touch action is detected, determining a skill effective position according to the touch position of the first touch action;
and a control unit controlling the virtual character to move, jump and release the skill.
19. A single rocker control system as set forth in claim 18, wherein: the display touch unit is also provided with a first sighting device and a second sighting device, the judging unit also comprises a first angle for calculating the touch position, a second angle or distance between each attack target and the first sighting device and an attack target; the control unit also controls the first sighting device to rotate along with the first angle and controls the second sighting device to rotate along with the attack target according to the judgment result.
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