WO2017045529A1 - 一种控制游戏角色的方法 - Google Patents

一种控制游戏角色的方法 Download PDF

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Publication number
WO2017045529A1
WO2017045529A1 PCT/CN2016/097538 CN2016097538W WO2017045529A1 WO 2017045529 A1 WO2017045529 A1 WO 2017045529A1 CN 2016097538 W CN2016097538 W CN 2016097538W WO 2017045529 A1 WO2017045529 A1 WO 2017045529A1
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WIPO (PCT)
Prior art keywords
game character
controlling
skill
button
release
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PCT/CN2016/097538
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English (en)
French (fr)
Inventor
李妍
谢飞
唐张鹏
李斌
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网易(杭州)网络有限公司
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Application filed by 网易(杭州)网络有限公司 filed Critical 网易(杭州)网络有限公司
Publication of WO2017045529A1 publication Critical patent/WO2017045529A1/zh
Priority to US15/919,683 priority Critical patent/US11185764B2/en
Priority to US17/498,599 priority patent/US20220023762A1/en

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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
    • A63F13/40Processing 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
    • A63F13/428Processing 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 motion or position input signals, e.g. signals representing the rotation of an input controller or a player's arm motions sensed by accelerometers or gyroscopes
    • 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
    • A63F13/80Special 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
    • A63F13/90Constructional 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

Definitions

  • the present invention relates to a method of controlling a game character.
  • the player user generally involves the direction movement + skill in the process of controlling the game character battle, usually by the virtual joystick to control the direction, through the skill button Click to generate the appropriate action.
  • the user in the mobile game interface shown in FIG. 1 , the user generally operates the virtual joystick and the virtual skill button simultaneously with both hands.
  • the usual operation steps are: a. The left hand finger slides the virtual rocker 100 along the center circle of the virtual rocker 100.
  • the right hand clicks the virtual button corresponding to the pressing operation, for example, the skill button 200 corresponds to the skill A, and the remaining skill buttons respectively Corresponding to skills B, C, and D, the game characters in the game interface move in the corresponding direction (such as dodge, jump, attack, etc.).
  • the game characters in the game interface move in the corresponding direction (such as dodge, jump, attack, etc.).
  • you want to do something in a certain direction you need to work with both right and left hands.
  • Such a combination of operations is not tight, and the misoperation rate is high.
  • the right hand may click the skill button in advance. If the misuse occurs frequently, the user experience of the game will be greatly reduced.
  • the technical problem to be solved by the present invention is to make up for the deficiencies of the above prior art, and to provide a method for controlling a game character, which can effectively reduce the misoperation rate and improve the user experience.
  • a method of controlling a game character for controlling a game character through a virtual control component comprising: a skill button for controlling game character skill release, a skill for controlling game character movement and controlling a game character a virtual joystick that releases the direction; comprising the steps of: S1) locking the virtual joystick in the game in response to the player's sliding operation from the position where the skill button is the starting point to disable control of the game character's skill release direction S2) monitoring the sliding operation track of the player from the position where the skill button is located as the starting point, acquiring the current position P2 of the touch point, and calculating the initial click position P1 of the touch point to the current position of the touch point P2 vector a; S3) in response to release of the sliding operation by the player or in response to the vector a satisfying
  • a method of controlling a game character for controlling a game character through a virtual control component comprising: a skill button for controlling game character skill release, a skill for controlling game character movement and controlling a game character a virtual joystick that releases the direction; comprising the steps of: Q1) locking the virtual joystick in the game in response to the player's sliding operation from the position where the skill button is the starting point to disable the control of the game character's skill release direction ; Q2) monitoring the player's sliding operation trajectory from the initial position of the skill button as the starting point, acquiring the touch point current position P2, and calculating the vector a of the touch point initial click position P1 to the touch point current position P2; Q3) Determining whether the vector a satisfies
  • the method for controlling a game character of the present invention monitors a sliding track by monitoring a click-sliding operation of the player's position of the skill button as a starting point, and obtains a vector between the current position of the touched touch point and the initial click position of the touched point,
  • the corresponding operation instruction is generated according to the player's release of the skill button or the comprehensive judgment of the vector length and the release, and the operation instruction controls the skill release direction according to the direction of the vector, thereby controlling the game character to release the skill along a certain release direction.
  • the operation of the game user to click and slide the skill button with one hand can control the game character to release the corresponding skill action in a certain direction, without the cooperation of the right and left hands, greatly reducing the complexity of the operation, thereby effectively reducing the misoperation rate.
  • the user can accurately control the skill realization of the game character with one hand, the control is more efficient and intuitive, and the game operation is more interesting, which can greatly improve the user experience.
  • FIG. 1 is a schematic diagram of a state of a game interface in a mobile terminal
  • FIG. 2 is a flowchart of a method for controlling a game character according to a first embodiment of the present invention
  • FIG. 3 is a flow chart of a method of controlling a game character according to a second embodiment of the present invention.
  • the idea of the present invention is to set the use and implementation of virtual keys on a mobile terminal (mobile phone/tablet), and solve the problem that the user controls the game character to perform a certain operation in a certain direction and has a high misoperation rate.
  • the inventors have studied the operation in the game interface.
  • the virtual control component in the interface generally includes a skill button for controlling the release of the skill of the game character, a virtual joystick for controlling the movement of the game character and controlling the skill release direction of the game character.
  • the skill buttons used in the game with high frequency such as the dodge skill button, need to cooperate with the direction operation.
  • Each operation requires two hands in two steps, which greatly increases the user's operation complexity. During the intense game, the two-handed operation is one reason for increasing the misoperation rate.
  • the game character is a game character in a mobile terminal game
  • the mobile terminal may be a mobile phone, a handheld game machine, or a tablet computer.
  • the control method controls the game character through a virtual control component
  • the virtual control component includes: a skill button for controlling the release of the skill of the game character, a virtual joystick for controlling the movement of the game character and controlling the skill release direction of the game character.
  • the skill button is any skill button that needs to be used in combination with the direction control, such as the dodge skill button, the jump skill button or the move skill button, and the attack skill button.
  • the control method includes the following steps:
  • step S1 determining whether the skill button is released after being clicked; if so, 10) directly controlling the skill corresponding to the skill button on the game character along the current orientation of the game character; and releasing the virtual The locking of the rocker; if not, proceeding to step S2).
  • the skill button at this time is set to be the same as the normal button function, and the click can directly complete the operation.
  • the direction in which the operation is released is the current orientation of the game character, and the current orientation of the game character is regulated by the virtual joystick.
  • the setting of this step is used to retain the original function of the skill button, so that it can still cooperate with the virtual joystick in the state of being clicked only. Therefore, in some embodiments, the step can be omitted, directly executing the skill button click + sliding state to the game corner Color control process.
  • the finger When the player operates, the finger does not release the touch after clicking the skill button, and the sliding operation is performed on the screen with the position of the skill button as the starting point.
  • the virtual joystick In response to the click + slide operation, the virtual joystick is controlled to be locked, so that The direction will not be controlled by the virtual joystick to avoid conflicts with the direction in which the skill button moves.
  • the subsequent skill release is the skill operation corresponding to the skill button.
  • the system monitors the sliding operation track in real time, acquires the current position of the touch point, and calculates the vector a with the initial click position P1 of the touch point as the starting point and the current position P2 as the end point.
  • the direction information of the vector a guides the skill release direction of the character when the corresponding control command is subsequently generated.
  • the location of the skill button may be the location of the skill button icon on the touch screen or the location of an area around the skill button icon on the touch screen. In this area, although the touch point does not directly touch the skill button icon, The touch can still be recognized as a click trigger on the skill button, so the location of the slice area is also considered to be the location of the skill button.
  • a visual reference mark following the movement of the sliding operation trajectory is provided to feed back the sliding operation trajectory to the user.
  • the icon of the skill button can be directly controlled to follow the touch slide operation track movement as feedback to the user.
  • the vector a is initially set in the sliding operation from the position P1 to the current position P2.
  • the triggering may be performed according to the length of the vector a. That is, when the length of the vector a exceeds the set threshold, it is considered that the player wishes to release the skill once after sliding, thereby generating the first operation finger. make.
  • the direction information of the vector generated by the player sliding is regarded as an indication of the direction in which the skill is released, and the game character is controlled to generate the skill release in the corresponding direction.
  • the skill button is a dodge skill button, the game character is controlled to dodge in the direction of the vector a.
  • the skill button is a jump skill button, the game character is controlled to jump in the direction of the vector a.
  • the skill button is an attack skill button, the game character is controlled to issue an attack action in the direction of the vector a.
  • the skill release direction is set according to the direction of the above vector a.
  • the virtual joystick is unlocked, thereby restoring the control function of the virtual joystick to the game character.
  • the skill button and the virtual joystick return to the initial normal state.
  • the button can be combined with the virtual joystick to achieve the skill release control, or the next one-hand control button to achieve the skill release control. If you enter the control process of the next one-hand control button, under the above method, as long as the finger clicks the skill button + finger sliding operation repeatedly during the operation, the sliding screen is released or the sliding distance exceeds the threshold, the skill button in the game can be continuously triggered. And the skill release direction changes as the finger touches the point of sliding.
  • step S3 if the icon of the control skill button in step S3) follows the touch slide operation track movement, then in step S4), after controlling the game character to release the corresponding skill, reset the icon of the skill button to the initial position.
  • the button moves as the touch point of the player slides, and returns to the initial position after the sliding movement ends, so as to better conform to each operation habit of the user and facilitate the operation of the user.
  • the skill button is used to cause the game character in the mobile terminal game interface to generate a skill operation in a certain direction, that is, the player performs a single-hand click skill button and then slides the operation, and can correspondingly control the game character to release the corresponding direction along the sliding vector direction.
  • the skills, the operation is more efficient and intuitive, without the need to work with the left and right hands as before, greatly reducing the complexity of the player's operation.
  • By controlling the operation and releasing direction with one hand the misoperation caused by the hands being out of synchronization is largely avoided, and the misoperation rate can be effectively reduced.
  • the method further includes controlling the movement of the game character. Specifically, in step S2), while the virtual joystick is locked to disable its control of the game character's skill release direction, the virtual joystick's control of the game character's movement is also disabled. In the control command in step S4), before the game character is controlled to release the corresponding skill, the game character is also controlled to move in the direction of the vector a. Specifically, if it is desired to dodge in the direction of the vector a, it is generally also desirable to move a distance first to evade the attack of the opponent character.
  • control command first controls the movement of the character along the direction of the vector a, and then controls the release skill, which can more closely match the expectation of the player in the use of the skill button context, and improve the fun of the player operation.
  • the above movement in the direction of the vector a can be achieved by first controlling the orientation of the game character and then controlling the movement forward. It can also be implemented in other ways, and no limitation is imposed here.
  • the specific embodiment differs from the first embodiment in that when the control command is generated, different control commands are generated according to the length of the vector and the comprehensive judgment of the touch release, so that the control process is more fine and corresponds to different operations of the player.
  • the game character is a game character in a mobile terminal game
  • the mobile terminal may be a mobile phone, a handheld game machine, or a tablet computer.
  • the control method controls the game character through a virtual control component
  • the virtual control component includes: a skill button for controlling the release of the skill of the game character, a virtual joystick for controlling the movement of the game character and controlling the skill release direction of the game character.
  • the skill button is any skill button that needs to be used in combination with the direction control, such as the dodge skill button, the jump skill button or the move, and the attack skill button.
  • the control method includes the following steps:
  • step Q1 determining whether the skill button is released after being clicked; if so, 10) directly controlling the skill corresponding to the skill button on the game character along the current orientation of the game character; and releasing the virtual The locking of the rocker; if not, proceeding to step Q2).
  • step Q3) also preferably, as a feedback of the player sliding operation trajectory, a visual reference mark following the movement of the sliding operation trajectory is provided to feed back the sliding operation trajectory to the user. Further preferably, the icon of the skill button can be directly controlled to follow the touch slide operation track movement as feedback to the user.
  • step Q4) determining whether the vector a satisfies
  • the vector a After the vector a is acquired in the foregoing step Q3), its length is compared with a set threshold. If the length of the sliding vector is greater than the set threshold, it can be considered that the game user intentionally slides the operation in a certain direction, thereby converting the direction information into a setting for the skill release direction of the game character. In this way, the game interface can be controlled to be the same as vector a
  • the direction that is, the skill action corresponding to the above skill button is released in the direction of the sliding. After release, unlock the virtual joystick. If the length of the sliding vector is less than the set threshold, it may be an unintentional direction operation or an unfinished sliding operation, so it needs to be combined with the next judgment.
  • step Q5) determining whether the player's sliding operation has been released, and if so, 30) generating a second operation instruction for controlling the game character: controlling the game character to release the skill corresponding to the skill button, and releasing the direction as the game character The current orientation; and unlocking the virtual joystick; if not, returning to step Q3).
  • this step if it is determined that the player's finger sliding has been released, that is, the sliding operation has ended, it indicates that the sliding of the shorter distance of the previous step is an unintentional direction operation, thereby setting the control effect at this time to be similar to the click skill button.
  • the effect is that "the control releases the skill corresponding to the skill button, and the release direction is the current orientation of the game character.” The current orientation is obtained by the previous adjustment of the virtual joystick lock. Similarly, after release, the lock on the virtual joystick is released.
  • step Q3 if it is determined that the player's finger slip has not been released, that is, the slide operation has not ended yet, indicating that the slide of the shorter distance of the previous step is an uncompleted slide operation, then return to the distance detection and vector calculation of step Q3). After the sliding distance of the touch point exceeds the set threshold, comprehensive recognition control of the action and release direction is realized.
  • step Q3 controlling the icon of the skill button to follow the movement of the sliding operation track
  • step Q4) and step Q5) after controlling the game character to release the corresponding skill, resetting the The icon of the skill button to the initial position.
  • the method for controlling a game character in the specific embodiment causes the game character in the mobile terminal game interface to generate a skill operation in a certain direction through the skill button.
  • the skill button When the player clicks the skill button, the finger slides in a certain direction, and the character in the game releases the skill action corresponding to the skill button in the sliding direction. It is no longer necessary to control the virtual joystick and the button with both hands to complete the operation.
  • the control method of the specific embodiment allows the user to complete the control of the game character by clicking the button + sliding screen with one hand. The control is simple and quick, and the misoperation caused by the unsynchronized hands is largely avoided, and the misoperation rate can be effectively reduced. Moreover, during the control process, the game character releases the skill with the sliding direction of the finger, and the control is more efficient and intuitive, which increases the fun of the game.
  • step Q2 in addition to controlling the release of the skill of the game character as described above, it also includes controlling the movement of the game character. Specifically, in step Q2), while the virtual joystick is locked to disable its control of the game character's skill release direction, the virtual joystick's control of the game character's movement is also disabled. In the first operation instruction in step Q4), before the game character is controlled to release the corresponding skill, the game character is also controlled to move in the direction of the vector a. In the second operation instruction in step Q5), before controlling the game character to release the corresponding skill, the game character is also controlled along the side Move to. Thus, before controlling the release of the game character skills, it is often desirable to move the game character.
  • control command first controls the movement of the character along the direction of the vector a or in the direction of the direction, thereby more in line with the expectation of the player in the use of the skill button context, and improving the fun of the player operation.
  • the above movement in the direction of the vector a can also be achieved by first controlling the orientation of the game character and then controlling the movement forward. It can also be implemented in other ways, and no limitation is imposed here.

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Abstract

一种控制游戏角色的方法,用于通过虚拟控制部件对游戏角色进行控制,包括以下步骤:1)响应于玩家从技能按钮所在的位置为起始点的滑动操作,锁定游戏中的虚拟摇杆,以禁用其对游戏角色技能释放方向的控制;2)监测玩家从技能按钮所在的位置为起始点的滑动操作轨迹,获取触摸点当前位置P2,计算触摸点初始点击位置P1至触摸点当前位置P2的向量a;3)响应于玩家滑动操作的释放或者响应于向量a满足︱a︱>L,L为设定阈值,生成控制游戏角色的第一操作指令:控制游戏角色释放技能按钮对应的技能,释放方向与向量a同向;并解除对虚拟摇杆的锁定。该方法能有效降低误操作率。

Description

一种控制游戏角色的方法 【技术领域】
本发明涉及一种控制游戏角色的方法。
【背景技术】
随着移动终端的广泛应用,在移动终端上开发游戏的需求也越来越大。目前,在在移动平台上ARPG、TPS、FPS等游戏中,玩家用户在控制游戏角色战斗过程中,一般会涉及到方向移动+技能等操作,通常是通过虚拟摇杆来控制方向,通过技能按钮的点击来产生相应操作。例如,如图1所示的手游游戏界面,用户一般是双手同时操作虚拟摇杆和虚拟技能按钮,通常操作步骤为:a、左手手指沿虚拟摇杆100的中心圈滑动虚拟摇杆100,把角色朝向调整到操作需要的方向(例如怪物攻击角色时,需要朝和怪物相反的方向闪避),b、右手点击按下操作对应的虚拟按钮,例如技能按钮200对应技能A,其余技能按钮分别对应技能B、C、D,从而游戏界面中游戏角色朝相应方向进行动作(例如闪避、跳跃、攻击等)。当要朝某个方向进行一些操作时,需要左右手配合同时操作。这样的操作结合性不紧密,误操作率高,比如当左手操作方向还没完全对准目标方向时,右手有可能提前点击了技能按钮。如果频繁出现误操作,将大大降低游戏的用户体验度。
【发明内容】
本发明所要解决的技术问题是:弥补上述现有技术的不足,提出一种控制游戏角色的方法,能有效降低误操作率,提高用户体验度。
本发明的技术问题通过以下的技术方案予以解决:
一种控制游戏角色的方法,用于通过虚拟控制部件对游戏角色进行控制,所述虚拟控制部件包括:用于控制游戏角色技能释放的技能按钮,用于控制游戏角色移动和控制游戏角色的技能释放方向的虚拟摇杆;包括以下步骤:S1)响应于玩家从所述技能按钮所在的位置为起始点的滑动操作,锁定游戏中的虚拟摇杆,以禁用其对游戏角色技能释放方向的控制;S2)监测玩家从所述技能按钮所在的位置为起始点的滑动操作轨迹,获取触摸点当前位置P2,计算触摸点初始点击位置P1至所述触摸点当前位 置P2的向量a;S3)响应于玩家所述滑动操作的释放或者响应于所述向量a满足|a|>L,L为设定阈值,生成控制游戏角色的第一操作指令:控制所述游戏角色释放所述技能按钮对应的技能,释放方向与所述向量a同向;并解除对所述虚拟摇杆的所述锁定。
一种控制游戏角色的方法,用于通过虚拟控制部件对游戏角色进行控制,所述虚拟控制部件包括:用于控制游戏角色技能释放的技能按钮,用于控制游戏角色移动和控制游戏角色的技能释放方向的虚拟摇杆;包括以下步骤:Q1)响应于玩家从所述技能按钮所在的位置为起始点的滑动操作,锁定游戏中的虚拟摇杆,以禁用其对游戏角色技能释放方向的控制;Q2)监测玩家从所述技能按钮初始位置为起始点的滑动操作轨迹,获取触摸点当前位置P2,计算所述触摸点初始点击位置P1至所述触摸点当前位置P2的向量a;Q3)判断所述向量a是否满足|a|>L,L为设定阈值,如果是,则生成控制游戏角色的第一操作指令:控制所述游戏角色释放所述技能按钮对应的技能,释放方向与所述向量a同向;并解除对所述虚拟摇杆的所述锁定;如果否,则进入步骤Q4);Q4)判断玩家所述滑动操作是否已释放,如果是,则生成控制游戏角色的第二操作指令:控制所述游戏角色释放所述技能按钮对应的技能,释放方向为沿所述游戏角色的当前朝向;并解除对所述虚拟摇杆的所述锁定;如果否,则返回步骤Q2)。
本发明与现有技术对比的有益效果是:
本发明的控制游戏角色的方法,通过监测玩家对技能按钮所在位置为起始点的点击滑动操作,监测滑动轨迹,将滑动后的触摸点当前位置与触摸点初始点击位置之间的向量获取后,根据玩家对技能按钮的释放或者向量长度以及释放的综合判断生成相应的操作指令,操作指令中根据向量的方向控制技能释放方向,从而控制游戏角色沿一定释放方向释放技能。这样,游戏用户单手点击并滑动技能按钮的操作就可控制游戏角色朝一定方向上释放相应技能动作,无需左右手前后操作的配合,大大降低了操作的复杂度,从而有效降低误操作率。用户单手即可准确控制游戏角色的技能实现,控制更加高效直观,使得游戏操作趣味性增强,可大大提高用户体验度。
【附图说明】
图1是移动终端中游戏界面的状态示意图;
图2是本发明具体实施方式一的控制游戏角色的方法的流程图;
图3是本发明具体实施方式二的控制游戏角色的方法的流程图。
【具体实施方式】
下面结合具体实施方式并对照附图对本发明做进一步详细说明。
本发明的构思是设置移动终端(手机/平板电脑)上的虚拟按键的使用和实现方式,解决用户控制游戏角色朝某个方向做某个操作时误操作率高的问题。本发明人对游戏界面中的操作进行研究,界面中的虚拟控制部件一般包括用于控制游戏角色技能释放的技能按钮,用于控制游戏角色移动和控制游戏角色的技能释放方向的虚拟摇杆。而一般游戏中使用频率较高的技能按钮,比如闪避技能按钮等,需要配合方向的操作,每次操作时需要双手分两个步骤进行,大大增加了用户的操作复杂度。紧张的游戏过程中,双手配合的操作是增加误操作率的一个原因。类似于闪避这样的技能,一般是玩家处于某种被攻击的危险时选择的操作,这个时候玩家用户处于高度紧张状态,更增加了双手操作配合衔接的难度。鉴于此,本发明人提出如能“一步到位”地实现精准操作,将大大降低误操作率。据此,提出用户一只手通过一个技能按钮同时完成释放方向和技能动作释放的操作,在按钮技能操作上结合调整释放方向功能,即把虚拟摇杆的方向调整控制功能集成到虚拟按钮上。
具体实施方式一
如图2所示,为本具体实施方式的控制游戏角色的方法,游戏角色为移动终端游戏中的游戏角色,移动终端可为手机、掌上游戏机或者平板电脑。控制方法通过虚拟控制部件对游戏角色进行控制,虚拟控制部件包括:用于控制游戏角色技能释放的技能按钮,用于控制游戏角色移动和控制游戏角色的技能释放方向的虚拟摇杆。其中,技能按钮为任何需要与方向控制结合使用的技能按钮,例如闪避技能按钮、跳跃技能按钮或招式技能按钮、攻击技能按钮。控制方法包括以下步骤:
S1)判断所述技能按钮被点击后是否被释放;如果是,则10)沿所述游戏角色的当前朝向直接控制所述游戏角色上释放所述技能按钮对应的技能;并解除对所述虚拟摇杆的所述锁定;如果否,则执行步骤S2)。
如用户操作技能按钮时仅有点击操作,未有滑动操作趋势,则将此时的技能按钮设置为和普通按钮功能一样,点击可以直接完成操作。操作释放的方向为游戏角色当前朝向,而游戏角色当前朝向则是由虚拟摇杆调控而来。该步骤的设置用于保留技能按钮的原有功能,使其在仅被点击的状态下仍然能与虚拟摇杆相互配合实现操作。也因此,在某些实施方式中可省略该步骤,直接执行技能按钮点击+滑动状态下对游戏角 色的控制过程。通过设置该步骤,配合如下的步骤,可提供按钮和摇杆共同作用控制技能释放和释放方向,以及仅通过按钮控制技能释放和释放方向且锁定摇杆,两种操作方式,满足不同玩家的需求,适用性更广。
S2)响应于玩家从所述技能按钮所在的位置为起始点的滑动操作,锁定游戏中的虚拟摇杆,以禁用其对游戏角色技能释放方向的控制。
玩家操作时,手指点击技能按钮后未松开触摸,且在屏幕上以技能按钮所在位置为起始点进行滑动操作,响应于该点击+滑动的操作,虚拟摇杆被控制是锁定状态,这样,将不能通过虚拟摇杆来控制方向,以免和技能按钮移动的方向冲突。
S3)监测玩家从所述技能按钮所在的位置为起始点的滑动操作轨迹,获取触摸点当前位置P2,计算触摸点初始点击位置P1至所述当前位置P2的向量a。
玩家点击技能按钮后,即识别到后续需释放的是该技能按钮对应的技能操作。点击后,手指从该技能按钮开始滑动时,系统实时监测滑动操作轨迹,获取触摸点的当前位置,进而计算以触摸点初始点击位置P1为起点,当前位置P2为终点的向量a。后续产生相应的控制指令时由向量a的方向信息指引角色的技能释放方向。上述技能按钮所在的位置既可以是对应触摸屏上技能按钮图标所在的位置,也可以对应触摸屏上技能按钮图标周围一片区域的位置,在该区域内,虽然触摸点没有直接点触技能按钮图标,但仍然可将触摸识别为对该技能按钮的点击触发,因此,该片区域的位置也视为技能按钮所在的位置。
该步骤中,优选地,作为玩家滑动操作轨迹的反馈,提供一跟随所述滑动操作轨迹移动的视觉参考标识,以向用户反馈滑动操作轨迹。进一步优选地,可直接控制技能按钮的图标跟随触摸滑动操作轨迹移动,作为对用户的反馈。
S4)响应于玩家所述滑动操作的释放或者响应于所述向量a满足|a|>L,L为设定阈值,生成控制游戏角色的第一操作指令:控制所述游戏角色释放所述技能按钮对应的技能,释放方向与所述向量a同向;并解除对所述虚拟摇杆的所述锁定。
玩家点击技能按钮后在屏幕上进行滑动操作,滑动后触摸释放,即视为操作结束希望释放技能,从而生成第一操作指令控制游戏角色释放相应的技能,且释放的方向按照前述步骤中获取的滑动操作中初始点击位置P1至当前位置P2的向量a来设置。除了上述滑动操作释放的触发方式,也可以根据向量a的长度进行触发。即当向量a的长度超过设定阈值时,视为玩家滑动后希望释放一次技能,从而也生成第一操作指 令。第一操作指令中是将玩家滑动产生的向量的方向信息视为对技能释放方向的指示,控制游戏角色产生该对应方向上的技能释放。如技能按钮为闪避技能按钮,则控制游戏角色沿所述向量a的方向进行闪避。如技能按钮为跳跃技能按钮,则控制游戏角色沿所述向量a的方向跳跃。如技能按钮为攻击技能按钮,则控制游戏角色沿所述向量a的方向发出攻击动作。类似地,对其它需要与方向结合的技能按钮,均按照上述向量a的方向设置技能释放方向。第一操作指令控制释放技能后,解锁所述虚拟摇杆,从而恢复虚拟摇杆对游戏角色的控制功能。之后,技能按钮和虚拟摇杆回到初始正常状态。按钮可再配合虚拟摇杆一起实现技能释放的控制,也可进入下一次单手控制按钮实现技能释放的控制。如果进入下一次单手控制按钮的控制过程,在上述方法下,只要操作时重复手指点击技能按钮+手指滑屏操作,滑屏松开或者滑动距离超过阈值时,则游戏中技能按钮能够连续触发,并且技能释放方向随着手指触摸点滑动方向而改变。
对应前述优选的设置,如果步骤S3)中控制技能按钮的图标跟随触摸滑动操作轨迹移动,则此处步骤S4)中,在控制游戏角色释放对应的技能后,复位所述技能按钮的图标至初始位置。这样,按钮随着玩家触摸点滑动而移动,在滑动移动结束后又回到初始位置,以更符合用户每一次的操作习惯,方便用户的操作。
上述方案中,通过技能按钮即使得移动终端游戏界面中游戏角色产生一定方向上的技能操作,即实现了玩家单手点击技能按钮后滑动操作,可对应控制游戏角色上沿滑动的向量方向释放相应的技能,操作更加高效直观,无需像以往那样左右手双手配合,大大减少了玩家操作的复杂度。通过单手控制操作和释放方向,很大程度也避免了双手不同步时造成的误操作,可有效降低误操作率。
进一步优选地,除上述控制游戏角色的技能释放之外,还包括控制游戏角色移动。具体地,步骤S2)中,锁定虚拟摇杆以禁用其对游戏角色技能释放方向的控制的同时,还禁用虚拟摇杆对游戏角色移动的控制。步骤S4)中的控制指令中,在控制游戏角色释放相应的技能之前,还控制游戏角色沿所述向量a的方向移动。具体地,如希望沿向量a的方向进行闪避,通常也希望先移动一段距离以逃避对手角色的攻击。因此,控制指令先控制角色沿向量a的方向移动,然后再控制释放技能,则可以更加符合玩家在使用技能按钮情境下的预期,提高玩家操作的趣味性。上述沿向量a的方向移动,可以先控制调整游戏角色朝向,然后再控制移动前进来实现。也可以通过其它方式来实现,在此不做限制。
具体实施方式二
本具体实施方式与实施方式一的不同之处在于:在生成控制指令时,按照向量的长度和触摸释放的综合判断生成不同的控制指令,使控制过程更加精细,对应玩家的不同操作。
如图3所示,为本具体实施方式的控制游戏角色的方法,游戏角色为移动终端游戏中的游戏角色,移动终端可为手机、掌上游戏机或者平板电脑。控制方法通过虚拟控制部件对游戏角色进行控制,虚拟控制部件包括:用于控制游戏角色技能释放的技能按钮,用于控制游戏角色移动和控制游戏角色的技能释放方向的虚拟摇杆。其中,技能按钮为任何需要与方向控制结合使用的技能按钮,例如闪避技能按钮、跳跃技能按钮或招式、攻击技能按钮。控制方法包括以下步骤:
Q1)判断所述技能按钮被点击后是否被释放;如果是,则10)沿所述游戏角色的当前朝向直接控制所述游戏角色上释放所述技能按钮对应的技能;并解除对所述虚拟摇杆的所述锁定;如果否,则执行步骤Q2)。
Q2)响应于玩家从所述技能按钮所在的位置为起始点的滑动操作,锁定游戏中的虚拟摇杆,以禁用其对游戏角色技能释放方向的控制。
Q3)监测玩家从所述技能按钮初始位置为起始点的滑动操作轨迹,获取触摸点当前位置P2,计算所述技能按钮初始位置P1至所述当前位置P2的向量a。
上述三个步骤的设置与具体实施方式一中步骤S1),S2)和S3)一样,在此不再重复说明。
该步骤Q3)中,同样优选地,作为玩家滑动操作轨迹的反馈,提供一跟随所述滑动操作轨迹移动的视觉参考标识,以向用户反馈滑动操作轨迹。进一步优选地,可直接控制技能按钮的图标跟随触摸滑动操作轨迹移动,作为对用户的反馈。
Q4)判断所述向量a是否满足|a|>L,L为设定阈值,如果是,则20)生成控制游戏角色的第一操作指令:控制所述游戏角色释放所述技能按钮对应的技能,释放方向与所述向量a同向;并解除对所述虚拟摇杆的所述锁定;如果否,则进入步骤Q5)。
前述步骤Q3)获取向量a后,将其长度与设定阈值进行比较。如果滑动向量长度大于设定阈值,可视为游戏用户有意朝某一方向滑动操作,从而将该方向信息识别后转换为对游戏角色的技能释放方向的设置。这样,即可控制游戏界面沿与向量a相同 的方向,也即沿滑动的方向释放上述技能按钮对应的技能动作。释放后,解除对虚拟摇杆的锁定。如果滑动向量长度小于设定阈值,则其可能为一次无意的方向操作,也可能为未完成的滑动操作,从而需结合下一步的判断进行识别。
Q5)判断玩家所述滑动操作是否已释放,如果是,则30)生成控制游戏角色的第二操作指令:控制所述游戏角色释放所述技能按钮对应的技能,释放方向为沿所述游戏角色的当前朝向;并解除对所述虚拟摇杆的所述锁定;如果否,则返回步骤Q3)。
该步骤中,如果判断玩家手指滑动已松开,即为已结束滑动操作,则表明上一步的较短距离的滑动为无意的方向操作,从而设置此时的控制效果为类似点击技能按钮时的效果,即“控制释放所述技能按钮对应的技能,释放方向为游戏角色的当前朝向”。而该当前朝向则是通过虚拟摇杆锁定之前调控得到的。同样地,释放后,解除对虚拟摇杆的锁定。
该步骤中,如果判断玩家手指滑动还未松开,即为还未结束滑动操作,则表明上一步的较短距离的滑动为未完成的滑动操作,则返回步骤Q3)的距离检测以及向量计算,直至触摸点滑动距离超过设定阈值后,实现动作和释放方向的综合识别控制。
同样对应前述优选地设置,步骤Q3)控制所述技能按钮的图标跟随所述滑动操作轨迹移动后,此处步骤Q4)和步骤Q5)中,在控制游戏角色释放对应的技能后,复位所述技能按钮的图标至初始位置。
本具体实施方式的控制游戏角色的方法,通过技能按钮即使得移动终端游戏界面中游戏角色产生一定方向上的技能操作。当玩家点击技能按钮后,手指朝某个方向滑动操作,游戏中的角色就会朝着滑动的方向释放该技能按钮对应的技能动作。无需再像以往那样,需双手配合控制虚拟摇杆和按钮才能完成操作,本具体实施方式的控制方法,使得用户单手点击按钮+滑屏后即可完成游戏角色的控制。控制简单快捷,很大程度地避免了双手不同步时造成的误操作,可有效降低误操作率。而且控制过程中,游戏角色随着手指的滑动方向而释放技能,控制更加高效直观,增加了游戏的趣味性。
同样优选地,除上述控制游戏角色的技能释放之外,还包括控制游戏角色移动。具体地,步骤Q2)中,锁定虚拟摇杆以禁用其对游戏角色技能释放方向的控制的同时,还禁用虚拟摇杆对游戏角色移动的控制。步骤Q4)中的第一操作指令中,在控制游戏角色释放相应的技能之前,还控制游戏角色沿所述向量a的方向移动。步骤Q5)中第二操作指令中,在控制游戏角色释放对应的技能之前,还控制所述游戏角色沿所朝方 向移动。这样,控制游戏角色技能释放之前,通常也希望游戏角色移动。因此,控制指令先控制角色沿向量a的方向或者所朝方向移动,则可以更加符合玩家在使用技能按钮情境下的预期,提高玩家操作的趣味性。上述沿向量a的方向移动,同样也是可以先控制调整游戏角色朝向,然后再控制移动前进来实现。也可以通过其它方式来实现,在此不做限制。
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普通技术人员来说,在不脱离本发明构思的前提下做出若干替代或明显变型,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 (18)

  1. 一种控制游戏角色的方法,用于通过虚拟控制部件对游戏角色进行控制,所述虚拟控制部件包括:用于控制游戏角色技能释放的技能按钮,以及用于控制游戏角色移动和控制游戏角色的技能释放方向的虚拟摇杆;其特征在于,包括以下步骤:
    S1)响应于玩家从所述技能按钮所在的位置为起始点的滑动操作,锁定游戏中的虚拟摇杆,以禁用其对游戏角色技能释放方向的控制;
    S2)监测玩家从所述技能按钮所在的位置为起始点的滑动操作轨迹,获取触摸点当前位置P2,计算触摸点初始点击位置P1至所述触摸点当前位置P2的向量a;
    S3)响应于玩家所述滑动操作的释放或者响应于所述向量a满足|a|>L,L为设定阈值,生成控制游戏角色的第一操作指令:控制所述游戏角色释放所述技能按钮对应的技能,释放方向与所述向量a同向;并解除对所述虚拟摇杆的所述锁定。
  2. 根据权利要求1所述的控制游戏角色的方法,其特征在于:所述步骤S1)中,锁定所述虚拟摇杆以禁用其对游戏角色技能释放方向的控制的同时,还禁用所述虚拟摇杆对游戏角色移动的控制。
  3. 根据权利要求2所述的控制游戏角色的方法,其特征在于:所述步骤S3)中,所述第一操作指令还包括:在控制游戏角色释放对应的技能之前,控制所述游戏角色沿所述向量a的方向移动。
  4. 根据权利要求1所述的控制游戏角色的方法,其特征在于:所述步骤S2)中还包括:提供一跟随所述滑动操作轨迹移动的视觉参考标识,以向用户反馈滑动操作轨迹。
  5. 根据权利要求1所述的控制游戏角色的方法,其特征在于:所述步骤S2)中还包括:控制所述技能按钮的图标跟随所述滑动操作轨迹移动,以向用户反馈滑动操作轨迹。
  6. 根据权利要求5所述的控制游戏角色的方法,其特征在于:所述步骤S3)中,在控制游戏角色释放对应的技能后,复位所述技能按钮的图标至初始位置。
  7. 根据权利要求1至6任一项所述的控制游戏角色的方法,其特征在于:
    所述技能按钮为闪避技能按钮,所述步骤S3)中控制释放方向与所述向量a同向 是指控制游戏角色沿所述向量a的方向进行闪避;或者,
    所述技能按钮为跳跃技能按钮,所述步骤S3)中控制释放方向与所述向量a同向是指控制游戏角色沿所述向量a的方向跳跃;或者,
    所述技能按钮为攻击技能按钮,所述步骤S3)中控制释放方向与所述向量a同向是指控制游戏角色沿所述向量a的方向发出攻击动作。
  8. 根据权利要求1所述的控制游戏角色的方法,其特征在于:在所述步骤S1)之前还包括判断步骤:判断所述技能按钮被点击后是否被释放,如果是,则沿所述游戏角色的当前朝向直接控制所述游戏角色上释放所述技能按钮对应的技能;并解除对所述虚拟摇杆的所述锁定;如果否,则执行所述步骤S1)。
  9. 根据权利要求1所述的控制游戏角色的方法,其特征在于:所述游戏角色为移动终端游戏中的游戏角色。
  10. 一种控制游戏角色的方法,用于通过虚拟控制部件对游戏角色进行控制,所述虚拟控制部件包括:用于控制游戏角色技能释放的技能按钮,以及用于控制游戏角色移动和控制游戏角色的技能释放方向的虚拟摇杆;其特征在于,包括以下步骤:
    Q1)响应于玩家从所述技能按钮所在的位置为起始点的滑动操作,锁定游戏中的虚拟摇杆,以禁用其对游戏角色技能释放方向的控制;
    Q2)监测玩家从所述技能按钮初始位置为起始点的滑动操作轨迹,获取触摸点当前位置P2,计算所述触摸点初始点击位置P1至所述触摸点当前位置P2的向量a;
    Q3)判断所述向量a是否满足|a|>L,L为设定阈值,如果是,则生成控制游戏角色的第一操作指令:控制所述游戏角色释放所述技能按钮对应的技能,释放方向与所述向量a同向;并解除对所述虚拟摇杆的所述锁定;如果否,则进入步骤Q4);
    Q4)判断玩家所述滑动操作是否已释放,如果是,则生成控制游戏角色的第二操作指令:控制所述游戏角色释放所述技能按钮对应的技能,释放方向为沿所述游戏角色的当前朝向;并解除对所述虚拟摇杆的所述锁定;如果否,则返回步骤Q2)。
  11. 根据权利要求10所述的控制游戏角色的方法,其特征在于:所述步骤Q1)中,锁定所述虚拟摇杆以禁用其对游戏角色技能释放方向的控制的同时,还禁用所述虚拟摇杆对游戏角色移动的控制。
  12. 根据权利要求11所述的控制游戏角色的方法,其特征在于:所述步骤Q3)中的所述第一操作指令还包括:在控制游戏角色释放对应的技能之前,控制所述游戏角色沿所述向量a的方向移动;所述步骤Q4)中的所述第二操作指令还包括:在控制游戏角色释放对应的技能之前,还控制所述游戏角色沿所朝方向移动。
  13. 根据权利要求10所述的控制游戏角色的方法,其特征在于:所述步骤Q2)中还包括:提供一跟随所述滑动操作轨迹移动的视觉参考标识,以向用户反馈滑动操作轨迹。
  14. 根据权利要求10所述的控制游戏角色的方法,其特征在于:所述步骤Q2)中还包括:控制所述技能按钮的图标跟随所述滑动操作轨迹移动,以向用户反馈滑动操作轨迹。
  15. 根据权利要求14所述的控制游戏角色的方法,其特征在于:所述步骤Q3)和步骤Q4)中,在控制游戏角色释放对应的技能后,复位所述技能按钮的图标至初始位置。
  16. 根据权利要求10至15中任一项所述的控制游戏角色的方法,其特征在于:
    所述技能按钮为闪避技能按钮,所述步骤Q3)中控制释放方向与所述向量a同向是指控制游戏角色沿所述向量a的方向进行闪避;或者,
    所述技能按钮为跳跃技能按钮,所述步骤Q3)中控制释放方向与所述向量a同向是指控制游戏角色沿所述向量a的方向进行跳跃;或者,
    所述技能按钮为攻击技能按钮,所述步骤Q3)中控制释放方向与所述向量a同向是指控制游戏角色沿所述向量a的方向发出攻击动作。
  17. 根据权利要求10所述的控制游戏角色的方法,其特征在于:在所述步骤Q1)之前还包括判断步骤:判断所述技能按钮被点击后是否被释放,如果是,则沿所述游戏角色的当前朝向直接控制所述游戏角色上释放所述技能按钮对应的技能;并解除对所述虚拟摇杆的所述锁定;如果否,则执行所述步骤Q1)。
  18. 根据权利要求10所述的控制游戏角色的方法,其特征在于:所述游戏角色为移动终端游戏中的游戏角色。
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