CN116672713A - Game interaction method and device, electronic device, storage medium - Google Patents
Game interaction method and device, electronic device, storage medium Download PDFInfo
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- CN116672713A CN116672713A CN202310732049.5A CN202310732049A CN116672713A CN 116672713 A CN116672713 A CN 116672713A CN 202310732049 A CN202310732049 A CN 202310732049A CN 116672713 A CN116672713 A CN 116672713A
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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
- A63F13/55—Controlling game characters or game objects based on the game progress
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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
- A63F13/80—Special adaptations for executing a specific game genre or game mode
- A63F13/803—Driving vehicles or craft, e.g. cars, airplanes, ships, robots or tanks
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- G—PHYSICS
- G06—COMPUTING OR CALCULATING; 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]
- G06F3/0487—Interaction techniques based on graphical user interfaces [GUI] using specific features provided by the input device, e.g. functions controlled by the rotation of a mouse with dual sensing arrangements, or of the nature of the input device, e.g. tap gestures based on pressure sensed by a digitiser
- G06F3/0488—Interaction techniques based on graphical user interfaces [GUI] using specific features provided by the input device, e.g. functions controlled by the rotation of a mouse with dual sensing arrangements, or of the nature of the input device, e.g. tap gestures based on pressure sensed by a digitiser using a touch-screen or digitiser, e.g. input of commands through traced gestures
- G06F3/04886—Interaction techniques based on graphical user interfaces [GUI] using specific features provided by the input device, e.g. functions controlled by the rotation of a mouse with dual sensing arrangements, or of the nature of the input device, e.g. tap gestures based on pressure sensed by a digitiser using a touch-screen or digitiser, e.g. input of commands through traced gestures by partitioning the display area of the touch-screen or the surface of the digitising tablet into independently controllable areas, e.g. virtual keyboards or menus
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Abstract
Description
技术领域technical field
本申请涉及计算机技术领域,特别是涉及游戏交互方法及装置、电子设备、存储介质。The present application relates to the field of computer technology, in particular to a game interaction method and device, electronic equipment, and storage media.
背景技术Background technique
当前的游戏通常要求玩家准确点击各种按键以便能够顺利进行游戏。例如竞速游戏是一种需要高度集中注意力和肌肉记忆操作的游戏,在玩家操控虚拟对象高速行驶的同时,必须时刻关注屏幕中央的赛道情况,并在关键时刻做出正确的操作。此外,由于游戏的快节奏性,有时候玩家的手指可能会出现失误,导致未能及时点击相关按键或者误点其他按键。这种失误可能会对游戏进程产生不可挽回的影响,甚至导致玩家输掉比赛,也会影响玩家的游戏体验。Current games usually require players to accurately click various keys in order to be able to play the game smoothly. For example, a racing game is a game that requires a high degree of concentration and muscle memory operation. When the player controls the virtual object to drive at high speed, he must always pay attention to the track situation in the center of the screen and make correct operations at critical moments. In addition, due to the fast-paced nature of the game, sometimes the player's finger may make a mistake, resulting in failing to click the relevant button in time or clicking other buttons by mistake. This kind of mistake may have an irreparable impact on the game process, and even cause the player to lose the game, which will also affect the player's game experience.
需要说明的是,在上述背景技术部分公开的信息仅用于加强对本公开的背景的理解,因此可以包括不构成对本领域普通技术人员已知的现有技术的信息。It should be noted that the information disclosed in the above background section is only for enhancing the understanding of the background of the present disclosure, and therefore may include information that does not constitute the prior art known to those of ordinary skill in the art.
发明内容Contents of the invention
鉴于上述问题,提出了本申请以便提供克服上述问题或者至少部分地解决上述问题的游戏交互方法及装置、电子设备、存储介质,包括:In view of the above problems, this application is proposed in order to provide game interaction methods and devices, electronic equipment, and storage media that overcome the above problems or at least partially solve the above problems, including:
一种游戏交互方法,通过终端设备的触控显示屏显示一个第一虚拟按键及一个以上的第二虚拟按键,所述第二虚拟按键与所述第一虚拟按键相邻,所述方法包括:A game interaction method, displaying a first virtual button and more than one second virtual button through a touch screen of a terminal device, the second virtual button is adjacent to the first virtual button, the method comprising:
响应于对所述第一虚拟按键的第一触控操作,触发所述第一虚拟按键的功能;triggering the function of the first virtual key in response to a first touch operation on the first virtual key;
响应于对目标第二虚拟按键的逻辑生效区域的第二触控操作,触发所述目标第二虚拟按键的功能,其中,所述逻辑生效区域包括所述第一虚拟按键中与所述目标第二虚拟按键相邻的区域,所述第二触控操作紧跟所述第一触控操作,第二触控点与第一触控点符合预设位置关系,所述第一触控点为所述第一触控操作的触控点,所述第二触控点为所述第二触控操作的触控点。Triggering the function of the target second virtual key in response to a second touch operation on the logical effective area of the target second virtual key, wherein the logical effective area includes the first virtual key and the target second virtual key. In the area adjacent to the two virtual keys, the second touch operation follows the first touch operation, the second touch point and the first touch point conform to a preset positional relationship, and the first touch point is The touch point of the first touch operation, the second touch point is the touch point of the second touch operation.
一种游戏交互装置,通过终端设备的触控显示屏显示一个第一虚拟按键及一个以上的第二虚拟按键,所述第二虚拟按键与所述第一虚拟按键相邻,所述装置包括:A game interaction device, which displays a first virtual button and more than one second virtual button through a touch screen of a terminal device, the second virtual button is adjacent to the first virtual button, and the device includes:
第一触发模块,用于响应于对所述第一虚拟按键的第一触控操作,触发所述第一虚拟按键的功能;A first trigger module, configured to trigger a function of the first virtual key in response to a first touch operation on the first virtual key;
第二触发模块,用于响应于对目标第二虚拟按键的逻辑生效区域的第二触控操作,触发所述目标第二虚拟按键的功能,其中,所述逻辑生效区域包括所述第一虚拟按键中与所述目标第二虚拟按键相邻的区域,所述第二触控操作紧跟所述第一触控操作,第二触控点与第一触控点符合预设位置关系,所述第一触控点为所述第一触控操作的触控点,所述第二触控点为所述第二触控操作的触控点。The second triggering module is configured to trigger the function of the target second virtual key in response to a second touch operation on the logical effective area of the target second virtual key, wherein the logical effective area includes the first virtual In the area adjacent to the target second virtual key in the button, the second touch operation follows the first touch operation, and the second touch point and the first touch point conform to a preset positional relationship, so The first touch point is a touch point of the first touch operation, and the second touch point is a touch point of the second touch operation.
一种电子设备,包括处理器、存储器及存储在所述存储器上并能够在所述处理器上运行的计算机程序,所述计算机程序被所述处理器执行时实现如上所述的游戏交互方法。An electronic device includes a processor, a memory, and a computer program stored on the memory and capable of running on the processor. When the computer program is executed by the processor, the above game interaction method is implemented.
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计算机程序,所述计算机程序被处理器执行时实现如上所述的游戏交互方法。A computer-readable storage medium stores a computer program on the computer-readable storage medium, and when the computer program is executed by a processor, the above-mentioned game interaction method is implemented.
本申请具有以下优点:This application has the following advantages:
在本申请的实施例中,响应于对第一虚拟按键的第一触控操作,触发第一虚拟按键的功能,响应于对目标第二虚拟按键的逻辑生效区域的第二触控操作,触发目标第二虚拟按键的功能,其中,逻辑生效区域包括第一虚拟按键中与目标第二虚拟按键相邻的区域,第二触控操作紧跟第一触控操作,第二触控点与第一触控点符合预设位置关系,第一触控点为第一触控操作的触控点,第二触控点为第二触控操作的触控点;实现了能够根据前后两次触控点位置关系来判定玩家想要执行的操作,进而正确触发玩家想要触发的虚拟按键,从而避免误操作或操作未击中按键的情况发生,也提高了玩家的游戏体验。In the embodiment of the present application, in response to the first touch operation on the first virtual key, the function of the first virtual key is triggered, and in response to the second touch operation on the logic effective area of the target second virtual key, the The function of the target second virtual key, wherein the logic effective area includes the area adjacent to the target second virtual key in the first virtual key, the second touch operation follows the first touch operation, and the second touch point and the first touch point One touch point conforms to the preset position relationship, the first touch point is the touch point of the first touch operation, and the second touch point is the touch point of the second touch operation; The positional relationship of the control points is used to determine the operation that the player wants to perform, and then correctly trigger the virtual button that the player wants to trigger, thereby avoiding misoperation or misoperation of the button, and improving the player's gaming experience.
附图说明Description of drawings
为了更清楚地说明本申请的技术方案,下面将对本申请的描述中所需要使用的附图作简单地介绍,显而易见地,下面描述中的附图仅仅是本申请的一些实施例,对于本领域普通技术人员来讲,在不付出创造性劳动性的前提下,还可以根据这些附图获得其他的附图。In order to illustrate the technical solution of the present application more clearly, the accompanying drawings that need to be used in the description of the present application will be briefly introduced below. Obviously, the accompanying drawings in the following description are only some embodiments of the present application. Ordinary technicians can also obtain other drawings based on these drawings without paying creative labor.
图1为本申请实施例的一种游戏交互方法的步骤流程图;FIG. 1 is a flowchart of steps of a game interaction method according to an embodiment of the present application;
图2为本申请一示例中的竞速游戏场景在触控显示屏显示的界面示意图;Fig. 2 is a schematic diagram of an interface of a racing game scene displayed on a touch screen in an example of the present application;
图3为图2场景一示例中的右方向按键的逻辑生效区域示意图;FIG. 3 is a schematic diagram of the logical effective area of the right direction button in the first example of the scene in FIG. 2;
图4为图2场景一示例中的脚刹按键和手刹按键的逻辑生效区域的示意图;Fig. 4 is a schematic diagram of the logical effective area of the foot brake button and the handbrake button in the first example of the scene in Fig. 2;
图5为图2场景另一示例中的右方向按键的逻辑生效区域示意图;FIG. 5 is a schematic diagram of the logic effective area of the right direction button in another example of the scene in FIG. 2;
图6为图2场景另一示例中的脚刹按键和手刹按键的逻辑生效区域的示意图;Fig. 6 is a schematic diagram of the logic effective area of the foot brake button and the hand brake button in another example of the scene in Fig. 2;
图7为本申请一示例中的第二虚拟按键的逻辑生效区域的分布与第一触控点的位置相关的示意图;FIG. 7 is a schematic diagram showing the distribution of the logical effective area of the second virtual key and the position of the first touch point in an example of the present application;
图8为本申请另一示例中的第二虚拟按键的逻辑生效区域的分布与第一触控点的位置相关的示意图;FIG. 8 is a schematic diagram of the distribution of the logical effective area of the second virtual key and the position of the first touch point in another example of the present application;
图9为本申请又一示例中的第二虚拟按键的逻辑生效区域的分布与第一触控点的位置相关的示意图;FIG. 9 is a schematic diagram showing the distribution of the logical effective area of the second virtual key and the position of the first touch point in another example of the present application;
图10为本申请一示例中第一虚拟按键的辅助触控区域与第二虚拟按键的逻辑生效区域的示意图;FIG. 10 is a schematic diagram of the auxiliary touch area of the first virtual key and the logical effective area of the second virtual key in an example of the present application;
图11为本申请一示例中的第二触控点与第一触控点符合预设位置关系的示意图;FIG. 11 is a schematic diagram of a preset positional relationship between the second touch point and the first touch point in an example of the present application;
图12为本申请另一示例中的第二触控点与第一触控点符合预设位置关系的示意图;FIG. 12 is a schematic diagram of a preset positional relationship between the second touch point and the first touch point in another example of the present application;
图13为本申请又一示例中的第二触控点与第一触控点符合预设位置关系的示意图;FIG. 13 is a schematic diagram of a preset positional relationship between the second touch point and the first touch point in another example of the present application;
图14本申请实施例的一种设置页面的局部示意图;Fig. 14 is a partial schematic diagram of a setting page of an embodiment of the present application;
图15为本申请一示例中图2所示的右屏幕的虚拟按键的游戏交互方式的示意图;Fig. 15 is a schematic diagram of the game interaction mode of the virtual buttons on the right screen shown in Fig. 2 in an example of the present application;
图16为本申请一示例中图2所示的左屏幕的虚拟按键的游戏交互方式的示意图;Fig. 16 is a schematic diagram of the game interaction mode of the virtual buttons on the left screen shown in Fig. 2 in an example of the present application;
图17为本申请实施例的一种游戏交互装置的结构框图。Fig. 17 is a structural block diagram of a game interaction device according to an embodiment of the present application.
具体实施方式Detailed ways
为使本申请的上述目的、特征和优点能够更加明显易懂,下面结合附图和具体实施方式对本申请作进一步详细的说明。显然,所描述的实施例是本申请一部分实施例,而不是全部的实施例。基于本申请中的实施例,本领域普通技术人员在没有作出创造性劳动前提下所获得的所有其他实施例,都属于本申请保护的范围。In order to make the above objects, features and advantages of the present application more obvious and comprehensible, the present application will be further described in detail below in conjunction with the accompanying drawings and specific implementation methods. Apparently, the described embodiments are some of the embodiments of the present application, but not all of them. Based on the embodiments in this application, all other embodiments obtained by persons of ordinary skill in the art without creative efforts fall within the protection scope of this application.
当前的游戏通常要求玩家准确点击各种按键以便能够顺利进行游戏。为了提高玩家点击按键的准确率、减少操作失误,相关技术提出了可以根据玩家的多次点击位置来自定义按键布局,以适应玩家的习惯的构思。该相关技术虽然能在一定程度上提高玩家操作的准确性,但其是在玩家经历过多次点击失败的情况下,通过改变按键布局的方式来实现的,其实现过程比较长,且不能根据玩家的行为来判定玩家意图执行的操作,无法解决玩家短期内的误操作问题。Current games usually require players to accurately click various keys in order to be able to play the game smoothly. In order to improve the accuracy of the player's button clicks and reduce operational errors, the related technology proposes a concept that the button layout can be customized according to the player's multiple click positions, so as to adapt to the player's habits. Although this related technology can improve the accuracy of the player's operation to a certain extent, it is realized by changing the layout of the buttons when the player has experienced multiple click failures. The behavior of the player is used to determine the operation the player intends to perform, which cannot solve the problem of misoperation of the player in the short term.
鉴于此,本申请实施例提供一种游戏交互方法及装置、电子设备、存储介质,在用户通过第一触控操作触发第一虚拟按键的功能后,紧跟着执行第二触控操作时,根据第二触控操作的第二触控点与第一触控操作的第一触控点之间的位置关系,判定第二触控操作意图触发的虚拟按键,并触发该意图触发的虚拟按键的功能,实现了能够根据前后两次的触控点位置关系来判定用户的操作意图,进而正确触发用户意图触发的虚拟按键,从而避免误操作或者操作未击中按键的情况发生,也提高了玩家的游戏体验。In view of this, an embodiment of the present application provides a game interaction method and device, an electronic device, and a storage medium. After the user triggers the function of the first virtual button through the first touch operation, and then executes the second touch operation, According to the positional relationship between the second touch point of the second touch operation and the first touch point of the first touch operation, determine the virtual key that is intended to be triggered by the second touch operation, and trigger the virtual key that is intended to be triggered The function realizes that the user's operation intention can be determined according to the positional relationship between the two touch points before and after, and then the virtual button triggered by the user's intention can be correctly triggered, thereby avoiding the occurrence of misoperation or the failure of the operation to hit the button, and also improving the user experience. The player's gaming experience.
本申请实施例提供的一种游戏交互方法可以运行于本地终端设备或者是服务器。当游戏交互方法运行于服务器时,该游戏交互方法则可以基于云交互系统来实现与执行,其中,云交互系统包括服务器和客户端设备。A game interaction method provided in the embodiment of the present application can run on a local terminal device or a server. When the game interaction method runs on the server, the game interaction method can be implemented and executed based on a cloud interaction system, wherein the cloud interaction system includes a server and a client device.
在一可选的实施方式中,云交互系统下可以运行各种云应用,例如:云游戏。以云游戏为例,云游戏是指以云计算为基础的游戏方式。在云游戏的运行模式下,游戏程序的运行主体和游戏画面呈现主体是分离的,游戏交互方法的储存与运行是在云游戏服务器上完成的,客户端设备的作用用于数据的接收、发送以及游戏画面的呈现,举例而言,客户端设备可以是靠近用户侧的具有数据传输功能的显示设备,如,第一终端设备、电视机、计算机、掌上电脑等;但是进行游戏交互方法的为云端的云游戏服务器。在进行游戏时,玩家操作客户端设备向云游戏服务器发送操作指令,云游戏服务器根据操作指令运行游戏,将包含虚拟按键的游戏画面等数据进行编码压缩,通过网络返回客户端设备,最后,通过客户端设备进行解码并输出游戏画面。In an optional implementation manner, various cloud applications, such as cloud games, can be run under the cloud interactive system. Taking cloud games as an example, cloud games refer to game methods based on cloud computing. In the running mode of cloud games, the running subject of the game program and the presenting subject of the game screen are separated, the storage and running of the game interaction method are completed on the cloud game server, and the role of the client device is used to receive and send data And the presentation of the game screen, for example, the client device can be a display device with data transmission function close to the user side, such as a first terminal device, a television, a computer, a handheld computer, etc.; but the game interaction method is Cloud game server in the cloud. When playing a game, the player operates the client device to send an operation instruction to the cloud game server, and the cloud game server runs the game according to the operation instruction, encodes and compresses data such as the game screen including virtual buttons, and returns the data to the client device through the network. The client device decodes and outputs the game screen.
在一可选的实施方式中,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画面,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, taking a game as an example, the 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 the graphical user interface, that is, the conventional electronic device downloads and installs the game program and runs it. The local terminal device may provide the graphical user interface to the player in various manners, for example, rendering and displaying it on the display screen of the terminal, or providing it 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 screen, and the processor is used to run the game, generate a graphical user interface, and control the graphical user interface displayed on the display.
参照图1,示出了本申请一实施例提供的一种游戏交互方法的步骤流程图,通过运行应用程序,可以在终端设备的触控显示屏上显示多个虚拟按键。该终端设备可以是智能手机、平板电脑、游戏主机、电子书阅读器、多媒体播放设备、可穿戴设备等电子设备。其中,应用程序可以在该终端设备运行,例如,在终端设备的处理器运行游戏程序,并在终端设备的触控显示屏显示游戏画面和用于控制游戏的多个虚拟按键。应用程序也可以在与该终端设备有线或无线连接的其他终端设备运行,例如,在与该终端设备连接的其他终端设备的处理器运行游戏程序,并在其他终端设备的显示屏显示游戏画面,同时在该终端设备的触控显示屏显示用于控制游戏的多个虚拟按键。应用程序还可以在与该终端设备通信连接的服务器运行,例如,在服务器运行游戏程序,并在该终端设备的触控显示屏显示游戏画面和用于控制游戏的多个虚拟按键;再如,在服务器运行游戏程序,并在其他终端设备的显示屏显示游戏画面,以及在该终端设备的触控显示屏显示用于控制游戏的多个虚拟按键。Referring to FIG. 1 , it shows a flowchart of steps of a game interaction method provided by an embodiment of the present application. By running an application program, multiple virtual keys can be displayed on a touch screen of a terminal device. The terminal device may be electronic devices such as smart phones, tablet computers, game consoles, e-book readers, multimedia playback devices, and wearable devices. Wherein, the application program can run on the terminal device, for example, the processor of the terminal device runs the game program, and the touch display screen of the terminal device displays the game screen and a plurality of virtual keys for controlling the game. The application program can also run on other terminal devices connected to the terminal device by wire or wirelessly. For example, the processor of the other terminal device connected to the terminal device runs the game program and displays the game screen on the display screen of the other terminal device. Simultaneously, multiple virtual buttons for controlling the game are displayed on the touch screen of the terminal device. The application program can also run on a server connected to the terminal device in communication, for example, run a game program on the server, and display the game screen and multiple virtual buttons for controlling the game on the touch screen of the terminal device; as another example, Run the game program on the server, display the game screen on the display screen of other terminal devices, and display multiple virtual keys for controlling the game on the touch screen of the terminal device.
该方法可以包括如下步骤:The method may include the steps of:
步骤101,响应于对第一虚拟按键的第一触控操作,触发所述第一虚拟按键的功能。Step 101, triggering a function of the first virtual key in response to a first touch operation on the first virtual key.
第一虚拟按键可以是触控显示屏显示的多个虚拟按键中的任意一个,具体由第一触控操作的触控点所作用的位置决定。The first virtual key may be any one of a plurality of virtual keys displayed on the touch screen, specifically determined by the position of the touch point of the first touch operation.
在游戏过程中,用户可以通过操作介质触发相应的虚拟按键的功能,以对游戏进行控制。当操作介质作用于多个虚拟按键中的其中一个虚拟按键时,将该操作介质作用的虚拟按键记为第一虚拟按键,将该操作介质作用于第一虚拟按键的操作记为第一触控操作,并触发第一虚拟按键的功能。During the game, the user can trigger the function of the corresponding virtual button through the operating medium to control the game. When the operating medium acts on one of the virtual keys among the plurality of virtual keys, the virtual key acted on by the operating medium is recorded as the first virtual key, and the operation of the operating medium acting on the first virtual key is recorded as the first touch operation, and trigger the function of the first virtual key.
步骤102,响应于对目标第二虚拟按键的逻辑生效区域的第二触控操作,触发所述目标第二虚拟按键的功能,其中,所述逻辑生效区域包括所述第一虚拟按键中与所述目标第二虚拟按键相邻的区域,所述第二触控操作紧跟所述第一触控操作,第二触控点与第一触控点符合预设位置关系,所述第一触控点为所述第一触控操作的触控点,所述第二触控点为所述第二触控操作的触控点。Step 102, triggering the function of the target second virtual key in response to a second touch operation on the logical effective area of the target second virtual key, wherein the logical effective area includes the first virtual key and all The area adjacent to the target second virtual key, the second touch operation follows the first touch operation, the second touch point and the first touch point conform to the preset position relationship, and the first touch The control point is a touch point of the first touch operation, and the second touch point is a touch point of the second touch operation.
为了方便玩家进行触控操作,游戏中通常会将具有相近或相关功能的按键在图形用户界面上相邻设置在一起,以便玩家在不同功能之间快速切换。例如竞技类游戏中将各种方向按键及与移动相关的功能按键相邻设置于图形用户界面的左下方,将虚拟对象的各种技能按键相邻设置于图形用户界面的右下方;又如竞速类游戏中,将左右方向键相邻设置于图形用户界面的左下方,将油门、刹车、道具等功能按键相邻设置于图形用户界面的右下方。In order to facilitate players to perform touch operations, buttons with similar or related functions are usually set adjacent to each other on the graphical user interface in games, so that players can quickly switch between different functions. For example, in a competitive game, various direction buttons and function buttons related to movement are adjacently arranged at the lower left of the GUI, and various skill buttons of virtual objects are adjacently arranged at the lower right of the GUI; In speed games, the left and right direction keys are adjacently arranged at the lower left of the GUI, and the function buttons such as accelerator, brake, and props are adjacently arranged at the lower right of the GUI.
在确定第一虚拟按键后,将多个虚拟按键中与该第一虚拟按键相邻的虚拟按键记为第二虚拟按键,每个第二虚拟按键都有相应的逻辑生效区域,每个第二虚拟按键的逻辑生效区域包括第一虚拟按键中与该第二虚拟按键相邻的区域,并且各个第二虚拟按键的逻辑生效区域互不重合。After the first virtual key is determined, the virtual key adjacent to the first virtual key among the plurality of virtual keys is marked as the second virtual key, and each second virtual key has a corresponding logical effective area, and each second The logical valid area of the virtual key includes the area adjacent to the second virtual key in the first virtual key, and the logical valid areas of the second virtual keys do not overlap with each other.
在触发第一虚拟按键的功能之后,当操作介质作用于其中一个第二虚拟按键的逻辑生效区域内时,将操作介质作用的逻辑生效区域所对应的第二虚拟按键记为目标第二虚拟按键,以及将操作介质此时作用于逻辑生效区域的操作记为第二触控操作,第二触控操作紧跟第一触控操作。将第一触控操作的触控点记为第一触控点,将第二触控操作的触控点记为第二触控点,并且第二触控点与第一触控点符合预设位置关系,此时,触发目标第二虚拟按键的功能。紧跟第一触控操作的第二触控操作是指,同一个操作介质(如玩家的右拇指)进行完第一触控操作,操作介质离开触控显示屏之后,再次用该操作介质进行的触控操作。After the function of the first virtual key is triggered, when the operating medium acts on the logical effective area of one of the second virtual keys, mark the second virtual key corresponding to the logical effective area of the operating medium as the target second virtual key , and the operation that the operating medium acts on the logic effective area at this time is recorded as the second touch operation, and the second touch operation follows the first touch operation. Record the touch point of the first touch operation as the first touch point, record the touch point of the second touch operation as the second touch point, and the second touch point and the first touch point conform to the preset Set the positional relationship, at this time, trigger the function of the target second virtual key. The second touch operation following the first touch operation means that the same operation medium (such as the player's right thumb) performs the first touch operation, and after the operation medium leaves the touch screen, the operation medium is used again to perform the second touch operation. touch operation.
可以理解,当用户执行第一触控操作触发第一虚拟按键的功能后,紧跟着执行第二触控操作时,当该第二触控操作的触控点位于目标第二虚拟按键的逻辑生效区域,且第二触控点与第一触控点符合预设位置关系,可以认为此时用户欲触发目标第二虚拟按键的功能,即使第二触控操作的触控点不在目标第二虚拟按键中,亦可触发目标第二虚拟按键的功能。本申请可以实现根据前后两次的触控点位置关系来判定用户的操作意图,进而正确触发用户意图触发的虚拟按键,从而避免误操作或者操作未击中按键的情况发生,也提高了用户的游戏体验。It can be understood that when the user performs the first touch operation to trigger the function of the first virtual key, and then performs the second touch operation, when the touch point of the second touch operation is located in the logic of the target second virtual key In the effective area, and the second touch point and the first touch point conform to the preset position relationship, it can be considered that the user wants to trigger the function of the target second virtual key at this time, even if the touch point of the second touch operation is not in the target second Among the virtual buttons, the function of the target second virtual button can also be triggered. The present application can determine the user's operation intention according to the positional relationship between the two touch points before and after, and then correctly trigger the virtual key triggered by the user's intention, thereby avoiding the occurrence of misoperation or the failure of the operation to hit the key, and also improving the user's safety. gaming experience.
下面,将对本示例性实施例中游戏交互方法作进一步地说明。Next, the game interaction method in this exemplary embodiment will be further described.
步骤101,响应于对第一虚拟按键的第一触控操作,触发所述第一虚拟按键的功能。Step 101, triggering a function of the first virtual key in response to a first touch operation on the first virtual key.
在游戏过程中,用户可以通过操作介质触发相应的虚拟按键的功能,以对游戏进行控制。其中,操作介质可以为用户的肢体,如手指等,或者其它的触摸物件,如设置触摸笔等。During the game, the user can trigger the function of the corresponding virtual button through the operating medium to control the game. Wherein, the operating medium may be a user's body, such as a finger, or other touch objects, such as a touch pen.
第一虚拟按键可以是触控显示屏显示的多个虚拟按键中的任意一个,具体由第一触控操作的触控点所作用的位置决定。当操作介质作用于多个虚拟按键中的其中一个虚拟按键时,将该操作介质作用的虚拟按键记为第一虚拟按键,将该操作介质作用于第一虚拟按键的操作记为第一触控操作,并触发第一虚拟按键的功能。The first virtual key may be any one of a plurality of virtual keys displayed on the touch screen, specifically determined by the position of the touch point of the first touch operation. When the operating medium acts on one of the virtual keys among the plurality of virtual keys, the virtual key acted on by the operating medium is recorded as the first virtual key, and the operation of the operating medium acting on the first virtual key is recorded as the first touch operation, and trigger the function of the first virtual key.
需要说明的是,在一些游戏中,在同一时刻可以对多个触控点进行响应,此时,可以对每个触控点进行并行处理。例如,在一些竞速类游戏中,触控显示屏显示的图形用户界面的左侧显示用于控制虚拟车辆行驶方向的左方向按键和右方向按键,图形用户界面的右侧显示用于控制虚拟车辆行驶速度的油门按键、脚刹按键以及手刹按键,一示例中的竞速类游戏的竞速游戏场景在触控显示屏显示的界面示意图如图2所示。假设,当前用户的左手触控(可以是点击、长按、重按、滑动等触控操作,以下不再赘述)左方向按键,右手触控油门按键,以控制虚拟车辆加速行驶的同时进行左转。此时,左手触控左方向按键的操作为第一触控操作,第一虚拟按键为左方向按键;右手触控油门按键的操作可以认为是与左手触控左方向按键的操作并行的第一触控操作,该并行的第一触控操作对应的第一虚拟按键为油门按键。可以对每一个第一触控操作分别执行后续的步骤,互不影响。It should be noted that in some games, multiple touch points can be responded to at the same time, and at this time, each touch point can be processed in parallel. For example, in some racing games, the left side of the graphical user interface displayed on the touch screen displays left direction keys and right direction keys for controlling the driving direction of the virtual vehicle, and the right side of the graphical user interface displays Accelerator button, foot brake button, and handbrake button for vehicle speed, and a schematic diagram of the interface displayed on the touch screen of a racing game scene of a racing game in an example is shown in FIG. 2 . Assume that the current user's left hand touches the left direction button (which can be touch operations such as click, long press, heavy press, and slide, etc., and will not be described in detail below), and the right hand touches the accelerator button to control the virtual vehicle to accelerate. change. At this time, the operation of touching the left direction button with the left hand is the first touch operation, and the first virtual button is the left direction button; Touch operation, the first virtual button corresponding to the parallel first touch operation is an accelerator button. Subsequent steps may be performed separately for each first touch operation without affecting each other.
步骤102,响应于对目标第二虚拟按键的逻辑生效区域的第二触控操作,触发所述目标第二虚拟按键的功能,其中,所述逻辑生效区域包括所述第一虚拟按键中与所述目标第二虚拟按键相邻的区域,所述第二触控操作紧跟所述第一触控操作,第二触控点与第一触控点符合预设位置关系,所述第一触控点为所述第一触控操作的触控点,所述第二触控点为所述第二触控操作的触控点。Step 102, triggering the function of the target second virtual key in response to a second touch operation on the logical effective area of the target second virtual key, wherein the logical effective area includes the first virtual key and all The area adjacent to the target second virtual key, the second touch operation follows the first touch operation, the second touch point and the first touch point conform to the preset position relationship, and the first touch The control point is a touch point of the first touch operation, and the second touch point is a touch point of the second touch operation.
在确定第一虚拟按键后,将多个虚拟按键中与该第一虚拟按键相邻的虚拟按键记为第二虚拟按键,每个第二虚拟按键都有相应的逻辑生效区域,每个第二虚拟按键的逻辑生效区域包括第一虚拟按键中与该第二虚拟按键相邻的区域。若第二触控点位于第一虚拟按键中与某个第二虚拟按键(即目标第二虚拟按键)相邻的区域(即第二虚拟按键的逻辑生效区域),即操作介质在进行第二触控操作时向该第二虚拟按键靠近,说明玩家第二触控操作的操作对象有可能是该第二虚拟按键,如果第二触控点与第一触控点符合预设位置关系这一条件得到满足,则可以判定玩家的第二触控操作的操作对象是该第二虚拟按键。对于逻辑生效区域的大小和形状以及分布情况,可以根据相邻设置的多个虚拟按键的形状、大小、距离、位置关系、预设的误操作容错程度等实际需求进行限定。另外,在一些示例中,第二虚拟按键的逻辑生效区域的分布、大小和形状可以是固定的,在另一些示例中,第二虚拟按键的逻辑生效区域的分布、大小和形状也可以根据第一触控点位置动态变化。After the first virtual key is determined, the virtual key adjacent to the first virtual key among the plurality of virtual keys is marked as the second virtual key, and each second virtual key has a corresponding logical effective area, and each second The logical effective area of the virtual key includes the area adjacent to the second virtual key in the first virtual key. If the second touch point is located in the area adjacent to a second virtual key (i.e., the target second virtual key) in the first virtual key (i.e. the logical effective area of the second virtual key), that is, the operating medium is performing the second virtual key. Approaching the second virtual key during the touch operation indicates that the second virtual key may be the object of the player's second touch operation. If the second touch point and the first touch point conform to the preset position relationship If the condition is met, it can be determined that the operation object of the player's second touch operation is the second virtual key. The size, shape and distribution of the logical effective area can be limited according to actual requirements such as the shape, size, distance, positional relationship, and preset fault tolerance of multiple virtual keys arranged adjacently. In addition, in some examples, the distribution, size and shape of the logical effective area of the second virtual key may be fixed, and in other examples, the distribution, size and shape of the logical effective area of the second virtual key may also be based on the first The position of a touch point changes dynamically.
继续以图2为例,当第一虚拟按键为左方向按键时,由于本示例中,左方向按键相邻的虚拟按键为右方向按键,即第二虚拟按键为右方向按键。在一示例中,右方向按键的逻辑生效区域如图3所示的灰色填充区域,右方向按键的逻辑生效区域包括左方向按键中与右方向按键相邻的区域。当第一虚拟按键为油门按键时,由于本示例中,油门按键相邻的虚拟按键包括脚刹按键和手刹按键,即第二虚拟按键包括脚刹按键和手刹按键两个。在一示例中,脚刹按键的逻辑生效区域和手刹按键的逻辑生效区域如图4所示,脚刹按键的逻辑生效区域包括油门按键中与脚刹按键相邻的区域(如图4中的条纹填充区域),手刹按键的逻辑生效区域中包括油门按键中与手刹按键相邻的区域(如图4中的灰色填充区域)。Continuing to take FIG. 2 as an example, when the first virtual key is a left direction key, since in this example, the virtual key adjacent to the left direction key is a right direction key, that is, the second virtual key is a right direction key. In an example, the logical effective area of the right direction key is the gray filled area shown in FIG. 3 , and the logical effective area of the right direction key includes the area adjacent to the right direction key among the left direction keys. When the first virtual button is an accelerator button, since in this example, the virtual buttons adjacent to the accelerator button include a foot brake button and a hand brake button, that is, the second virtual button includes a foot brake button and a hand brake button. In an example, the logical effective area of the foot brake button and the logical effective area of the hand brake button are as shown in Figure 4, and the logical effective area of the foot brake button includes the area adjacent to the foot brake button in the accelerator button (as shown in Figure 4 Stripe filled area), the logical effective area of the handbrake button includes the area adjacent to the handbrake button in the accelerator button (the gray filled area in Figure 4).
在触发第一虚拟按键的功能之后,当操作介质作用于其中一个第二虚拟按键的逻辑生效区域内时,将操作介质作用的逻辑生效区域所对应的第二虚拟按键记为目标第二虚拟按键,以及将操作介质此时作用于逻辑生效区域的操作记为第二触控操作,第二触控操作紧跟第一触控操作。将第一触控操作的触控点记为第一触控点,将第二触控操作的触控点记为第二触控点,并且第二触控点与第一触控点符合预设位置关系,此时,触发目标第二虚拟按键的功能。其中,预设位置关系可以根据实际需求进行设置,本申请对此不作限制。After the function of the first virtual key is triggered, when the operating medium acts on the logical effective area of one of the second virtual keys, mark the second virtual key corresponding to the logical effective area of the operating medium as the target second virtual key , and the operation that the operating medium acts on the logic effective area at this time is recorded as the second touch operation, and the second touch operation follows the first touch operation. Record the touch point of the first touch operation as the first touch point, record the touch point of the second touch operation as the second touch point, and the second touch point and the first touch point conform to the preset Set the positional relationship, at this time, trigger the function of the target second virtual key. Wherein, the preset position relationship may be set according to actual needs, which is not limited in this application.
继续以图2为例,同时参照图3,在用户手指(例如左手拇指)触控左方向按键控制虚拟车辆左转后,离开触控显示屏,紧跟着触控右方向按键的逻辑生效区域时,将用户手指通过第一触控操作触控左方向按键时的触控点记为第一触控点,将用户手指通过第二触控操作触控右方向按键的逻辑生效区域时的触控点记为第二触控点,第二触控点与第一触控点符合预设位置关系(包括但不限于第二触控点与第一触控点在图形用户界面中的横向距离大于横向预设值,或,第二触控点与第一触控点在图形用户界面中的直线距离大于预设值),此时,触发右方向按键的功能,即控制虚拟车辆右转。Continuing to take Figure 2 as an example, and referring to Figure 3 at the same time, after the user's finger (such as the left thumb) touches the left direction button to control the virtual vehicle to turn left, then leaves the touch screen, and then touches the logical effective area of the right direction button , the touch point when the user's finger touches the left direction key through the first touch operation is recorded as the first touch point, and the touch point when the user's finger touches the logical effective area of the right direction key through the second touch operation The control point is marked as the second touch point, and the second touch point and the first touch point conform to the preset position relationship (including but not limited to the horizontal distance between the second touch point and the first touch point in the GUI greater than the horizontal preset value, or the straight-line distance between the second touch point and the first touch point in the GUI is greater than the preset value), at this time, trigger the function of the right direction button, that is, control the virtual vehicle to turn right.
继续以图2为例,同时参照图4,在用户手指(例如右手拇指)触控油门按键控制虚拟车辆加速行驶后,离开触控显示屏,紧跟着触控脚刹按键的逻辑生效区域时,将用户手指通过第一触控操作触控油门按键时的触控点记为第一触控点,将用户手指通过第二触控操作触控脚刹按键的逻辑生效区域时的触控点记为第二触控点,第二触控点与第一触控点符合预设位置关系(包括但不限于第二触控点与第一触控点在图形用户界面中的直线距离大于预设值,或,第二触控点与第一触控点在图形用户界面中的横向距离大于横向预设值),此时,触发脚刹按键的功能,即控制虚拟车辆脚刹减速。Continuing to take Figure 2 as an example, and referring to Figure 4 at the same time, after the user's finger (such as the right thumb) touches the accelerator button to control the acceleration of the virtual vehicle, then leaves the touch screen, and then touches the logic effective area of the foot brake button , record the touch point when the user's finger touches the accelerator button through the first touch operation as the first touch point, and record the touch point when the user's finger touches the logical effective area of the foot brake button through the second touch operation Denoted as the second touch point, the second touch point and the first touch point conform to the preset positional relationship (including but not limited to the linear distance between the second touch point and the first touch point in the GUI is greater than the preset set value, or, the horizontal distance between the second touch point and the first touch point in the GUI is greater than the horizontal preset value), at this time, trigger the function of the foot brake button, that is, control the foot brake of the virtual vehicle to decelerate.
在本实施例中,当用户执行第一触控操作触发第一虚拟按键的功能后,紧跟着执行第二触控操作时,当该第二触控操作的触控点位于目标第二虚拟按键的逻辑生效区域,且第二触控点与第一触控点符合预设位置关系,可以认为此时用户欲触发目标第二虚拟按键的功能,即使第二触控操作的触控点还在第一虚拟按键中,亦可触发目标第二虚拟按键的功能。本实施例可以实现根据前后两次的触控点位置关系来判定用户的操作意图,进而正确触发用户意图触发的虚拟按键,从而避免误操作或者操作未击中按键的情况发生,也提高了用户的游戏体验。In this embodiment, when the user executes the first touch operation to trigger the function of the first virtual key, and then executes the second touch operation, when the touch point of the second touch operation is located at the target second virtual key The logical effective area of the key, and the second touch point and the first touch point conform to the preset position relationship, it can be considered that the user wants to trigger the function of the second virtual key at this time, even if the touch point of the second touch operation is still In the first virtual key, the function of the target second virtual key can also be triggered. This embodiment can determine the user's operation intention according to the positional relationship between the two touch points before and after, and then correctly trigger the virtual key triggered by the user's intention, so as to avoid the occurrence of misoperation or the failure of the operation to hit the key, and also improve the user experience. gaming experience.
进一步地,在本申请的一些可选实施例中,逻辑生效区域还包括第一虚拟按键与目标第二虚拟按键之间的空白区域。Further, in some optional embodiments of the present application, the logic valid area further includes a blank area between the first virtual key and the target second virtual key.
每个第二虚拟按键的逻辑生效区域包括第一虚拟按键中与该第二虚拟按键相邻的区域、以及第一虚拟按键与该第二虚拟按键之间的空白区域。如果第一虚拟按键和其相邻的第二虚拟按键之间存在空白区域(即一般情况下不能响应玩家的触控操作从而触发特定功能的区域),当玩家进行第二触控操作时的触控点在第一虚拟按键和目标第二虚拟按键之间的空白区域时,即操作介质在进行第二触控操作时向目标第二虚拟按键靠近,说明玩家第二触控操作的操作对象有可能是该第二虚拟按键,如果第二触控点与第一触控点符合预设位置关系这一条件得到满足,则可以判定玩家的第二触控操作的操作对象是目标第二虚拟按键。The logical effective area of each second virtual key includes an area adjacent to the second virtual key in the first virtual key, and a blank area between the first virtual key and the second virtual key. If there is a blank area between the first virtual key and its adjacent second virtual key (that is, an area that generally cannot respond to the player's touch operation to trigger a specific function), when the player performs the second touch operation, the touch When the control point is in the blank area between the first virtual key and the target second virtual key, that is, the operating medium approaches the target second virtual key during the second touch operation, it means that the player's second touch operation has an operation object It may be the second virtual button. If the condition that the second touch point and the first touch point meet the preset positional relationship is satisfied, it can be determined that the operation object of the player’s second touch operation is the target second virtual button. .
继续以图2为例,当第一虚拟按键为左方向按键时,第二虚拟按键为右方向按键,在本实施例中,右方向按键的逻辑生效区域如图5所示的灰色填充区域,右方向按键的逻辑生效区域包括左方向按键中与右方向按键相邻的区域,以及左方向按键与右方向按键之间的空白区域。Continuing to take FIG. 2 as an example, when the first virtual key is a left direction key, the second virtual key is a right direction key. In this embodiment, the logical effective area of the right direction key is the gray filled area shown in FIG. 5 , The logical effective area of the right direction key includes an area of the left direction key adjacent to the right direction key, and a blank area between the left direction key and the right direction key.
当第一虚拟按键为油门按键时,第二虚拟按键包括脚刹按键和手刹按键两个。在本实施例中,脚刹按键的逻辑生效区域和手刹按键的逻辑生效区域如图6所示,脚刹按键的逻辑生效区域包括油门按键中与脚刹按键相邻的区域,以及油门按键与脚刹按键之间的空白区域,即脚刹按键的逻辑生效区域如图6中的条纹填充区域;手刹按键的逻辑生效区域中包括油门按键中与手刹按键相邻的区域,以及油门按键与手刹按键之间的空白区域,即手刹按键的逻辑生效区域如图6中的灰色填充区域。When the first virtual button is an accelerator button, the second virtual button includes a foot brake button and a hand brake button. In this embodiment, the logical effective area of the foot brake button and the logical effective area of the hand brake button are shown in Figure 6. The logical effective area of the foot brake button includes the area adjacent to the foot brake button in the accelerator button, and the area between the accelerator button and the foot brake button. The blank area between the foot brake buttons, that is, the logical effective area of the foot brake button is the stripe-filled area in Figure 6; the logical effective area of the handbrake button includes the area adjacent to the handbrake button in the accelerator button, and the area between the accelerator button and the handbrake button. The blank area between the buttons, that is, the logical effective area of the handbrake button is the gray filled area in Figure 6.
在本实施例中,当用户执行第一触控操作触发第一虚拟按键的功能后,紧跟着执行第二触控操作时,当该第二触控操作的触控点位于目标第二虚拟按键的逻辑生效区域,且第二触控点与第一触控点符合预设位置关系,可以认为此时用户欲触发目标第二虚拟按键的功能,即使第二触控操作的触控点还在第一虚拟按键中,或在第一虚拟按键与目标第二虚拟按键的空白区域中,亦可触发目标第二虚拟按键的功能。本实施例可以实现根据前后两次的触控点位置关系来判定用户的操作意图,进而正确触发用户意图触发的虚拟按键,从而避免误操作或者操作未击中按键的情况发生,也提高了用户的游戏体验。In this embodiment, when the user executes the first touch operation to trigger the function of the first virtual key, and then executes the second touch operation, when the touch point of the second touch operation is located at the target second virtual key The logical effective area of the key, and the second touch point and the first touch point conform to the preset position relationship, it can be considered that the user wants to trigger the function of the second virtual key at this time, even if the touch point of the second touch operation is still In the first virtual key, or in the blank area between the first virtual key and the target second virtual key, the function of the target second virtual key can also be triggered. This embodiment can determine the user's operation intention according to the positional relationship between the two touch points before and after, and then correctly trigger the virtual key triggered by the user's intention, so as to avoid the occurrence of misoperation or the failure of the operation to hit the key, and also improve the user experience. gaming experience.
进一步地,在本申请的一些可选实施例中,每个第二虚拟按键的逻辑生效区域的分布与第一触控点的位置相关。示例性地,以目标第二虚拟按键的逻辑生效区域为例,第一虚拟按键中位于目标第二虚拟按键的逻辑生效区域内的面积、与第一触控点和目标第二虚拟按键之间的距离呈正相关;当目标第二虚拟按键的逻辑生效区域还包括第一虚拟按键与目标第二虚拟按键之间的空白区域时,第一虚拟按键与目标第二虚拟按键之间的空白区域中位于目标第二虚拟按键的逻辑生效区域内的面积、与第一触控点和目标第二虚拟按键之间的距离呈负相关。Further, in some optional embodiments of the present application, the distribution of the logical effective area of each second virtual key is related to the position of the first touch point. Exemplarily, taking the logical effective area of the target second virtual key as an example, the area of the first virtual key within the logical effective area of the target second virtual key, and the area between the first touch point and the target second virtual key The distance is positively correlated; when the logical effective area of the target second virtual key also includes the blank area between the first virtual key and the target second virtual key, in the blank area between the first virtual key and the target second virtual key The area within the logical effective area of the target second virtual key is negatively correlated with the distance between the first touch point and the target second virtual key.
如图7所示,第二虚拟按键的逻辑生效区域如图7中的虚线框所示。当第一触控点与第二虚拟按键之间的距离缩短时,第二虚拟按键的逻辑生效区域内包含第一虚拟按键的区域(如图7中的条纹填充的部分)的面积减少;当第一触控点与第二虚拟按键之间的距离增大时,第二虚拟按键的逻辑生效区域内包含第一虚拟按键的区域的面积增加。即第一虚拟按键中位于目标第二虚拟按键的逻辑生效区域内的面积、与第一触控点和目标第二虚拟按键之间的距离呈正相关。As shown in FIG. 7 , the logical effective area of the second virtual key is shown in the dotted line box in FIG. 7 . When the distance between the first touch point and the second virtual key was shortened, the area of the area containing the first virtual key (such as the part filled with stripes in Figure 7) in the logical effective area of the second virtual key decreased; When the distance between the first touch point and the second virtual key increases, the area of the area containing the first virtual key within the logic effective area of the second virtual key increases. That is, the area of the first virtual key located within the logical effective area of the target second virtual key is positively correlated with the distance between the first touch point and the target second virtual key.
如图8所示,第二虚拟按键的逻辑生效区域如图8中的虚线框所示。当第一触控点与第二虚拟按键之间的距离缩短时,第二虚拟按键的逻辑生效区域内包含第一虚拟按键与第二虚拟按键之间的空白区域(如图8中虚线围合的区域中灰色填充的部分)的面积增大;当第一触控点与第二虚拟按键之间的距离增大时,第二虚拟按键的逻辑生效区域内包含第一虚拟按键与第二虚拟按键之间的空白区域的面积减少。即第一虚拟按键与目标第二虚拟按键之间的空白区域中位于目标第二虚拟按键的逻辑生效区域内的面积、与第一触控点和目标第二虚拟按键之间的距离呈负相关。As shown in FIG. 8 , the logical effective area of the second virtual key is shown in the dotted line box in FIG. 8 . When the distance between the first touch point and the second virtual key is shortened, the logical effective area of the second virtual key includes a blank area between the first virtual key and the second virtual key (enclosed by a dotted line in Figure 8 The area filled with gray in the area) increases; when the distance between the first touch point and the second virtual key increases, the logical effective area of the second virtual key includes the first virtual key and the second virtual key The area of the blank space between the keys is reduced. That is, the area in the blank area between the first virtual key and the target second virtual key within the logical effective area of the target second virtual key is negatively correlated with the distance between the first touch point and the target second virtual key .
在一示例中,可以根据第一触控点作垂直于中心点连线的第一垂线,中心点连线连接第一虚拟按键的中心点和第二虚拟按键的中心点;第二虚拟按键的逻辑生效区域包括第一虚拟按键中位于第一垂线和对应的第二虚拟按键之间的区域。In an example, a first vertical line perpendicular to the center point connection line can be drawn according to the first touch point, and the center point connection line connects the center point of the first virtual key and the center point of the second virtual key; the second virtual key The logical effective area includes the area between the first vertical line and the corresponding second virtual key in the first virtual key.
如图9所示,根据第一触控点作垂直于连接第一虚拟按键的中心点(O1)和第二虚拟按键的中心点(O2)的中心点连线的第一垂线,第二虚拟按键的逻辑生效区域包括第一虚拟按键中位于第一垂线与第二虚拟按键之间的区域(如图9中条纹填充的部分)。第一触控点与第二虚拟按键的距离缩短时,该逻辑生效区域包含的第一虚拟按键的区域的面积越少;第一触控点与第二虚拟按键的距离增大时,该逻辑生效区域包含的第一虚拟按键的区域的面积增加。即第一虚拟按键中位于目标第二虚拟按键的逻辑生效区域内的面积、与第一触控点和目标第二虚拟按键之间的距离呈正相关。As shown in Figure 9, according to the first touch point, draw the first vertical line perpendicular to the center point line connecting the center point (O1) of the first virtual key and the center point (O2) of the second virtual key, and the second The logical effective area of the virtual key includes the area between the first vertical line and the second virtual key in the first virtual key (such as the part filled with stripes in FIG. 9 ). When the distance between the first touch point and the second virtual key is shortened, the area of the first virtual key included in the logic effective area is smaller; when the distance between the first touch point and the second virtual key is increased, the logic The area of the first virtual key included in the effective area increases. That is, the area of the first virtual key located within the logical effective area of the target second virtual key is positively correlated with the distance between the first touch point and the target second virtual key.
如图7、8、9所示的实施例是为了说明第二虚拟按键的逻辑生效区域与第一触控点的相关性,第一虚拟按键、第二虚拟按键、逻辑生效区域的形状、大小和位置并不以此为限。The embodiment shown in Figures 7, 8, and 9 is to illustrate the correlation between the logical effective area of the second virtual key and the first touch point, the shape and size of the first virtual key, the second virtual key, and the logical effective area and location are not limited to this.
在本申请的另一些可选实施例中,可以认为每个虚拟按键具有辅助触控区域,虚拟按键的辅助触控区域包括与其相邻的各个第二虚拟按键的逻辑生效区域。如图10所示,第一虚拟按键的辅助触控区域包括第一虚拟按键与第二虚拟按键相邻的区域,以及第一虚拟按键与第二虚拟按键之间的空白区域,还可以包括第二虚拟按键的部分区域,以及相邻的两个第二虚拟按键之间的空白区域。相应地,第二虚拟按键的逻辑生效区域可以包括第一虚拟按键与第二虚拟按键相邻的区域,以及第一虚拟按键与第二虚拟按键之间的空白区域,还可以包括第二虚拟按键的部分区域,以及相邻的两个第二虚拟按键之间的空白区域。在一示例中,第二虚拟按键的逻辑生效区域可以如图10所示,由切割线对第一虚拟按键的辅助触控区域切割得到,该切割线可以根据实际需求进行设置,例如,切割线可以是以第一触控点为顶点,经过两个相邻的第二虚拟按键的中心点的角的平分线,也可以是两个相连的第二虚拟按键的最短连线的中点与第一触控点的连线等。当第一触控操作触发第一虚拟按键的功能后,紧跟着的第二触控操作的触控点落入第一虚拟按键的辅助触控区域,且第二触控点与第一触控点符合预设位置关系时,根据所述第二触控点的位置确定目标第二虚拟按键,并触发目标第二虚拟按键的功能。其中,辅助触控区域的分布、大小以及形状均可以根据实际需求进行设定,可以是固定的,也可以是动态变化的。In some other optional embodiments of the present application, each virtual key may be considered to have an auxiliary touch area, and the auxiliary touch area of the virtual key includes the logic effective area of each adjacent second virtual key. As shown in Figure 10, the auxiliary touch area of the first virtual key includes the area adjacent to the first virtual key and the second virtual key, and the blank area between the first virtual key and the second virtual key, and may also include the first virtual key and the second virtual key. A partial area of the second virtual key, and a blank area between two adjacent second virtual keys. Correspondingly, the logical effective area of the second virtual key may include the area adjacent to the first virtual key and the second virtual key, and the blank area between the first virtual key and the second virtual key, and may also include the second virtual key part of the area, and the blank area between two adjacent second virtual keys. In an example, the logical effective area of the second virtual key can be obtained by cutting the auxiliary touch area of the first virtual key by a cutting line as shown in FIG. It may be the bisector of the angle between the center points of the two adjacent second virtual keys with the first touch point as the apex, or the midpoint of the shortest connecting line between the two connected second virtual keys and the first touch point. A connection of a touch point, etc. After the first touch operation triggers the function of the first virtual key, the touch point of the subsequent second touch operation falls into the auxiliary touch area of the first virtual key, and the second touch point is aligned with the first touch point. When the control point conforms to the preset position relationship, the target second virtual key is determined according to the position of the second touch point, and the function of the target second virtual key is triggered. Wherein, the distribution, size and shape of the auxiliary touch area can be set according to actual needs, and can be fixed or dynamically changed.
可以理解,当第一触控操作触发第一虚拟按键的功能后,紧跟着的第二触控操作的触控点落入第一虚拟按键的辅助触控区域时,需要进一步判断第二触控点与第一触控点是否符合预设位置关系,若是,则可以根据第二触控点的位置来确定所要触发的不同于第一虚拟按键的目标第二虚拟按键,例如,可以将第二触控点所在的逻辑生效区域对应的第二虚拟按键确定为目标第二虚拟按键。It can be understood that when the first touch operation triggers the function of the first virtual key, and the touch point of the subsequent second touch operation falls into the auxiliary touch area of the first virtual key, it is necessary to further determine whether the second touch Whether the control point and the first touch point conform to the preset positional relationship, if so, it can be determined according to the position of the second touch point to trigger the target second virtual key different from the first virtual key, for example, the second virtual key can be The second virtual key corresponding to the logical effective area where the two touch points are located is determined as the target second virtual key.
在一示例中,每个第二虚拟按键的逻辑生效区域中的任意一点到该逻辑生效区域对应的第二虚拟按键的距离,小于该点到其他第二虚拟按键的距离。以目标第二虚拟按键为例,目标第二虚拟按键的逻辑生效区域中任意一点到该目标第二虚拟按键的距离小于该点到其他第二虚拟按键(除目标第二虚拟按键外的第二虚拟按键)的距离。当第二触控点与第一触控点之间的距离大于预设距离阈值时,认为符合预设位置关系,可以确定用户想要触发不同于第一虚拟按键的其他虚拟按键的功能,此时,可以根据第二触控点的位置,从第二虚拟按键中确定目标第二虚拟按键,并触发目标第二虚拟按键的功能。具体可以是将距离第二触控点最近的第二虚拟按键确定为目标第二虚拟按键。可以理解,将距离第二触控点最近的第二虚拟按键确定为目标第二虚拟按键时,该第二触控点显然落入了目标第二虚拟按键的逻辑生效区域内,即第二触控操作是作用于目标第二虚拟按键的逻辑生效区域的操作。In an example, the distance from any point in the logical effective area of each second virtual key to the second virtual key corresponding to the logical active area is smaller than the distance from this point to other second virtual keys. Taking the target second virtual key as an example, the distance from any point in the logical effective area of the target second virtual key to the target second virtual key is smaller than the distance from this point to other second virtual keys (the second virtual key except the target second virtual key). Virtual key) distance. When the distance between the second touch point and the first touch point is greater than the preset distance threshold, it is considered that the preset position relationship is met, and it can be determined that the user wants to trigger the function of another virtual button different from the first virtual button. , the target second virtual key may be determined from the second virtual keys according to the position of the second touch point, and the function of the target second virtual key may be triggered. Specifically, the second virtual key closest to the second touch point may be determined as the target second virtual key. It can be understood that when the second virtual key closest to the second touch point is determined as the target second virtual key, the second touch point obviously falls within the logical effective area of the target second virtual key, that is, the second touch point The control operation is an operation acting on the logical effective area of the target second virtual key.
需要说明的是,第二虚拟按键的逻辑生效区域并不限于通过上述示例的方式确定,还可以由其他方式确定,包括但不限于由相关人员预先进行设定,或者根据相邻虚拟按键的形状、大小、相对位置、预设的误操作容错程度等因素进行确定等,本申请对此不作限制。It should be noted that the logical effective area of the second virtual key is not limited to be determined by the above example, but can also be determined by other means, including but not limited to pre-setting by relevant personnel, or according to the shape of adjacent virtual keys , size, relative position, preset error tolerance and other factors are determined, and this application does not limit this.
可选地,在本申请的一些实施例中,上述第二触控点与第一触控点符合预设位置关系,可以是指第二触控点与第一触控点在图形用户界面上的直线距离大于预设值。Optionally, in some embodiments of the present application, the above-mentioned second touch point and the first touch point comply with the preset positional relationship, which may refer to the fact that the second touch point and the first touch point are on the graphical user interface The straight-line distance is greater than the preset value.
其中,预设值可以根据实际需求进行设置,本申请对此不作限制。Wherein, the preset value may be set according to actual requirements, which is not limited in this application.
示例性地,如图11所示,当用户执行第一触控操作触发第一虚拟按键的功能后,紧跟着执行第二触控操作,当该第二触控操作的触控点位于目标第二虚拟按键的逻辑生效区域(条纹填充区域)时,由于该逻辑生效区域中的任意一点与第一触控点的距离均大于预设值,故第二触控点位于该逻辑生效区域时,其与第一触控点的直线距离必然大于预设值,从而判定此时用户欲触发目标第二虚拟按键的功能,因此,触发目标第二虚拟按键的功能。Exemplarily, as shown in FIG. 11 , after the user performs the first touch operation to trigger the function of the first virtual key, the second touch operation is followed immediately, and when the touch point of the second touch operation is located on the target In the logical effective area (stripe filled area) of the second virtual key, since the distance between any point in the logical effective area and the first touch point is greater than the preset value, when the second touch point is located in the logical effective area , the straight-line distance between it and the first touch point must be greater than the preset value, so it is determined that the user intends to trigger the function of the target second virtual key at this time, and therefore, trigger the function of the target second virtual key.
也就是说,在图11所示的示例中,第二触控点落入图11所示的条纹填充区域内可以触发目标第二虚拟按键的功能。That is to say, in the example shown in FIG. 11 , the second touch point falling into the stripe-filled area shown in FIG. 11 can trigger the function of the target second virtual key.
在本申请的另一些实施例中,上述第二触控点与第一触控点符合预设位置关系,可以是指第二触控点与第一触控点在图形用户界面上的横向距离大于横向预设值。In other embodiments of the present application, the above-mentioned second touch point and the first touch point comply with the preset positional relationship, which may refer to the horizontal distance between the second touch point and the first touch point on the GUI larger than the landscape default.
其中,横向预设值可以根据实际需求进行设置,本申请对此不作限制。Wherein, the horizontal preset value can be set according to actual needs, which is not limited in this application.
示例性地,如图12所示,当用户执行第一触控操作触发第一虚拟按键的功能后,紧跟着执行第二触控操作,当该第二触控操作的触控点位于目标第二虚拟按键的逻辑生效区域(条纹填充区域)时,由于该逻辑生效区域中的任意一点与第一触控点的横向距离均大于横向预设值,故第二触控点位于该逻辑生效区域时,其与第一触控点的横向距离必然大于横向预设值,从而判定此时用户欲触发目标第二虚拟按键的功能,因此,触发目标第二虚拟按键的功能。Exemplarily, as shown in FIG. 12 , after the user performs the first touch operation to trigger the function of the first virtual button, the second touch operation is performed immediately, and when the touch point of the second touch operation is located on the target In the logical effective area (stripe filled area) of the second virtual key, since the horizontal distance between any point in the logical effective area and the first touch point is greater than the horizontal preset value, the second touch point is located in the logical effective area. area, the horizontal distance between it and the first touch point must be greater than the horizontal preset value, so it is determined that the user intends to trigger the function of the target second virtual key at this time, and therefore, trigger the function of the target second virtual key.
也就是说,在图12所示的示例中,第二触控点落入图12所示的条纹填充区域内可以触发目标第二虚拟按键的功能。That is to say, in the example shown in FIG. 12 , the second touch point falling into the stripe-filled area shown in FIG. 12 can trigger the function of the target second virtual key.
进一步地,在本申请的又一些实施例中,上述第二触控点与第一触控点符合预设位置关系,可以是指第二触控点与第一触控点在图形用户界面上的纵向距离大于纵向预设值。Furthermore, in some other embodiments of the present application, the above-mentioned second touch point and the first touch point comply with the preset positional relationship, which may refer to the fact that the second touch point and the first touch point are on the graphical user interface The vertical distance is greater than the vertical preset value.
其中,纵向预设值可以根据实际需求进行设置,本申请对此不作限制。Wherein, the vertical preset value can be set according to actual needs, which is not limited in this application.
示例性地,如图13所示,当用户执行第一触控操作触发第一虚拟按键的功能后,紧跟着执行第二触控操作,当该第二触控操作的触控点位于目标第二虚拟按键的逻辑生效区域(条纹填充区域)时,由于该逻辑生效区域中的任意一点与第一触控点的纵向距离均大于纵向预设值,故第二触控点位于该逻辑生效区域时,其与第一触控点的纵向距离必然大于纵向预设值,从而判定此时用户欲触发目标第二虚拟按键的功能,因此,触发目标第二虚拟按键的功能。Exemplarily, as shown in FIG. 13 , after the user performs the first touch operation to trigger the function of the first virtual key, the second touch operation is performed immediately, and when the touch point of the second touch operation is located on the target In the logical effective area (stripe filled area) of the second virtual key, since the longitudinal distance between any point in the logical effective area and the first touch point is greater than the vertical preset value, the second touch point is located in the logical effective area. area, the vertical distance between it and the first touch point must be greater than the vertical preset value, so it is determined that the user intends to trigger the function of the target second virtual key at this time, and therefore, trigger the function of the target second virtual key.
也就是说,在图13所示的示例中,第二触控点落入图13所示的条纹填充区域内可以触发目标第二虚拟按键的功能。That is to say, in the example shown in FIG. 13 , the second touch point falling into the stripe-filled area shown in FIG. 13 can trigger the function of the target second virtual key.
可选地,当目标第二虚拟按键位于第一虚拟按键的上方或下方时,第二触控点与第一触控点符合预设位置关系,具体可以指第二触控点与第一触控点在图形用户界面上的纵向距离大于纵向预设值。当目标第二虚拟按键位于第一虚拟按键的左侧或右侧时,第二触控点与第一触控点符合预设位置关系,具体可以指第二触控点与第一触控点在图形用户界面上的横向距离大于横向预设值。Optionally, when the target second virtual key is located above or below the first virtual key, the second touch point and the first touch point conform to a preset positional relationship, which specifically refers to the second touch point and the first touch point. The vertical distance of the handle on the GUI is greater than the vertical preset value. When the target second virtual key is located on the left or right side of the first virtual key, the second touch point and the first touch point conform to the preset positional relationship, which can specifically refer to the second touch point and the first touch point The horizontal distance on the GUI is greater than the horizontal preset value.
进一步地,在本申请的一些可选实施例中,预设值、横向预设值、纵向预设值的取值可以与第一触控点和第一交点之间的距离呈正相关,其中,第一交点是指第一连线与目标第二虚拟按键的边缘的交点,第一连线是指连接第一触控点与目标第二虚拟按键的中心点的连线。Further, in some optional embodiments of the present application, the values of the preset value, the horizontal preset value, and the vertical preset value may be positively correlated with the distance between the first touch point and the first intersection point, wherein, The first intersection point refers to the intersection point between the first connection line and the edge of the target second virtual key, and the first connection line refers to the connection line connecting the first touch point and the center point of the target second virtual key.
在本实施例中,第一触控点和第一交点之间的距离越长,说明第一触控点离目标第二虚拟按键越远;第一触控点和第一交点之间的距离越短,说明第一触控点离目标第二虚拟按键越近。考虑到在用户通过第一触控操作触发第一虚拟按键后,紧接着想要触发目标第二虚拟按键时,一般会结合第一触控点与目标第二虚拟按键的距离来调整手指移动的距离。为了更准确地判定用户的操作意图,可以使预设值、横向预设值、纵向预设值与第一触控点和第一交点之间的距离呈正相关。In this embodiment, the longer the distance between the first touch point and the first intersection point, the farther the first touch point is from the target second virtual key; the distance between the first touch point and the first intersection point The shorter it is, the closer the first touch point is to the target second virtual key. Considering that after the user triggers the first virtual button through the first touch operation, and then wants to trigger the target second virtual button, the distance between the first touch point and the target second virtual button is generally used to adjust the movement of the finger. distance. In order to determine the user's operation intention more accurately, the preset value, the horizontal preset value, and the vertical preset value may be positively correlated with the distance between the first touch point and the first intersection point.
在本申请的另一些可选实施例中,预设值、横向预设值、纵向预设值的取值可以与第一触控点与第二交点之间的距离呈正相关,其中,第二交点是指第一连线与第一虚拟按键的边缘的交点,第一连线是指连接第一触控点与目标第二虚拟按键的中心点的连线。In other optional embodiments of the present application, the values of the preset value, the horizontal preset value, and the vertical preset value may be positively correlated with the distance between the first touch point and the second intersection point, wherein the second The intersection point refers to the intersection point of the first connection line and the edge of the first virtual key, and the first connection line refers to the connection line connecting the first touch point and the center point of the target second virtual key.
在本实施例中,第一触控点和第二交点之间的距离越长,说明第一触控点离第一虚拟按键中靠近目标第二虚拟按键的边缘越远;第一触控点和第二交点之间的距离越短,说明第一触控点离第一虚拟按键中靠近目标第二虚拟按键的边缘越近。考虑到在用户通过第一触控操作触发第一虚拟按键后,紧接着想要触发目标第二虚拟按键时,会结合第一触控点与第一虚拟按键中靠近目标第二虚拟按键的边缘的距离来调整手指移动的距离。为了更准确地判定用户的操作意图,可以使预设值、横向预设值、纵向预设值与第一触控点和第二交点之间的距离呈正相关。In this embodiment, the longer the distance between the first touch point and the second intersection point, the farther the first touch point is from the edge of the first virtual key close to the target second virtual key; the first touch point The shorter the distance to the second intersection point, the closer the first touch point is to the edge of the first virtual key close to the target second virtual key. Considering that after the user triggers the first virtual key through the first touch operation, and immediately wants to trigger the target second virtual key, the first touch point will be combined with the edge of the first virtual key close to the target second virtual key to adjust the distance of finger movement. In order to determine the user's operation intention more accurately, the preset value, the horizontal preset value, and the vertical preset value may be positively correlated with the distance between the first touch point and the second intersection point.
进一步地,考虑到第一触控操作中与触控显示屏接触时的起点和离开触控显示屏时的终点可能不同,例如,当第一触控操作为滑动操作(包括玩家有意或无意所进行的滑动操作)时,第一触控操作的起点与终点一般不同。而第二触控操作的操作点一般与第一触控操作的终点(即第一触控操作结束时的触控点)相关,因此,在本申请的一些可选实施例中,第一触控点为第一触控操作结束时的触控点。Further, considering that the starting point when the first touch operation is in contact with the touch display screen may be different from the end point when leaving the touch display screen, for example, when the first touch operation is a sliding operation (including whether the player intentionally or unintentionally When performing a sliding operation), the start point and end point of the first touch operation are generally different. The operation point of the second touch operation is generally related to the end point of the first touch operation (ie, the touch point at the end of the first touch operation). Therefore, in some optional embodiments of the present application, the first touch The handle point is the touch point when the first touch operation ends.
同样地,考虑到第二触控操作中与触控显示屏接触时的起点和离开触控显示屏时的终点可能不同,例如,当第二触控操作为滑动操作(包括玩家有意或无意所进行的滑动操作)时,第二触控操作的起点与终点一般不同。而判断玩家进行第二触控操作真正想触发的目标第二虚拟按键需要在第二触控操作时开始就进行,因此,在本申请的一些可选实施例中,第二触控点为第二触控操作开始时的触控点。Similarly, considering that the starting point when the second touch operation is in contact with the touch display screen may be different from the end point when leaving the touch display screen, for example, when the second touch operation is a sliding operation (including whether the player intentionally or unintentionally When performing a sliding operation), the start point and end point of the second touch operation are generally different. And judging the target second virtual button that the player really wants to trigger when performing the second touch operation needs to be performed at the beginning of the second touch operation. Therefore, in some optional embodiments of the present application, the second touch point is the second touch point. The touch point when the second touch operation starts.
进一步地,考虑到上述目标第二虚拟按键的逻辑生效区域包括第一虚拟按键中与目标第二虚拟按键相邻的区域,触发目标第二虚拟按键的功能的第二触控点可能位于第一虚拟按键中。为了确保正确触发目标第二虚拟按键的功能,在本申请的一些可选实施例中,上述响应于对目标第二虚拟按键的逻辑生效区域的第二触控操作,触发目标第二虚拟按键的功能,还可以包括:若第二触控点位于第一虚拟按键内,则屏蔽第一虚拟按键的功能。所述屏蔽第二虚拟按键的功能是指,本次第二触控操作不触发第一虚拟按键的功能。Further, considering that the logical effective area of the target second virtual key includes the area adjacent to the target second virtual key in the first virtual key, the second touch point that triggers the function of the target second virtual key may be located in the first virtual key. virtual key. In order to ensure that the function of the target second virtual key is correctly triggered, in some optional embodiments of the present application, in response to the second touch operation on the logical effective area of the target second virtual key, triggering the function of the target second virtual key The function may also include: if the second touch point is located in the first virtual key, shielding the function of the first virtual key. The function of shielding the second virtual key refers to that the second touch operation does not trigger the function of the first virtual key.
可选地,在一些其他实施例中,上述响应于对目标第二虚拟按键的逻辑生效区域的第二触控操作,触发目标第二虚拟按键的功能,还可以包括:若第二触控点位于第一虚拟按键内,且第一虚拟按键与目标第二虚拟按键的功能不冲突时,则同时触发第一虚拟按键和目标第二虚拟按键的功能。其中,两个虚拟按键是否存在冲突,可以由相关人员提前设置好。Optionally, in some other embodiments, the above-mentioned function of triggering the target second virtual key in response to the second touch operation on the logical effective area of the target second virtual key may also include: if the second touch point If it is located in the first virtual key and the functions of the first virtual key and the target second virtual key do not conflict, the functions of the first virtual key and the target second virtual key are triggered simultaneously. Among them, whether there is a conflict between the two virtual keys can be set in advance by relevant personnel.
示例性地,可以通过冲突列表记录相互冲突的两个虚拟按键,当响应于对目标第二虚拟按键的逻辑生效区域的第二触控操作,触发目标第二虚拟按键的功能时,若第二触控点位于第一虚拟按键内,可以通过查找冲突列表判断第一虚拟按键与目标第二虚拟按键的功能是否存在冲突,若存在冲突,则屏幕第一虚拟按键的功能,仅触发目标第二虚拟按键的功能;若不存在冲突,则同时触发第一虚拟按键的功能和目标第二虚拟按键的功能。Exemplarily, two conflicting virtual keys may be recorded through the conflict list. When the function of the target second virtual key is triggered in response to the second touch operation on the logic effective area of the target second virtual key, The touch point is located in the first virtual button. You can check whether the functions of the first virtual button and the target second virtual button conflict by searching the conflict list. If there is a conflict, the function of the first virtual button on the screen will only trigger the target second virtual button. The function of the virtual key; if there is no conflict, the function of the first virtual key and the function of the target second virtual key are triggered at the same time.
需要说明的是,在本申请的一些可选实施例中,可以在应用程序的设置页面增加按键误触辅助功能的开关控件,该按键误触辅助功能用于实现在用户没有精准点击所想要触发的虚拟按键的情况下,仍然可以触发所想要触发的虚拟按键。用户可以通过该开关控件选择是否开启按键误触辅助功能。如图14所示,可以在应用程序的设置页面设置按键误触辅助功能的开关控件,当该开关控件处于打开状态时,则可以执行上述响应于对所述第一虚拟按键的第一触控操作,触发所述第一虚拟按键的功能;响应于对目标第二虚拟按键的逻辑生效区域的第二触控操作,触发所述目标第二虚拟按键的功能等步骤;当该开关控件处于关闭状态时,则不执行上述步骤,即当该开关控件处于关闭状态时,用户需要精准点击所想要触发的虚拟按键,才能够触发相应的虚拟按键的功能。It should be noted that, in some optional embodiments of the present application, a switch control for the false key touch assist function can be added on the setting page of the application program, and the key false touch assist function is used to realize the In the case of a virtual key that is triggered, the desired virtual key can still be triggered. The user can choose whether to enable the false button touch assist function through the switch control. As shown in Figure 14, the switch control of the auxiliary function of false key touch can be set on the setting page of the application program. When the switch control is in the open state, the above-mentioned response to the first touch of the first virtual key Operation, triggering the function of the first virtual key; in response to the second touch operation on the logic effective area of the target second virtual key, triggering the function of the target second virtual key and other steps; when the switch control is off state, the above steps are not performed, that is, when the switch control is in the off state, the user needs to precisely click the desired virtual key to trigger the function of the corresponding virtual key.
进一步地,在本申请的一些可选实施例中,在上述步骤102之后,还可以包括:Further, in some optional embodiments of the present application, after the above step 102, it may also include:
响应于对任意一个虚拟按键的第三触控操作,根据第三触控点所作用的虚拟按键触发相应的功能,所述第三触控操作紧跟所述第二触控操作,所述第三触控点为所述第三触控操作的触控点。In response to a third touch operation on any one of the virtual keys, a corresponding function is triggered according to the virtual key acted on by the third touch point, the third touch operation follows the second touch operation, and the first touch operation The three touch points are the touch points of the third touch operation.
在本实施例中,在用户执行第二触控点没有准确作用于目标第二虚拟按键的第二触控操作,并触发了目标第二虚拟按键的功能之后,紧跟着执行第三触控操作时,根据第三触控操作的触控点所作用的虚拟按键来确定第三触控操作所要触发的功能。也就是说,本实施例不能连续通过辅助触控的方式来触发虚拟按键的功能,可以确保触发虚拟按键的功能的触控点与该虚拟按键的偏离程度可以得到有效控制。In this embodiment, after the user performs the second touch operation in which the second touch point does not accurately act on the target second virtual key and triggers the function of the target second virtual key, the third touch During operation, the function to be triggered by the third touch operation is determined according to the virtual key acted on by the touch point of the third touch operation. That is to say, in this embodiment, the function of the virtual key cannot be continuously triggered by assisted touch, and the degree of deviation between the touch point that triggers the function of the virtual key and the virtual key can be effectively controlled.
可以理解,若第二触控操作准确作用于目标第二虚拟按键,并触发目标第二虚拟按键的功能时,可以将该第一触控操作更新为该准确作用于目标第二虚拟按键的第二触控操作,将第一虚拟按键更新为该目标第二虚拟按键,并继续执行上述步骤102。It can be understood that if the second touch operation accurately acts on the target second virtual key and triggers the function of the target second virtual key, the first touch operation can be updated to the first touch operation that accurately acts on the target second virtual key. Two touch operations, update the first virtual key to the target second virtual key, and continue to execute the above step 102 .
需要说明的是,在其他实施例中,当第二触控操作的触控点没有准确作用于目标第二虚拟按键,并触发了目标第二虚拟按键的功能之后,还可以根据第二触控点与目标第二虚拟按键的距离,判断是否可以将第一触控操作更新为该没有准确作用于目标第二虚拟按键的第二触控操作,以及将第一虚拟按键更新为该目标第二虚拟按键。例如,当第二触控点与目标第二虚拟按键的距离小于预设距离时,将第一触控操作更新为该没有准确作用于目标第二虚拟按键的第二触控操作,将第一虚拟按键更新为该目标第二虚拟按键,并继续执行上述步骤102。It should be noted that, in other embodiments, when the touch point of the second touch operation does not accurately act on the target second virtual key and triggers the function of the target second virtual key, the The distance between the point and the target second virtual key, determine whether the first touch operation can be updated to the second touch operation that does not accurately act on the target second virtual key, and update the first virtual key to the target second Virtual Key. For example, when the distance between the second touch point and the target second virtual key is less than the preset distance, the first touch operation is updated to the second touch operation that does not accurately act on the target second virtual key, and the first touch operation is updated to the target second virtual key. The virtual key is updated to the target second virtual key, and the above step 102 is continued.
还需要说明的是,在一个游戏应用中,可以采用同一个种游戏交互方法实现按键误触辅助功能,也可以采用多种游戏交互方法(如上文提供的多个不同示例的游戏交互方法)实现按键误触辅助功能。例如,对于不同的虚拟按键可以采用不同的游戏交互方法,或者,对于触控显示屏中不同区域的虚拟按键可以采用不同的游戏交互方法。It should also be noted that, in a game application, the same game interaction method can be used to realize the assistant function of false button touches, or a variety of game interaction methods (such as the game interaction methods of multiple different examples provided above) can be used to realize the function. Key mistouch assist function. For example, different game interaction methods may be used for different virtual keys, or different game interaction methods may be used for virtual keys in different areas of the touch display screen.
为了方便本领域技术人员理解本方案,下面将以图2所示的竞速游戏场景为例对本申请的游戏交互方法进行示例性地描述。In order to make it easier for those skilled in the art to understand the solution, the following will exemplarily describe the game interaction method of the present application by taking the racing game scene shown in FIG. 2 as an example.
在图2所示的界面中,包括由用户控制的虚拟车辆以及用于控制虚拟车辆的左方向按键、右方向按键,油门按键、脚刹按键以及手刹按键,其中,左、右方向按键位于屏幕中线的左侧,油门按键、脚刹按键以及手刹按键位于屏幕中线的右侧,考虑到屏幕中线左右两边的触点逻辑互干扰,可以将屏幕中线右侧的按键按照如图15所示的虚拟按键的游戏交互方式(即第一处理方式)进行处理,将屏幕中线左侧的按键按照如图16所示的虚拟按键的游戏交互方式(即第二处理方式)进行处理。下面将分别对第一处理方式和第二处理方式进行示例性介绍。In the interface shown in Figure 2, it includes the virtual vehicle controlled by the user and the left and right direction buttons for controlling the virtual vehicle, the accelerator button, the foot brake button and the handbrake button, wherein the left and right direction buttons are located on the screen. On the left side of the center line, the accelerator button, foot brake button, and handbrake button are located on the right side of the screen center line. Considering that the contact logic on the left and right sides of the screen center line interferes with each other, the buttons on the right side of the screen center line can be set as shown in Figure 15. The buttons are processed in the game interaction mode (ie, the first processing mode), and the keys on the left side of the center line of the screen are processed in accordance with the game interaction mode of the virtual buttons (ie, the second processing mode) as shown in FIG. 16 . The first processing manner and the second processing manner will be respectively described as examples below.
第一处理方式First treatment
当用户的手指触控油门按键后,可以确定用户的手指离开油门按键时的位置,记为第一触控点,此时,将以第一触控点为中心的600像素范围内的区域确定为油门按键的辅助触控区域,如图15所示的圆形区域。并且根据脚刹按键在油门按键的左侧、手刹按键在油门按键的上方的位置信息,采用夹角为±45度的两条斜线,将辅助触控区域划分为上、下、左、右四个辅助触控子区域,并且,上辅助触控子区域对应手刹按键,左辅助触控子区域对应脚刹按键,即手刹按键的逻辑生效区域为上辅助触控子区域(如图15中左斜条纹填充区域),脚刹按键的逻辑生效区域为左辅助触控子区域(如图15中右斜条纹填充区域)。下辅助触控子区域和右辅助触控子区域由于没有对应的第二虚拟按键,故没有对应的逻辑生效区域。When the user's finger touches the accelerator button, the position when the user's finger leaves the accelerator button can be determined, which is recorded as the first touch point. At this time, the area within the range of 600 pixels centered on the first touch point is determined It is the auxiliary touch area of the throttle button, the circular area shown in Figure 15. And according to the position information of the foot brake button on the left side of the accelerator button and the handbrake button above the accelerator button, two oblique lines with an angle of ±45 degrees are used to divide the auxiliary touch area into up, down, left and right Four auxiliary touch sub-areas, and the upper auxiliary touch sub-area corresponds to the handbrake button, and the left auxiliary touch sub-area corresponds to the foot brake button, that is, the logic effective area of the handbrake button is the upper auxiliary touch sub-area (as shown in Figure 15 The area filled with left oblique stripes), the logical effective area of the foot brake button is the left auxiliary touch sub-area (as shown in the area filled with right oblique stripes in Figure 15). Since the lower auxiliary touch sub-area and the right auxiliary touch sub-area do not have corresponding second virtual keys, they do not have corresponding logic effective areas.
如图15,在用户的手指离开油门按键后,若用户想要触发脚刹按键,则会将手指往左移,若用户想要触发手刹按键,则会将手指往上移。当用户的手指再次与屏幕接触时的触控点(记为第二触控点)位于左辅助触控子区域内,且与第一触控点的距离大于或等于100像素时,即使玩家手指未实际点击脚刹按键,但通过第二触控点与第一触控点之间的位置关系,可以确定玩家想要点击脚刹的意图,因此触发脚刹按键的功能,控制虚拟车辆执行脚刹的相应动作。As shown in Figure 15, after the user's finger leaves the accelerator button, if the user wants to trigger the foot brake button, the finger will move to the left; if the user wants to trigger the handbrake button, the finger will move up. When the touch point (referred to as the second touch point) when the user's finger touches the screen again is located in the left auxiliary touch sub-area, and the distance from the first touch point is greater than or equal to 100 pixels, even if the player's finger The foot brake button is not actually clicked, but the positional relationship between the second touch point and the first touch point can determine the player's intention to click the foot brake, so the function of the foot brake button is triggered to control the virtual vehicle to execute the foot brake. The corresponding action of the brake.
同理,当第二触控点位于上辅助触控子区域内,且与第一触控点的距离大于或等于100像素时,即使玩家手指未实际点击手刹按键,但通过第二触控点与第一触控点之间的位置关系,可以确定玩家想要点击手刹的意图,因此触发手刹按键的功能,控制虚拟车辆执行手刹的相应动作。Similarly, when the second touch point is located in the upper auxiliary touch sub-area and the distance from the first touch point is greater than or equal to 100 pixels, even if the player's finger does not actually click the handbrake button, the second touch point The positional relationship with the first touch point can determine the player's intention to click the handbrake, so the function of the handbrake button is triggered to control the virtual vehicle to perform the corresponding action of the handbrake.
第二处理方式Second treatment
当用户的手指触控任意一个方向按键(为了方便描述,将该任意一个方向按键记为方向按键1)后,可以确定用户的手指离开方向按键1时的位置,记为第一触控点;在本示例中,左方向按键和右方向按键的辅助触控区域是相同的,该辅助触控区域为矩形,矩形的中心是左、右方向按键的中心,如左方向按键的中心与右方向按键的中心的连线的中点,该辅助触控区域的高等于左、右方向按键的最高坐标与最低坐标的差值,该辅助触控区域的左边界为左方向按键的最左坐标往左移68个像素,该辅助触控区域的右边界为右方向按键的最右坐标往右移68个像素,如图16所示。When the user's finger touches any direction button (for convenience of description, this arbitrary direction button is marked as direction button 1), the position when the user's finger leaves the direction button 1 can be determined, which is recorded as the first touch point; In this example, the auxiliary touch area of the left direction key and the right direction key are the same. The auxiliary touch area is a rectangle, and the center of the rectangle is the center of the left and right direction keys. The middle point of the line connecting the center of the button, the height of the auxiliary touch area is equal to the difference between the highest coordinate and the lowest coordinate of the left and right direction buttons, and the left boundary of the auxiliary touch area is the leftmost coordinate of the left direction button towards Move 68 pixels to the left, the right boundary of the auxiliary touch area is the rightmost coordinate of the right direction button and move 68 pixels to the right, as shown in Figure 16 .
根据与方向按键1相邻的第二虚拟按键的位置信息、以及第一触控点的位置信息,将方向按键1的辅助触控区域划分为位于第一触控点左侧的左辅助触控子区域和位于第一触控点右侧的右辅助触控子区域。当方向按键1为左方向按键时,即左方向按键为第一虚拟按键时,右方向按键为第二虚拟按键;右辅助触控子区域对应右方向按键,即右方向按键的逻辑生效区域为右辅助触控子区域(如图16所示的条纹填充区域);相应地,当方向按键1为右方向按键时,即右方向按键为第一虚拟按键时,左方向按键为第二虚拟按键,左辅助触控子区域对应左方向按键,即左方向按键的逻辑生效区域为左辅助触控子区域。According to the position information of the second virtual key adjacent to the direction key 1 and the position information of the first touch point, the auxiliary touch area of the direction key 1 is divided into the left auxiliary touch area located on the left side of the first touch point sub-area and the right auxiliary touch sub-area located to the right of the first touch point. When the direction key 1 is the left direction key, that is, when the left direction key is the first virtual key, the right direction key is the second virtual key; the right auxiliary touch sub-area corresponds to the right direction key, that is, the logical effective area of the right direction key is The right auxiliary touch sub-area (the stripe-filled area shown in Figure 16); correspondingly, when the direction key 1 is the right direction key, that is, when the right direction key is the first virtual key, the left direction key is the second virtual key , the left auxiliary touch sub-area corresponds to the left direction key, that is, the logical effective area of the left direction key is the left auxiliary touch sub-area.
在用户的手指离开方向按键1后,若用户想要触发该方向按键1外的另一个方向按键时,会向该方向按键1相反的方向移动;例如,若该方向按键1是左方向按键,当用户想要触发右方向按键时,则会将手指往右移;若该方向按键1是右方向按键,当用户想要触发左方向按键,则会将手指往左移。如图16所示,以方向按键1是左方向按键为例,当用户的手指再次与屏幕接触时的触控点(记为第二触控点)位于右辅助触控子区域(即右方向按键的逻辑生效区域)内,且与第一触控点的距离大于或等于300像素时,即使玩家手指未实际点击右方向按键,但通过第二触控点与第一触控点之间的位置关系,可以确定玩家想要点击右方向按键的意图,因此触发右方向按键的功能,控制虚拟车辆执行右方向按键的相应动作。After the user's finger leaves the direction button 1, if the user wants to trigger another direction button other than the direction button 1, it will move in the direction opposite to the direction button 1; for example, if the direction button 1 is a left direction button, When the user wants to trigger the right direction key, the finger will be moved to the right; if the direction key 1 is a right direction key, when the user wants to trigger the left direction key, the finger will be moved to the left. As shown in Figure 16, taking direction key 1 as a left direction key as an example, when the user's finger touches the screen again, the touch point (denoted as the second touch point) is located in the right auxiliary touch sub-area (that is, the right direction When the distance between the second touch point and the first touch point is greater than or equal to 300 pixels, even if the player's finger does not actually click the right direction button, the touch point between the second touch point and the first touch point The positional relationship can determine the player's intention to click the right button, so the function of the right button is triggered, and the virtual vehicle is controlled to perform the corresponding action of the right button.
同理,当方向按键1是右方向按键,第二触控点位于左辅助触控子区域(即左方向按键的逻辑生效区域)内,且与第一触控点的距离大于或等于300像素时,即使玩家手指未实际点击左方向按键,但通过第二触控点的方向和与第一触控点之间的距离,可以确定玩家想要点击左方向按键的意图,因此触发左方向按键的功能,控制虚拟车辆执行左方向按键的相应动作。Similarly, when direction key 1 is a right direction key, the second touch point is located in the left auxiliary touch sub-area (that is, the logical effective area of the left direction key), and the distance from the first touch point is greater than or equal to 300 pixels , even if the player’s finger does not actually click the left button, the direction of the second touch point and the distance from the first touch point can determine the player’s intention to click the left button, so the left button is triggered function to control the virtual vehicle to perform the corresponding action of the left direction button.
需要说明的是,对于方法实施例,为了简单描述,故将其都表述为一系列的动作组合,但是本领域技术人员应该知悉,本申请实施例并不受所描述的动作顺序的限制,因为依据本申请实施例,某些步骤可以采用其他顺序或者同时进行。其次,本领域技术人员也应该知悉,说明书中所描述的实施例均属于优选实施例,所涉及的动作并不一定是本申请实施例所必须的。It should be noted that, for the method embodiment, for the sake of simple description, it is expressed as a series of action combinations, but those skilled in the art should know that the embodiment of the present application is not limited by the described action sequence, because According to the embodiment of the present application, certain steps may be performed in other orders or simultaneously. Secondly, those skilled in the art should also know that the embodiments described in the specification belong to preferred embodiments, and the actions involved are not necessarily required by the embodiments of the present application.
参照图17,示出了本申请的一种游戏交互装置实施例的结构框图,与上述游戏交互方法实施例相对应,本申请实施例中的游戏交互装置可以包括如下模块:Referring to FIG. 17 , it shows a structural block diagram of an embodiment of a game interaction device of the present application. Corresponding to the above-mentioned embodiment of the game interaction method, the game interaction device in the embodiment of the present application may include the following modules:
第一触发模块1701,用于响应于对所述第一虚拟按键的第一触控操作,触发所述第一虚拟按键的功能;A first triggering module 1701, configured to trigger a function of the first virtual key in response to a first touch operation on the first virtual key;
第二触发模块1702,用于响应于对目标第二虚拟按键的逻辑生效区域的第二触控操作,触发所述目标第二虚拟按键的功能,其中,所述逻辑生效区域包括所述第一虚拟按键中与所述目标第二虚拟按键相邻的区域,所述第二触控操作紧跟所述第一触控操作,第二触控点与第一触控点符合预设位置关系,所述第一触控点为所述第一触控操作的触控点,所述第二触控点为所述第二触控操作的触控点。The second triggering module 1702 is configured to trigger the function of the target second virtual key in response to a second touch operation on the logical effective area of the target second virtual key, wherein the logical effective area includes the first In the area of the virtual key adjacent to the target second virtual key, the second touch operation follows the first touch operation, and the second touch point and the first touch point conform to a preset positional relationship, The first touch point is a touch point of the first touch operation, and the second touch point is a touch point of the second touch operation.
在本申请的一些可选实施例中,所述逻辑生效区域还包括所述第一虚拟按键与所述目标第二虚拟按键之间的空白区域。In some optional embodiments of the present application, the logic valid area further includes a blank area between the first virtual key and the target second virtual key.
在本申请的一些可选实施例中,所述目标第二虚拟按键的逻辑生效区域的分布与所述第一触控点的位置相关;所述第一虚拟按键中位于所述目标第二虚拟按键的逻辑生效区域内的面积、与所述第一触控点和所述目标第二虚拟按键之间的距离呈正相关,和/或,所述第一虚拟按键与所述目标第二虚拟按键之间的空白区域中位于所述目标第二虚拟按键的逻辑生效区域内的面积、与所述第一触控点和所述目标第二虚拟按键之间的距离呈负相关。In some optional embodiments of the present application, the distribution of the logical effective area of the target second virtual key is related to the position of the first touch point; The area within the logical effective area of the key is positively correlated with the distance between the first touch point and the target second virtual key, and/or, the first virtual key and the target second virtual key The area within the logical effective area of the target second virtual key in the blank area therebetween is negatively correlated with the distance between the first touch point and the target second virtual key.
在本申请的一些可选实施例中,所述逻辑生效区域中任意一点到所述目标第二虚拟按键的距离小于该点到其他第二虚拟按键的距离。In some optional embodiments of the present application, the distance from any point in the logical effective area to the target second virtual key is smaller than the distance from this point to other second virtual keys.
在本申请的一些可选实施例中,所述第二触控点与第一触控点符合预设位置关系,可以包括:所述第二触控点与所述第一触控点在图形用户界面上的直线距离大于预设值。In some optional embodiments of the present application, the second touch point and the first touch point conform to a preset positional relationship, which may include: the second touch point and the first touch point are in a graphic The straight-line distance on the user interface is greater than the preset value.
在本申请的一些可选实施例中,所述第二触控点与第一触控点符合预设位置关系,可以包括:所述第二触控点与所述第一触控点在图形用户界面上的横向距离大于横向预设值。In some optional embodiments of the present application, the second touch point and the first touch point conform to a preset positional relationship, which may include: the second touch point and the first touch point are in a graphic The horizontal distance on the user interface is greater than the horizontal preset value.
在本申请的一些可选实施例中,所述第二触控点与第一触控点符合预设位置关系,可以包括:所述第二触控点与所述第一触控点在图形用户界面上的纵向距离大于纵向预设值。In some optional embodiments of the present application, the second touch point and the first touch point conform to a preset positional relationship, which may include: the second touch point and the first touch point are in a graphic The vertical distance on the user interface is greater than the vertical preset value.
在本申请的一些可选实施例中,所述第一触控点为所述第一触控操作结束时的触控点。In some optional embodiments of the present application, the first touch point is a touch point at the end of the first touch operation.
在本申请的一些可选实施例中,所述第二触发模块1702还可以包括:In some optional embodiments of the present application, the second trigger module 1702 may further include:
屏蔽子模块,用于若所述第二触控点位于所述第一虚拟按键内,则屏蔽所述第一虚拟按键的功能。The shielding submodule is configured to shield the function of the first virtual key if the second touch point is located in the first virtual key.
在本申请的一些可选实施例中,所述装置还可以包括:In some optional embodiments of the present application, the device may also include:
第三触发模块,用于响应于对任意一个虚拟按键的第三触控操作,根据第三触控点所作用的虚拟按键触发相应的功能,所述第三触控操作紧跟所述第二触控操作,所述第三触控点为所述第三触控操作的触控点。The third triggering module is configured to respond to a third touch operation on any one of the virtual keys, triggering a corresponding function according to the virtual key acted on by the third touch point, the third touch operation following the second Touch operation, the third touch point is a touch point of the third touch operation.
对于装置实施例而言,由于其与方法实施例基本相似,所以描述的比较简单,相关之处参见方法实施例的部分说明即可。As for the device embodiment, since it is basically similar to the method embodiment, the description is relatively simple, and for related parts, please refer to the part of the description of the method embodiment.
本申请实施例还公开了电子设备,包括处理器、存储器及存储在所述存储器上并能够在所述处理器上运行的计算机程序,所述计算机程序被所述处理器执行时实现如上所述的游戏交互方法的步骤。The embodiment of the present application also discloses electronic equipment, including a processor, a memory, and a computer program stored on the memory and capable of running on the processor. When the computer program is executed by the processor, the above-mentioned The steps of the game interaction method.
本申请实施例还公开了计算机可读存储介质,所述计算机可读存储介质上存储计算机程序,所述计算机程序被处理器执行时实现如上所述的游戏交互方法的步骤。The embodiment of the present application also discloses a computer-readable storage medium, where a computer program is stored on the computer-readable storage medium, and when the computer program is executed by a processor, the steps of the above-mentioned game interaction method are realized.
本说明书中的各个实施例均采用递进的方式描述,每个实施例重点说明的都是与其他实施例的不同之处,各个实施例之间相同相似的部分互相参见即可。Each embodiment in this specification is described in a progressive manner, each embodiment focuses on the difference from other embodiments, and the same and similar parts of each embodiment can be referred to each other.
本领域内的技术人员应明白,本申请实施例的实施例可提供为方法、装置、或计算机程序产品。因此,本申请实施例可采用完全硬件实施例、完全软件实施例、或结合软件和硬件方面的实施例的形式。而且,本申请实施例可采用在一个或多个其中包含有计算机可用程序代码的计算机可用存储介质(包括但不限于磁盘存储器、CD-ROM、光学存储器等)上实施的计算机程序产品的形式。Those skilled in the art should understand that the embodiments of the embodiments of the present application may be provided as methods, devices, or computer program products. Therefore, the embodiment of the present application may take the form of an entirely hardware embodiment, an entirely software embodiment, or an embodiment combining software and hardware aspects. Furthermore, embodiments of the present application may take the form of a computer program product embodied on one or more computer-usable storage media (including but not limited to disk storage, CD-ROM, optical storage, etc.) having computer-usable program code embodied therein.
本申请实施例是参照根据本申请实施例的方法、终端设备(系统)、和计算机程序产品的流程图和/或方框图来描述的。应理解可由计算机程序指令实现流程图和/或方框图中的每一流程和/或方框、以及流程图和/或方框图中的流程和/或方框的结合。可提供这些计算机程序指令到通用计算机、专用计算机、嵌入式处理机或其他可编程数据处理终端设备的处理器以产生一个机器,使得通过计算机或其他可编程数据处理终端设备的处理器执行的指令产生用于实现在流程图一个流程或多个流程和/或方框图一个方框或多个方框中指定的功能的装置。Embodiments of the present application are described with reference to flowcharts and/or block diagrams of methods, terminal devices (systems), and computer program products according to the embodiments of the present application. It should be understood that each procedure and/or block in the flowchart and/or block diagram, and a combination of procedures and/or blocks in the flowchart and/or block diagram can be realized by computer program instructions. These computer program instructions may be provided to a general purpose computer, special purpose computer, embedded processor or processor of other programmable data processing terminal equipment to produce a machine such that instructions executed by the computer or processor of other programmable data processing terminal equipment Produce means for realizing the functions specified in one or more procedures of the flowchart and/or one or more blocks of the block diagram.
这些计算机程序指令也可存储在能引导计算机或其他可编程数据处理终端设备以特定方式工作的计算机可读存储器中,使得存储在该计算机可读存储器中的指令产生包括指令装置的制造品,该指令装置实现在流程图一个流程或多个流程和/或方框图一个方框或多个方框中指定的功能。These computer program instructions may also be stored in a computer-readable memory capable of directing a computer or other programmable data processing terminal to operate in a specific manner, such that the instructions stored in the computer-readable memory produce an article of manufacture comprising instruction means, the The instruction means implements the functions specified in one or more procedures of the flowchart and/or one or more blocks of the block diagram.
这些计算机程序指令也可装载到计算机或其他可编程数据处理终端设备上,使得在计算机或其他可编程终端设备上执行一系列操作步骤以产生计算机实现的处理,从而在计算机或其他可编程终端设备上执行的指令提供用于实现在流程图一个流程或多个流程和/或方框图一个方框或多个方框中指定的功能的步骤。These computer program instructions can also be loaded into a computer or other programmable data processing terminal equipment, so that a series of operational steps are performed on the computer or other programmable terminal equipment to produce computer-implemented processing, thereby The instructions executed above provide steps for implementing the functions specified in one or more procedures of the flowchart and/or one or more blocks of the block diagram.
本申请实施例中提出的所有获取信息的动作都是在遵照所在地国家相应的数据保护法规政策的前提下,并获得由相应装置所有者给予授权的情况下进行的。All information acquisition actions proposed in the embodiments of this application are carried out under the premise of complying with the corresponding data protection laws and policies of the country where the location is located, and with the authorization given by the corresponding device owner.
尽管已描述了本申请实施例的优选实施例,但本领域内的技术人员一旦得知了基本创造性概念,则可对这些实施例做出另外的变更和修改。所以,所附权利要求意欲解释为包括优选实施例以及落入本申请实施例范围的所有变更和修改。While the preferred embodiments of the embodiments of the present application have been described, additional changes and modifications can be made to these embodiments by those skilled in the art once the basic inventive concept is understood. Therefore, the appended claims are intended to be interpreted to cover the preferred embodiment and all changes and modifications that fall within the scope of the embodiments of the application.
最后,还需要说明的是,在本文中,诸如第一和第二等之类的关系术语仅仅用来将一个实体或者操作与另一个实体或操作区分开来,而不一定要求或者暗示这些实体或操作之间存在任何这种实际的关系或者顺序。在本文中,诸如一示例、另一示例、示例性地等术语用于引出对应步骤或特征中的其中一种实现方式,不同步骤或特征中采用一示例、另一示例、示例性地等同一术语引出的实现方式并不一定属于同一个实施例,包括但不限于交叉组合形成新的实施例;而且,术语“包括”、“包含”或者其任何其他变体意在涵盖非排他性的包含,从而使得包括一系列要素的过程、方法、物品或者终端设备不仅包括那些要素,而且还包括没有明确列出的其他要素,或者是还包括为这种过程、方法、物品或者终端设备所固有的要素。在没有更多限制的情况下,由语句“包括一个……”限定的要素,并不排除在包括所述要素的过程、方法、物品或者终端设备中还存在另外的相同要素。Finally, it should also be noted that in this text, relational terms such as first and second etc. are only used to distinguish one entity or operation from another, and do not necessarily require or imply that these entities or operations, any such actual relationship or order exists. In this article, terms such as an example, another example, exemplary, etc. are used to introduce one of the implementations of the corresponding steps or features, and different steps or features adopt the same example, another example, exemplary, etc. The implementations introduced by the terms do not necessarily belong to the same embodiment, including but not limited to cross-combination to form new embodiments; moreover, the terms "comprising", "comprising" or any other variant thereof are intended to cover non-exclusive inclusion, such that a process, method, article or end-equipment comprising a set of elements includes not only those elements but also other elements not expressly listed or which are inherent in such a process, method, article or end-equipment . Without further limitations, an element defined by the phrase "comprising a ..." does not exclude the presence of additional identical elements in the process, method, article or terminal device comprising said element.
以上对本申请所提供的一种游戏交互方法及装置、电子设备、存储介质,进行了详细介绍,本文中应用了具体个例对本申请的原理及实施方式进行了阐述,以上实施例的说明只是用于帮助理解本申请的方法及其核心思想;同时,对于本领域的一般技术人员,依据本申请的思想,在具体实施方式及应用范围上均会有改变之处,综上所述,本说明书内容不应理解为对本申请的限制。A game interaction method and device, electronic equipment, and storage medium provided by this application have been introduced in detail above. In this paper, specific examples are used to illustrate the principle and implementation of this application. The description of the above embodiments is only used To help understand the method and its core idea of this application; at the same time, for those of ordinary skill in the art, according to the idea of this application, there will be changes in the specific implementation and application scope. In summary, this specification The content should not be construed as a limitation of the application.
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| PCT/CN2024/097351 WO2024260254A1 (en) | 2023-06-19 | 2024-06-04 | Game interaction method and apparatus, electronic device, and storage medium |
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