WO2017036396A1 - 一种游戏角色控制方法及一种虚拟控制部件的控制方法 - Google Patents

一种游戏角色控制方法及一种虚拟控制部件的控制方法 Download PDF

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Publication number
WO2017036396A1
WO2017036396A1 PCT/CN2016/097539 CN2016097539W WO2017036396A1 WO 2017036396 A1 WO2017036396 A1 WO 2017036396A1 CN 2016097539 W CN2016097539 W CN 2016097539W WO 2017036396 A1 WO2017036396 A1 WO 2017036396A1
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Prior art keywords
game character
speed
user
vector
control method
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Ceased
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PCT/CN2016/097539
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English (en)
French (fr)
Inventor
李妍
李斌
谢飞
肖龙
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Netease Hangzhou Network Co Ltd
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Netease Hangzhou Network Co Ltd
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Publication of WO2017036396A1 publication Critical patent/WO2017036396A1/zh
Priority to US15/910,678 priority Critical patent/US10625151B2/en
Anticipated expiration legal-status Critical
Ceased legal-status Critical Current

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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
    • A63F13/20Input arrangements for video game devices
    • A63F13/21Input arrangements for video game devices characterised by their sensors, purposes or types
    • A63F13/214Input arrangements for video game devices characterised by their sensors, purposes or types for locating contacts on a surface, e.g. floor mats or touch pads
    • A63F13/2145Input arrangements for video game devices characterised by their sensors, purposes or types for locating contacts on a surface, e.g. floor mats or touch pads the surface being also a display device, e.g. touch screens
    • 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
    • A63F13/20Input arrangements for video game devices
    • A63F13/21Input arrangements for video game devices characterised by their sensors, purposes or types
    • A63F13/214Input arrangements for video game devices characterised by their sensors, purposes or types for locating contacts on a surface, e.g. floor mats or touch pads
    • 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
    • A63F13/55Controlling game characters or game objects based on the game progress
    • A63F13/58Controlling game characters or game objects based on the game progress by computing conditions of game characters, e.g. stamina, strength, motivation or energy level
    • 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
    • A63F13/90Constructional details or arrangements of video game devices not provided for in groups A63F13/20 or A63F13/25, e.g. housing, wiring, connections or cabinets
    • A63F13/92Video game devices specially adapted to be hand-held while playing
    • 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
    • A63F2300/10Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by input arrangements for converting player-generated signals into game device control signals
    • A63F2300/1068Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by input arrangements for converting player-generated signals into game device control signals being specially adapted to detect the point of contact of the player on a surface, e.g. floor mat, touch pad
    • A63F2300/1075Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by input arrangements for converting player-generated signals into game device control signals being specially adapted to detect the point of contact of the player on a surface, e.g. floor mat, touch pad using a touch screen
    • 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
    • A63F2300/20Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterised by details of the game platform
    • A63F2300/204Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterised by details of the game platform the platform being a handheld device
    • 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
    • A63F2300/60Methods for processing data by generating or executing the game program
    • A63F2300/64Methods for processing data by generating or executing the game program for computing dynamical parameters of game objects, e.g. motion determination or computation of frictional forces for a virtual car

Definitions

  • the present invention relates to the field of games, and in particular, to a game character control method and a control method of a virtual control component.
  • a virtual virtual joystick is set on the screen to directly control the game; when it is necessary to control an object to move in a certain direction, click the virtual joystick to slide in the direction.
  • the single state makes the operation of the virtual joystick seem blunt and unnatural, and does not allow the player to experience the feeling of operating the actual joystick well, and in the intense battle, the limitation of the virtual joystick also increases the player's misoperation rate. , greatly reducing the smoothness of the game.
  • the present invention discloses a game character control method and a control method of a virtual control component, so that the user can get rid of the restrained feeling when controlling the game character, and the operation is more flexible and smooth, and the operation is greatly improved. User experience of the game.
  • the invention discloses a game character control method, which comprises the following steps:
  • Initial coordinate acquisition step in response to the user's sliding screen operation, obtaining the user initial indication position p1;
  • Sliding screen trajectory monitoring step monitoring the user's sliding screen operation trajectory, and obtaining the current indication position p2 of the user;
  • the calculating step calculating a moving distance length between the current indication position p2 of the user and the initial indication position p1 of the user is
  • A4 update step comparing the length of the movement distance
  • is greater than the first predetermined threshold value S 1 when calculating the new position p1 ' P2-(p2-p1)/
  • the generating an operation instruction for controlling a game character according to the vector u in the step A5 includes the following steps:
  • the generating an operation instruction for controlling a game character according to the vector u in the step A5 includes the following steps:
  • the operation instruction in the step A5 includes: the controlled game character moves at a preset speed, and at least one attribute parameter size of the controlled character is positively correlated with
  • the attribute parameters of the controlled character include: physical strength, attack power, defense power, and sensitivity.
  • step A1 further includes providing a first visual reference identifier for the user to observe the coordinates of the initial indication position p1 of the user.
  • step A2 further includes providing a second visual reference identifier for the user to observe the coordinates of the current indication position p2 of the user.
  • the sliding screen operation is a continuous control action on the electronic device, including but not limited to a touch continuous sliding action on the touch screen, a click drag action of the mouse, and a continuous induction sliding of the sensing operation.
  • the invention also discloses a control method of a virtual control component, wherein the virtual control component is used for controlling a game character, the virtual control component comprises a base and an operation part, and the control method comprises the following steps:
  • Creating the virtual control component step creating the virtual control component, and presetting the position of the base and the operation part as an initial position;
  • sliding screen trajectory monitoring step monitoring the user's sliding screen operation trajectory, and obtaining the current indicator position of the user P2, the operation part moves following the sliding screen operation track;
  • B4 calculating step: calculating a moving distance length between the current indication position p2 of the user and the initial indication position p1 of the user is
  • B5 updating step: comparing the length of the movement distance
  • S 1 greater than the preset threshold value, calculating a new position p1 ' p2- (p2 -p1)/
  • the positions of the base and the control portion respectively refer to coordinates of their respective logical centers.
  • controlling step further includes:
  • End Control In response to the end of the slide screen operation, the speed of the controlled game character is set to 0, and the positions of the base and the operation portion are moved to the initial position.
  • the generating an operation instruction for controlling a game character according to the vector u in the step B6 includes the following steps:
  • the generating an operation instruction for controlling a game character according to the vector u in the step B6 includes the following steps:
  • a third game character generation control operation command the game character is controlled at a third moving velocity v 3, v 3 and the velocity vector u in the same direction;
  • the operation instruction in the step B6 includes: the controlled game character moves at a preset speed, and at least one attribute parameter size of the controlled character is positively correlated with
  • the attribute parameters of the controlled character include: physical strength, attack power, defense power, and sensitivity.
  • the invention has the beneficial effects compared with the prior art in that the present invention determines the initial indication position p1 of the user and the current indicated position p2 of the user by acquiring the sliding operation of the user and its trajectory, and comparing the moving distance between the two
  • the user is no longer restrained when controlling the game character, and the operation is more flexible and smooth; at the same time, compared with the prior art, when the user needs to change the direction of the game character, it needs to surround the original
  • the user initially instructs the position to slide, and in the present invention, it only needs to slide around the updated initial position of the user, which greatly shortens the distance that needs to be slid when the game character changes direction, so that the user is more convenient and flexible in the control process, thereby
  • the speed of the game character may be divided into two segments according to the comparison between the moving distance
  • the speed of the game character is divided into multiple segments, or the parameters of the game character are positively correlated with the moving distance
  • the virtual control component is divided into a base and a control section, and the position of the base is moved according to the sliding operation trajectory of the user, so that the user conveniently observes the initial indication position p1 and the current indication position p2 of the user. Coordinates to facilitate user observation of the operation of the game character.
  • FIG. 1 is a flow chart of a game character control method of the present invention
  • FIG. 2 is a flow chart of a method of controlling a virtual control unit of the present invention
  • FIG. 3 is a control flowchart of a game character control method according to Embodiment 1 of the present invention.
  • FIG. 5 is a control flowchart of a virtual control component according to Embodiment 3 of the present invention.
  • FIG. 6 is a control flowchart of a virtual control unit according to Embodiment 4 of the present invention.
  • Figure 7 is a flow chart showing the control of the virtual control unit of the fifth embodiment of the present invention.
  • the sliding screen operation in the present invention refers to continuous control actions on the electronic device, including but not limited to continuous touch sliding action on the touch screen, click and drag operation of the mouse, continuous induction sliding of the sensing operation, etc.
  • Display locations include, but are not limited to, touch locations, mouse click locations, sensing operation locations, and the like.
  • the present invention discloses a game character control method, which includes the following steps:
  • Initial coordinate acquisition step in response to the user's sliding screen operation, obtaining the user initial indication position p1;
  • Sliding screen trajectory monitoring step monitoring the user's sliding screen operation trajectory, and obtaining the current indication position p2 of the user;
  • Calculation step calculating the length of the moving distance between the current indication position p2 of the user and the initial indication position p1 of the user is
  • Update step comparing the moving distance length
  • is greater than the preset threshold S 1 , calculating the new position p1′ p2-(p2-p1)/
  • generating an operation instruction for controlling a game character based on the vector u in step A5 includes the following steps:
  • generating an operation instruction for controlling a game character based on the vector u in step A5 includes the following steps:
  • is compared with N preset thresholds Q 1 , Q 2 , Q 3 , . . . , Q N-1 , Q N , where N ⁇ 3:
  • the operation instruction in step A5 includes: the controlled game character moves at a preset speed, and at least one attribute parameter size of the controlled character is positively correlated with
  • step A1 further includes providing a first visual reference identifier for the user to observe the coordinates of the initial indication position p1 of the user; further, step A2 further comprises providing a second visual reference identifier for providing The user observes the coordinates of the user's current indicated position p2.
  • the present invention also discloses a control method of a virtual control component for controlling a game character.
  • the virtual control component includes a base and an operation part, and the control method includes the following steps:
  • Creating a virtual control component step creating the virtual control component, and presetting the position of the base and the operation part as an initial position;
  • Sliding screen trajectory monitoring step monitoring the user's sliding screen operation trajectory, obtaining the user's current indication position p2, and the operation part moves following the sliding screen operation trajectory;
  • Calculation step calculating the length of the moving distance between the current indication position p2 of the user and the initial indication position p1 of the user is
  • Update step comparing the moving distance length
  • is greater than the preset threshold S 1 , calculating the new position p1′ p2-(p2-p1)/
  • the positions of the base and the control portion refer to the coordinates of their respective logical centers, respectively.
  • controlling step further comprises: B7.
  • End Control In response to the end of the sliding operation, the speed of the controlled game character is set to 0, and the position of the base and the operating portion is moved to the initial position.
  • the generating an operation instruction for controlling the game character according to the vector u in step B6 includes the following steps:
  • the generating an operation instruction for controlling the game character according to the vector u in step B6 includes the following steps:
  • is compared with N preset thresholds Q 1 , Q 2 , Q 3 , . . . , Q N-1 , Q N , where N ⁇ 3:
  • the operation instructions in step B6 include: the controlled game character moves at a preset speed, and at least one attribute parameter size of the controlled character is positively correlated with
  • the attribute parameters of the controlled character include: physical strength, attack power, defense power, and sensitivity.
  • FIG. 3 it is a flowchart of the game character control method according to the first embodiment of the present invention.
  • the player controls the character T in the click game on the computer, and the control method includes the following steps:
  • A1 The computer receives the player's sliding screen operation, and in response to the player's sliding screen operation, acquires the player's initial indication position p1, and a first visual reference identifier is provided on the computer for the player to observe the coordinates of the initial indication position p1.
  • A2 The computer monitors the player's sliding screen operation track, obtains the player's current indication position p2, and has a second visual reference identifier on the computer for the player to observe the coordinates of the current indication position p2.
  • A3 Calculate the length of the moving distance between the current pointing position p2 of the player and the initial pointing position p1 of the player is
  • A4 comparing the moving distance length
  • is greater than the first preset threshold S 1 , calculating the new position p1′ p2-(p2-p1)/
  • A50 comparing the moving distance length
  • A51 Generate a first operation command of the character T: the character T moves at the first speed v 1 , and the speed v 1 is in the same direction as the vector u.
  • A52 Generate a second operation instruction of the character T: the character T moves at the second speed v 2 , and the velocity v 2 is in the same direction as the vector u, where
  • the sliding screen operation is the click and drag action of the mouse
  • the indicated position is the mouse click position
  • v 1 , v 2 , and k can be set as needed and can be dynamically changed to meet flexible control requirements.
  • the control of the game character is set to two-stage, and when the moving distance length
  • the character T corresponds to different feedbacks, and the character T is more flexibly controlled, thereby improving the realism of the character T movement.
  • FIG. 4 it is a flowchart of the game character control method according to the second embodiment of the present invention.
  • the player controls the character R in the click game of the touch screen mobile phone.
  • the control method includes the following steps:
  • the touch screen mobile phone receives the player's sliding screen operation, and acquires the player's initial indication position p1 in response to the player's sliding screen operation.
  • A2 The touch screen mobile phone monitors the player's sliding screen operation track and obtains the player's current indicated position p2.
  • A3 Calculate the length of the moving distance between the current pointing position p2 of the player and the initial pointing position p1 of the player is
  • A4 comparing the moving distance length
  • is greater than the first preset threshold S 1 , calculating the new position p1′ p2-(p2-p1)/
  • At least one attribute parameter size of the character R is positively correlated with the moving distance length
  • the sliding screen operation is a touch continuous sliding motion
  • the indication position is the player touch position
  • k and w can be set as needed and can be dynamically changed to meet flexible control requirements.
  • the control of the game character is set to a continuous variation so that the motion speed v of the character R is proportional to the length of the movement distance
  • FIG. 5 it is a flowchart of a method for controlling a virtual control component according to Embodiment 3 of the present invention.
  • the virtual control component in this embodiment is used for controlling a character X in a click game of a touchscreen mobile phone.
  • the virtual control component includes a base and an operation part, and the control method includes the following steps:
  • the virtual control component is created in the background of the mobile phone, wherein the position of the base and the operation part is preset to the initial position p0, wherein the initial position p0 is at or around the position of the character X.
  • the mobile phone background monitors the touch event when the player is in the initial indication position p1 within the range of the mobile phone screen. When the touch is pressed, the positions of the base and the operation portion are moved to the initial indication position p1.
  • the mobile phone background periodically detects the current position p2 of the player, presets the position of the operation part as the current indication position p2, and records the movement vector u and the moving distance of the current indication position p2 to the initial indication position p1. Length
  • , where u p2-p1,
  • the mobile phone background detects that the player stops touching the screen, sets the speed of the character X to 0, and moves the position of the base and the operation portion to the initial position p0.
  • the indication position is the player touch position
  • the position of the operation part of the virtual control component is the first visual reference identifier and the second visual reference identifier, and is used for the user to observe the initial indication position p1 of the user and the current user. Indicates the coordinates of position p2.
  • v 1 is set to 0 in order to prevent the player from misoperation
  • the preset value S 1 is set as the distance range of the player's misoperation, thereby more accurately recording the player's touch behavior and reducing the player's misoperation rate. Improve the player's experience.
  • the first preset threshold S 1 is equal to the preset threshold Q 3 .
  • the present embodiment controls the virtual three-setting control means for controlling the different discrete state: the touch movement distance of the player is within 0 ⁇ Q 1, the base does not move, the character does not move X; distance In Q 1 ⁇ Q 2 , the base does not move, the character X moves at v 2 speed; in the distance Q 2 ⁇ Q 3 , the base does not move, the character X moves at v 3 speed; when the distance is greater than or equal to Q 3 , the character X The motion is moved at v 4 speed, and the base moves following the operation portion.
  • the character X corresponds to different feedback, and as the distance is larger, the moving speed of the character X is larger, and the control state of the real rocker is more accurately simulated, thereby improving the virtual control component.
  • Realism enhances the flexibility of virtual control components.
  • FIG. 6 it is a flowchart of a method for controlling a virtual control component according to Embodiment 4 of the present invention.
  • the virtual control component in this embodiment is used for a player to perform a mouse click and move on a computer to perform an animal Y in the game.
  • the control, the virtual control component comprises a base and an operation part, and the control method comprises the following steps:
  • the virtual control part is created in the background of the computer, wherein the position of the base and the operation part is preset to be initial Position p0, where the initial position p0 is at or around the location of the animal Y.
  • the computer monitors the mouse click event in the background.
  • the position of the base and the operation portion are moved to the initial indication position p1.
  • of the moving distance is compared with preset thresholds Q 1 , Q 2 , Q 3 , Q 4 :
  • the computer background detects that the player stops clicking the mouse, sets the speed of the animal Y to 0, and moves the position of the base and the operation portion to the initial position p0.
  • the indication position is the click position of the mouse with the mouse
  • the position of the operation part of the virtual control component is the first visual reference identifier and the second visual reference identifier, and is used for the user to observe the initial indication position p1 of the user and The user currently indicates the coordinates of position p2.
  • the first preset threshold S 1 is equal to the preset threshold Q 4 .
  • Q 1 , Q 2 , Q 3 , Q 4 , v 1 , v 2 , v 3 , v 4 , v 5 , k can be set as needed and can be dynamically changed to meet flexible control requirements.
  • v 1 ⁇ v 2 ⁇ v 3 ⁇ v 4 ⁇ v 5 v 1 ⁇ v 2 ⁇ v 3 ⁇ v 4 ⁇ v 5 .
  • the present embodiment controls the virtual control member is set four sections, under the control of different discrete state: clicking a moving distance of the player within the 0 to Q 1, the base does not move, the animals at a velocity v Y In the distance Q 1 ⁇ Q 2 , the base does not move, the animal Y moves at v 2 speed; in the distance Q 2 ⁇ Q 3 , the base does not move, the animal Y moves at v 3 speed; at the distance Q 3 ⁇ Q 4 Inside, the base does not move, the animal Y moves at a speed of v 4 ; when the distance is greater than or equal to Q 3 , the animal Y moves at a speed of v 5 , and the base moves following the operation portion.
  • animal Y corresponds to different feedback, and the greater the distance, the greater the moving speed of animal Y, the more accurately simulates the control state of the real joystick, thereby improving the virtual control unit.
  • the realism enhances the flexibility of virtual control components.
  • FIG. 7 it is a flowchart of a method for controlling a virtual control component according to Embodiment 5 of the present invention.
  • the virtual control component in this embodiment is used for controlling a cartoon image Z in a network game of a touchscreen mobile phone.
  • the virtual control component includes a base and an operation part, and the control method includes the following steps:
  • the network server side creates a virtual control component, wherein the position of the base and the operation part is preset to an initial position p0, wherein the initial position p0 is at or around the position where the cartoon image Z is located.
  • the web server monitors the touch event, and moves the position of the base and the operation portion to the initial indication position p1 when the player touches the touch at the initial indication position p1 within the range of the screen of the mobile phone.
  • the network server periodically detects the current position p2 of the player, presets the position of the operation part as the current indication position p2, and records the movement vector u and the moving distance of the current indication position p2 to the initial indication position p1. Length
  • , where u p2-p1,
  • of the moving distance is compared with preset thresholds Q 1 , Q 2 , Q 3 , Q 4 , Q 5 :
  • the network server detects that the player stops touching the screen, sets the speed of the cartoon image Z to 0, and moves the position of the base and the operation portion to the initial position p0.
  • the indication position is the touch position of the player
  • the position of the operation part of the virtual control component is the first visual reference identifier and the second visual reference identifier, and is used for the user to observe the initial indication position p1 of the user and the current user. Indicates the coordinates of position p2.
  • the first preset threshold S 1 is equal to the preset threshold Q 4 .
  • Q 1 , Q 2 , Q 3 , Q 4 , Q 5 , v 1 , v 2 , v 3 , v 4 , v 5 , v 6 can be set as needed and can be dynamically changed to meet Flexible control requirements, in some embodiments, v 1 ⁇ v 2 ⁇ v 3 ⁇ v 4 ⁇ v 5 ⁇ v 6 .
  • the present embodiment controls the virtual control member is set to five-stage, under the control of different discrete state: the touch movement distance of the player is within 0 ⁇ Q 1, the base does not move, cartoon Z 1 at the speed v Movement; in the distance Q 1 ⁇ Q 2 , the base does not move, the cartoon image Z moves at v 2 speed; in the distance Q 2 ⁇ Q 3 , the base does not move, the cartoon image Z moves at v 3 speed; at the distance Q 3 ⁇ Q 4 , the base does not move, the cartoon image Z moves at v 4 speed; in the distance Q 4 ⁇ Q 5 , the base does not move, the cartoon image Z moves at v 5 speed; when the distance is greater than or equal to Q 5 , the cartoon image Z moving at speed v 6, and the base portion is moved following operation.
  • the cartoon image Z corresponds to different feedbacks, and as the distance is larger, the moving speed of the cartoon image Z is larger, and the control state of the real joystick is more accurately simulated, thereby improving the virtual control.
  • the realism of the components enhances the flexibility of the virtual control components.
  • the moving distance of the player's current indicated position relative to the initial indicated position is greater than a certain value, not only the base position of the virtual control unit follows the operating portion, but also the initial indicated position follows the operating portion, and the initial indicated position occurs.
  • the length of the moving distance also needs to be recalculated, so that the player no longer has the feeling of being restrained when controlling the character of the game, and the operation is smoother; at the same time, the player needs to play the game compared with the prior art.
  • the character performs the direction changing operation, it needs to slide around the initial initial position of the user.
  • it is only necessary to slide around the updated initial position of the user which greatly shortens the distance required for the game character to change direction, so that the user is
  • the control process is more convenient and flexible, which greatly improves the user experience.
  • control method of the virtual control component of the present invention can also be set to six-segment or even more segments, thereby satisfying various needs of various players and improving the player's experience.
  • N may be set to an integer of infinity, and v 1 ⁇ v 2 ⁇ ... ⁇ v N ⁇ v N+1 , so that the control effect of the controlled object corresponding to the touch behavior is progressive. Thereby making the control of the virtual control component more realistic.

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  • Human Computer Interaction (AREA)
  • Theoretical Computer Science (AREA)
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Abstract

一种游戏角色控制方法,包括:响应于用户的滑屏操作,获取用户初始指示位置p1;监听用户的滑屏操作轨迹,获取用户当前指示位置p2;计算用户当前指示位置p2与用户初始指示位置p1之间的移动距离长度为|u|=|p2-p1|;比较移动距离长度|u|与第一预设阈值S1,当移动距离长度|u|大于第一预设阈值S1时,计算新位置p1'=p2-(p2-p1)/|u|*S1*k,k为预设的常数且k>0,将用户初始指示位置p1更新为新位置p1';根据向量u=p2-p1生成控制游戏角色的操作指令。一种虚拟控制部件的控制方法。该控制方法的操作更加灵活和流畅,大大提高了游戏的用户体验效果。

Description

一种游戏角色控制方法及一种虚拟控制部件的控制方法 技术领域
本发明涉及游戏领域,尤其涉及一种游戏角色控制方法及一种虚拟控制部件的控制方法。
背景技术
在移动终端平台上的动作角色扮演类游戏(ARPG)、第一人称射击类游戏(FPS)等游戏中,常常要涉及到玩家需要控制角色的方向和移动等操作,现有的通常设定是在触摸屏移动终端上虚拟于屏幕设置一个按键虚拟摇杆,可直接操控进行游戏;当需要控制一个对象向某个方向移动时,点击虚拟摇杆向该方向滑动。单一的状态让虚拟摇杆的操作显得生硬不自然,不能让玩家很好的体验到操作实际摇杆的感受,并且在紧张的战斗中,虚拟摇杆的限制性也增加了玩家的误操作率,大大降低了游戏的流畅度。
发明内容
为解决上述技术问题,本发明公开了一种游戏角色控制方法及一种虚拟控制部件的控制方法,使用户在对游戏角色进行控制时摆脱被束缚的感觉,操作更加灵活和流畅,大大提高了游戏的用户体验效果。
为达到上述目的,本发明采用以下技术方案:
本发明公开了一种游戏角色控制方法,包括以下步骤:
A1.初始坐标获取步骤:响应于用户的滑屏操作,获取用户初始指示位置p1;
A2.滑屏轨迹监听步骤:监听用户的滑屏操作轨迹,获取用户当前指示位置p2;
A3.计算步骤:计算所述用户当前指示位置p2与所述用户初始指示位置p1之间的移动距离长度为|u|=|p2-p1|;
A4.更新步骤:比较所述移动距离长度|u|与第一预设阈值S1,当所述移动距离长度|u|大于所述第一预设阈值S1时,计算新位置p1'=p2-(p2-p1)/|u|*S1*k,k为预设的常数且k>0,将所述用户初始指示位置p1更新为所述新位置p1';
A5.控制指令生成步骤:根据向量u=p2-p1生成控制游戏角色的操作指令。
在部分实施例中,所述步骤A5中根据向量u生成控制游戏角色的操作指令包括以下步骤:
比较所述移动距离长度|u|与第二预设阈值S2
若|u|<S2,生成控制游戏角色的第一操作指令:被控制游戏角色以第一速度v1移动,速度v1与向量u同向;
若|u|≥S2,生成控制游戏角色的第二操作指令:被控制游戏角色以第二速度v2移动,速度v2与向量u同向;
其中,|v2|>|v1|。
在部分实施例中,所述步骤A5中根据向量u生成控制游戏角色的操作指令包括以下步骤:
将所述移动距离长度|u|与N个预设阈值Q1、Q2、Q3、……、QN-1、QN进行比较,其中N≥3:
若|u|<Q1,生成控制游戏角色的第一操作指令:被控制游戏角色以第一速度v1移动,速度v1与向量u同向;
若Q1≤|u|<Q2,生成控制游戏角色的第二操作指令:被控制游戏角色以第二速度v2移动,速度v2与向量u同向;
若Q2≤|u|<Q3,生成控制游戏角色的第三操作指令:被控制游戏角色以第三速度v3移动,速度v3与向量u同向;
……
若QN-1≤|u|<QN,生成控制游戏角色的第N操作指令:被控制游戏角色以第N速度vN移动,速度vN与向量u同向;
若|u|≥QN,生成控制游戏角色的第N+1操作指令:被控制游戏角色以第N+1速度vN+1移动,速度vN+1与向量u同向;
其中|vN+1|≥|vN|>……>|v3|>|v2|>|v1|。
进一步地,|v1|=0。
在部分实施例中,所述步骤A5中的所述操作指令包括:被控的游戏角色以速度v=w*|u|移动,其中,w为预设的相关系数,速度v与向量u同向。
在部分实施例中,所述步骤A5中的所述操作指令包括:被控游戏角色以预设的速度移动,并且被控角色的至少一项属性参数大小与|u|正相关。
进一步地,所述被控角色的属性参数包括:体力、攻击力、防御力、灵敏度。
进一步地,所述步骤A1还包括,提供一第一视觉参考标识用于供用户观察所述用户初始指示位置p1的坐标。
进一步地,所述步骤A2还包括,提供一第二视觉参考标识用于供用户观察所述用户当前指示位置p2的坐标。
进一步地,所述滑屏操作为对电子装置的连续控制动作,包括但不限于对触摸屏的触摸连续滑动动作、鼠标的点击拖拽动作、感应操作的连续感应滑动。
本发明还公开了一种虚拟控制部件的控制方法,所述虚拟控制部件用于对游戏角色进行控制,所述虚拟控制部件包括底座和操作部,所述控制方法包括以下步骤:
B1.创建所述虚拟控制部件步骤:创建所述虚拟控制部件,将所述底座和所述操作部的位置预设为初始位置;
B2.初始坐标获取步骤:响应于用户的滑屏操作,获取用户初始指示位置p1,将所述底座和所述操作部的位置都移动到所述用户初始指示位置p1;
B3:滑屏轨迹监听步骤:监听用户的滑屏操作轨迹,获取用户当前指示位 置p2,所述操作部跟随滑屏操作轨迹而移动;
B4:计算步骤:计算所述用户当前指示位置p2与所述用户初始指示位置p1之间移动距离长度为|u|=|p2-p1|;
B5:更新步骤:比较所述移动距离长度|u|与预设阈值S1,当所述移动距离长度|u|大于所述预设阈值S1时,计算新位置p1'=p2-(p2-p1)/|u|*S1*k,k为预设的常数且k>0,将所述用户初始指示位置p1更新为所述新位置p1',所述底座的位置移动到新位置p1';
B6.控制指令生成步骤:根据向量u=p2-p1生成控制游戏角色的操作指令。
其中,所述底座和所述控制部的位置分别指的是其各自的逻辑中心的坐标。
进一步地,所述控制步骤还包括:
B7.结束控制:响应于滑屏操作的结束,将被控制游戏角色的速度设为0,所述底座和所述操作部的位置移动到所述初始位置。
在部分实施例中,所述步骤B6中根据向量u生成控制游戏角色的操作指令包括以下步骤:
比较所述移动距离长度|u|与第二预设阈值S2
若|u|<S2,生成控制游戏角色的第一操作指令:被控制游戏角色以第一速度v1移动,速度v1与向量u同向;
若|u|≥S2,生成控制游戏角色的第二操作指令:被控制游戏角色以第二速度v2移动,速度v2与向量u同向;
其中,|v2|>|v1|。
在部分实施例中,所述步骤B6中根据向量u生成控制游戏角色的操作指令包括以下步骤:
将所述移动距离长度|u|与N个预设阈值Q1、Q2、Q3、……、QN-1、QN进行比较,其中N≥3:
若|u|<Q1,生成控制游戏角色的第一操作指令:被控制游戏角色以第一速度v1移动,速度v1与向量u同向;
若Q1≤|u|<Q2,生成控制游戏角色的第二操作指令:被控制游戏角色以第二速度v2移动,速度v2与向量u同向;
若Q2≤|u|<Q3,生成控制游戏角色的第三操作指令:被控制游戏角色以第三速度v3移动,速度v3与向量u同向;
……
若QN-1≤|u|<QN,生成控制游戏角色的第N操作指令:被控制游戏角色以第N速度vN移动,速度vN与向量u同向;
若|u|≥QN,生成控制游戏角色的第N+1操作指令:被控制游戏角色以第N+1速度vN+1移动,速度vN+1与向量u同向;
其中|vN+1|≥|vN|>……>|v3|>|v2|>|v1|。
进一步地,|v1|=0。
在部分实施例中,所述步骤B6中的所述操作指令包括:被控的游戏角色以 速度v=w*|u|移动,其中,w为预设的相关系数,速度v与向量u同向。
在部分实施例中,所述步骤B6中的所述操作指令包括:被控游戏角色以预设的速度移动,并且被控角色的至少一项属性参数大小与|u|正相关。
进一步地,所述被控角色的属性参数包括:体力、攻击力、防御力、灵敏度。
本发明与现有技术相比的有益效果在于:本发明通过获取用户的滑屏操作及其轨迹来确定用户初始指示位置p1和用户当前指示位置p2,比较两者之间的移动距离|u|与第一预设阈值S1,当移动距离|u|大于第一预设阈值S1时,更新用户初始指示位置p1,使得用户初始指示位置p1根据用户滑屏操作有条件地跟随滑动,从而使得用户在对游戏角色进行控制时不再有被束缚的感觉,操作起来更加灵活更加流畅;与此同时,相较于现有技术中在用户需对游戏角色进行改变方向操作时需要围绕最初的用户初始指示位置进行滑动,而本发明中只需围绕更新后的用户初始指示位置进行滑动,大大缩短使游戏角色改变方向时需要滑动的距离,使得用户在控制过程中更加方便和灵活,从而大大提高用户的体验效果。
在进一步的方案中,可以根据移动距离|u|与第二预设阈值S2的比较将游戏角色的速度分为两段式,或者根据移动距离|u|与N个预设阈值进行比较将游戏角色的速度分为多段离散式,或者使得游戏角色的参数与移动距离|u|呈正相关,例如游戏角色的速度与移动距离|u|呈正比例,随着移动距离|u|的增大,游戏角色的速度越大,从而满足各种用户的各种需求,这些操作方法也让用户在对游戏角色进行控制的过程中更加灵活,增加了游戏角色控制的真实感,进一步提高用户的体验效果。
本发明中的虚拟控制部件的控制方法,将虚拟控制部件分为底座和控制部,底座的位置根据用户的滑屏操作轨迹而移动,使得用户方便观察初始指示位置p1和用户当前指示位置p2的坐标,以便于用户对游戏角色的操作进行观察。
附图说明
图1是本发明的游戏角色控制方法的流程图;
图2是本发明的虚拟控制部件的控制方法的流程图;
图3是本发明实施例一的游戏角色控制方法的控制流程图;
图4是本发明实施例二的游戏角色控制方法的控制流程图;
图5是本发明实施例三的虚拟控制部件的控制流程图;
图6是本发明实施例四的虚拟控制部件的控制流程图;
图7是本发明实施例五的虚拟控制部件的控制流程图。
具体实施方式
下面对照附图并结合优选的实施方式对本发明作进一步说明。
本发明中的滑屏操作是指对电子装置的连续控制动作,包括但不限于对触摸屏的触摸连续滑动动作、鼠标的点击拖拽动作、感应操作的连续感应滑动等;指 示位置包括但不限于触摸位置、鼠标点击位置、感应操作位置等。
如图1所示,本发明公开了一种游戏角色控制方法,包括以下步骤:
A1.初始坐标获取步骤:响应于用户的滑屏操作,获取用户初始指示位置p1;
A2.滑屏轨迹监听步骤:监听用户的滑屏操作轨迹,获取用户当前指示位置p2;
A3.计算步骤:计算用户当前指示位置p2与用户初始指示位置p1之间移动距离长度为|u|=|p2-p1|;
A4.更新步骤:比较移动距离长度|u|与第一预设阈值S1,当移动距离长度|u|大于预设阈值S1时,计算新位置p1'=p2-(p2-p1)/|u|*S1*k,k为预设的常数且k>0,将用户初始指示位置p1更新为新位置p1';
A5.控制指令生成步骤:根据向量u=p2-p1生成控制游戏角色的操作指令。
在部分优选的实施例中,步骤A5中根据向量u生成控制游戏角色的操作指令包括以下步骤:
比较移动距离长度|u|与预设阈值S2
若|u|<S2,生成控制游戏角色的第一操作指令:被控制游戏角色以第一速度v1移动,速度v1与向量u同向;
若|u|≥S2,生成控制游戏角色的第二操作指令:被控制游戏角色以第二速度v2移动,速度v2与向量u同向;
其中,|v2|>|v1|。
在部分优选的实施例中,步骤A5中根据向量u生成控制游戏角色的操作指令包括以下步骤:
将移动距离长度|u|与N个预设阈值Q1、Q2、Q3、……、QN-1、QN进行比较,其中N≥3:
若|u|<Q1,生成控制游戏角色的第一操作指令:被控制游戏角色以第一速度v1移动,速度v1与向量u同向;
若Q1≤|u|<Q2,生成控制游戏角色的第二操作指令:被控制游戏角色以第二速度v2移动,速度v2与向量u同向;
若Q2≤|u|<Q3,生成控制游戏角色的第三操作指令:被控制游戏角色以第三速度v3移动,速度v3与向量u同向;
……
若QN-1≤|u|<QN,生成控制游戏角色的第N操作指令:被控制游戏角色以第N速度vN移动,速度vN与向量u同向;
若|u|≥QN,生成控制游戏角色的第N+1操作指令:被控制游戏角色以第N+1速度vN+1移动,速度vN+1与向量u同向;
其中|vN+1|≥|vN|>……>|v3|>|v2|>|v1|。
进一步地,|v1|=0。在移动距离|u|小于预设阈值Q1时,将被控制游戏角色的速度设为0,是为了防止用户误操作,将预设阈值Q1设为用户误操作的距离范围,从而更加准确地记录用户的滑屏操作行为,降低用户的误操作率,提升用户 的体验效果。
在部分优选的实施例中,步骤A5中的操作指令包括:被控的游戏角色以速度v=w*|u|移动,其中,w为预设的相关系数,速度v与向量u同向。
在部分优选的实施例中,步骤A5中的操作指令包括:被控游戏角色以预设的速度移动,并且被控角色的至少一项属性参数大小与|u|正相关;其中被控角色的属性参数包括:体力、攻击力、防御力、灵敏度。
在优选的实施例中,步骤A1还包括,提供一第一视觉参考标识用于供用户观察用户初始指示位置p1的坐标;进一步地,步骤A2还包括,提供一第二视觉参考标识用于供用户观察用户当前指示位置p2的坐标。
如图2所示,本发明还公开了一种虚拟控制部件的控制方法,虚拟控制部件用于对游戏角色进行控制,虚拟控制部件包括底座和操作部,控制方法包括以下步骤:
B1.创建虚拟控制部件步骤:创建所述虚拟控制部件,将底座和操作部的位置预设为初始位置;
B2.初始坐标获取步骤:响应于用户的滑屏操作,获取用户初始指示位置p1,将底座和操作部的位置都移动到用户初始指示位置p1;
B3.滑屏轨迹监听步骤:监听用户的滑屏操作轨迹,获取用户当前指示位置p2,操作部跟随滑屏操作轨迹而移动;
B4.计算步骤:计算用户当前指示位置p2与用户初始指示位置p1之间移动距离长度为|u|=|p2-p1|;
B5.更新步骤:比较移动距离长度|u|与预设阈值S1,当移动距离长度|u|大于预设阈值S1时,计算新位置p1'=p2-(p2-p1)/|u|*S1*k,k为预设的常数且k>0,将用户初始指示位置p1更新为新位置p1',底座的位置移动到新位置p1';
B6.控制指令生成步骤:根据向量u=p2-p1生成控制游戏角色的操作指令。
其中,底座和控制部的位置分别指的是其各自的逻辑中心的坐标。
在优选的实施例中,控制步骤还包括:B7.结束控制:响应于滑屏操作的结束,将被控制游戏角色的速度设为0,底座和操作部的位置移动到初始位置。
在部分优选实施例中,步骤B6中根据向量u生成控制游戏角色的操作指令包括以下步骤:
比较移动距离长度|u|与第二预设阈值S2
若|u|<S2,生成控制游戏角色的第一操作指令:被控制游戏角色以第一速度v1移动,速度v1与向量u同向;
若|u|≥S2,生成控制游戏角色的第二操作指令:被控制游戏角色以第二速度v2移动,速度v2与向量u同向;
其中,|v2|>|v1|。
在部分优选实施例中,步骤B6中根据向量u生成控制游戏角色的操作指令包括以下步骤:
将移动距离长度|u|与N个预设阈值Q1、Q2、Q3、……、QN-1、QN进行比较, 其中N≥3:
若|u|<Q1,生成控制游戏角色的第一操作指令:被控制游戏角色以第一速度v1移动,速度v1与向量u同向;
若Q1≤|u|<Q2,生成控制游戏角色的第二操作指令:被控制游戏角色以第二速度v2移动,速度v2与向量u同向;
若Q2≤|u|<Q3,生成控制游戏角色的第三操作指令:被控制游戏角色以第三速度v3移动,速度v3与向量u同向;
……
若QN-1≤|u|<QN,生成控制游戏角色的第N操作指令:被控制游戏角色以第N速度vN移动,速度vN与向量u同向;
若|u|≥QN,生成控制游戏角色的第N+1操作指令:被控制游戏角色以第N+1速度vN+1移动,速度vN+1与向量u同向;
其中|vN+1|≥|vN|>……>|v3|>|v2|>|v1|。
进一步地,|v1|=0。
在部分优选实施例中,步骤B6中的操作指令包括:被控的游戏角色以速度v=w*|u|移动,其中,w为预设的相关系数,速度v与向量u同向。
在部分优选实施例中,步骤B6中的操作指令包括:被控游戏角色以预设的速度移动,并且被控角色的至少一项属性参数大小与|u|正相关。进一步地,被控角色的属性参数包括:体力、攻击力、防御力、灵敏度。
如图3所示,是本发明实施例一的游戏角色控制方法的流程图,本实施例中是玩家对电脑上的单击游戏中的人物T进行控制,控制方法包括步骤如下:
A1:电脑接收到玩家的滑屏操作,响应于玩家的滑屏操作,获取玩家的初始指示位置p1,在电脑上设有一第一视觉参考标识用于供玩家观察初始指示位置p1的坐标。
A2:电脑后台监听到玩家的滑屏操作轨迹,获取到玩家的当前指示位置p2,在电脑上设有一第二视觉参考标识用于供玩家观察当前指示位置p2的坐标。
A3:计算玩家的当前指示位置p2与玩家的初始指示位置p1之间的移动距离长度为|u|=|p2-p1|。
A4:比较移动距离长度|u|与第一预设阈值S1,当移动距离长度|u|大于第一预设阈值S1时,计算新位置p1'=p2-(p2-p1)/|u|*S1*k,k为预设的常数且k>0,将用户初始指示位置p1更新为新位置p1'。
A50:比较移动距离长度|u|与第二预设阈值S2,若u|<S2,执行步骤A51;若|u|≥S2,执行步骤A52。
A51:生成人物T的第一操作指令:人物T以第一速度v1移动,速度v1与向量u同向。
A52:生成人物T的第二操作指令:人物T以第二速度v2移动,速度v2与向量u同向,其中,|v2|>|v1|。
在执行步骤A51或步骤A52时,人物T的至少一项属性参数大小与移动距 离长度|u|正相关,其中人物T的属性参数包括但不限于体力、攻击力、防御力、灵敏度。
在本实施例中,滑屏操作即为鼠标的点击拖拽动作,指示位置即为鼠标点击位置。
在实际应用中,v1、v2、k可以根据需要来设定并可以动态改变,以满足灵活的控制需求。本实施例将游戏角色的控制设定为两段式,在移动距离长度|u|比第二预设阈值S2小时,人物T以较小的速度运动,在移动距离长度|u|比第二预设阈值S2大时,人物T以较大的速度运动。在不同的点击移动距离情况下,人物T对应不同的反馈,更灵活地对人物T进行控制,提升了人物T运动的真实感。
如图4所示,是本发明实施例二的游戏角色控制方法的流程图,本实施例中是玩家对触屏手机的单击游戏中的人物R进行控制,控制方法包括步骤如下:
A1:触屏手机接收到玩家的滑屏操作,响应于玩家的滑屏操作,获取玩家的初始指示位置p1。
A2:触屏手机后台监听到玩家的滑屏操作轨迹,获取到玩家的当前指示位置p2。
A3:计算玩家的当前指示位置p2与玩家的初始指示位置p1之间的移动距离长度为|u|=|p2-p1|。
A4:比较移动距离长度|u|与第一预设阈值S1,当移动距离长度|u|大于第一预设阈值S1时,计算新位置p1'=p2-(p2-p1)/|u|*S1*k,k为预设的常数且k>0,将用户初始指示位置p1更新为新位置p1'。
A5:人物R以速度v=w*|u|移动,其中,w为预设的相关系数,速度v与向量u同向。
在执行步骤A5时,人物R的至少一项属性参数大小与移动距离长度|u|正相关,其中人物R的属性参数包括但不限于体力、攻击力、防御力、灵敏度。
在本实施例中,滑屏操作即为触摸连续滑动动作,指示位置即为玩家触摸位置。
在实际应用中,k、w可以根据需要来设定并可以动态改变,以满足灵活的控制需求。本实施例将游戏角色的控制设定为连续变化式,使得人物R的运动速度v与移动距离长度|u|成正比例,移动距离长度|u|越大时,人物R的运动速度v就越大,使得在不同的触摸移动距离情况下,人物R对应不同的反馈,更灵活地对人物R进行控制,提升了人物R运动的真实感。
如图5所示,是本发明实施例三的虚拟控制部件的控制方法的流程图,本实施例中的虚拟控制部件是用于玩家对触屏手机的单击游戏中的人物X进行控制,虚拟控制部件包括底座和操作部,控制方法包括步骤如下:
B1:手机后台创建虚拟控制部件,其中底座和操作部的位置预设为初始位置p0,其中初始位置p0在人物X所在位置或其周围。
B2:手机后台监听触摸事件,当玩家在手机屏幕范围内的初始指示位置p1 触摸按下时,将底座和操作部的位置都移动到初始指示位置p1。
B30:在玩家连续触摸手机屏幕期间,手机后台定时检测玩家当前指示位置p2,将操作部的位置预设为当前指示位置p2,记录当前指示位置p2到初始指示位置p1的移动向量u和移动距离的长度|u|,其中u=p2-p1,|u|=|p2-p1|,
将移动距离的平方值|u|与预设阈值Q1、Q2、Q3进行比较:
B31:当|u|<Q1时,将人物X的速度设为v1,底座的位置不移动,保持在初始指示位置p1,其中v1=0;
B32:当Q1≤|u|<Q2时,将人物X的速度大小设为v2,人物X的速度方向设为u,底座的位置不移动,保持在初始指示位置p1;
B33:当Q2≤|u|<Q3时,将人物X的速度大小设为v3,人物X的速度方向设为u,底座的位置不移动,保持在初始指示位置p1;
B34:当|u|≥Q3时,将人物X的速度大小设为v4,人物X的速度方向设为u,底座的位置移动到新位置p1',其中p1'=p2-u/|u|*Q3,并将初始指示位置p1更新为新位置p1'。
B4:手机后台检测到玩家停止触摸屏幕,将人物X的速度设为0,底座和操作部的位置移动到初始位置p0。
在本实施例中,指示位置即为玩家触摸位置,虚拟控制部件的操作部所在的位置即为第一视觉参考标识和第二视觉参考标识,用于供用户观察用户初始指示位置p1和用户当前指示位置p2的坐标。
在本实施例中,v1设置为0是为了防止玩家误操作,将预设值S1设为玩家误操作的距离范围,从而更加准确地记录玩家的触摸行为,降低玩家的误操作率,提升玩家的体验效果。
在本实施例中,第一预设阈值S1即等于预设阈值Q3
在实际应用中,Q1、Q2、Q3、v2、v3、v4可以根据需要来设定并可以动态改变,以满足灵活的控制需求,在部分实施例中,v2<v3=v4。本实施例将虚拟控制部件的控制设定为三段式,不同状态下的控制为离散式:在玩家的触摸移动距离在0~Q1内时,底座不动,人物X不动;在距离Q1~Q2内,底座不动,人物X以v2速度运动;在距离Q2~Q3内,底座不动,人物X以v3速度运动;在距离大于等于Q3时,人物X以v4速度运动,且底座跟随操作部移动。在不同的触摸移动距离情况下,人物X对应不同的反馈,且随着距离越大,人物X的移动速度越大,更准确地模拟了真实摇杆的控制状态,从而提升了虚拟控制部件的真实感,增强了虚拟控制部件的灵活性。
其中预设值Q1、Q2、Q3是根据玩家的触摸习惯以及操作舒适度来确定的,可以根据人群来进行定制,比如Q1=36像素,Q2=90像素,Q3=100像素。
如图6所示,是本发明实施例四的虚拟控制部件的控制方法的流程图,本实施例中的虚拟控制部件是用于玩家在计算机上通过鼠标点击及移动对游戏中的动物Y进行控制,虚拟控制部件包括底座和操作部,控制方法包括步骤如下:
B1:计算机后台创建虚拟控制部件,其中底座和操作部的位置预设为初始 位置p0,其中初始位置p0在动物Y所在位置或其周围。
B2:计算机后台监听鼠标点击事件,当玩家在计算机的游戏响应区域内的初始指示位置p1点击时,将底座和操作部的位置都移动到初始指示位置p1。
B30:在玩家通过鼠标点击计算机屏幕期间,计算机后台定时检测玩家当前指示位置p2,将操作部的位置预设为当前指示位置p2,记录当前指示位置p2到初始指示位置p1的移动向量u和移动距离的长度|u|,其中u=p2-p1,|u|=|p2-p1|,
将移动距离的长度|u|与预设阈值Q1、Q2、Q3、Q4进行比较:
B31:当|u|<Q1时,将动物Y的速度设为v1,动物Y的速度方向设为u,底座的位置不移动,保持在初始指示位置p1;
B32:当Q1≤|u|<Q2时,将动物Y的速度大小设为v2,动物Y的速度方向设为u,底座的位置不移动,保持在初始指示位置p1;
B33:当Q2≤|u|<Q3时,将动物Y的速度大小设为v3,动物Y的速度方向设为u,底座的位置不移动,保持在初始指示位置p1;
B34:当Q3≤|u|<Q4时,将动物Y的速度大小设为v4,动物Y的速度方向设为u,底座的位置不移动,保持在初始指示位置p1;
B35:当|u|≥Q4时,将动物Y的速度大小设为v5,动物Y的速度方向设为u,底座的位置移动到新位置p1',新位置p1'=p2-u/|u|*S3*k,k为预设的常数且k>0,并将初始指示位置p1更新为新位置p1'。
B4:计算机后台检测到玩家停止点击鼠标,将动物Y的速度设为0,底座和操作部的位置移动到初始位置p0。
本实施例中,指示位置即为玩家用鼠标的点击位置,虚拟控制部件的操作部所在的位置即为第一视觉参考标识和第二视觉参考标识,用于供用户观察用户初始指示位置p1和用户当前指示位置p2的坐标。
在本实施例中,第一预设阈值S1即等于预设阈值Q4
在实际应用中,Q1、Q2、Q3、Q4、v1、v2、v3、v4、v5、k可以根据需要来设定并可以动态改变,以满足灵活的控制需求,在部分实施例中,v1<v2<v3<v4≤v5。本实施例将虚拟控制部件的控制设定为四段式,不同状态下的控制为离散式:在玩家的点击移动距离在0~Q1内时,底座不动,动物Y以v1速度运动;在距离Q1~Q2内,底座不动,动物Y以v2速度运动;在距离Q2~Q3内,底座不动,动物Y以v3速度运动;在距离Q3~Q4内,底座不动,动物Y以v4速度运动;在距离大于等于Q3时,动物Y以v5速度运动,且底座跟随操作部移动。在不同的点击移动距离情况下,动物Y对应不同的反馈,且可以随着距离越大,动物Y的移动速度越大,更准确地模拟了真实摇杆的控制状态,从而提升了虚拟控制部件的真实感,增强了虚拟控制部件的灵活性。
如图7所示,是本发明实施例五的虚拟控制部件的控制方法的流程图,本实施例中的虚拟控制部件是用于玩家对触屏手机的网络游戏中的卡通形象Z进行控制,虚拟控制部件包括底座和操作部,控制方法包括步骤如下:
B1:网络服务器端创建虚拟控制部件,其中底座和操作部的位置预设为初始位置p0,其中初始位置p0在卡通形象Z所在位置或其周围。
B2:网络服务器端监听触摸事件,当玩家在手机屏幕范围内的初始指示位置p1触摸按下时,将底座和操作部的位置都移动到初始指示位置p1。
B30:在玩家触摸手机屏幕期间,网络服务器端定时检测玩家当前指示位置p2,将操作部的位置预设为当前指示位置p2,记录当前指示位置p2到初始指示位置p1的移动向量u和移动距离的长度|u|,其中u=p2-p1,|u|=|p2-p1|,
将移动距离的长度|u|与预设阈值Q1、Q2、Q3、Q4、Q5进行比较:
B31:当|u|<Q1时,将卡通形象Z的速度大小设为v1,卡通形象Z的速度方向设为u,底座的位置不移动,保持在初始指示位置p1;
B32:当Q1≤|u|<Q2时,将卡通形象Z的速度大小设为v2,卡通形象Z的速度方向设为u,底座的位置不移动,保持在初始指示位置p1;
B33:当Q2≤|u|<Q3时,将卡通形象Z的速度大小设为v3,卡通形象Z的速度方向设为u,底座的位置不移动,保持在初始指示位置p1;
B34:当Q3≤|u|<Q4时,将卡通形象Z的速度大小设为v4,卡通形象Z的速度方向设为u,底座的位置不移动,保持在初始指示位置p1;
B35:当Q4≤|u|<Q5时,将卡通形象Z的速度大小设为v5,卡通形象Z的速度方向设为u,底座的位置移动到新位置p1',其中p1'=p2-u/|u|*S3*k,k为预设的常数且k>0,并将初始指示位置p1更新为新位置p1';
B36:当|u|≥S5时,将卡通形象Z的速度大小设为v6,卡通形象Z的速度方向设为u,底座的位置移动到新位置p1',其中p1'=p2-u/|u|*S3*k,k为预设的常数且k>0,并将初始指示位置p1更新为新位置p1'。
B4:网络服务器端检测到玩家停止触摸屏幕,将卡通形象Z的速度设为0,底座和操作部的位置移动到初始位置p0。
本实施例中,指示位置即为玩家的触摸位置,虚拟控制部件的操作部所在的位置即为第一视觉参考标识和第二视觉参考标识,用于供用户观察用户初始指示位置p1和用户当前指示位置p2的坐标。
本实施例中,第一预设阈值S1即等于预设阈值Q4
在实际应用中,Q1、Q2、Q3、Q4、Q5、v1、v2、v3、v4、v5、v6可以根据需要来设定并可以动态改变,以满足灵活的控制需求,在部分实施例中,v1<v2<v3<v4<v5≤v6。本实施例将虚拟控制部件的控制设定为五段式,不同状态下的控制为离散式:在玩家的触摸移动距离在0~Q1内时,底座不动,卡通形象Z以v1速度运动;在距离Q1~Q2内,底座不动,卡通形象Z以v2速度运动;在距离Q2~Q3内,底座不动,卡通形象Z以v3速度运动;在距离Q3~Q4内,底座不动,卡通形象Z以v4速度运动;在距离Q4~Q5内,底座不动,卡通形象Z以v5速度运动;在距离大于等于Q5时,卡通形象Z以v6速度运动,且底座跟随操作部移动。在不同的触摸移动距离情况下,卡通形象Z对应不同的反馈,且随着距离越大,卡通形象Z的移动速度越大,更准确地模拟了真实摇杆的控制状态,从 而提升了虚拟控制部件的真实感,增强了虚拟控制部件的灵活性。
在本发明中,当玩家的当前指示位置相对于初始指示位置的移动距离大于一定值时,不仅虚拟控制部件的底座位置跟随操作部移动,而且初始指示位置也跟随操作部移动,初始指示位置发生更新后,移动距离长度也同样需要重新计算,使得玩家在对游戏角色进行控制时不再有被束缚的感觉,操作起来更加流畅;与此同时,相较于现有技术中在玩家需对游戏角色进行改变方向操作时需要围绕最初的用户初始指示位置进行滑动,而本发明中只需围绕更新后的用户初始指示位置进行滑动,大大缩短使游戏角色改变方向时需要滑动的距离,使得用户在控制过程中更加方便和灵活,从而大大提高用户的体验效果。
根据不同玩家的需求,也可以将本发明的虚拟控制部件的控制方法设定为六段式甚至更多段式,从而可以满足各种玩家的各种需求,提升玩家的体验度。
在另外一些实施例中,可以将N设置为无穷大的整数,且v1<v2<……<vN≤vN+1,使得触摸行为对应的被控对象的控制效果呈递进式效果,从而使得虚拟控制部件的控制更加逼真。
以上内容是结合具体的优选实施方式对本发明所作的进一步详细说明,不能认定本发明的具体实施只局限于这些说明。对于本发明所属技术领域的技术人员来说,在不脱离本发明构思的前提下,还可以做出若干等同替代或明显变型,而且性能或用途相同,都应当视为属于本发明的保护范围。

Claims (12)

  1. 一种游戏角色控制方法,其特征在于,包括以下步骤:
    A1.初始坐标获取步骤:响应于用户的滑屏操作,获取用户初始指示位置p1;
    A2.滑屏轨迹监听步骤:监听用户的滑屏操作轨迹,获取用户当前指示位置p2;
    A3.计算步骤:计算所述用户当前指示位置p2与所述用户初始指示位置p1之间的移动距离长度为|u|=|p2-p1|;
    A4.更新步骤:比较所述移动距离长度|u|与第一预设阈值S1,当所述移动距离长度|u|大于所述第一预设阈值S1时,计算新位置p1'=p2-(p2-p1)/|u|*S1*k,k为预设的常数且k>0,将所述用户初始指示位置p1更新为所述新位置p1';
    A5.控制指令生成步骤:根据向量u=p2-p1生成控制游戏角色的操作指令。
  2. 根据权利要求1所述的游戏角色控制方法,其特征在于:所述步骤A5中根据向量u生成控制游戏角色的操作指令包括以下步骤:
    比较所述移动距离长度|u|与第二预设阈值S2
    若|u|<S2,生成控制游戏角色的第一操作指令:被控制游戏角色以第一速度v1移动,速度v1与向量u同向;
    若|u|≥S2,生成控制游戏角色的第二操作指令:被控制游戏角色以第二速度v2移动,速度v2与向量u同向;
    其中,|v2|>|v1|。
  3. 根据权利要求1所述的游戏角色控制方法,其特征在于:所述步骤A5中根据向量u生成控制游戏角色的操作指令包括以下步骤:
    将所述移动距离长度|u|与N个预设阈值Q1、Q2、Q3、……、QN-1、QN进行比较,其中N≥3:
    若|u|<Q1,生成控制游戏角色的第一操作指令:被控制游戏角色以第一速度v1移动,速度v1与向量u同向;
    若Q1≤|u|<Q2,生成控制游戏角色的第二操作指令:被控制游戏角色以第二速度v2移动,速度v2与向量u同向;
    若Q2≤|u|<Q3,生成控制游戏角色的第三操作指令:被控制游戏角色以第三速度v3移动,速度v3与向量u同向;
    ……
    若QN-1≤|u|<QN,生成控制游戏角色的第N操作指令:被控制游戏角色以第N速度vN移动,速度vN与向量u同向;
    若|u|≥QN,生成控制游戏角色的第N+1操作指令:被控制游戏角色以第N+1速度vN+1移动,速度vN+1与向量u同向;
    其中|vN+1|≥|vN|>……>|v3|>|v2|>|v1|。
  4. 根据权利要求3所述的游戏角色控制方法,其特征在于:|v1|=0。
  5. 根据权利要求1所述的游戏角色控制方法,其特征在于:所述步骤A5中的所述操作指令包括:被控的游戏角色以速度v=w*|u|移动,其中,w为预设的相关系数,速度v与向量u同向。
  6. 根据权利要求1所述的游戏角色控制方法,其特征在于:所述步骤A5中的所述操作指令包括:被控游戏角色以预设的速度移动,并且被控角色的至少一项属性参数大小与|u|正相关。
  7. 根据权利要求6所述的游戏角色控制方法,其特征在于:所述被控角色的属性参数包括:体力、攻击力、防御力、灵敏度。
  8. 根据权利要求1所述的游戏角色控制方法,其特征在于:所述滑屏操作为对电子装置的连续控制动作,包括:对触摸屏的触摸连续滑动动作、鼠标的点击拖拽动作、感应操作的连续感应滑动中的一种或多种。
  9. 根据权利要求1至8任意一项所述的游戏角色控制方法,其特征在于:所述步骤A1还包括,提供一第一视觉参考标识用于供用户观察所述用户初始指示位置p1的坐标。
  10. 根据权利要求9所述的控制方法,其特征在于:所述步骤A2还包括,提供一第二视觉参考标识用于供用户观察所述用户当前指示位置p2的坐标。
  11. 一种虚拟控制部件的控制方法,所述虚拟控制部件用于对游戏角色进行控制,其特征在于,所述虚拟控制部件包括底座和操作部,所述控制方法包括以下步骤:
    B1.创建所述虚拟控制部件步骤:创建所述虚拟控制部件,将所述底座和所述操作部的位置预设为初始位置;
    B2.初始坐标获取步骤:响应于用户的滑屏操作,获取用户初始指示位置p1,将所述底座和所述操作部的位置都移动到所述用户初始指示位置p1;
    B3.滑屏轨迹监听步骤:监听用户的滑屏操作轨迹,获取用户当前指示位置p2,所述操作部跟随滑屏操作轨迹而移动;
    B4.计算步骤:计算所述用户当前指示位置p2与所述用户初始指示位置p1之间移动距离长度为|u|=|p2-p1|;
    B5.更新步骤:比较所述移动距离长度|u|与预设阈值S1,当所述移动距离长度|u|大于所述预设阈值S1时,计算新位置p1'=p2-(p2-p1)/|u|*S1*k,k为预设的常数且k>0,将所述用户初始指示位置p1更新为所述新位置p1',所述底座的位置移动到新位置p1';
    B6.控制指令生成步骤:根据向量u=p2-p1生成控制游戏角色的操作指令。
  12. 根据权利要求11所述的控制方法,其特征在于,所述控制步骤还包括:
    B7.结束控制:响应于滑屏操作的结束,将被控制游戏角色的速度设为0,所述底座和所述操作部的位置移动到所述初始位置。
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