CN115155052A - Method, device, electronic device and storage medium for controlling cursor by handle - Google Patents
Method, device, electronic device and storage medium for controlling cursor by handle Download PDFInfo
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- CN115155052A CN115155052A CN202210714041.1A CN202210714041A CN115155052A CN 115155052 A CN115155052 A CN 115155052A CN 202210714041 A CN202210714041 A CN 202210714041A CN 115155052 A CN115155052 A CN 115155052A
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/20—Input arrangements for video game devices
- A63F13/23—Input arrangements for video game devices for interfacing with the game device, e.g. specific interfaces between game controller and console
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/20—Input arrangements for video game devices
- A63F13/24—Constructional details thereof, e.g. game controllers with detachable joystick handles
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- G—PHYSICS
- G06—COMPUTING; CALCULATING OR COUNTING
- G06F—ELECTRIC DIGITAL DATA PROCESSING
- G06F3/00—Input arrangements for transferring data to be processed into a form capable of being handled by the computer; Output arrangements for transferring data from processing unit to output unit, e.g. interface arrangements
- G06F3/01—Input arrangements or combined input and output arrangements for interaction between user and computer
- G06F3/048—Interaction techniques based on graphical user interfaces [GUI]
- G06F3/0481—Interaction techniques based on graphical user interfaces [GUI] based on specific properties of the displayed interaction object or a metaphor-based environment, e.g. interaction with desktop elements like windows or icons, or assisted by a cursor's changing behaviour or appearance
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- G—PHYSICS
- G06—COMPUTING; CALCULATING OR COUNTING
- G06F—ELECTRIC DIGITAL DATA PROCESSING
- G06F3/00—Input arrangements for transferring data to be processed into a form capable of being handled by the computer; Output arrangements for transferring data from processing unit to output unit, e.g. interface arrangements
- G06F3/01—Input arrangements or combined input and output arrangements for interaction between user and computer
- G06F3/048—Interaction techniques based on graphical user interfaces [GUI]
- G06F3/0484—Interaction techniques based on graphical user interfaces [GUI] for the control of specific functions or operations, e.g. selecting or manipulating an object, an image or a displayed text element, setting a parameter value or selecting a range
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Abstract
本申请提供一种通过手柄控制游标的方法、装置、电子设备及存储介质,包括:通过终端设备显示目标界面;通过手柄的按键接收针对游标的第一控制指令,控制游标在目标界面以第一移动方式移动;通过手柄的摇杆接收针对游标的第二控制指令,控制游标在目标界面从第一移动方式切换至第二移动方式,并根据第二控制指令控制游标在目标界面的移动距离;通过手柄的按键接收针对游标的第三控制指令,控制游标在目标界面从第二移动方式切换至第一移动方式。通过本申请,能够支持摇杆和按键两种操控方式,并实现两种操控方式之间的便捷切换,避免了引起用户混淆。
The present application provides a method, device, electronic device and storage medium for controlling a cursor through a handle, including: displaying a target interface through a terminal device; receiving a first control instruction for the cursor through a button of the handle, and controlling the cursor to display the first control command on the target interface with the first The movement mode is moved; the second control command for the cursor is received through the joystick of the handle, the cursor is controlled to switch from the first movement mode to the second movement mode on the target interface, and the movement distance of the cursor on the target interface is controlled according to the second control command; The third control instruction for the cursor is received through the keys of the handle, and the cursor is controlled to switch from the second movement mode to the first movement mode on the target interface. Through the present application, two control modes of joystick and button can be supported, and convenient switching between the two control modes can be realized, thereby avoiding user confusion.
Description
技术领域technical field
本申请涉及游戏技术领域,尤其涉及一种通过手柄控制游标的方法、装置、电子设备及存储介质。The present application relates to the technical field of games, and in particular, to a method, an apparatus, an electronic device and a storage medium for controlling a cursor through a handle.
背景技术Background technique
近年来,游戏主机平台通常选用手柄作为输入设备,以满足用户对游戏操作灵敏度、操作手感的需求。此外,用户在手持游戏终端或者电脑端玩游戏时,受限于屏幕尺寸或者键鼠操控灵活性,有时也会选用手柄作为输入设备。In recent years, game console platforms usually use gamepads as input devices to meet users' needs for game operation sensitivity and operation feel. In addition, when users play games on a handheld game terminal or a computer, they are limited by the screen size or the flexibility of keyboard and mouse manipulation, and sometimes use a handle as an input device.
在使用手柄作为输入设备时,存在以下问题:在使用手柄的摇杆来控制游标在UI界面上进行移动时,十字导航键无效。当UI界面上显示有很多小UI图标或者按钮时,若用户通过摇杆操控游标,则无法快速、精准的找到某一UI图标或者按钮,若用户通过十字导航键操控游标,则需要重复同一操作多次(例如,多次点击Dpad-down),导致操作繁琐。When using a handle as an input device, there is the following problem: when using the joystick of the handle to control the cursor to move on the UI interface, the cross navigation key is invalid. When there are many small UI icons or buttons displayed on the UI interface, if the user manipulates the cursor through the joystick, it is impossible to quickly and accurately find a UI icon or button. If the user manipulates the cursor through the cross navigation key, the same operation needs to be repeated. Multiple times (for example, clicking Dpad-down multiple times), resulting in cumbersome operations.
发明内容SUMMARY OF THE INVENTION
有鉴于此,本申请实施例至少提供一种通过手柄控制游标的方法、装置、电子设备及存储介质,能够支持摇杆和按键两种操控方式,且切换便捷、不易引起用户混淆。In view of this, the embodiments of the present application provide at least a method, device, electronic device and storage medium for controlling a cursor through a handle, which can support two control modes of a joystick and a button, and is convenient to switch and less likely to cause user confusion.
第一方面,本申请示例性实施例提供一种通过手柄控制游标的方法,所述手柄包含按键和摇杆,所述方法包括:通过终端设备显示目标界面;通过所述手柄的所述按键接收针对游标的第一控制指令,控制所述游标在所述目标界面以第一移动方式移动,其中,所述第一移动方式包括:控制所述游标在所述目标界面沿所述第一控制指令所指示的方向由所述游标当前指示的控件移动至下一控件;通过所述手柄的所述摇杆接收针对游标的第二控制指令,控制所述游标在所述目标界面从第一移动方式切换至第二移动方式,并根据所述第二控制指令控制所述游标在所述目标界面的移动距离;其中,所述第二移动方式包括:控制所述游标在所述目标界面沿所述第二控制指令所指示的方向根据移动灵敏度和所述第二控制指令所指示的时长确定所述游标的移动距离;通过所述手柄的所述按键接收针对游标的第三控制指令,控制所述游标在所述目标界面从第二移动方式切换至第一移动方式。In a first aspect, an exemplary embodiment of the present application provides a method for controlling a cursor through a handle, where the handle includes buttons and a joystick, and the method includes: displaying a target interface through a terminal device; receiving through the buttons of the handle For the first control instruction of the cursor, controlling the cursor to move on the target interface in a first moving manner, wherein the first moving manner includes: controlling the cursor to move along the first control instruction on the target interface The indicated direction is moved from the control currently indicated by the cursor to the next control; the second control instruction for the cursor is received through the joystick of the handle, and the cursor is controlled to move from the first movement mode on the target interface Switching to the second movement mode, and controlling the movement distance of the cursor on the target interface according to the second control instruction; wherein, the second movement mode includes: controlling the cursor to move along the target interface along the target interface. The direction indicated by the second control instruction determines the moving distance of the cursor according to the movement sensitivity and the duration indicated by the second control instruction; the third control instruction for the cursor is received through the button of the handle, and the The cursor is switched from the second movement mode to the first movement mode on the target interface.
在一可能实施方式中,可还包括:在对预设输入指令进行响应时,禁止对目标输入指令进行响应,其中,所述预设输入指令可为第一控制指令和第二控制指令中的一个,所述目标输入指令可为第一控制指令和第二控制指令中的另一个。In a possible implementation, it may further include: when responding to a preset input instruction, forbidding responding to the target input instruction, wherein the preset input instruction may be one of the first control instruction and the second control instruction. One, the target input command may be the other of the first control command and the second control command.
在一可能实施方式中,禁止对目标输入指令进行响应的步骤可包括:接收所述目标输入指令,禁止对所述目标输入指令进行响应。In a possible implementation manner, the step of forbidding responding to the target input command may include: receiving the target input command, and prohibiting responding to the target input command.
在一可能实施方式中,所述第二控制指令可包括第一切换子指令和第一操控子指令,其中,所述第一切换子指令可用于控制所述游标在所述目标界面从第一移动方式切换至第二移动方式,所述第一操控子指令可用于控制所述游标在所述目标界面以第二移动方式移动。In a possible implementation manner, the second control instruction may include a first switching sub-instruction and a first manipulation sub-instruction, wherein the first switching sub-instruction may be used to control the cursor to switch from the first to the first on the target interface. The movement mode is switched to the second movement mode, and the first manipulation sub-command can be used to control the cursor to move in the second movement mode on the target interface.
在一可能实施方式中,所述第三控制指令可包括第二切换子指令和第二操控子指令,其中,所述第二切换子指令可用于控制所述游标在所述目标界面从第二移动方式切换至第一移动方式,所述第二操控子指令可用于控制所述游标在所述目标界面以第一移动方式移动。In a possible implementation manner, the third control instruction may include a second switching sub-instruction and a second manipulation sub-instruction, wherein the second switching sub-instruction may be used to control the cursor on the target interface from the second The movement mode is switched to the first movement mode, and the second manipulation sub-command can be used to control the cursor to move in the first movement mode on the target interface.
在一可能实施方式中,所述目标界面可为在所述终端设备上显示的用于以静态形式展示多个控件的界面。In a possible implementation manner, the target interface may be an interface displayed on the terminal device for displaying a plurality of controls in a static form.
在一可能实施方式中,所述目标界面可包括通过终端设备所提供的游戏中的游戏配置画面。In a possible implementation manner, the target interface may include an in-game game configuration screen provided by the terminal device.
在一可能实施方式中,通过终端设备显示目标界面的步骤可包括:在所述终端设备提供的图形用户界面中显示位于游戏场景中的虚拟角色对应的游戏场景画面;响应于针对所述虚拟角色的操控,控制所述虚拟角色在所述虚拟场景中执行与所述操控对应的动作;响应于预设的触发事件,控制所述图形用户界面中所显示的画面由所述游戏场景画面切换为所述目标界面。In a possible implementation manner, the step of displaying the target interface through the terminal device may include: displaying, in a graphical user interface provided by the terminal device, a game scene picture corresponding to the virtual character in the game scene; control the virtual character to perform actions corresponding to the manipulation in the virtual scene; in response to a preset trigger event, control the screen displayed in the graphical user interface to switch from the game scene screen to the target interface.
在一可能实施方式中,所述目标界面可包括多个控件,其中,可通过以下方式确定在所述目标界面下的初始控制模组:根据所述多个控件在所述目标界面上的展示属性,从所述按键和所述摇杆中确定在所述目标界面下的初始控制模组。In a possible implementation manner, the target interface may include a plurality of controls, and an initial control module under the target interface may be determined in the following manner: according to the display of the plurality of controls on the target interface attribute, and determine the initial control module under the target interface from the button and the joystick.
在一可能实施方式中,可通过以下方式确定在所述目标界面下的初始控制模组:根据所述展示属性,确定所述多个控件是否满足预设展示条件,所述预设展示条件用于表征所述多个控件在所述目标界面上的显示复杂度;若满足所述预设展示条件,则选取所述摇杆作为在所述目标界面下的初始控制模组;若不满足所述预设展示条件,则选取所述按键作为在所述目标界面下的初始控制模组。In a possible implementation manner, the initial control module under the target interface can be determined in the following manner: according to the display attribute, it is determined whether the plurality of controls meet a preset display condition, and the preset display condition is determined by using To characterize the display complexity of the plurality of controls on the target interface; if the preset display conditions are met, the joystick is selected as the initial control module under the target interface; If the preset display condition is selected, the button is selected as the initial control module under the target interface.
在一可能实施方式中,所述展示属性可包括所述多个控件在所述目标界面上的显示布局和/或显示数量,其中,所述预设展示条件可包括以下项中的至少一项:在任一预设显示区域内所展示的控件的数量不小于第一设定值,所述目标界面被划分为多个预设显示区域;在所述目标界面上所展示的所述多个控件的总数量不小于第二设定值。In a possible implementation manner, the display attribute may include the display layout and/or display quantity of the plurality of controls on the target interface, wherein the preset display condition may include at least one of the following items: : the number of controls displayed in any preset display area is not less than the first set value, the target interface is divided into multiple preset display areas; the multiple controls displayed on the target interface The total number is not less than the second set value.
第二方面,本申请实施例还提供一种通过手柄控制游标的装置,所述手柄包含按键和摇杆,所述装置包括:显示控制模块,通过终端设备显示目标界面;游标控制模块,通过所述手柄的所述按键接收针对游标的第一控制指令,控制所述游标在所述目标界面以第一移动方式移动,其中,所述第一移动方式包括:控制所述游标在所述目标界面沿所述第一控制指令所指示的方向由所述游标当前指示的控件移动至下一控件;第一切换模块,通过所述手柄的所述摇杆接收针对游标的第二控制指令,控制所述游标在所述目标界面从第一移动方式切换至第二移动方式,并根据所述第二控制指令控制所述游标在所述目标界面的移动距离;其中,所述第二移动方式包括:控制所述游标在所述目标界面沿所述第二控制指令所指示的方向根据移动灵敏度和所述第二控制指令所指示的时长确定所述游标的移动距离;第二切换模块,通过所述手柄的所述按键接收针对游标的第三控制指令,控制所述游标在所述目标界面从第二移动方式切换至第一移动方式。In the second aspect, an embodiment of the present application also provides a device for controlling a cursor through a handle, the handle includes buttons and a joystick, and the device includes: a display control module, which displays a target interface through a terminal device; a cursor control module, which uses all The button of the handle receives a first control instruction for the cursor, and controls the cursor to move on the target interface in a first movement mode, wherein the first movement mode includes: controlling the cursor on the target interface Move the control currently indicated by the cursor to the next control along the direction indicated by the first control instruction; the first switching module receives the second control instruction for the cursor through the joystick of the handle, and controls all the controls. The cursor is switched from the first movement mode to the second movement mode on the target interface, and the movement distance of the cursor on the target interface is controlled according to the second control instruction; wherein, the second movement mode includes: Controlling the cursor on the target interface along the direction indicated by the second control instruction to determine the moving distance of the cursor according to the movement sensitivity and the duration indicated by the second control instruction; the second switching module, through the The button of the handle receives a third control instruction for the cursor, and controls the cursor to switch from the second movement mode to the first movement mode on the target interface.
第三方面,本申请实施例还提供一种电子设备,包括:处理器、存储器和总线,所述存储器存储有所述处理器可执行的机器可读指令,当电子设备运行时,所述处理器与所述存储器之间通过所述总线进行通信,所述机器可读指令被所述处理器运行时执行上述第一方面或第一方面中任一种可能的实施方式中的通过手柄控制游标的方法的步骤。In a third aspect, embodiments of the present application further provide an electronic device, including: a processor, a memory, and a bus, where the memory stores machine-readable instructions executable by the processor, and when the electronic device runs, the processing Communication is performed between the processor and the memory through the bus, and the machine-readable instructions are executed by the processor to execute the first aspect or any of the possible implementations of the first aspect to control the cursor through the handle steps of the method.
第四方面,本申请实施例还提供了一种计算机可读存储介质,所述计算机可读存储介质上存储有计算机程序,所述计算机程序被处理器运行时执行上述第一方面或第一方面中任一种可能的实施方式中的通过手柄控制游标的方法的步骤。In a fourth aspect, an embodiment of the present application further provides a computer-readable storage medium, where a computer program is stored on the computer-readable storage medium, and the computer program executes the first aspect or the first aspect when the computer program is run by a processor Steps of a method for controlling a cursor through a handle in any one of the possible implementation manners.
本申请实施例提供的通过手柄控制游标的方法、装置、电子设备及存储介质,能够支持摇杆和按键两种操控方式,且切换便捷、不易引起用户混淆。The method, device, electronic device, and storage medium for controlling a cursor through a handle provided by the embodiments of the present application can support two control modes of a joystick and a button, and the switching is convenient and does not easily cause user confusion.
为使本申请的上述目的、特征和优点能更明显易懂,下文特举较佳实施例,并配合所附附图,作详细说明如下。In order to make the above-mentioned objects, features and advantages of the present application more obvious and easy to understand, the preferred embodiments are exemplified below, and are described in detail as follows in conjunction with the accompanying drawings.
附图说明Description of drawings
为了更清楚地说明本申请实施例的技术方案,下面将对实施例中所需要使用的附图作简单地介绍,应当理解,以下附图仅示出了本申请的某些实施例,因此不应被看作是对范围的限定,对于本领域普通技术人员来讲,在不付出创造性劳动的前提下,还可以根据这些附图获得其他相关的附图。In order to illustrate the technical solutions of the embodiments of the present application more clearly, the following briefly introduces the accompanying drawings that need to be used in the embodiments. It should be understood that the following drawings only show some embodiments of the present application, and therefore do not It should be regarded as a limitation of the scope, and for those of ordinary skill in the art, other related drawings can also be obtained according to these drawings without any creative effort.
图1示出本申请示例性实施例提供的通过手柄控制游标的方法的流程图;FIG. 1 shows a flowchart of a method for controlling a cursor through a handle provided by an exemplary embodiment of the present application;
图2示出本申请示例性实施例提供的显示目标界面的步骤的流程图;FIG. 2 shows a flowchart of steps for displaying a target interface provided by an exemplary embodiment of the present application;
图3示出本申请示例性实施例提供的手柄的示意图;FIG. 3 shows a schematic diagram of a handle provided by an exemplary embodiment of the present application;
图4示出本申请示例性实施例提供的通过手柄控制游标的装置的结构示意图;4 shows a schematic structural diagram of a device for controlling a cursor through a handle provided by an exemplary embodiment of the present application;
图5示出本申请示例性实施例提供的电子设备的结构示意图。FIG. 5 shows a schematic structural diagram of an electronic device provided by an exemplary embodiment of the present application.
具体实施方式Detailed ways
为使本申请实施例的目的、技术方案和优点更加清楚,下面将结合本申请实施例中的附图,对本申请实施例中的技术方案进行清楚、完整地描述,应当理解,本申请中的附图仅起到说明和描述的目的,并不用于限定本申请的保护范围。另外,应当理解,示意性的附图并未按实物比例绘制。本申请中使用的流程图示出了根据本申请的一些实施例实现的操作。应当理解,流程图的操作可以不按顺序实现,没有逻辑的上下文关系的步骤可以反转顺序或者同时实施。此外,本领域技术人员在本申请内容的指引下,可以向流程图添加一个或多个其他操作,也可以从流程图中移除一个或多个操作。In order to make the purposes, technical solutions and advantages of the embodiments of the present application clearer, the technical solutions in the embodiments of the present application will be described clearly and completely below with reference to the accompanying drawings in the embodiments of the present application. It should be understood that the The accompanying drawings are only for the purpose of illustration and description, and are not used to limit the protection scope of the present application. In addition, it should be understood that the schematic drawings are not drawn to scale. The flowcharts used in this application illustrate operations implemented in accordance with some embodiments of the application. It should be understood that the operations of the flowcharts may be performed out of order and that steps without logical context may be performed in reverse order or concurrently. In addition, those skilled in the art can add one or more other operations to the flowchart, and can also remove one or more operations from the flowchart under the guidance of the content of the present application.
本说明书中使用用语“一个”、“一”、“该”和“所述”用以表示存在一个或多个要素/组成部分/等;用语“包括”和“具有”用以表示开放式的包括在内的意思并且是指除了列出的要素/组成部分/等之外还可存在另外的要素/组成部分/等;用语“第一”和“第二”等仅作为标记使用,不是对其对象的数量限制。The terms "a", "an", "the" and "said" are used in this specification to indicate the presence of one or more elements/components/etc; the terms "include" and "have" are used to indicate open-ended Inclusive means and means that additional elements/components/etc may be present in addition to the listed elements/components/etc; the terms "first" and "second" etc. are used only as labels, not for The number of its objects is limited.
应当理解,在本申请实施例中,“至少一个”是指一个或者多个,“多个”是指两个或者两个以上。“和/或”仅仅是一种描述关联对象的关联关系,表示可以存在三种关系,例如,A和/或B,可以表示:单独存在A,同时存在A和B,单独存在B这三种情况。字符“/”一般表示前后关联对象是一种“或”的关系。“包含A、B和/或C”是指包含A、B、C三者中任1个或任2个或3个。It should be understood that, in the embodiments of the present application, "at least one" refers to one or more, and "a plurality" refers to two or more. "And/or" is just an association relationship that describes an associated object, indicating that there can be three kinds of relationships, for example, A and/or B, which can mean: A alone exists, A and B exist at the same time, and B exists alone. Happening. The character "/" generally indicates that the associated objects are an "or" relationship. "Comprising A, B and/or C" means including any one or any two or three of A, B, and C.
应当理解,在本申请实施例中,“与A对应的B”、“与A相对应的B”、“A与B相对应”或者“B与A相对应”,表示B与A相关联,根据A可以确定B。根据A确定B并不意味着仅仅根据A确定B,还可以根据A和/或其他信息确定B。It should be understood that in the embodiments of the present application, "B corresponding to A", "B corresponding to A", "A corresponding to B" or "B corresponding to A" means that B is associated with A, B can be determined from A. Determining B based on A does not mean determining B based only on A, but also determining B based on A and/or other information.
另外,所描述的实施例仅仅是本申请一部分实施例,而不是全部的实施例。通常在此处附图中描述和示出的本申请实施例的组件可以以各种不同的配置来布置和设计。因此,以下对在附图中提供的本申请的实施例的详细描述并非旨在限制要求保护的本申请的范围,而是仅仅表示本申请的选定实施例。基于本申请的实施例,本领域技术人员在没有做出创造性劳动的前提下所获得的全部其他实施例,都属于本申请保护的范围。In addition, the described embodiments are only some of the embodiments of the present application, but not all of the embodiments. The components of the embodiments of the present application generally described and illustrated in the drawings herein may be arranged and designed in a variety of different configurations. Thus, the following detailed description of the embodiments of the application provided in the accompanying drawings is not intended to limit the scope of the application as claimed, but is merely representative of selected embodiments of the application. Based on the embodiments of the present application, all other embodiments obtained by those skilled in the art without creative work fall within the protection scope of the present application.
近年来,云游戏的市场占有额越来越大,专用的游戏主机平台通常选用手柄作为输入设备,以满足用户对游戏操作灵敏度、操作手感的需求。此外,用户在手持游戏终端或者电脑端玩游戏时,受限于屏幕尺寸或者键鼠操控灵活性,有时也会选用手柄作为输入设备。但是在使用手柄作为输入设备时,存在以下问题:在使用手柄的摇杆来控制游标在UI界面上进行移动时,十字导航键无效。In recent years, the market share of cloud games has become larger and larger, and dedicated game console platforms usually use gamepads as input devices to meet users' needs for game operation sensitivity and operation feel. In addition, when users play games on a handheld game terminal or a computer, they are limited by the screen size or the flexibility of keyboard and mouse manipulation, and sometimes use a handle as an input device. However, when using the handle as an input device, there is the following problem: when using the joystick of the handle to control the cursor to move on the UI interface, the cross navigation key is invalid.
例如,用户可以通过摇杆操控游标,来模拟类似鼠标的方式控制游标在UI界面上移动,当UI界面上显示有很多小UI图标或者按钮时,对于PC端游的鼠标用户来说,即使很小的UI按钮图标也可以通过鼠标很轻松的点击到,但是对于主机平台的手柄用户来说,通过摇杆操控游标是很难做到精准的找到某个特别小的图标或者按钮的。此外,用户还可以通过十字导航键操控游标在UI界面上移动,玩家如果想要从UI界面的最左上角通过按Dpad-down到最右下角的某个按钮,则需要重复多次操作(例如,多次点击Dpad-down、Dpad-Right),导致操作十分繁琐。For example, the user can use the joystick to manipulate the cursor to control the cursor to move on the UI interface in a similar way to a mouse. When there are many small UI icons or buttons displayed on the UI interface, for the mouse user of the PC game, even if it is very difficult Small UI button icons can also be easily clicked with the mouse, but for console users of the host platform, it is difficult to accurately find a particularly small icon or button by manipulating the cursor with the joystick. In addition, the user can also control the cursor to move on the UI interface through the cross navigation keys. If the player wants to press Dpad-down from the upper left corner of the UI interface to a button in the lower right corner, it needs to repeat the operation several times (for example, , click Dpad-down, Dpad-Right multiple times), which makes the operation very cumbersome.
针对上述问题,本申请提出一种通过手柄控制游标的方法、装置、电子设备及存储介质,不仅能够支持摇杆和按键两种操控方式,还能够实现两种操控方式之间的无缝切换,使得切换便捷、且不易引起用户混淆。In view of the above problems, the present application proposes a method, device, electronic device and storage medium for controlling a cursor through a handle, which can not only support two control modes of joystick and button, but also realize seamless switching between the two control modes. It makes switching convenient and less likely to cause user confusion.
首先,对本申请实施例中涉及的名称进行简单介绍。First, the names involved in the embodiments of the present application are briefly introduced.
在本申请实施例中,可以通过终端设备提供图形用户界面,其中:In this embodiment of the present application, a graphical user interface may be provided through a terminal device, where:
终端设备:Terminal Equipment:
本申请实施例中涉及的终端设备主要是指能够提供用户界面(User Interface)以实现人机交互的电子设备,在一示例性的应用场景中,终端设备可指用于提供游戏场景,并能够对虚拟角色进行控制操作的智能设备,终端设备可以包括但不限于以下设备中的任意一种:智能手机、平板电脑、便携式计算机、台式计算机、游戏机、个人数字助理(PDA)、电子书阅读器、MP4(Moving Picture Experts Group Audio Layer IV,动态影像专家压缩标准音频层面4)播放器等。该终端设备中安装和运行有支持游戏场景的应用程序,比如支持三维游戏场景的应用程序。该应用程序可以包括但不限于虚拟现实应用程序、三维地图程序、军事仿真程序、MOBA游戏、多人枪战类生存游戏、第三人称射击游戏(TPS,Third-Personal Shooting Game)中的任意一种。可选地,该应用程序可以是单机版的应用程序,比如单机版的3D游戏程序,也可以是网络联机版的应用程序。The terminal device involved in the embodiments of this application mainly refers to an electronic device that can provide a user interface (User Interface) to realize human-computer interaction. Smart devices that control and operate virtual characters, terminal devices may include but are not limited to any of the following devices: smart phones, tablet computers, portable computers, desktop computers, game consoles, personal digital assistants (PDAs), e-book readers , MP4 (Moving Picture Experts Group Audio Layer IV, Moving Picture Experts Group Audio Layer 4) player, etc. An application program supporting a game scene, such as an application program supporting a three-dimensional game scene, is installed and running in the terminal device. The application may include, but is not limited to, any one of a virtual reality application, a three-dimensional map program, a military simulation program, a MOBA game, a multiplayer gun battle survival game, and a Third-Personal Shooting Game (TPS, Third-Personal Shooting Game). Optionally, the application may be a stand-alone version of the application, such as a stand-alone version of a 3D game program, or may be an online version of the application.
图形用户界面:GUI:
是一种人与计算机通信的界面显示格式,允许用户使用鼠标、键盘或者手柄等输入设备操纵屏幕上的图标、标识或者菜单选项,也允许用户通过在触控终端的触控屏上执行触摸操作来操纵屏幕上的图标或菜单选项,以选择命令、启动程序或执行其它一些任务等。在游戏场景下,图形用户界面中可以显示游戏场景界面以及游戏配置界面。It is an interface display format for human-computer communication, which allows users to use input devices such as mouse, keyboard or handle to manipulate icons, logos or menu options on the screen, and also allows users to perform touch operations on the touch screen of the touch terminal. to manipulate on-screen icons or menu options to select a command, start a program, or perform some other task. In the game scene, a game scene interface and a game configuration interface may be displayed in the GUI.
虚拟角色:Virtual character:
是指在虚拟环境(如,游戏场景)中的虚拟角色,该虚拟角色可以是由玩家操控的虚拟角色,包括但不限于虚拟人物、虚拟动物、动漫人物中的至少一种,可以是非玩家操控的虚拟角色(NPC),还可以是虚拟物体,如虚拟场景中的静态对象,例如,虚拟场景中的虚拟道具、虚拟任务、虚拟环境中的一个位置、地形、房屋、桥梁、植被等。静态对象往往不受玩家直接控制,但可以响应场景中虚拟角色的交互行为(如,攻击、拆除等),而作出相应的表现,例如:虚拟角色可以对建筑物进行拆除、拾取、拖拽、建造等。可选地,虚拟物体也可以无法响应虚拟角色的交互行为,例如,虚拟物体同样可以为游戏场景中的建筑物、门、窗、植等,但是虚拟角色并不能与其进行交互,比如,虚拟角色不能对窗进行破坏或是拆除等。可选地,当虚拟环境为三维虚拟环境时,虚拟角色可以是三维虚拟模型,每个虚拟角色在三维虚拟环境中具有自身的形状和体积,占据三维虚拟环境中的一部分空间。可选地,虚拟角色是基于三维人体骨骼技术构建的三维角色,该虚拟角色通过穿戴不同的皮肤来实现不同的外在形象。在一些实现方式中,虚拟角色也可以采用2.5维或2维模型来实现,本申请实施例对此不加以限定。Refers to a virtual character in a virtual environment (such as a game scene), the virtual character can be a virtual character controlled by a player, including but not limited to at least one of a virtual character, a virtual animal, and an anime character, which can be controlled by a non-player The virtual character (NPC) of the virtual scene can also be a virtual object, such as a static object in a virtual scene, for example, a virtual prop in a virtual scene, a virtual task, a location in a virtual environment, terrain, houses, bridges, vegetation, etc. Static objects are often not directly controlled by the player, but can respond to the interactive behavior of the virtual character in the scene (such as attacking, demolishing, etc.), and make corresponding performances, for example: the virtual character can demolish, pick, drag, build etc. Optionally, the virtual object may not be able to respond to the interactive behavior of the virtual character. For example, the virtual object can also be a building, door, window, plant, etc. in the game scene, but the virtual character cannot interact with it. For example, the virtual character Do not damage or dismantle windows. Optionally, when the virtual environment is a three-dimensional virtual environment, the virtual characters may be three-dimensional virtual models, and each virtual character has its own shape and volume in the three-dimensional virtual environment, occupying a part of the space in the three-dimensional virtual environment. Optionally, the virtual character is a three-dimensional character constructed based on three-dimensional human skeleton technology, and the virtual character realizes different external images by wearing different skins. In some implementation manners, the virtual character may also be implemented by using a 2.5-dimensional or 2-dimensional model, which is not limited in this embodiment of the present application.
在虚拟场景中可以存在有多个虚拟角色,该虚拟角色是玩家操控的虚拟角色(即,玩家通过输入设备、触控屏进行控制的角色)、或者是通过训练设置在虚拟环境对战中的人工智能(Artificial Intelligence,AI)。可选地,该虚拟角色是在游戏场景中进行竞技的虚拟人物。可选地,该游戏场景对战中的虚拟角色的数量是预设设置的,或者是根据加入虚拟对战的终端设备的数量动态确定的,本申请实施例对此不作限定。在一种可能实现方式中,用户能够控制虚拟角色在该虚拟场景中进行移动,例如,控制拟角色跑动、跳动、爬行等,也能够控制虚拟角色使用应用程序所提供的技能、虚拟道具等与其他虚拟角色进行战斗。There may be multiple virtual characters in the virtual scene. The virtual characters are virtual characters controlled by the player (that is, the characters controlled by the player through an input device, a touch screen), or a human being set in the virtual environment through training. Intelligence (Artificial Intelligence, AI). Optionally, the virtual character is a virtual character competing in a game scene. Optionally, the number of virtual characters in the battle in the game scene is preset, or dynamically determined according to the number of terminal devices participating in the virtual battle, which is not limited in this embodiment of the present application. In a possible implementation manner, the user can control the virtual character to move in the virtual scene, for example, control the avatar to run, jump, crawl, etc., and can also control the virtual character to use the skills, virtual props, etc. provided by the application program. Fight with other virtual characters.
在一可选的实施方式中,终端设备可以为本地终端设备。以游戏为例,本地终端设备存储有游戏程序并用于呈现游戏画面。本地终端设备用于通过图形用户界面与玩家进行交互,即,常规的通过电子设备下载安装游戏程序并运行。该本地终端设备将图形用户界面提供给玩家的方式可以包括多种,例如,可以渲染显示在终端设备的显示屏上,或者,通过全息投影提供给玩家。举例而言,本地终端设备可以包括显示屏和处理器,该显示屏用于呈现图形用户界面,该图形用户界面包括游戏场景画面和游戏配置界面,该处理器用于运行该游戏、生成图形用户界面以及控制图形用户界面在显示屏上的显示。In an optional implementation manner, the terminal device may be a local terminal device. Taking a game as an example, a local terminal device stores a game program and is used to present a game screen. The local terminal device is used to interact with the player through a graphical user interface, that is, conventionally, the game program is downloaded, installed and executed through an electronic device. The local terminal device may provide the graphical user interface to the player in various ways, for example, it may be rendered and displayed on the display screen of the terminal device, or provided to the player through holographic projection. For example, the local terminal device may include a display screen and a processor, the display screen is used to present a graphical user interface, the graphical user interface includes a game scene screen and a game configuration interface, and the processor is used to run the game and generate the graphical user interface And control the display of the graphical user interface on the display.
对本申请可适用的应用场景进行介绍。本申请可应用于游戏技术领域,在游戏中,由参与游戏的多个玩家共同加入同一局虚拟对战中。The applicable application scenarios of this application are introduced. The present application can be applied to the field of game technology. In a game, multiple players participating in the game jointly participate in the same virtual battle.
在进入虚拟对战之前,玩家可以为自己在虚拟对战中的虚拟角色选择不同的角色属性,例如,身份属性,通过分配不同的角色属性以确定不同阵营,使得玩家在本次虚拟对战的不同对局阶段通过执行游戏分配的任务,以赢得游戏比赛,例如,具有A角色属性的多个虚拟角色通过在对局阶段将具有B角色属性的虚拟角色进行“淘汰”,以获得游戏比赛的胜利。这里,还可以是在进入虚拟对战时,为参与本次虚拟对战的每个虚拟角色随机分配角色属性。Before entering the virtual battle, players can choose different character attributes, such as identity attributes, for their virtual characters in the virtual battle. By assigning different character attributes to determine different camps, players can play in different matches of this virtual battle. The stage is to win the game competition by performing the tasks assigned by the game. For example, multiple virtual characters with the A character attribute can "eliminate" the virtual character with the B character attribute in the game stage to win the game competition. Here, it is also possible to randomly assign character attributes to each virtual character participating in the virtual battle when entering the virtual battle.
本申请一个实施例提供的实施环境可以包括:第一终端设备、服务器和第二终端设备,第一终端设备和第二终端设备分别与服务器进行通信,以实现数据通信。在本实施方式中,第一终端设备和第二终端设备分别安装有执行本申请所提供的通过手柄控制游标的方法的应用程序,服务器为执行本申请所提供的通过手柄控制游标的方法的服务器端。通过应用程序,使得第一终端设备和第二终端设备分别可以与服务器进行通信。An implementation environment provided by an embodiment of the present application may include: a first terminal device, a server, and a second terminal device, and the first terminal device and the second terminal device respectively communicate with the server to implement data communication. In this embodiment, the first terminal device and the second terminal device are respectively installed with application programs for executing the method for controlling a cursor through a handle provided in this application, and the server is a server for executing the method for controlling a cursor through a handle provided in this application. end. Through the application program, the first terminal device and the second terminal device can respectively communicate with the server.
以第一终端设备为例,第一终端设备通过运行应用程序与服务器建立通信。在一可选的实施方式中,服务器根据应用程序的游戏请求建立虚拟对战。其中,虚拟对战的参数可以根据接收到的游戏请求中的参数进行确定,例如,虚拟对战的参数可包括参与虚拟对战的人数,参与虚拟对战的角色级别等。当第一终端设备接收到游戏服务器的响应时,通过第一终端设备的图形用户界面显示虚拟对战所对应的游戏场景,第一终端设备为第一用户控制的设备,第一终端设备的图形用户界面中所显示的虚拟角色为该第一用户控制的玩家角色(即第一虚拟角色),第一用户通过图形用户界面输入角色操作指令,以控制玩家角色在游戏场景中执行相应的操作,第一用户还通过图形用户界面输入游标控制指令,以控制游标在图形用户界面上移动。Taking the first terminal device as an example, the first terminal device establishes communication with the server by running an application program. In an optional implementation manner, the server establishes a virtual battle according to the game request of the application. The parameters of the virtual battle may be determined according to the parameters in the received game request. For example, the parameters of the virtual battle may include the number of people participating in the virtual battle, the level of characters participating in the virtual battle, and the like. When the first terminal device receives a response from the game server, the game scene corresponding to the virtual battle is displayed through the graphical user interface of the first terminal device. The first terminal device is a device controlled by the first user, and the graphical user of the first terminal device The virtual character displayed in the interface is the player character controlled by the first user (that is, the first virtual character). A user also inputs a cursor control instruction through the GUI to control the movement of the cursor on the GUI.
以第二终端设备为例,第二终端设备通过运行应用程序与服务器建立通信。在一可选的实施方式中,服务器根据应用程序的游戏请求建立虚拟对战。其中,虚拟对战的参数可以根据接收到的游戏请求中的参数进行确定,例如,虚拟对战的参数可包括参与虚拟对战的人数,参与虚拟对战的角色级别等。当第二终端设备接收到服务器的响应时,通过第二终端设备的图形用户界面显示虚拟对战所对应的游戏场景。第二终端设备为第二用户控制的设备,第二终端设备的图形用户界面中所显示的虚拟角色为该第二用户控制的玩家角色(即第二虚拟角色),第二用户通过图形用户界面输入角色操作指令,以控制玩家角色在虚拟场景中执行相应的操作,第二用户还通过图形用户界面输入游标控制指令,以控制游标在图形用户界面上移动。Taking the second terminal device as an example, the second terminal device establishes communication with the server by running an application program. In an optional implementation manner, the server establishes a virtual battle according to the game request of the application. The parameters of the virtual battle may be determined according to the parameters in the received game request. For example, the parameters of the virtual battle may include the number of people participating in the virtual battle, the level of characters participating in the virtual battle, and the like. When the second terminal device receives the response from the server, the game scene corresponding to the virtual battle is displayed through the graphical user interface of the second terminal device. The second terminal device is a device controlled by the second user, the virtual character displayed in the graphical user interface of the second terminal device is the player character (ie the second virtual character) controlled by the second user, and the second user uses the graphical user interface Character operation instructions are input to control the player character to perform corresponding operations in the virtual scene, and the second user also inputs cursor control instructions through the graphical user interface to control the cursor to move on the graphical user interface.
服务器根据通过接收第一终端设备和第二终端设备上报的游戏数据,进行数据计算,并将计算后的游戏数据同步至第一终端设备和第二终端设备,使得第一终端设备和第二终端设备根据游戏服务器下发的同步数据控制图形用户界面渲染出对应的游戏场景和/或虚拟角色。The server performs data calculation according to the game data reported by the first terminal device and the second terminal device, and synchronizes the calculated game data to the first terminal device and the second terminal device, so that the first terminal device and the second terminal device The device controls the graphical user interface to render the corresponding game scene and/or virtual character according to the synchronization data sent by the game server.
在本实施方式中,第一终端设备控制的第一虚拟角色和第二终端设备控制的第二虚拟角色为处于同一局虚拟对战中的虚拟角色。其中,第一终端设备控制的第一虚拟角色和第二终端设备控制的第二虚拟角色可以具有相同的角色属性,也可以为具有不同的角色属性,第一终端设备控制的第一虚拟角色和第二终端设备控制的第二虚拟角色可以属于相同的阵营,也可以属于不同的阵营。In this embodiment, the first virtual character controlled by the first terminal device and the second virtual character controlled by the second terminal device are virtual characters in the same virtual battle. The first virtual character controlled by the first terminal device and the second virtual character controlled by the second terminal device may have the same character attributes, or may have different character attributes, and the first virtual character controlled by the first terminal device and the second virtual character may have different character attributes. The second virtual character controlled by the second terminal device may belong to the same camp, or may belong to different camps.
需要说明的是,虚拟对战中,可以包括两个或是两个以上的虚拟角色,不同的虚拟角色可以分别对应不同的终端设备,也就是说,在虚拟对战中,存在两个以上的终端设备分别与游戏服务器进行游戏数据的发送和同步。It should be noted that in the virtual battle, two or more virtual characters may be included, and different virtual characters may correspond to different terminal devices respectively. That is to say, in the virtual battle, there are more than two terminal devices. Send and synchronize game data with the game server respectively.
为便于对本申请进行理解,下面对本申请实施例提供的通过手柄控制游标的方法、装置、电子设备及存储介质进行详细介绍。To facilitate understanding of the present application, the method, device, electronic device, and storage medium for controlling a cursor through a handle provided in the embodiments of the present application will be described in detail below.
请参阅图1,为本申请示例性实施例提供的通过手柄控制游标的方法的流程图,具体包括:Please refer to FIG. 1 , which is a flowchart of a method for controlling a cursor through a handle provided by an exemplary embodiment of the present application, which specifically includes:
步骤S101:通过终端设备显示目标界面。Step S101: Display a target interface through a terminal device.
在本申请实施例中,可以通过终端设备来提供图形用户界面,该目标界面为在图形用户界面上所显示的界面。In this embodiment of the present application, a graphical user interface may be provided through a terminal device, and the target interface is an interface displayed on the graphical user interface.
在一优选实施例中,目标界面可指在终端设备上显示的用于以静态形式展示多个控件的界面。示例性的,这里的以静态形式展示可理解为多个控件在界面上的显示位置不发生移动,即,各控件的显示位置不会随着用户在界面上执行的操作(例如,用户对游标的操控、触发了特定按键)来发生移动。换言之,多个控件在界面上的显示位置是固定的,可以基于用户在界面上执行的操作来对多个控件进行选择,以触发被选择控件对应的功能。In a preferred embodiment, the target interface may refer to an interface displayed on the terminal device for displaying multiple controls in a static form. Exemplarily, the display in static form here can be understood as the display position of multiple controls on the interface does not move, that is, the display position of each control does not follow the operation performed by the user on the interface (for example, the user's , triggering a specific key) to move. In other words, the display positions of the multiple controls on the interface are fixed, and the multiple controls can be selected based on the operation performed by the user on the interface to trigger the function corresponding to the selected control.
以上述终端设备中运行有游戏程序为例,图形用户界面中可以显示有游戏对应的游戏场景画面,在此情况下,目标界面可指终端设备中运行的游戏对应的游戏配置画面。Taking the above-mentioned terminal device running a game program as an example, the graphical user interface may display a game scene screen corresponding to the game. In this case, the target interface may refer to a game configuration screen corresponding to the game running in the terminal device.
作为示例,游戏配置画面可包括以下项中的任一项:针对游戏中的虚拟角色的角色参数配置界面、针对游戏中的虚拟任务的任务查看界面、针对虚拟角色所配备的虚拟背包的背包查看界面、针对虚拟对战的对战参数配置界面。As an example, the game configuration screen may include any one of the following: a character parameter configuration interface for an in-game virtual character, a task viewing interface for an in-game virtual mission, a backpack viewing interface for a virtual backpack equipped with the virtual character Interface, battle parameter configuration interface for virtual battles.
下面参照图2,以目标界面为游戏中的游戏配置画面为例来介绍显示目标界面的一种方式。Referring to FIG. 2 below, a method of displaying the target interface is described by taking the target interface as a game configuration screen in the game as an example.
图2示出本申请示例性实施例提供的显示目标界面的步骤的流程图。FIG. 2 shows a flowchart of steps for displaying a target interface provided by an exemplary embodiment of the present application.
参照图2,在步骤S201中,在终端设备提供的图形用户界面中显示位于游戏场景中的虚拟角色对应的游戏场景画面。Referring to FIG. 2, in step S201, a game scene picture corresponding to the virtual character located in the game scene is displayed in the graphical user interface provided by the terminal device.
在本申请实施例中,游戏场景画面是采用虚拟角色对应的视角对游戏场景进行观察得到的画面,例如,可以是第一人称视角或者第三人称视角(也可称为上帝视角)下的游戏场景画面,该游戏场景画面中可以包括游戏场景,还可以包括游戏场景和位于该游戏场景中的虚拟角色,该虚拟角色被配置为根据终端设备接收到的游戏指令执行虚拟动作。In the embodiment of the present application, the game scene picture is a picture obtained by observing the game scene from the perspective corresponding to the virtual character, for example, it may be a game scene picture from a first-person perspective or a third-person perspective (also referred to as God's perspective). , the game scene picture may include a game scene, and may also include a game scene and a virtual character located in the game scene, the virtual character is configured to perform virtual actions according to the game instructions received by the terminal device.
示例性的,每个虚拟角色在虚拟环境中存在一一对应的虚拟摄像机,在该步骤中,虚拟摄像机的位置与虚拟角色的位置同步变化,使得虚拟摄像机所采集的游戏场景画面随着虚拟角色的位置变化而变化。Exemplarily, each virtual character has a one-to-one corresponding virtual camera in the virtual environment. In this step, the position of the virtual camera changes synchronously with the position of the virtual character, so that the game scene image captured by the virtual camera follows the virtual character. changes depending on the location.
与上述的以静态形式展示的游戏配置画面相对应,上述的游戏场景画面可理解为是一种以动态形式展示的界面。在游戏场景画面中,随着用户在界面上执行的操作,存在以下至少一项的变化:游戏场景在变化、虚拟角色在游戏场景中的位置在变化、位于游戏场景中的虚拟物体的位置和/或形态在变化。Corresponding to the above-mentioned game configuration screen displayed in a static form, the above-mentioned game scene screen can be understood as an interface displayed in a dynamic form. In the game scene screen, with the operation performed by the user on the interface, there are changes in at least one of the following: the game scene is changing, the position of the virtual character in the game scene is changing, the position of the virtual object in the game scene and / or the shape is changing.
在步骤S202中,响应于针对虚拟角色的操控,控制虚拟角色在虚拟场景中执行与操控对应的动作。In step S202, in response to the manipulation on the virtual character, the virtual character is controlled to perform an action corresponding to the manipulation in the virtual scene.
这里,上述操控是游戏玩家向终端设备下发的,该操控用于控制虚拟角色在图形用户界面的游戏场景中执行操控所指示的动作。Here, the above-mentioned manipulation is issued by the game player to the terminal device, and the manipulation is used to control the virtual character to perform the action indicated by the manipulation in the game scene of the graphical user interface.
以针对虚拟角色的操控为移动操作为例,在该步骤中,可以响应于针对虚拟角色的移动操作,控制虚拟角色在游戏场景中进行移动,并控制图形用户界面中所显示的游戏场景范围根据虚拟角色的移动对应变化。Taking the manipulation of the virtual character as a moving operation as an example, in this step, in response to the moving operation of the virtual character, the virtual character can be controlled to move in the game scene, and the range of the game scene displayed in the graphical user interface can be controlled according to The movement of the avatar corresponds to the change.
本申请实施例中的移动操作用于控制虚拟角色在图形用户界面的游戏场景中移动。终端设备响应该移动操作,可以控制虚拟角色在游戏场景中进行移动,随着虚拟角色的移动,虚拟角色在游戏场景中的位置会相应的发生变化,即终端设备响应该移动操作,还可以控制图形用户界面中所显示的游戏场景范围根据虚拟角色的移动对应变化。The moving operation in the embodiment of the present application is used to control the virtual character to move in the game scene of the graphical user interface. In response to the moving operation, the terminal device can control the virtual character to move in the game scene. With the movement of the virtual character, the position of the virtual character in the game scene will change accordingly, that is, the terminal device can also control the virtual character in response to the moving operation. The scope of the game scene displayed in the graphical user interface changes correspondingly according to the movement of the virtual character.
例如,在图形用户界面中所显示的游戏场景画面可以是以虚拟角色为观察中心,对游戏场景进行观察得到的画面,当操控游戏场景中的虚拟角色移动时,游戏场景画面会跟随着移动,即,将游戏场景画面的观察中心与虚拟角色的位置进行绑定,使得观察中心随着虚拟角色位置的移动而移动。但本申请不限于此,还可以以游戏场景中的其他观察位置为观察中心,只要所显示的游戏场景范围根据虚拟角色的移动对应变化即可。For example, the game scene picture displayed in the graphical user interface can be based on the virtual character as the observation center, the picture obtained by observing the game scene, when the virtual character in the game scene is manipulated to move, the game scene picture will follow the movement, That is, the observation center of the game scene picture is bound to the position of the avatar, so that the observation center moves with the movement of the position of the avatar. However, the present application is not limited to this, and other observation positions in the game scene can also be used as the observation center, as long as the displayed game scene range changes correspondingly according to the movement of the virtual character.
示例性的,控制虚拟角色在游戏场景中进行移动的过程可以包括:接收游戏玩家针对虚拟角色的选中操作,并响应于针对选中的虚拟角色的拖动操作控制该虚拟角色在游戏场景中移动;或者,也可以接收游戏玩家针对虚拟角色的选中操作,并响应于在游戏场景中执行的位置选择操作,来控制虚拟角色移动到所选择的位置上。作为示例,移动操作可以包括但不限于以下项中的至少一项:在电脑端上,通过鼠标左键点击虚拟角色不松开,拖动鼠标,以改变虚拟角色在游戏场景中的位置;或是在移动端上,通过手指长按虚拟角色不松开,通过手指在图形用户界面上滑动改变虚拟角色在游戏场景中的位置;或是在主机平台上,通过拨动手柄的第一摇杆来选择方向,通过拨动手柄的第二摇杆,来控制虚拟角色在游戏场景中朝第一摇杆所指向的方向进行移动,或者停止移动。Exemplarily, the process of controlling the virtual character to move in the game scene may include: receiving a game player's selection operation on the virtual character, and controlling the virtual character to move in the game scene in response to a drag operation on the selected virtual character; or , and can also receive the selection operation of the virtual character by the game player, and control the virtual character to move to the selected position in response to the position selection operation performed in the game scene. As an example, the moving operation may include, but is not limited to, at least one of the following items: on the computer side, click the virtual character with the left mouse button without releasing it, and drag the mouse to change the position of the virtual character in the game scene; or On the mobile terminal, press and hold the virtual character with your finger and do not release, and slide your finger on the graphical user interface to change the position of the virtual character in the game scene; or on the host platform, toggle the first joystick of the handle. to select the direction, and by turning the second joystick of the handle, the virtual character is controlled to move in the direction pointed by the first joystick in the game scene, or to stop moving.
进而,随着游戏场景范围根据虚拟角色的移动对应变化,变化后的游戏场景中可能会包括另一虚拟角色(这里,变化前的游戏场景中也可能会包括另一虚拟角色),这里,另一虚拟角色为当前虚拟对局中受其他玩家控制的虚拟角色。同理,其他玩家的终端设备响应其移动操作,同样可以控制另一虚拟角色在游戏场景中进行移动,随着另一虚拟角色的移动,另一虚拟角色在游戏场景中的位置也会相应的发生变化。Furthermore, as the range of the game scene changes correspondingly according to the movement of the virtual character, another virtual character may be included in the changed game scene (here, another virtual character may also be included in the game scene before the change), here, another virtual character may be included in the changed game scene. A virtual character is a virtual character controlled by other players in the current virtual game. In the same way, the terminal devices of other players can also control another avatar to move in the game scene in response to their movement operations. With the movement of the other avatar, the position of the other avatar in the game scene will also correspond accordingly. change.
举例说明,虚拟角色可以在游戏场景中执行系统指定的任务,以达到完成任务取得胜利的目的,另一虚拟角色在游戏场景中也是如此。若虚拟角色为具有第一角色属性的虚拟角色、另一虚拟角色为具有第二角色属性的虚拟角色,则在另一虚拟角色执行任务的过程中,虚拟角色可以去给另一虚拟角色执行任务时进行捣乱、或是将另一虚拟角色杀了淘汰掉,或是完成针对虚拟角色制定的任务;若虚拟角色为具有第二角色属性的虚拟角色、另一虚拟角色为具有第一角色属性的虚拟角色,则可以执行与上面相同的过程;若虚拟角色和另一虚拟角色具有相同角色属性,则虚拟角色和另一虚拟角色可以共同或分别执行任务,也可以共同或分别去寻找具有另一角色属性的其他虚拟角色,以干扰其他虚拟角色执行任务,杀掉其他虚拟角色。For example, a virtual character can perform a task specified by the system in the game scene, so as to achieve the goal of completing the task and winning, and the same is true for another virtual character in the game scene. If the avatar is an avatar with the first character attribute and the other avatar is a avatar with the second character attribute, then the avatar can perform tasks for the other avatar while the other avatar is performing a task If the avatar is an avatar with the second character attribute, and the other avatar is an avatar with the first character attribute virtual character, you can perform the same process as above; if the virtual character and another virtual character have the same character attributes, the virtual character and the other virtual Other avatars with character attributes to interfere with other avatars performing tasks and kill other avatars.
在步骤S203中,响应于预设的触发事件,控制图形用户界面中所显示的画面由游戏场景画面切换为目标界面。In step S203, in response to a preset trigger event, the screen displayed in the GUI is controlled to switch from the game scene screen to the target screen.
这里,预设的触发事件指的是用于触发界面切换的事件。Here, the preset trigger event refers to an event for triggering interface switching.
在一可选的实施方式中,触发事件可以包括以下项中的至少一项:控制虚拟角色在游戏场景中移动至特定位置、或者虚拟角色在游戏场景中拾取到特定虚拟物品、虚拟角色在游戏场景中触发了特定的虚拟任务、虚拟对局进入到特定游戏阶段,在此情况下,可以触发图形用户界面中所显示的画面的切换。In an optional embodiment, the trigger event may include at least one of the following items: controlling the virtual character to move to a specific position in the game scene, or the virtual character picking up a specific virtual item in the game scene, or the virtual character in the game scene. In this case, a specific virtual task is triggered, and the virtual game enters a specific game stage. In this case, the switching of the screen displayed in the graphical user interface can be triggered.
在一可选的实施方式中,触发事件为用于触发由游戏场景画面切换到目标界面的切换操作,示例性的,该切换操作可以包括但不限于:针对图形用户界面上显示的配置选项的操作,以退出游戏场景画面显示游戏配置界面。In an optional implementation manner, the trigger event is a switching operation for triggering switching from the game scene screen to the target interface. Exemplarily, the switching operation may include, but is not limited to: for configuration options displayed on the graphical user interface. Operation to exit the game scene screen to display the game configuration interface.
本申请实施例的上述方法适用于在游戏配置界面上通过手柄控制游标的移动,在游戏场景中可以通过其他方式来操控手柄的输入,换言之,本申请的通过手柄控制游标的方法不支持在游戏场景中的使用。The above method of the embodiment of the present application is suitable for controlling the movement of the cursor through the handle on the game configuration interface. In the game scene, the input of the handle can be controlled in other ways. In other words, the method of controlling the cursor through the handle of the present application does not support the game. use in the scene.
应理解,上述介绍了进入目标界面的一种方式,即,从游戏场景中切换过去,但本申请不限于此,还可以通过其他方式来触发进入目标界面。It should be understood that the above describes one way of entering the target interface, that is, switching from the game scene, but the present application is not limited to this, and entering the target interface can also be triggered in other ways.
返回图1,步骤S102:通过手柄的按键接收针对游标的第一控制指令,控制游标在目标界面以第一移动方式移动。Returning to FIG. 1 , step S102 : receiving a first control instruction for the cursor through a button of the handle, and controlling the cursor to move in a first movement manner on the target interface.
这里,第一移动方式包括:控制游标在目标界面沿第一控制指令所指示的方向由游标当前指示的控件移动至下一控件。上述在目标界面上移动的游标也可称为自由游标,游标在目标界面上的初始位置,可以根据需求进行设置,本申请对此不做限制。进一步地,第一移动方式中游标的坐标变化是离散的、不连续的,例如,游标从当前指示的控件跳转至下一控件。Here, the first moving manner includes: controlling the cursor to move from the control currently indicated by the cursor to the next control along the direction indicated by the first control instruction on the target interface. The above-mentioned cursor moving on the target interface may also be called a free cursor, and the initial position of the cursor on the target interface can be set as required, which is not limited in this application. Further, the coordinate change of the cursor in the first movement mode is discrete and discontinuous, for example, the cursor jumps from the currently indicated control to the next control.
图3示出本申请示例性实施例提供的手柄的示意图。FIG. 3 shows a schematic diagram of a handle provided by an exemplary embodiment of the present application.
在本示例中,手柄10上设置有多个安装槽,如图中所示的安装槽11、12、13,手柄10包括有按键和摇杆,以图中所示手柄包括2个摇杆为例,安装槽11中布置了第一摇杆A1,安装槽12中布置了按键B,安装槽13中布置了第二摇杆A2。In this example, the
在目标界面下,手柄10上的第一摇杆A1、第二摇杆A2、按键B均可以用于控制游标在目标界面上的移动。摇杆与按键在游标控制上的区别为:按键被预先设置了固定的移动方向,以图中所示为例,该按键B为十字按键,十字的每一个延伸端对应一个移动方向,例如,十字的上延伸端对应控制游标在目标界面上向上移动,十字的下延伸端对应控制游标在目标界面上向下移动,十字的左延伸端对应控制游标在目标界面上向左移动,十字的右延伸端对应控制游标在目标界面上向右移动。也就是说,通过对手柄10上的按键B的任一延伸端的操控,可以控制游标在目标界面上超该任一延伸端所指示的方向自动导航到下一聚焦点,每按动一次按键B,游标在目标界面上执行一次自动导航动作。Under the target interface, the first rocker A1, the second rocker A2, and the button B on the
对于每个摇杆而言,游标在目标界面上的移动方向随摇杆的拨动方向来变化。摇杆可以超360度的任一方向进行拨动,使得对游标的移动方向的控制十分灵活。For each joystick, the moving direction of the cursor on the target interface changes with the toggle direction of the joystick. The joystick can be toggled in any direction over 360 degrees, making it very flexible to control the movement direction of the cursor.
应理解,手柄上除设置摇杆和按键之外,手柄上还可以设置其他安装槽,以在各其他安装槽中布置其他各类的功能按键。上述功能按键是用于触发预先设置的某一功能的,例如,在游戏场景中,响应于对某一功能按键的操作,来控制虚拟角色执行对应的特定动作,或者打开指定的背包等。此外,上述图中所示出的手柄的结构仅为示例,本申请不限于此,还可以采用其他方式来布置手柄,只需手柄包括按键和摇杆即可。It should be understood that, in addition to the rocker and buttons, the handle may also be provided with other installation slots, so that other types of function keys can be arranged in the other installation slots. The above-mentioned function buttons are used to trigger a preset function, for example, in a game scene, in response to an operation of a function button, the virtual character is controlled to perform a corresponding specific action, or a specified backpack is opened. In addition, the structure of the handle shown in the above figures is only an example, and the present application is not limited to this, and other ways can also be used to arrange the handle, as long as the handle includes a button and a rocker.
以上述终端设备中运行有游戏程序为例,在终端设备所提供的图形用户界面中显示游戏对应的游戏场景画面时,可以通过手柄的摇杆和/或按键来控制虚拟角色在游戏场景中执行动作,在终端设备所提供的图形用户界面中显示游戏对应的游戏配置画面时,可以通过手柄的摇杆或者按键来控制游标在游戏配置界面上的移动。可选地,在游戏配置界面,针对手柄上布置的其他各类的功能按键(除按键、摇杆之外的按键)的操作,不进行响应。但本申请不限于,也可以对其他各类的功能按键的操作进行响应。Taking the above-mentioned terminal device running a game program as an example, when the game scene picture corresponding to the game is displayed in the graphical user interface provided by the terminal device, the virtual character can be controlled to execute in the game scene through the joystick and/or keys of the handle. Action, when the game configuration screen corresponding to the game is displayed in the graphical user interface provided by the terminal device, the movement of the cursor on the game configuration interface can be controlled through the joystick or keys of the handle. Optionally, on the game configuration interface, no response is made to operations of other types of function keys (except keys and joysticks) arranged on the handle. However, the present application is not limited, and can also respond to operations of other types of function keys.
通过上述方式,针对目标界面可以支持手柄的摇杆和按键两种操控方式,并且可以实现针对手柄上的摇杆和按键之间的切换。In the above manner, the target interface can support two control modes of the joystick and the button of the handle, and can realize the switching between the joystick and the button on the handle.
步骤S103:通过手柄的摇杆接收针对游标的第二控制指令,控制游标在目标界面从第一移动方式切换至第二移动方式,并根据第二控制指令控制游标在目标界面的移动距离。Step S103: Receive a second control command for the cursor through the joystick of the handle, control the cursor to switch from the first movement mode to the second movement mode on the target interface, and control the movement distance of the cursor on the target interface according to the second control command.
这里,第二移动方式包括:控制游标在目标界面沿第二控制指令所指示的方向根据移动灵敏度和第二控制指令所指示的时长确定游标的移动距离。Here, the second moving manner includes: controlling the cursor on the target interface in a direction indicated by the second control instruction to determine the moving distance of the cursor according to the movement sensitivity and the duration indicated by the second control instruction.
示例性的,移动灵敏度可以根据摇杆被拨动的压力值来确定,例如,可以检测摇杆在被超指定方向拨动时,该拨动对应的压力值,检测到的压力值越大则移动灵敏度越高(即,游标在目标界面上的移动速度越快),检测到的压力值越小则移动灵敏度越低(即,游标在目标界面上的移动速度越慢)。应理解,上述确定移动灵敏度的方式仅为示例,也可以通过其他方式来确定移动灵敏度,本申请对此不做限制。Exemplarily, the movement sensitivity can be determined according to the pressure value at which the joystick is moved. For example, when the joystick is moved in an over-specified direction, the pressure value corresponding to the move can be detected. The higher the movement sensitivity (ie, the faster the cursor moves on the target interface), and the smaller the detected pressure value, the lower the movement sensitivity (ie, the slower the cursor moves on the target interface). It should be understood that the above manner of determining the movement sensitivity is only an example, and the movement sensitivity may also be determined in other manners, which is not limited in this application.
示例性的,第二控制指令所指示的时长可以根据摇杆被拨动的时长来确定,例如,可以直接将摇杆被拨动的时长确定为第二控制指令所指示的时长,或者,也可以确定第二控制指令所指示的时长与摇杆被拨动的时长呈正相关性。Exemplarily, the duration indicated by the second control instruction may be determined according to the duration of the joystick being toggled, for example, the duration of the joystick being toggled may be directly determined as the duration indicated by the second control instruction, or, alternatively, It can be determined that the duration indicated by the second control instruction is positively correlated with the duration that the joystick is toggled.
进一步地,第二移动方式中游标的坐标变化是连续的,例如,游标不会从当前指示的控件离散地跳转至下一控件。在上述步骤中,可以根据摇杆被拨动的方向,确定游标在目标界面上的移动方向,以摇杆被拨动的压力值和时长控制游标在目标界面上的移动距离。Further, the coordinate change of the cursor in the second movement mode is continuous, for example, the cursor does not discretely jump from the currently indicated control to the next control. In the above steps, the moving direction of the cursor on the target interface can be determined according to the direction in which the joystick is moved, and the moving distance of the cursor on the target interface is controlled by the pressure value and duration of the joystick being moved.
在本申请实施例中,在对预设输入指令进行响应时,禁止对目标输入指令进行响应。这里,预设输入指令为第一控制指令和第二控制指令中的一个,目标输入指令为第一控制指令和第二控制指令中的另一个。In this embodiment of the present application, when responding to the preset input command, it is prohibited to respond to the target input command. Here, the preset input command is one of the first control command and the second control command, and the target input command is the other of the first control command and the second control command.
也就是说,在对第一控制指令进行响应时,禁止对第二控制指令进行响应,和/或,在对第二控制指令进行响应时,禁止对第一控制指令进行响应。换言之,在目标界面下的任意一时刻,终端设备仅对手柄上的一个控制模组的输入进行响应,即,手柄上的摇杆和按键之一的控制模组的输入是有效的。That is, when responding to the first control command, inhibiting the response to the second control command, and/or inhibiting responding to the first control command when responding to the second control command. In other words, at any moment under the target interface, the terminal device only responds to the input of one control module on the handle, that is, the input from the joystick on the handle and the control module of one of the buttons is valid.
在本申请实施例中,禁止对目标输入指令进行响应包括以下两种情况。In this embodiment of the present application, the prohibition of responding to the target input instruction includes the following two situations.
一种情况,不对目标输入指令进行检测,以禁止对目标输入指令进行响应。In one case, the target input command is not detected to inhibit the response to the target input command.
在此情况下,用于切换针对游标的移动方式的切换操作可以由手柄上的其他控制模组所触发,即,由输入第一控制指令和第二控制指令之外的其他控制模组来触发上述切换操作。In this case, the switching operation for switching the movement mode of the cursor can be triggered by other control modules on the handle, that is, by inputting other control modules other than the first control command and the second control command. The above switching operation.
例如,假设预先设置手柄上的一个功能按键作为触发上述切换操作的按键,在通过手柄的按键控制游标在目标界面上以第一移动方式移动时,若接收到对上述预先设置的一个功能按键的操作,则触发切换,以控制游标在目标界面从第一移动方式切换至第二移动方式。For example, assuming that a function button on the handle is preset as a button for triggering the above-mentioned switching operation, when the cursor is controlled to move in the first movement mode on the target interface through the button of the handle, if a function button is received for the above-mentioned preset function button operation, the switch is triggered to control the cursor to switch from the first movement mode to the second movement mode on the target interface.
另一种情况,对目标输入指令进行检测,但禁止对目标输入指令进行响应。In another case, the target input command is detected, but the response to the target input command is prohibited.
也就是说,在控制游标在目标界面上按照预设输入指令进行移动时,可以接收目标输入指令,但禁止对目标输入指令进行响应,即,不控制游标在目标界面按照目标输入指令所指示的移动方式进行移动。That is to say, when the control cursor moves on the target interface according to the preset input command, the target input command can be received, but the response to the target input command is prohibited, that is, the cursor is not controlled on the target interface according to the target input command. Move by moving.
在此情况下,用于切换针对游标的移动方式的切换操作可以由手柄上的与目标输入指令对应的控制模组来触发,即,由手柄上的摇杆来触发从第一移动方式切换至第二移动方式的切换操作。In this case, the switching operation for switching the movement mode for the cursor can be triggered by the control module on the handle corresponding to the target input command, that is, the joystick on the handle triggers the switching from the first movement mode to The switching operation of the second movement mode.
示例性的,第二控制指令可包括第一切换子指令和第一操控子指令,这里,第一切换子指令用于控制游标在目标界面从第一移动方式切换至第二移动方式,第一操控子指令用于控制游标在目标界面以第二移动方式移动。Exemplarily, the second control command may include a first switching sub-command and a first manipulation sub-command. Here, the first switching sub-command is used to control the cursor to switch from the first movement mode to the second movement mode on the target interface. The manipulation sub-command is used to control the cursor to move on the target interface in a second movement manner.
在本申请实施例中,第一切换子指令和第一操控子指令可以是摇杆在相同触发动作下所产生的指令,例如,对摇杆超某一方向的拨动。示例性的,若用户希望针对游标从按键控制切换为摇杆控制,可以直接拨动摇杆(相当于第一切换子指令,这里,拨动方向、压力可以不做限制)以启用摇杆,在摇杆被启用之后,再根据对摇杆的操控(相当于第一操控子指令)来控制游标在目标界面上的移动。In this embodiment of the present application, the first switching sub-command and the first manipulation sub-command may be commands generated by the joystick under the same trigger action, for example, turning the joystick in a certain direction. Exemplarily, if the user wishes to switch from button control to joystick control for the cursor, the joystick can be toggled directly (equivalent to the first switching subcommand, where the toggle direction and pressure can be unrestricted) to enable the joystick. After the joystick is activated, the movement of the cursor on the target interface is controlled according to the manipulation of the joystick (equivalent to the first manipulation subcommand).
除此之外,第一切换子指令和第一操控子指令也可以是摇杆在不同触发动作下所产生的指令,例如,第一切换子指令可为对摇杆进行的按压操作,第一操控子指令可为对摇杆进行的拨动操作。In addition, the first switching sub-command and the first manipulation sub-command may also be commands generated by the joystick under different trigger actions. For example, the first switching sub-command may be a pressing operation on the joystick. The manipulation subcommand can be a toggle operation on the joystick.
在本申请实施例中,由手柄上的摇杆来触发从第一移动方式切换至第二移动方式的切换操作,即,由切换到的目标对象来触发切换,这样可以有效避免用户发生切换混淆,无法确认当前处于针对游标的哪种控制方式下。In the embodiment of the present application, the switch operation from the first movement mode to the second movement mode is triggered by the joystick on the handle, that is, the switch is triggered by the target object to which the switch is switched, which can effectively avoid the user's switching confusion. , it is not possible to determine which control mode for the cursor is currently under.
步骤S104:通过手柄的按键接收针对游标的第三控制指令,控制游标在目标界面从第二移动方式切换至第一移动方式。Step S104: Receive a third control instruction for the cursor through a button of the handle, and control the cursor to switch from the second movement mode to the first movement mode on the target interface.
在本申请实施例中,可以在手柄的按键与摇杆之间进行来回的切换,即,在接收到第二控制指令之后,可以控制游标从第一移动方式切换至第二移动方式,在此之后,在接收到第三控制指令时,可以控制游标从第二移动方式切换至第一移动方式,在此之后,若通过手柄的摇杆接收到针对游标的第二控制指令,则再次控制游标从第一移动方式切换至第二移动方式,如此往复。In this embodiment of the present application, it is possible to switch back and forth between the buttons of the handle and the joystick, that is, after receiving the second control instruction, the cursor can be controlled to switch from the first movement mode to the second movement mode, here After that, when the third control command is received, the cursor can be controlled to switch from the second movement mode to the first movement mode. After that, if the second control command for the cursor is received through the joystick of the handle, the cursor is controlled again. Switch from the first movement mode to the second movement mode, and so on.
针对上述不对目标输入指令进行检测的情况,用于切换针对游标的移动方式的切换操作可以由手柄上的其他控制模组所触发,即,由输入第三控制指令和第二控制指令之外的其他控制模组来触发上述切换操作。In view of the above situation of not detecting the target input command, the switching operation for switching the movement mode of the cursor can be triggered by other control modules on the handle, that is, by inputting the third control command and the second control command. other control modules to trigger the above switching operations.
例如,假设预先设置手柄上的另一功能按键作为触发上述切换操作的按键,在通过手柄的摇杆控制游标在目标界面上以第二移动方式移动时,若接收到对上述预先设置的另一功能按键的操作,则触发切换,以控制游标在目标界面从第二移动方式切换至第一移动方式。For example, assuming that another function button on the handle is preset as the button that triggers the above switching operation, when the cursor is controlled by the joystick of the handle to move in the second movement mode on the target interface, if another function button on the preset is received The operation of the function key triggers a switch to control the cursor to switch from the second movement mode to the first movement mode on the target interface.
针对上述对目标输入指令进行检测的情况,上述用于切换针对游标的移动方式的切换操作可以由手柄上的与目标输入指令对应的控制模组来触发,即,由手柄上的按键来触发从第二移动方式切换至第一移动方式的切换操作。For the above-mentioned situation of detecting the target input command, the above-mentioned switching operation for switching the movement mode for the cursor can be triggered by the control module on the handle corresponding to the target input command, that is, by the button on the handle to trigger from The switching operation of switching the second movement mode to the first movement mode.
示例性的,第三控制指令可包括第二切换子指令和第二操控子指令,这里,第二切换子指令用于控制游标在目标界面从第二移动方式切换至第一移动方式,第二操控子指令用于控制游标在目标界面以第一移动方式移动。Exemplarily, the third control instruction may include a second switching sub-command and a second manipulation sub-command. Here, the second switching sub-command is used to control the cursor to switch from the second movement mode to the first movement mode on the target interface, and the second The manipulation subcommand is used to control the cursor to move in the first movement mode on the target interface.
在本申请实施例中,第二切换子指令和第二操控子指令可以是按键在相同触发动作下所产生的指令。示例性的,若用户希望针对游标从摇杆控制切换为按键控制,可以直接按压按键(相当于第二切换子指令,这里,可以是按压按键的任一延伸端)以启用按键,在按键被启用之后,再根据对按键的操控(相当于第二操控子指令)来控制游标在目标界面上的移动。In this embodiment of the present application, the second switching sub-instruction and the second manipulation sub-instruction may be instructions generated by a button under the same trigger action. Exemplarily, if the user wishes to switch from the joystick control to the button control for the cursor, he can directly press the button (equivalent to the second switching sub-command, here, it can be pressing any extension end of the button) to enable the button. After it is enabled, the movement of the cursor on the target interface is controlled according to the manipulation of the key (equivalent to the second manipulation sub-command).
除此之外,第二切换子指令和第二操控子指令也可以是按键在不同触发动作下所产生的指令,例如,第二切换子指令可为对按键进行的长按操作,第二操控子指令可为对摇杆进行的短按操作。或者,第二切换子指令可为在预定时间内对按键进行预定次数的按压操作,第二操控子指令可为对摇杆进行的短按/长按操作。Besides, the second switching sub-command and the second manipulation sub-command can also be commands generated by the button under different trigger actions. For example, the second switching sub-command The subcommand can be a short press operation on the joystick. Alternatively, the second switching subcommand may be a predetermined number of pressing operations on the key within a predetermined time, and the second manipulation subcommand may be a short pressing/long pressing operation on the joystick.
在本申请实施例中,针对上述按键为十字按键的情况,可以通过使用十字按键的特定延伸端(如Dpad Right)来实现上述切换操作。In the embodiment of the present application, for the case where the above key is a cross key, the above switching operation can be implemented by using a specific extension end (eg, Dpad Right) of the cross key.
在一优选实施例中,本申请实施例的通过手柄控制游标的方法中还可以在图形用户界面上,针对游标的移动方式的切换进行提示。In a preferred embodiment, in the method for controlling a cursor by using a handle according to the embodiment of the present application, a graphical user interface may also prompt for switching of the moving mode of the cursor.
例如,在完成对游标的移动方式的切换之后,在图形用户界面上显示与切换后的控制模组对应的提示信息,示例性的,该提示信息可以为用于指示切换后的控制模组的文字信息,也可以是与切换后的控制模组的外形结构相似/相同的示意图像。For example, after the switching of the movement mode of the cursor is completed, prompt information corresponding to the switched control module is displayed on the graphical user interface. Exemplarily, the prompt information may be used to indicate the switched control module. The text information can also be a schematic image similar/same as the external structure of the switched control module.
在一优选实施例中,还可以调整提示信息在图形用户界面上的显示透明度,以避免对图形用户界面上所显示的内容进行遮挡。In a preferred embodiment, the display transparency of the prompt information on the graphical user interface can also be adjusted to avoid blocking the content displayed on the graphical user interface.
应理解,在本申请实施例的通过手柄控制游标的方法中,可以在手柄的摇杆和按键两种操控方式之间进行任意切换,不限于上述的从按键→摇杆→按键→摇杆的切换过程,其可以反复在摇杆和按键两种操控方式之间进行切换,只需满足切换条件即可。It should be understood that in the method for controlling a cursor by a handle in the embodiment of the present application, it is possible to arbitrarily switch between the two control modes of the joystick and the button of the handle, and is not limited to the above-mentioned operation from button→rocker→button→rocker During the switching process, it can repeatedly switch between the two control modes of the joystick and the button, as long as the switching conditions are met.
在一优选实施例中,进入目标界面时初始有效的控制模组可以基于目标界面中所显示的多个控件的展示属性来选择。应理解,本申请不限于此,也可以预先设置在目标界面下的初始控制模组,每次进入目标界面时,启动该预先设置的初始控制模组,此后,再基于上述切换方式,在手柄的摇杆和按键之间进行切换。In a preferred embodiment, the initially valid control module when entering the target interface can be selected based on the display properties of multiple controls displayed in the target interface. It should be understood that the present application is not limited to this, and the initial control module under the target interface can also be preset, and each time the target interface is entered, the preset initial control module is activated. switch between the joystick and buttons.
示例性的,在目标界面下处于有效状态的初始控制模组可以通过以下项中的任一项来确定:最近一次退出目标界面时用户所选用的控制模组、默认控制模组、基于目标界面上所显示的多个控件的展示属性确定出的控制模组、基于用户对各控制模组的使用次数/使用频率/使用时长确定出的控制模组(如,使用次数最多的)。Exemplarily, the initial control module in a valid state under the target interface can be determined by any one of the following items: the control module selected by the user when exiting the target interface last time, the default control module, the target interface-based control module The control module determined by the display properties of the multiple controls displayed on the above, and the control module determined based on the number of times/frequency/duration of use of each control module by the user (eg, the one that is used the most).
在一优选实施例中,基于目标界面上所显示的多个控件的展示属性,来确定在目标界面下的初始控制模组的步骤可包括:根据多个控件在目标界面上的展示属性,从按键和摇杆中确定在目标界面下的初始控制模组。In a preferred embodiment, the step of determining the initial control module under the target interface based on the display properties of the plurality of controls displayed on the target interface may include: according to the display properties of the plurality of controls on the target interface, from The buttons and joysticks determine the initial control module under the target interface.
具体的,可以根据各控件在目标界面上的展示属性,确定多个控件是否满足预设展示条件。这里,预设展示条件可以用于表征多个控件在目标界面上的显示复杂度。Specifically, it can be determined whether a plurality of controls meet the preset display conditions according to the display properties of each control on the target interface. Here, the preset display condition may be used to represent the display complexity of multiple controls on the target interface.
示例性的,展示属性包括多个控件在目标界面上的显示布局和/或显示数量,即,从显示布局和/或显示数量两个方面来衡量多个控件在目标界面上的显示复杂度。Exemplarily, the display property includes the display layout and/or display quantity of the multiple controls on the target interface, that is, the display complexity of the multiple controls on the target interface is measured from the two aspects of the display layout and/or the display quantity.
在此情况下,预设展示条件可以包括以下项中的至少一项:在任一预设显示区域内所展示的控件的数量不小于第一设定值;在目标界面上所展示的多个控件的总数量不小于第二设定值。这里,目标界面可被划分为多个预设显示区域,每个预设显示区域的大小可以相同、也可以不同。In this case, the preset display conditions may include at least one of the following items: the number of controls displayed in any preset display area is not less than the first set value; multiple controls displayed on the target interface The total number is not less than the second set value. Here, the target interface may be divided into multiple preset display areas, and the size of each preset display area may be the same or different.
若满足预设展示条件,则表明各控件在目标界面上的显示复杂度较高,此时,可以选取摇杆作为在目标界面下的初始控制模组,以控制游标快速定位到目标控件的周围。If the preset display conditions are met, it indicates that the display complexity of each control on the target interface is relatively high. At this time, the joystick can be selected as the initial control module under the target interface to control the cursor to quickly locate around the target control. .
若不满足预设展示条件,则表明各控件在目标界面上的显示复杂度较低,此时,可以选取按键作为在目标界面下的初始控制模组,以控制游标准确定位到目标控件。If the preset display conditions are not met, it indicates that the display complexity of each control on the target interface is low. At this time, a button can be selected as the initial control module under the target interface to determine the positioning of the target control according to the control standard.
这样,能够在目标界面中快速、精准选中任一控件,简化操作步骤。In this way, any control can be quickly and accurately selected in the target interface, simplifying the operation steps.
在一示例中,假设在目标界面下的初始控制模组为手柄的摇杆,此时,可以通过对摇杆的一次操作来选中目标控件周围的某个控件,再通过按键的导航,精准定位到目标控件。例如,可以先通过操控摇杆来选中目标控件周围的某一控件,然后切换为按键操控,以进行微调。这样,能够在任一选中位置使用按键导航到与之相近的上下左右的微小的按钮,既避免了摇杆控制精度不精准的问题,还避免需多次使用按键导航。In an example, it is assumed that the initial control module under the target interface is the joystick of the handle. At this time, a control around the target control can be selected by one operation of the joystick, and then precise positioning can be achieved by navigating the keys. to the target control. For example, you can first select a control around the target control by manipulating the joystick, and then switch to key control for fine-tuning. In this way, it is possible to use the keys at any selected position to navigate to the similar tiny buttons up, down, left and right, which not only avoids the problem of inaccurate control of the joystick, but also avoids the need to use the keys for navigation multiple times.
通过上述方式,用户可以根据目标控件在目标界面中所在的位置,自由的使用摇杆或者按键导航来控制游标的移动,针对位置较近、且目标较小的控件,可以使用按键导航,针对位置较远的控件,可以使用摇杆控制游标快速选中。Through the above method, the user can freely use the joystick or key navigation to control the movement of the cursor according to the position of the target control in the target interface. For farther controls, you can use the joystick to control the cursor to quickly select them.
通过本申请的通过手柄控制游标的方法,可以支持按键导航和基于摇杆的自由游标两种模式,可以简化手柄玩家在面对复杂UI界面的操作难度,两种模式之间可以随时无缝自由切换,使得玩家的操作自由度可以更加自由。The method of controlling the cursor through the handle of the present application can support two modes of key navigation and joystick-based free cursor, which can simplify the operation difficulty of the handle player in the face of complex UI interface, and the two modes can be seamless and free at any time. Switch, so that the player's freedom of operation can be more free.
基于同一申请构思,本申请实施例中还提供了与上述实施例提供的方法对应的通过手柄控制游标的装置,由于本申请实施例中的装置解决问题的原理与本申请上述实施例的通过手柄控制游标的方法相似,因此装置的实施可以参见方法的实施,重复之处不再赘述。Based on the same application concept, the embodiment of the present application also provides a device for controlling the cursor through the handle corresponding to the method provided by the above-mentioned embodiments. The method of controlling the cursor is similar, so the implementation of the device can refer to the implementation of the method, and the repeated places will not be repeated.
图4为本申请示例性实施例提供的通过手柄控制游标的装置的结构示意图。如图4所示,该通过手柄控制游标的装置300包括:FIG. 4 is a schematic structural diagram of an apparatus for controlling a cursor through a handle provided by an exemplary embodiment of the present application. As shown in FIG. 4 , the
显示控制模块310,通过终端设备显示目标界面。The
游标控制模块320,通过手柄的按键接收针对游标的第一控制指令,控制游标在目标界面以第一移动方式移动,其中,第一移动方式包括:控制游标在目标界面沿第一控制指令所指示的方向由游标当前指示的控件移动至下一控件。The
第一切换模块330,通过手柄的摇杆接收针对游标的第二控制指令,控制游标在目标界面从第一移动方式切换至第二移动方式,并根据第二控制指令控制游标在目标界面的移动距离;其中,第二移动方式包括:控制游标在目标界面沿第二控制指令所指示的方向根据移动灵敏度和第二控制指令所指示的时长确定游标的移动距离。The
第二切换模块340,通过手柄的按键接收针对游标的第三控制指令,控制游标在目标界面从第二移动方式切换至第一移动方式。The
在本申请的一种可能实施方式中,游标控制模块320在对预设输入指令进行响应时,禁止对目标输入指令进行响应,这里,第一切换模块330和第二切换模块340针对预设输入指令和目标输入指令也执行相应地处理。这里,预设输入指令为第一控制指令和第二控制指令中的一个,目标输入指令为第一控制指令和第二控制指令中的另一个。In a possible implementation of the present application, when the
在本申请的一种可能实施方式中,上述模块可以接收目标输入指令,禁止对目标输入指令进行响应。In a possible implementation manner of the present application, the above-mentioned module may receive a target input instruction, and prohibit responding to the target input instruction.
在本申请的一种可能实施方式中,第二控制指令包括第一切换子指令和第一操控子指令,其中,第一切换子指令用于控制游标在目标界面从第一移动方式切换至第二移动方式,第一操控子指令用于控制游标在目标界面以第二移动方式移动。In a possible implementation manner of the present application, the second control command includes a first switching sub-command and a first manipulation sub-command, wherein the first switching sub-command is used to control the cursor to switch from the first movement mode to the second movement mode on the target interface In the second movement mode, the first manipulation subcommand is used to control the cursor to move in the second movement mode on the target interface.
在本申请的一种可能实施方式中,第三控制指令包括第二切换子指令和第二操控子指令,其中,第二切换子指令用于控制游标在目标界面从第二移动方式切换至第一移动方式,第二操控子指令用于控制游标在目标界面以第一移动方式移动。In a possible implementation manner of the present application, the third control instruction includes a second switching sub-command and a second manipulation sub-command, wherein the second switching sub-command is used to control the cursor to switch from the second moving mode to the first moving mode on the target interface. In a movement mode, the second manipulation subcommand is used to control the cursor to move in the first movement mode on the target interface.
在本申请的一种可能实施方式中,目标界面为在终端设备上显示的用于以静态形式展示多个控件的界面。In a possible implementation manner of the present application, the target interface is an interface displayed on the terminal device for displaying multiple controls in a static form.
在本申请的一种可能实施方式中,目标界面包括通过终端设备所提供的游戏中的游戏配置画面。In a possible implementation manner of the present application, the target interface includes a game configuration screen in the game provided by the terminal device.
在本申请的一种可能实施方式中,显示控制模块310在终端设备提供的图形用户界面中显示位于游戏场景中的虚拟角色对应的游戏场景画面;响应于针对虚拟角色的操控,控制虚拟角色在虚拟场景中执行与操控对应的动作;响应于预设的触发事件,控制图形用户界面中所显示的画面由游戏场景画面切换为目标界面。In a possible implementation manner of the present application, the
在本申请的一种可能实施方式中,目标界面包括多个控件,游标控制模块320可以通过以下方式确定在目标界面下的初始控制模组:根据多个控件在目标界面上的展示属性,从按键和摇杆中确定在目标界面下的初始控制模组。In a possible implementation manner of the present application, the target interface includes multiple controls, and the
在本申请的一种可能实施方式中,游标控制模块320可以通过以下方式确定在目标界面下的初始控制模组:根据展示属性,确定多个控件是否满足预设展示条件,预设展示条件用于表征多个控件在目标界面上的显示复杂度;若满足预设展示条件,则选取摇杆作为在目标界面下的初始控制模组;若不满足预设展示条件,则选取按键作为在目标界面下的初始控制模组。In a possible implementation of the present application, the
在本申请的一种可能实施方式中,展示属性包括多个控件在目标界面上的显示布局和/或显示数量,其中,预设展示条件包括以下项中的至少一项:在任一预设显示区域内所展示的控件的数量不小于第一设定值,目标界面被划分为多个预设显示区域;在目标界面上所展示的多个控件的总数量不小于第二设定值。In a possible implementation manner of the present application, the display attribute includes the display layout and/or display quantity of multiple controls on the target interface, wherein the preset display condition includes at least one of the following items: in any preset display The number of controls displayed in the area is not less than the first set value, and the target interface is divided into multiple preset display areas; the total number of multiple controls displayed on the target interface is not less than the second set value.
通过本申请的通过手柄控制游标的装置,可以支持按键导航和基于摇杆的自由游标两种模式,可以简化手柄玩家在面对复杂UI界面的操作难度,两种模式之间可以随时无缝自由切换,使得玩家的操作自由度可以更加自由。The device for controlling the cursor through the handle of the present application can support two modes of key navigation and free cursor based on the joystick, which can simplify the operation difficulty of the handle player in the face of complex UI interface, and the two modes can be seamless and free at any time. Switch, so that the player's freedom of operation can be more free.
请参阅图5,图5为本申请示例性实施例提供的电子设备的结构示意图。如图5所示,该电子设备400包括处理器410、存储器420和总线430。Please refer to FIG. 5 , which is a schematic structural diagram of an electronic device provided by an exemplary embodiment of the present application. As shown in FIG. 5 , the
所述存储器420存储有所述处理器410可执行的机器可读指令,当电子设备400运行时,所述处理器410与所述存储器420之间通过总线430通信,所述机器可读指令被所述处理器410执行时,可以执行如上述任一实施例中通过手柄控制游标的方法的步骤,具体如下:The
通过终端设备显示目标界面;通过手柄的按键接收针对游标的第一控制指令,控制游标在目标界面以第一移动方式移动,其中,第一移动方式包括:控制游标在目标界面沿第一控制指令所指示的方向由游标当前指示的控件移动至下一控件;通过手柄的摇杆接收针对游标的第二控制指令,控制游标在目标界面从第一移动方式切换至第二移动方式,并根据第二控制指令控制游标在目标界面的移动距离;其中,第二移动方式包括:控制游标在目标界面沿第二控制指令所指示的方向根据移动灵敏度和第二控制指令所指示的时长确定游标的移动距离;通过手柄的按键接收针对游标的第三控制指令,控制游标在目标界面从第二移动方式切换至第一移动方式。Display the target interface through the terminal device; receive the first control command for the cursor through the keys of the handle, and control the cursor to move on the target interface in a first movement mode, wherein the first movement mode includes: controlling the cursor on the target interface along the first control command The indicated direction is moved from the control currently indicated by the cursor to the next control; the second control instruction for the cursor is received through the joystick of the handle, and the cursor is controlled to switch from the first movement mode to the second movement mode on the target interface, and according to the Two control instructions control the moving distance of the cursor on the target interface; wherein, the second movement method includes: controlling the cursor on the target interface along the direction indicated by the second control instruction to determine the movement of the cursor according to the movement sensitivity and the duration indicated by the second control instruction distance; receive the third control instruction for the cursor through the button of the handle, and control the cursor to switch from the second movement mode to the first movement mode on the target interface.
在本申请的一种可能实施方式中,处理器410还可以执行如下处理:在对预设输入指令进行响应时,禁止对目标输入指令进行响应,这里,预设输入指令为第一控制指令和第二控制指令中的一个,目标输入指令为第一控制指令和第二控制指令中的另一个。In a possible implementation manner of the present application, the
在本申请的一种可能实施方式中,处理器410还可以执行如下处理:接收目标输入指令,禁止对目标输入指令进行响应。In a possible implementation manner of the present application, the
在本申请的一种可能实施方式中,第二控制指令包括第一切换子指令和第一操控子指令,其中,第一切换子指令用于控制游标在目标界面从第一移动方式切换至第二移动方式,第一操控子指令用于控制游标在目标界面以第二移动方式移动。In a possible implementation manner of the present application, the second control command includes a first switching sub-command and a first manipulation sub-command, wherein the first switching sub-command is used to control the cursor to switch from the first movement mode to the second movement mode on the target interface In the second movement mode, the first manipulation subcommand is used to control the cursor to move in the second movement mode on the target interface.
在本申请的一种可能实施方式中,第三控制指令包括第二切换子指令和第二操控子指令,其中,第二切换子指令用于控制游标在目标界面从第二移动方式切换至第一移动方式,第二操控子指令用于控制游标在目标界面以第一移动方式移动。In a possible implementation manner of the present application, the third control instruction includes a second switching sub-command and a second manipulation sub-command, wherein the second switching sub-command is used to control the cursor to switch from the second moving mode to the first moving mode on the target interface. In a movement mode, the second manipulation subcommand is used to control the cursor to move in the first movement mode on the target interface.
在本申请的一种可能实施方式中,目标界面为在终端设备上显示的用于以静态形式展示多个控件的界面。In a possible implementation manner of the present application, the target interface is an interface displayed on the terminal device for displaying multiple controls in a static form.
在本申请的一种可能实施方式中,目标界面包括通过终端设备所提供的游戏中的游戏配置画面。In a possible implementation manner of the present application, the target interface includes a game configuration screen in the game provided by the terminal device.
在本申请的一种可能实施方式中,处理器410还可以执行如下处理:在终端设备提供的图形用户界面中显示位于游戏场景中的虚拟角色对应的游戏场景画面;响应于针对虚拟角色的操控,控制虚拟角色在虚拟场景中执行与操控对应的动作;响应于预设的触发事件,控制图形用户界面中所显示的画面由游戏场景画面切换为目标界面。In a possible implementation manner of the present application, the
在本申请的一种可能实施方式中,目标界面包括多个控件,处理器410还可以执行如下处理,以通过以下方式确定在目标界面下的初始控制模组:根据多个控件在目标界面上的展示属性,从按键和摇杆中确定在目标界面下的初始控制模组。In a possible implementation manner of the present application, the target interface includes multiple controls, and the
在本申请的一种可能实施方式中,处理器410还可以执行如下处理,以通过以下方式确定在目标界面下的初始控制模组:根据展示属性,确定多个控件是否满足预设展示条件,预设展示条件用于表征多个控件在目标界面上的显示复杂度;若满足预设展示条件,则选取摇杆作为在目标界面下的初始控制模组;若不满足预设展示条件,则选取按键作为在目标界面下的初始控制模组。In a possible implementation manner of the present application, the
在本申请的一种可能实施方式中,展示属性包括多个控件在目标界面上的显示布局和/或显示数量,其中,预设展示条件包括以下项中的至少一项:在任一预设显示区域内所展示的控件的数量不小于第一设定值,目标界面被划分为多个预设显示区域;在目标界面上所展示的多个控件的总数量不小于第二设定值。In a possible implementation manner of the present application, the display attribute includes the display layout and/or display quantity of multiple controls on the target interface, wherein the preset display condition includes at least one of the following items: in any preset display The number of controls displayed in the area is not less than the first set value, and the target interface is divided into multiple preset display areas; the total number of multiple controls displayed on the target interface is not less than the second set value.
通过本申请的电子设备,可以支持按键导航和基于摇杆的自由游标两种模式,可以简化手柄玩家在面对复杂UI界面的操作难度,两种模式之间可以随时无缝自由切换,使得玩家的操作自由度可以更加自由。The electronic device of the present application can support two modes of button navigation and joystick-based free cursor, which can simplify the operation difficulty of gamepad players in the face of complex UI interface. The freedom of operation can be more free.
本申请实施例还提供一种计算机可读存储介质,该存储介质上存储有计算机程序,该计算机程序被处理器运行时可以执行如上述任一实施例中通过手柄控制游标的方法的步骤,具体如下:Embodiments of the present application further provide a computer-readable storage medium, where a computer program is stored on the storage medium, and when the computer program is run by a processor, the steps of the method for controlling a cursor by a handle in any of the foregoing embodiments can be executed. as follows:
通过终端设备显示目标界面;通过手柄的按键接收针对游标的第一控制指令,控制游标在目标界面以第一移动方式移动,其中,第一移动方式包括:控制游标在目标界面沿第一控制指令所指示的方向由游标当前指示的控件移动至下一控件;通过手柄的摇杆接收针对游标的第二控制指令,控制游标在目标界面从第一移动方式切换至第二移动方式,并根据第二控制指令控制游标在目标界面的移动距离;其中,第二移动方式包括:控制游标在目标界面沿第二控制指令所指示的方向根据移动灵敏度和第二控制指令所指示的时长确定游标的移动距离;通过手柄的按键接收针对游标的第三控制指令,控制游标在目标界面从第二移动方式切换至第一移动方式。Display the target interface through the terminal device; receive the first control command for the cursor through the keys of the handle, and control the cursor to move on the target interface in a first movement mode, wherein the first movement mode includes: controlling the cursor on the target interface along the first control command The indicated direction is moved from the control currently indicated by the cursor to the next control; the second control instruction for the cursor is received through the joystick of the handle, and the cursor is controlled to switch from the first movement mode to the second movement mode on the target interface, and according to the Two control instructions control the moving distance of the cursor on the target interface; wherein, the second movement method includes: controlling the cursor on the target interface along the direction indicated by the second control instruction to determine the movement of the cursor according to the movement sensitivity and the duration indicated by the second control instruction distance; receive the third control instruction for the cursor through the button of the handle, and control the cursor to switch from the second movement mode to the first movement mode on the target interface.
在本申请的一种可能实施方式中,处理器还可以执行如下处理:在对预设输入指令进行响应时,禁止对目标输入指令进行响应,这里,预设输入指令为第一控制指令和第二控制指令中的一个,目标输入指令为第一控制指令和第二控制指令中的另一个。In a possible implementation manner of the present application, the processor may further perform the following processing: when responding to a preset input instruction, forbid responding to the target input instruction, where the preset input instruction is the first control instruction and the third One of the two control commands, and the target input command is the other of the first control command and the second control command.
在本申请的一种可能实施方式中,处理器还可以执行如下处理:接收目标输入指令,禁止对目标输入指令进行响应。In a possible implementation manner of the present application, the processor may further perform the following processing: receiving a target input instruction, and prohibiting responding to the target input instruction.
在本申请的一种可能实施方式中,第二控制指令包括第一切换子指令和第一操控子指令,其中,第一切换子指令用于控制游标在目标界面从第一移动方式切换至第二移动方式,第一操控子指令用于控制游标在目标界面以第二移动方式移动。In a possible implementation manner of the present application, the second control command includes a first switching sub-command and a first manipulation sub-command, wherein the first switching sub-command is used to control the cursor to switch from the first movement mode to the second movement mode on the target interface In the second movement mode, the first manipulation subcommand is used to control the cursor to move in the second movement mode on the target interface.
在本申请的一种可能实施方式中,第三控制指令包括第二切换子指令和第二操控子指令,其中,第二切换子指令用于控制游标在目标界面从第二移动方式切换至第一移动方式,第二操控子指令用于控制游标在目标界面以第一移动方式移动。In a possible implementation manner of the present application, the third control instruction includes a second switching sub-command and a second manipulation sub-command, wherein the second switching sub-command is used to control the cursor to switch from the second moving mode to the first moving mode on the target interface. In a movement mode, the second manipulation subcommand is used to control the cursor to move in the first movement mode on the target interface.
在本申请的一种可能实施方式中,目标界面为在终端设备上显示的用于以静态形式展示多个控件的界面。In a possible implementation manner of the present application, the target interface is an interface displayed on the terminal device for displaying multiple controls in a static form.
在本申请的一种可能实施方式中,目标界面包括通过终端设备所提供的游戏中的游戏配置画面。In a possible implementation manner of the present application, the target interface includes a game configuration screen in the game provided by the terminal device.
在本申请的一种可能实施方式中,处理器还可以执行如下处理:在终端设备提供的图形用户界面中显示位于游戏场景中的虚拟角色对应的游戏场景画面;响应于针对虚拟角色的操控,控制虚拟角色在虚拟场景中执行与操控对应的动作;响应于预设的触发事件,控制图形用户界面中所显示的画面由游戏场景画面切换为目标界面。In a possible implementation manner of the present application, the processor may further perform the following processing: display the game scene picture corresponding to the virtual character located in the game scene in the graphical user interface provided by the terminal device; in response to the manipulation of the virtual character, The virtual character is controlled to perform actions corresponding to the manipulation in the virtual scene; in response to a preset trigger event, the picture displayed in the graphical user interface is controlled to switch from the game scene picture to the target interface.
在本申请的一种可能实施方式中,目标界面包括多个控件,处理器410还可以执行如下处理,以通过以下方式确定在目标界面下的初始控制模组:根据多个控件在目标界面上的展示属性,从按键和摇杆中确定在目标界面下的初始控制模组。In a possible implementation manner of the present application, the target interface includes multiple controls, and the
在本申请的一种可能实施方式中,处理器还可以执行如下处理,以通过以下方式确定在目标界面下的初始控制模组:根据展示属性,确定多个控件是否满足预设展示条件,预设展示条件用于表征多个控件在目标界面上的显示复杂度;若满足预设展示条件,则选取摇杆作为在目标界面下的初始控制模组;若不满足预设展示条件,则选取按键作为在目标界面下的初始控制模组。In a possible implementation manner of the present application, the processor may also perform the following processing to determine the initial control module under the target interface in the following manner: according to the display attribute, determine whether the plurality of controls meet the preset display conditions, pre- Set the display conditions to represent the display complexity of multiple controls on the target interface; if the preset display conditions are met, select the joystick as the initial control module under the target interface; if the preset display conditions are not met, select The button is used as the initial control module under the target interface.
在本申请的一种可能实施方式中,展示属性包括多个控件在目标界面上的显示布局和/或显示数量,其中,预设展示条件包括以下项中的至少一项:在任一预设显示区域内所展示的控件的数量不小于第一设定值,目标界面被划分为多个预设显示区域;在目标界面上所展示的多个控件的总数量不小于第二设定值。In a possible implementation manner of the present application, the display attribute includes the display layout and/or display quantity of multiple controls on the target interface, wherein the preset display condition includes at least one of the following items: in any preset display The number of controls displayed in the area is not less than the first set value, and the target interface is divided into multiple preset display areas; the total number of multiple controls displayed on the target interface is not less than the second set value.
通过本申请的计算机可读存储介质,可以支持按键导航和基于摇杆的自由游标两种模式,可以简化手柄玩家在面对复杂UI界面的操作难度,两种模式之间可以随时无缝自由切换,使得玩家的操作自由度可以更加自由。The computer-readable storage medium of the present application can support two modes of key navigation and joystick-based free cursor, which can simplify the operation difficulty of gamepad players in the face of complex UI interface, and can switch seamlessly and freely between the two modes at any time. , allowing the player to operate more freely.
所属领域的技术人员可以清楚地了解到,为描述的方便和简洁,上述描述的系统和装置的具体工作过程,可以参考前述方法实施例中的对应过程,在此不再赘述。在本申请所提供的几个实施例中,应所述理解到,所揭露的系统、装置和方法,可以通过其它的方式实现。以上所描述的装置实施例仅仅是示意性的,例如,所述单元的划分,仅仅为一种逻辑功能划分,实际实现时可以有另外的划分方式,又例如,多个单元或组件可以结合或者可以集成到另一个系统,或一些特征可以忽略,或不执行。另一点,所显示或讨论的相互之间的耦合或直接耦合或通信连接可以是通过一些通信接口,装置或单元的间接耦合或通信连接,可以是电性,机械或其它的形式。Those skilled in the art can clearly understand that, for the convenience and brevity of description, for the specific working process of the system and device described above, reference may be made to the corresponding process in the foregoing method embodiments, which will not be repeated here. In the several embodiments provided in this application, it should be understood that the disclosed system, apparatus and method may be implemented in other manners. The apparatus embodiments described above are only illustrative. For example, the division of the units is only a logical function division. In actual implementation, there may be other division methods. For example, multiple units or components may be combined or Can be integrated into another system, or some features can be ignored, or not implemented. On the other hand, the shown or discussed mutual coupling or direct coupling or communication connection may be through some communication interfaces, indirect coupling or communication connection of devices or units, which may be in electrical, mechanical or other forms.
所述作为分离部件说明的单元可以是或者也可以不是物理上分开的,作为单元显示的部件可以是或者也可以不是物理单元,即可以位于一个地方,或者也可以分布到多个网络单元上。可以根据实际的需要选择其中的部分或者全部单元来实现本实施例方案的目的。The units described as separate components may or may not be physically separated, and components displayed as units may or may not be physical units, that is, may be located in one place, or may be distributed to multiple network units. Some or all of the units may be selected according to actual needs to achieve the purpose of the solution in this embodiment.
另外,在本申请各个实施例中的各功能单元可以集成在一个处理单元中,也可以是各个单元单独物理存在,也可以两个或两个以上单元集成在一个单元中。In addition, each functional unit in each embodiment of the present application may be integrated into one processing unit, or each unit may exist physically alone, or two or more units may be integrated into one unit.
所述功能如果以软件功能单元的形式实现并作为独立的产品销售或使用时,可以存储在一个处理器可执行的非易失的计算机可读取存储介质中。基于这样的理解,本申请的技术方案本质上或者说对现有技术做出贡献的部分或者所述技术方案的部分可以以软件产品的形式体现出来,所述计算机软件产品存储在一个存储介质中,包括若干指令用以使得一台计算机设备(可以是个人计算机,服务器,或者网络设备等)执行本申请各个实施例所述方法的全部或部分步骤。而前述的存储介质包括:U盘、移动硬盘、只读存储器(Read-Only Memory,ROM)、随机存取存储器(Random Access Memory,RAM)、磁碟或者光盘等各种可以存储程序代码的介质。The functions, if implemented in the form of software functional units and sold or used as stand-alone products, may be stored in a processor-executable non-volatile computer-readable storage medium. Based on this understanding, the technical solutions of the present application can be embodied in the form of software products in essence, or the parts that make contributions to the prior art or the parts of the technical solutions, and the computer software products are stored in a storage medium , including several instructions for causing a computer device (which may be a personal computer, a server, or a network device, etc.) to execute all or part of the steps of the methods described in the various embodiments of the present application. The aforementioned storage medium includes: U disk, mobile hard disk, read-only memory (Read-Only Memory, ROM), random access memory (Random Access Memory, RAM), magnetic disk or optical disk and other media that can store program codes .
以上仅为本申请的具体实施方式,但本申请的保护范围并不局限于此,任何熟悉本技术领域的技术人员在本申请揭露的技术范围内,可轻易想到变化或替换,都应涵盖在本申请的保护范围之内。因此,本申请的保护范围应以权利要求的保护范围为准。The above are only the specific embodiments of the present application, but the protection scope of the present application is not limited thereto. Any person skilled in the art who is familiar with the technical scope disclosed in the present application can easily think of changes or replacements, which should be covered within the scope of the present application. within the scope of protection of this application. Therefore, the protection scope of the present application shall be subject to the protection scope of the claims.
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