Game interaction control method and device and electronic equipment

By providing an object display area in the game's graphical user interface, displaying a larger-sized target object image, the problem of low accuracy in targeting the wrong target in the game is solved, and the game interaction experience and game performance are improved.

CN119565128APending Publication Date: 2025-03-07NETEASE (HANGZHOU) NETWORK CO LTD
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Patent Information

Application Number
CN202411433262.7
Authority / Receiving Office
CN · China
Patent Type
Applications(China)
Current Assignee / Owner
Filing Date
2024-10-14
Publication Date
2025-03-07

AI Technical Summary

Technical Problem

In game games, especially when there are many characters, dense distribution or similar appearance, players may aim at the wrong target character, resulting in a low accuracy of targeting targets, affecting the game interactive experience and game performance.

Method used

By providing an object display area in the graphical user interface, an object image containing the target object is displayed, the object display area obscures at least part of the scene screen, and a larger-sized image of the target object is displayed in the area.

Benefits of technology

By providing larger-sized target object information, players can view target objects more clearly and in detail, reduce the probability of targeting errors, and improve the accuracy of targeting targets, thereby improving game interactive experience and game performance.

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Patent Text Reader

Abstract

The invention provides a game interaction control method and device and electronic equipment. The method comprises the steps that in response to aiming operation, an aimed target object is determined in a game scene; providing an object display area in the graphical user interface, and displaying an object image containing the target object in the object display area; wherein the object display area shields at least part of the scene picture; the display size of the target object in the object display area is larger than that of the target object in the scene picture. According to the mode, the probability of aiming at a wrong target is reduced, the accuracy of aiming at the target is improved, and then the game interaction experience and the game result of a player are improved.
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Description

Technical Field

[0001] The present invention relates to the field of game technology, and in particular to a method, device and electronic equipment for interactive control of games. Background Art

[0002] In a game, players can release skills against specific characters, such as attack skills against enemy characters, and buff skills against friendly characters. When releasing skills, you need to aim at the target character first, and then release the skill against the target character so that the skill effect acts on the target character. When there are many characters in the game scene, the characters are densely distributed, or the characters look similar, players may aim at the wrong target character, resulting in low accuracy in aiming, poor game interaction experience, and affecting the player's game performance. Summary of the invention

[0003] In view of this, an object of the present invention is to provide a method, device and electronic device for interactive control of a game, so as to improve the accuracy of aiming at a target, thereby improving the game interaction experience and game performance of the player.

[0004] In a first aspect, an embodiment of the present invention provides an interactive control method for a game, providing a graphical user interface through a terminal device, the graphical user interface including a scene screen of a game scene; the method comprising: in response to an aiming operation, determining a target object to be aimed at in the game scene; providing an object display area in the graphical user interface, and displaying an object image containing the target object in the object display area; wherein the object display area obscures at least a portion of the scene screen; and the display size of the target object in the object display area is larger than the display size of the target object in the scene screen.

[0005] In a second aspect, an embodiment of the present invention provides an interactive control device for a game, which provides a graphical user interface through a terminal device, and the graphical user interface includes a scene screen of a game scene; the device includes: an aiming module, which is used to determine a target object to be aimed at in the game scene in response to an aiming operation; a display module, which is used to provide an object display area in the graphical user interface, and display an object image containing the target object in the object display area; wherein the object display area blocks at least a portion of the scene screen; and the display size of the target object in the object display area is larger than the display size of the target object in the scene screen.

[0006] In a third aspect, an embodiment of the present invention provides an electronic device, including a processor and a memory, wherein the memory stores computer-executable instructions that can be executed by the processor, and the processor executes the computer-executable instructions to implement the interactive control method of the above-mentioned game.

[0007] In a fourth aspect, an embodiment of the present invention provides a computer-readable storage medium, which stores computer-executable instructions. When the computer-executable instructions are called and executed by a processor, the computer-executable instructions prompt the processor to implement the interactive control method of the above-mentioned game.

[0008] The embodiments of the present invention bring the following beneficial effects:

[0009] The interactive control method, device and electronic device of the above-mentioned game provide a graphical user interface through a terminal device, and the graphical user interface includes a scene screen of the game scene; the method includes: in response to the aiming operation, determining the target object to be aimed at in the game scene; providing an object display area in the graphical user interface, and displaying an object image containing the target object in the object display area; wherein the object display area blocks at least part of the scene screen; the display size of the target object in the object display area is larger than the display size of the target object in the scene screen. In this method, when aiming at the target object, a larger target object is displayed through the object display area, and the player can view clearer and more detailed information of the target object through the object display area, and then decide whether to perform subsequent operations on the target object, thereby reducing the probability of aiming at the wrong target and improving the accuracy of aiming at the target, thereby improving the player's game interaction experience and game performance.

[0010] Furthermore, since a larger target object is displayed through the object display area when aiming at the target object, the player can quickly and accurately view clearer and more detailed information about the target object through the object display area, which is conducive to the player making quick decisions and determining the aiming target, thereby improving the game operation efficiency, increasing the device response frequency, and reducing device resource consumption.

[0011] Other features and advantages of the present invention will be described in the following description, and partly become apparent from the description, or understood by practicing the present invention. The purpose and other advantages of the present invention are realized and obtained by the structures particularly pointed out in the description, claims and drawings.

[0012] In order to make the above-mentioned objects, features and advantages of the present invention more obvious and easy to understand, preferred embodiments are given below and described in detail with reference to the accompanying drawings. BRIEF DESCRIPTION OF THE DRAWINGS

[0013] In order to more clearly illustrate the specific implementation methods of the present invention or the technical solutions in the prior art, the drawings required for use in the specific implementation methods or the description of the prior art will be briefly introduced below. Obviously, the drawings described below are some implementation methods of the present invention. For those skilled in the art, other drawings can be obtained based on these drawings without paying any creative work.

[0014] Figure 1 A flowchart of an interactive control method for a game provided by an embodiment of the present invention;

[0015] Figure 2 A schematic diagram of an object display area and a target object provided by an embodiment of the present invention;

[0016] Figure 3 A schematic diagram of a positional relationship between an object display area and a game camp display area provided by an embodiment of the present invention;

[0017] Figure 4 A schematic diagram of another positional relationship between an object display area and a game camp display area provided by an embodiment of the present invention;

[0018] Figure 5 A schematic diagram of a designated area provided in an embodiment of the present invention;

[0019] Figure 6 A schematic diagram of a sliding control operation for a skill casting tool provided by an embodiment of the present invention;

[0020] Figure 7 A schematic diagram of aiming an operating contact at a target object through a sliding control operation provided by an embodiment of the present invention;

[0021] Figure 8 A schematic diagram of a sighting line provided by an embodiment of the present invention;

[0022] Fig. 9 A schematic diagram of switching a target object by moving an operating contact point provided by an embodiment of the present invention;

[0023] Fig.10 A schematic diagram of canceling the display of the aiming line provided by an embodiment of the present invention;

[0024] Fig.11 A schematic diagram of an interactive control device for a game provided by an embodiment of the present invention;

[0025] Fig.12 A schematic diagram of an electronic device provided by an embodiment of the present invention. DETAILED DESCRIPTION

[0026] In order to make the purpose, technical solution and advantages of the embodiments of the present invention clearer, the technical solution of the present invention will be clearly and completely described below in conjunction with the accompanying drawings. Obviously, the described embodiments are part of the embodiments of the present invention, not all of the embodiments. Based on the embodiments of the present invention, all other embodiments obtained by those skilled in the art without creative work are within the scope of protection of the present invention.

[0027] Taking into account the related art, when there are many characters in the game scene, the characters are densely distributed or the characters look similar, the player may aim at the wrong target character, resulting in low accuracy in aiming at the target, poor game interaction experience for the player, and affecting the player's game performance. Based on this, an interactive control method, device and electronic device for a game provided by an embodiment of the present invention can be applied to various types of games, for example, in game scenes that require aiming operations to be performed and skills and props to be cast on the aimed target.

[0028] In one embodiment of the present disclosure, the interactive control method of the game can be run on a local terminal device or a server. When the interactive control method of the game is run on a server, the method can be implemented and executed based on a cloud interactive system, wherein the cloud interactive system includes a server and a client device.

[0029] In an optional implementation, 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 a game mode based on cloud computing. In the operation mode of cloud games, the operating body of the game program and the main body of the game screen presentation are separated. The storage and operation of the interactive control method of the game are completed on the cloud game server. The role of the client device is used for receiving and sending data and presenting 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 mobile terminal, a TV, a computer, a handheld computer, etc.; but the cloud game server in the cloud is used for information processing. When playing the game, the player operates the client device to send an operation instruction to the cloud game server. The cloud game server runs the game according to the operation instruction, encodes and compresses the game screen and other data, and returns it to the client device through the network. Finally, the client device decodes and outputs the game screen.

[0030] In an optional embodiment, taking a game as an example, a local terminal device stores a game program and is used to present a game screen. The local terminal device is used to interact with the player through a graphical user interface, that is, the game program is downloaded and installed by an electronic device and run conventionally. The local terminal device may provide the graphical user interface to the player in a variety of ways, for example, it may be rendered and displayed on a display screen of the terminal, or provided to the player through a 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 display of the graphical user interface on the display screen.

[0031] In a possible implementation, an embodiment of the present invention provides a method for interactive control of a game, providing a graphical user interface through a terminal device, wherein the terminal device may be the local terminal device mentioned above, or may be a client device in the cloud interactive system mentioned above. The graphical user interface includes a scene screen of a game scene; the game scene generally includes a game character, a scene model, etc.

[0032] In one example, the game scene includes multiple game characters, and the multiple game characters participate in the game together. The player can aim at a game character and then cast skills, such as attack skills, buff skills, etc., to the targeted game character; the player can also aim at a scene model and then cast skills to the targeted scene model, thereby changing the state of the scene model, etc.

[0033] In another example, multiple game characters are divided into different game camps, and all of the multiple game characters can be game characters controlled by the player, or some of the game characters can be game characters not controlled by the player, i.e., NPCs. For example, the game characters controlled by the player form one game camp, and the NPCs form another monster camp. The player can target the NPC in the monster camp and then cast game skills on the targeted NPC.

[0034] like Figure 1 As shown, the interactive control method of the game includes the following steps:

[0035] Step S102, in response to the aiming operation, determining a target object to be aimed at in the game scene;

[0036] Generally, the purpose of a player performing an aiming operation is to cast a skill or item at the aiming target. The aiming operation may be an operation acting on a skill casting control, a skill resource object, an item, an item casting control, etc.; wherein a skill resource object may be a game object with a skill casting function, such as a card, a chess piece, etc.

[0037] The aiming operation may be, for example, a long press operation, a sliding operation, a drag operation, etc. The target object may be a game character in a game scene, a scene model, etc. In actual implementation, the target object may be determined according to the operation parameters of the aiming operation; for example, the target object may be determined according to the position and moving direction of the operation contact point of the aiming operation.

[0038] In one example, after the aiming operation is performed, the game object closest to the operating contact point of the aiming operation is determined as the target object, or the game object in the moving direction of the operating contact point is determined as the target object, etc.

[0039] During the execution of the aiming operation, the target object can be continuously switched according to the changes in the operation parameters of the aiming operation until the target object desired by the player is switched to, and then the aiming operation is ended.

[0040] Step S104, providing an object display area in the graphical user interface, and displaying an object image including a target object in the object display area; wherein the object display area obscures at least a portion of the scene image; and the display size of the target object in the object display area is larger than the display size of the target object in the scene image.

[0041] The object display area may have a preset area shape and area size; the object display area may be set in a fixed area of ​​the graphical user interface, or may change as the position of the target object changes.

[0042] In this embodiment, after the player performs the aiming operation and there is a target object to be aimed at, an object display area is generated in the graphical user interface, and then an object image containing the target object is displayed. After the aiming operation is completed, the object display area can be deleted.

[0043] Since the object display area occupies a certain area, the object display area usually blocks at least part of the scene screen in the graphical user interface, and may also block the controls in the graphical user interface. After the object display area is generated, an object image containing the target object is displayed in the object display area; the object image can be a picture, video, dynamic picture, etc. containing the target object. The object image can include the head, upper body, whole body, etc. of the target object.

[0044] The object image of the target object is displayed in the object display area for the purpose of providing the player with clearer and more detailed object information of the target object when aiming at the target object; therefore, the display size of the target object in the object display area is larger than the display size of the target object in the scene screen.

[0045] The display size may specifically be the display area, number of pixels, etc., occupied by the target object in the graphical user interface. It can be understood that the target object in the object display area is an enlarged display of the target object in the scene picture.

[0046] It is understandable that if there are many game objects in the scene screen, the game objects are clustered, or the game objects have similar appearance and skin, it is difficult for the player to determine whether the current target object is the desired game object just by observing the game objects in the scene screen. Therefore, in this embodiment, the enlarged image of the target object is displayed in the object display area, so that the information of the target object can be displayed more clearly and in detail.

[0047] The interactive control method of the above-mentioned game provides a graphical user interface through a terminal device, and the graphical user interface includes a scene screen of a game scene; the method includes: in response to the aiming operation, determining the target object to be aimed at in the game scene; providing an object display area in the graphical user interface, and displaying an object image containing the target object in the object display area; wherein the object display area blocks at least part of the scene screen; the display size of the target object in the object display area is larger than the display size of the target object in the scene screen. In this method, when aiming at the target object, a larger target object is displayed through the object display area, and the player can view clearer and more detailed information of the target object through the object display area, and then decide whether to perform subsequent operations on the target object, thereby reducing the probability of aiming at the wrong target and improving the accuracy of aiming at the target, thereby improving the player's game interaction experience and game performance.

[0048] Furthermore, since a larger target object is displayed through the object display area when aiming at the target object, the player can quickly and accurately view clearer and more detailed information about the target object through the object display area, which is conducive to the player making quick decisions and determining the aiming target, thereby improving the game operation efficiency, increasing the device response frequency, and reducing device resource consumption.

[0049] In a specific implementation, a dynamic image containing a target object is played in the object display area; wherein the dynamic image includes: a video image or an animation.

[0050] The target object is dynamic in the dynamic image, for example, the action, expression, posture, etc. change in the dynamic image. The dynamic image can be either a video image or an animation.

[0051] Since the target objects in dynamic images are usually dynamic, dynamic images can not only display the appearance of the target objects, but also display the actions, expressions, status and other information of the target objects, thereby providing players with more detailed and rich target information.

[0052] For the dynamic image, a dynamic image of the target object can be obtained by shooting from the game scene; or a pre-recorded dynamic image containing the target object can be obtained.

[0053] Among them, when the dynamic image is shot from the game scene, it can be understood that a virtual camera is added to the game scene, and the virtual camera shoots the target object at a close distance to obtain the above dynamic image. At this time, the dynamic image is usually a video image. Usually, the target object in the dynamic image has the same appearance, skin, action, expression, state, etc. as the target object in the scene picture; that is, the target object in the dynamic image is synchronized with the target object in the scene picture. Alternatively, the above dynamic image can also be played with a lag, that is, the action, expression, state, etc. of the target object in the dynamic image lags behind the target object in the scene picture in time.

[0054] In order to show the target object more clearly, the dynamic image only includes the target object and does not include other game objects.

[0055] By capturing dynamic images in the game scene, players can view the real-time status of the target object from the object display area. The information provided by the object display area is more accurate and has a higher real-time performance.

[0056] When the dynamic image is a pre-recorded dynamic image, the dynamic image can be pre-stored in the game system, and when aiming at the target object, the dynamic image corresponding to the target object is loaded and played in the object display area.

[0057] In addition, the target object in the pre-recorded dynamic image is not completely the same as the target object in the game scene. For example, the target object in the dynamic image is different from the target object in the game scene in terms of appearance, action, expression, and state. Alternatively, the target object in the dynamic image can be updated based on the appearance of the target object in the game scene, and then the updated target object can be displayed.

[0058] The dynamic image includes at least one of the following: object appearance, object action, and object state of the target object.

[0059] Among them, the object appearance can be the object's hairstyle, clothing, accessories, object expression, etc.; when the object appearances of multiple game objects in the game scene are similar, due to the small display size of the game objects in the game scene, it is difficult for players to observe the difference in object appearances of different game objects, and it is also difficult to decide which game object to target; and through the object display area in this embodiment, the target object is magnified and displayed, and the detailed information of the object appearance can be clearly viewed, and the object appearances corresponding to different game objects can be distinguished, which is convenient for players to quickly decide on the target object.

[0060] Regarding the object expression, the object expression can be the facial expression of the object. The object expression can provide richer visual effects and can also reflect the current object state of the target object, such as fainting state, poisoning state, resurrection state, etc.; since the display size of the game object in the game scene is small and the display size of the object's face is even smaller, it is difficult for players to observe the expressions of each game object. Through the object display area in this embodiment, the target object is enlarged and displayed, the object expression can be clearly viewed, and then the object state can be judged, which is convenient for players to quickly make decisions to target the object.

[0061] Similarly, object actions may include defensive actions, attack actions, etc., and object states include the aforementioned fainting state, poisoning state, resurrection state, and may also include whether it has a shield state, etc.; through the object display area in this embodiment, the target object is magnified and displayed, and players can clearly view the object action and state, which is convenient for players to quickly decide on the target object.

[0062] like Figure 2 In the example, the game object in the scene is very small, and the player can only see the general appearance and movement of the game object. After the target object is selected, the target object may be blocked by the aiming indicator, making it even more difficult for the player to view the appearance and movement of the target object from the game scene.

[0063] In the object display area, the target object is displayed in an enlarged manner. When the video image in the object display area is shot from the game scene, the appearance, movement, etc. of the target object in the object display area are synchronized with the appearance and movement of the target object in the game scene.

[0064] Furthermore, the object display area also displays at least one of the following: item properties of a designated item to which the target object belongs; item status of a designated item to which the target object belongs; and game resources for the target object acquired by a game account logged into by the terminal device.

[0065] Among them, prop attributes may include the type and quantity of props belonging to the target object; the prop status may include whether the prop has been used up, whether the prop is currently effective, etc.; the game resources may include whether the player obtains relevant game resources after interacting with the target object, such as game reward props, points, etc.

[0066] The above-mentioned prop attributes, prop status, game resources, etc. can be displayed in the object display area in the form of text or symbols.

[0067] In this way, the object display area can provide detailed information of the target object, and these detailed information do not need to be displayed on the graphical user interface, which simplifies the graphical user interface. At the same time, it can also provide players with more detailed information of the target object, which is helpful for players to decide the final target during the aiming process.

[0068] Furthermore, based on the display position of the target object in the graphical user interface, the regional position of the object display area is determined; and the object display area is provided at the regional position.

[0069] In this method, the display position of the target object affects the regional position of the object display area; for example, the object display area can be controlled to be displayed near the target object for easy viewing by the player. When the target object changes, the regional position of the object display area also changes.

[0070] Alternatively, the game objects in the game scene can be divided into multiple areas, one area corresponding to the area position of an object display area; when the target object switches between game objects in the same area, the area position of the object display area remains unchanged, and when the target object switches between game objects in different areas, the area position of the object display area changes.

[0071] In a specific manner, the game camp to which the target object belongs is determined; and based on the display area of ​​the game camp in the scene screen, the regional position of the object display area is determined.

[0072] One game camp corresponds to a regional position of an object display area; when the target object is switched within the same game camp, the regional position of the object display area remains unchanged.

[0073] In actual implementation, the game scene includes: multiple game camps; the display areas of the multiple game camps are arranged along the specified direction of the graphical user interface; the display area of ​​the game camp to which the target object belongs in the scene screen is determined; the regional edge of the display area is obtained; based on the regional edge, the regional position of the object display area is determined.

[0074] For example, in a vertical screen game, the display areas of multiple game camps are arranged along the vertical direction of the graphical user interface, and in a horizontal screen game, the display areas of multiple game camps are arranged along the horizontal direction of the graphical user interface.

[0075] The regional edge of the display area of ​​the game camp can be the top edge, bottom edge, left edge, right edge, etc. of the display area; the regional position of the object display area is determined by the regional edge; for example, when the regional edge is the top edge, the regional position of the object display area is the upper part of the top edge; for another example, when the regional edge is the bottom edge, the regional position of the object display area is the lower part of the bottom edge; to avoid the object display area blocking the display area of ​​the game camp of the target object.

[0076] exist Figure 3 and Figure 4In the example, the game camps include our camp and the enemy camp, a total of two game camps, the display area of ​​our camp is at the lower part of the graphical user interface, and the display area of ​​the enemy camp is at the upper part of the graphical user interface, that is, arranged vertically.

[0077] When the target object belongs to the enemy camp, such as Figure 3 , the area position of the object display area is located at the upper part of the area edge of the enemy camp's display area; when the target object belongs to our camp, such as Figure 4 , the area position of the object display area is located at the upper edge of the area edge of our camp's display area.

[0078] The area position of the object display area is related to the game camp to which the target object belongs. The object display area can be displayed around the game camp to which the target object belongs, which is convenient for players to view and avoids the object display area blocking the game camp to which the target object belongs.

[0079] Furthermore, after determining the regional position of the object display area, determine whether the object display area will exceed the specified area of ​​the graphical user interface when the object display area is located at the regional position; if it exceeds, adjust the regional position until the object display area is located within the specified area when the object display area is located at the regional position.

[0080] The above-mentioned designated area can be set in advance. The purpose of setting the designated area is to control the object display area to always be located in the designated area to avoid the object display area blocking important areas in the graphical user interface, such as the operation area, reserved area, etc.

[0081] For example Figure 5 In the example of FIG, based on the entire area of ​​the graphical user interface, the reserved area at the top of the graphical user interface is removed, and the operation area for displaying skill cards in the graphical user interface is removed, and the remaining area is the designated area.

[0082] If the object display area exceeds the specified area of ​​the graphical user interface when it is located at the regional position, the regional position of the object display area is adjusted according to the specified area. Generally, the minimum adjustment amplitude is adopted as the principle. For example, if the object display area exceeds the top edge of the specified area, the object display area is controlled to move downward until the top edge of the object display area is adjacent to or overlaps with the top edge of the specified area, so that the entire object display area is located within the specified area.

[0083] The following embodiments provide specific implementations of the aiming operation.

[0084] In the skill casting scene, by triggering the target skill, the target object is targeted, and the target object of the target skill is targeted. Specifically, in response to the triggering operation for the target skill, the target object to be targeted is determined in the game scene according to the operation contact point of the triggering operation.

[0085] The operation contact point can be understood as the position of the player's finger when performing the trigger operation. According to the operation contact point, the target object is determined. For example, the game object where the operation contact point is located in the game scene is used as the target object, or the game object closest to the contact point is used as the target object.

[0086] In one implementation, the graphical user interface includes a skill-casting tool; the skill-casting tool includes a skill-casting prop or a skill-casting control; the skill-casting prop can be a skill card, a skill chess piece, etc.

[0087] In response to a sliding operation on a skill-casting tool, a game object corresponding to an operation contact point of the sliding operation is determined as a target object to be aimed at.

[0088] You can refer to Figure 6 and Fig.10 , Figure 6 Before the aiming operation is triggered, the scene screen and skill casting props are displayed in the graphic user interface, where the scene screen includes multiple game objects, and the skill casting attack takes skill cards as an example.

[0089] After the player performs a sliding operation starting from skill card 2, Fig.10 In the example, the operating point of the sliding operation moves to the game object, and the game object is the target object. If the sliding end operation is performed at this time, that is, the player lifts his finger, the target skill is cast on the target object.

[0090] In another implementation, in response to a trigger operation for a target skill, a targeted target object is determined in a game scene according to an operation path of the trigger operation.

[0091] For example, based on the operation path of the triggering operation, the future operation path of the operation contact that triggers the operation, or the scene area that will be passed in the future is predicted, and the game objects in the future operation path or the scene area that will be passed are determined to determine the target object.

[0092] In a specific implementation, the graphical user interface includes a skill casting tool; the skill casting tool includes a skill casting prop or a skill casting control; the skill casting prop can be a skill card, a skill chess piece, etc.

[0093] In response to a sliding operation on a skill casting tool, a sliding direction is determined according to a sliding path of the sliding operation; in a game scene, a target object to be aimed at is determined along the sliding direction.

[0094] The sliding path of the sliding operation can be understood as the path that the operating contact passes through from the beginning of the sliding operation. The sliding path may be a straight line, a curve, a broken line, etc. In actual implementation, the sliding direction can be determined based on the tangent of the current sliding contact of the sliding operation on the sliding path, or a reference point is specified on the sliding path, and the sliding direction is determined based on the sliding contact and the reference point. The reference point can be the location point where the skill casting tool is located, the location point when the sliding operation starts, or any specified point on the sliding path, etc.

[0095] A specific method for determining a sliding direction, wherein a skill casting tool is displayed in a first area of ​​a graphical user interface; in response to an operating contact of a sliding operation moving outside the first area, a starting position of the operating contact is recorded; in response to a continuation of the sliding operation, a real-time position of the operating contact is recorded; and the sliding direction is determined based on the starting position and the real-time position.

[0096] For example, the first area can be the bottom area of ​​the graphical user interface, or it can be other areas. In actual implementation, an edge line of the first area can be determined, and the operating contact of the sliding operation can be monitored to see whether it moves beyond the edge line. When it exceeds the edge line, the position of the operating contact in the graphical user interface, such as the position coordinates, is recorded, and the position is used as the starting position for determining the sliding direction. Then, when the player continues to perform the sliding operation outside the first area, the direction of the above starting position pointing to the real-time position of the operating contact is determined as the sliding direction based on the operating contact of the sliding operation. When the operating contact is constantly changing, the sliding direction may also be constantly changing.

[0097] After the sliding direction is determined, a direction line can be generated along the sliding direction, and the target object can be determined based on the relative position of each game object in the game scene and the direction line.

[0098] For example, the game object through which the direction line passes is determined as the target object; or, a direction range is determined based on the sliding direction, and the game objects within the direction range whose relative directions are relative to the sliding contact point are determined as the target objects; or, the relative directions of each game object relative to the sliding contact point are determined, and the game object whose relative direction is closest to the sliding direction is determined as the target object, etc.

[0099] Triggering the skill casting tool can be understood as triggering the target skill corresponding to the skill casting tool. The triggering operation for the skill casting tool can specifically be a click operation, a double-click operation, a sliding operation, etc. on the skill casting tool.

[0100] refer to Figure 6 and Figure 7 For example, Figure 6 Before the aiming operation is triggered, the scene screen and skill casting props are displayed in the graphic user interface, where the scene screen includes multiple game objects, and the skill casting attack takes skill cards as an example.

[0101] After the player performs a sliding operation starting from Skill Card 2, combined with Figure 6 and Figure 7 , it can be determined that the sliding direction is the upper right direction. At this time, the game match located in the upper right direction of the scene screen can be determined as the target object.

[0102] Further, in response to a trigger operation on a target skill, a skill cancel area is provided in the graphical user interface; in response to a trigger end operation acting on the skill cancel area, the triggered target skill is canceled.

[0103] For example, after executing the trigger operation for the target skill, if the player does not want to cast the target skill, the player can execute the trigger end operation acting on the skill cancel area, and the target skill will no longer be triggered. The trigger end operation can be a click operation, a double-click operation, a slide operation, etc. acting on the skill cancel area.

[0104] In one example, when the trigger operation for a skill casting tool is a sliding control operation starting from the skill casting tool, when the operating contact of the sliding control operation moves to the skill cancel area and the sliding end operation is performed, that is, the player lifts his finger, at this time, the skill casting tool is triggered and canceled.

[0105] The graphical user interface includes a skill casting tool; the skill casting tool is displayed in a first area of ​​the graphical user interface; in response to a trigger operation on the skill casting tool, the skill casting tool is canceled from being displayed in the first area; a skill cancel area is provided in the graphical user interface; wherein the skill cancel area obscures at least a portion of the first area.

[0106] Continue to refer Figure 6 and Figure 7 After executing the trigger operation for the skill casting tool, the skill card originally displayed in the lower area of ​​the graphical user interface is no longer displayed, and the area provides a skill cancel area; at the same time, the skill details of the target skill corresponding to the skill casting tool can also be displayed in the skill area, such as the usage and attack power of the skill.

[0107] In a specific implementation, after the target object is determined in the game scene, a target indication mark indicating that the target object is targeted is displayed; wherein the target indication mark is displayed in association with the target object in the scene screen. The target indication mark is used to indicate which game object is currently targeted.

[0108] The aiming indicator can be in the form of a symbol, a specific color, a specific special effect, etc. Figure 8 In the example, the aiming indicator includes: a first indicator located at the bottom of the object model of the target object, and / or a second indicator located in front of the object model of the target object; the second indicator blocks at least part of the object model of the target object.

[0109] The first indicator and the second indicator can be displayed at the same time, or only one of them can be displayed. The first indicator can be a ring or a polygon located at the bottom of the object model, and can be edge-highlighted or filled with a specified color. The second indicator can be a targeting indicator located on the target object; the current target object can be determined by dual indication of the first indicator and the second indicator, thereby improving the clarity of the targeting target indication.

[0110] Furthermore, the above-mentioned aiming indication mark also includes an aiming line; one end of the aiming line is located at the target object, and the other end of the aiming line is located at an operating contact point of the aiming operation.

[0111] refer to Figure 8 In the game, the aiming line is displayed between the operating contact point and the target object, making it easier for players to see the target object and know the relationship between the operating contact point and the target object during the movement of the operating contact point, further improving the accuracy of aiming at the target.

[0112] For example, if the operating contact moves to the left, the target object changes, such as Fig. 9 In the example, one end of the aiming line is located at the operating contact point, but because the target object changes, the game object connected to the other end also changes. At the same time, the target object in the object display area also changes.

[0113] When the target object remains unchanged, the length of the aiming line is determined according to the distance between the operating contact and the target object. When the operating contact responds to the aiming operation and approaches the target object, the length of the aiming line is shortened; or when the operating contact responds to the aiming operation and moves away from the target object, the length of the aiming line is increased. By adjusting the length of the aiming line, the relationship between the operating contact and the target object can be accurately and concisely indicated.

[0114] In another implementation, in response to the distance between the operating point of the aiming operation and the target object being greater than a first distance threshold, the aiming line is displayed. In response to the distance between the operating point of the aiming operation and the target object being less than a second distance threshold, the aiming line is not displayed.

[0115] The first distance threshold and the second distance threshold may be the same or different.

[0116] When the operating contact point is far from the target object, displaying the aiming line helps the player to accurately aim at the target object and accurately switch the target object by moving the operating contact point. Fig.10 In the example, there is no need to use a crosshair to indicate the association relationship between the operating touch point and the target object, so the crosshair can be omitted to simplify the interface content.

[0117] In other implementations, in response to the movement of the operating contact of the aiming operation, the aimed target object is switched in the game scene based on the moving state of the operating contact; wherein the moving state includes: moving position and / or moving direction.

[0118] The moving state may include both the moving position and the moving direction, or may only include the moving position or the moving direction. For example, when the moving state includes the moving position, the game object closest to the moving position of the operating contact may be determined as the target object. When the operating contact moves, the position is constantly changing, and the target object will also switch.

[0119] When the above-mentioned moving state includes a moving direction, the target object is switched along the moving direction, for example Figure 8 and Fig. 9 For example, if the moving direction is left, the game object on the left of the current target object is switched to the new target object. For another example, if the moving direction is upward, the game object above the current target object is switched to the new target object.

[0120] In response to the target object being switched, the object image of the switched target object is displayed in the object display area. That is, the video image played in the object display area will be updated as the target object is updated.

[0121] By controlling the movement of the operating contact, the player can easily switch the target object. After the target object is switched, the target object in the object display area will also switch, so that the player can understand the detailed status of each target object during the aiming operation, which is conducive to improving the accuracy of aiming.

[0122] In another way, it is determined that the target object belongs to a specified object type, an object display area is provided in a graphical user interface, and an object image including the target object is displayed in the object display area.

[0123] In this manner, an object display image is provided only for a target object of a specified object type, and the object image of the target object is displayed; for example, the specified object type may be a specified object level, a specified object camp, etc.

[0124] Determine that the target object does not belong to the specified object type, and display the target object in a specified display format in the scene screen; wherein the specified display format indicates that the target object is targeted, and when the target object does not belong to the specified object type, the graphical user interface does not provide an object display area.

[0125] During the process of switching the target object to aim, if the target object is switched to a target object that does not belong to the specified object type, the graphic user interface will no longer provide an object display area; in order to prompt that the target object is aimed at, the target object can be displayed in a specified display format, for example, the target object can be highlighted or enlarged in the scene screen.

[0126] After the player determines the target object, the skill casting operation can be continued, and in response to the skill casting operation, the target skill is cast on the target object. The target skill is related to the type of the skill casting tool triggered above.

[0127] In this embodiment, when the player performs the aiming operation, the object image of the target object currently being aimed at is enlarged and displayed in the object display area, which can provide clearer and more detailed auxiliary information of the target object, thereby helping the player to confirm the aiming target and reduce the purpose of misselecting the target.

[0128] At the same time, because the object display area magnifies the target object, the player can better observe the target object's expression, action and other detailed information, which can not only enrich the visual effect, but also make it easier for the player to make more reasonable decisions based on the detailed information; in addition, more information about the target object can also be displayed in the object display area, and the graphical user interface no longer needs to display this information, which can streamline the display content of the graphical user interface.

[0129] Corresponding to the above method embodiment, see Fig.11 The schematic diagram of an interactive control device for a game shown in the figure provides a graphical user interface through a terminal device, and the graphical user interface includes a scene screen of a game scene; the device includes:

[0130] The aiming module 110 is used to determine a target object to be aimed at in the game scene in response to the aiming operation;

[0131] A display module 112, configured to provide an object display area in the graphical user interface, and display an object image including a target object in the object display area;

[0132] The object display area blocks at least a portion of the scene picture; and the display size of the target object in the object display area is larger than the display size of the target object in the scene picture.

[0133] The interactive control device of the above-mentioned game provides a graphical user interface through a terminal device, and the graphical user interface includes a scene screen of a game scene; the method includes: in response to the aiming operation, determining the target object to be aimed at in the game scene; providing an object display area in the graphical user interface, and displaying an object image containing the target object in the object display area; wherein the object display area blocks at least part of the scene screen; the display size of the target object in the object display area is larger than the display size of the target object in the scene screen. In this method, when aiming at the target object, a larger target object is displayed through the object display area, and the player can view clearer and more detailed information of the target object through the object display area, and then decide whether to perform subsequent operations on the target object, thereby reducing the probability of aiming at the wrong target and improving the accuracy of aiming at the target, thereby improving the player's game interaction experience and game performance.

[0134] The display module is used to play a dynamic image containing a target object in the object display area; wherein the dynamic image includes a video image or an animation.

[0135] The above-mentioned device also includes a video acquisition module, which is used to: capture a dynamic image of the target object from the game scene; or obtain a pre-recorded dynamic image containing the target object.

[0136] The dynamic image includes at least one of the following: object appearance, object action, and object state of the target object.

[0137] The object display area also displays at least one of the following: item properties of a designated item to which the target object belongs; item status of a designated item to which the target object belongs; and game resources for the target object acquired by a game account logged in by the terminal device.

[0138] The display module is used to: determine the regional position of the object display area based on the display position of the target object in the graphical user interface; and provide the object display area at the regional position.

[0139] The display module is used to: determine the game camp to which the target object belongs; and determine the regional position of the object display area based on the display area of ​​the game camp in the scene screen.

[0140] The above-mentioned game scene includes: multiple game camps; the display areas of the multiple game camps are arranged along the specified direction of the graphical user interface; the above-mentioned display module is used to: determine the display area of ​​the game camp to which the target object belongs in the scene screen; obtain the regional edge of the display area; based on the regional edge, determine the regional position of the object display area.

[0141] The above-mentioned device also includes an area adjustment module, which is used to: determine whether the object display area will exceed the specified area of ​​the graphical user interface when the object display area is located at the area position; if it exceeds, adjust the area position until the object display area is located within the specified area when the object display area is located at the area position.

[0142] The aiming module is used to respond to a trigger operation for a target skill and determine a target object to be aimed at in a game scene according to an operation contact point of the trigger operation.

[0143] The above-mentioned graphical user interface includes a skill-casting tool; the skill-casting tool includes a skill-casting prop or a skill-casting control; the above-mentioned aiming module is used to: respond to a sliding operation acting on the skill-casting tool, and determine the game object corresponding to the operating contact point of the sliding operation as the target object to be aimed at.

[0144] The aiming module is used to respond to a triggering operation for a target skill and determine a target object to be aimed at in a game scene according to an operation path of the triggering operation.

[0145] The above-mentioned graphical user interface includes a skill-casting tool; the skill-casting tool includes a skill-casting prop or a skill-casting control; the above-mentioned aiming module is used to: respond to a sliding operation acting on the skill-casting tool, determine the sliding direction according to the sliding path of the sliding operation; in the game scene, determine the target object to be aimed at along the sliding direction.

[0146] The skill casting tool is displayed in the first area of ​​the graphical user interface; the aiming module is used to: record the starting position of the operating contact in response to the operation of the sliding operation moving outside the first area; record the real-time position of the operating contact in response to the continuation of the sliding operation; and determine the sliding direction based on the starting position and the real-time position.

[0147] The above-mentioned device also includes a cancel trigger module, which is used to: respond to a trigger operation on a target skill and provide a skill cancel area in a graphical user interface; respond to a trigger end operation acting on the skill cancel area and cancel the trigger target skill.

[0148] The above-mentioned graphical user interface includes a skill casting tool; the skill casting tool is displayed in the first area of ​​the graphical user interface; the above-mentioned cancel trigger module is used to: respond to a trigger operation on the skill casting tool, cancel the display of the skill casting tool in the first area; provide a skill cancel area in the graphical user interface; wherein the skill cancel area obscures at least a portion of the first area.

[0149] The above-mentioned device also includes: an identification display module, which is used to display an aiming indication identification indicating that the target object is aimed at; wherein the aiming indication identification is displayed in association with the target object in the scene picture.

[0150] The aiming indicator includes: a first indicator located at the bottom of the object model of the target object, and / or a second indicator located in front of the object model of the target object; the second indicator covers at least a portion of the object model of the target object.

[0151] The aiming indication mark further includes an aiming line; one end of the aiming line is located at the target object, and the other end of the aiming line is located at an operating contact point of the aiming operation.

[0152] The above device also includes a length control module, which is used to: shorten the length of the aiming line in response to the operating contact point of the aiming operation approaching the target object; or increase the length of the aiming line in response to the operating contact point of the aiming operation moving away from the target object.

[0153] The above device also includes a display control module, which is used to: display a sight line in response to the distance between the operating contact point of the aiming operation and the target object being greater than a first distance threshold; and cancel the display of the sight line in response to the distance between the operating contact point of the aiming operation and the target object being less than a second distance threshold.

[0154] The above-mentioned device also includes a first object switching module, which is used to: in response to the movement of the operating contact of the aiming operation, switch the aimed target object in the game scene based on the moving state of the operating contact; wherein the moving state includes: moving position and / or moving direction.

[0155] The above device also includes a second object switching module, which is used to: in response to the target object being switched, display an object image of the switched target object in the object display area.

[0156] The display module is used to: determine whether the target object belongs to a specified object type, provide an object display area in the graphical user interface, and display an object image containing the target object in the object display area.

[0157] The above-mentioned device also includes an object display module, which is used to: determine that the target object does not belong to the specified object type, and display the target object in a specified display format in the scene screen; wherein the specified display format indicates that the target object is targeted, and when the target object does not belong to the specified object type, the graphical user interface does not provide an object display area.

[0158] The above-mentioned device also includes a skill casting module, which is used to: cast a target skill to a target object in response to a skill casting operation.

[0159] This embodiment also provides an electronic device, including a processor and a memory, wherein the memory stores computer executable instructions that can be executed by the processor, and the processor executes the computer executable instructions to implement the interactive control method of the above game. The electronic device can be a server or a terminal device.

[0160] See also Fig.11 As shown, the electronic device includes a processor 100 and a memory 101, wherein the memory 101 stores computer executable instructions that can be executed by the processor 100, and the processor 100 executes the computer executable instructions to implement the interactive control method of the above-mentioned game.

[0161] Further, Fig.11 The electronic device shown further includes a bus 102 and a communication interface 103 , and the processor 100 , the communication interface 103 and the memory 101 are connected via the bus 102 .

[0162] The memory 101 may include a high-speed random access memory (RAM), and may also include a non-volatile memory, such as at least one disk storage. The communication connection between the system network element and at least one other network element is realized through at least one communication interface 103 (which may be wired or wireless), and the Internet, wide area network, local area network, metropolitan area network, etc. may be used. The bus 102 may be an ISA bus, a PCI bus, or an EISA bus, etc. The bus may be divided into an address bus, a data bus, a control bus, etc. For ease of representation, Fig.11 Only one bidirectional arrow is used in the diagram, but this does not mean that there is only one bus or only one type of bus.

[0163] The processor 100 may be an integrated circuit chip with signal processing capabilities. In the implementation process, each step of the above method can be completed by the hardware integrated logic circuit or software instructions in the processor 100. The above processor 100 can be a general-purpose processor, including a central processing unit (CPU), a network processor (NP), etc.; it can also be a digital signal processor (DSP), an application-specific integrated circuit (ASIC), a field-programmable gate array (FPGA) or other programmable logic devices, discrete gates or transistor logic devices, discrete hardware components. The methods, steps and logic block diagrams disclosed in the embodiments of the present invention can be implemented or executed. The general-purpose processor can be a microprocessor or the processor can also be any conventional processor, etc. The steps of the method disclosed in conjunction with the embodiments of the present invention can be directly embodied as a hardware decoding processor for execution, or a combination of hardware and software modules in the decoding processor for execution. The software module may be located in a storage medium mature in the art, such as a random access memory, a flash memory, a read-only memory, a programmable read-only memory, or an electrically erasable programmable memory, a register, etc. The storage medium is located in the memory 101, and the processor 100 reads the information in the memory 101 and completes the steps of the method of the above embodiment in combination with its hardware.

[0164] The processor in the above electronic device can implement the following operations in the above game interactive control method by executing computer executable instructions:

[0165] A method for interactive control of a game, providing a graphical user interface through a terminal device, the graphical user interface including a scene screen of a game scene; in response to an aiming operation, determining a target object to be aimed at in the game scene; providing an object display area in the graphical user interface, and displaying an object image containing the target object in the object display area; wherein the object display area obscures at least a portion of the scene screen; and the display size of the target object in the object display area is larger than the display size of the target object in the scene screen.

[0166] A dynamic image containing a target object is played in the object display area; wherein the dynamic image includes: a video image or an animation.

[0167] A dynamic image of the target object is captured from the game scene; or a pre-recorded dynamic image containing the target object is obtained.

[0168] The dynamic image includes at least one of the following: object appearance, object action, and object state of the target object.

[0169] The object display area also displays at least one of the following: the prop attributes of the designated prop to which the target object belongs; the prop status of the designated prop to which the target object belongs; and the game resources for the target object acquired by the game account logged in by the terminal device.

[0170] Based on the display position of the target object in the graphical user interface, a regional position of the object display area is determined; and the object display area is provided at the regional position.

[0171] Determine the game camp to which the target object belongs; and determine the regional position of the object display area based on the display area of ​​the game camp in the scene screen.

[0172] The game scene includes: multiple game camps; the display areas of the multiple game camps are arranged along a specified direction of a graphical user interface; the display area of ​​the game camp to which a target object belongs in the scene screen is determined; the regional edge of the display area is obtained; and based on the regional edge, the regional position of the object display area is determined.

[0173] Determine whether the object display area exceeds the specified area of ​​the graphical user interface when the object display area is located at the area position; if exceeded, adjust the area position until the object display area is located within the specified area when the object display area is located at the area position.

[0174] In response to a trigger operation for a target skill, a targeted target object is determined in the game scene based on the operation contact point of the trigger operation.

[0175] The graphical user interface includes a skill casting tool; the skill casting tool includes a skill casting prop or a skill casting control; in response to a sliding operation on the skill casting tool, the game object corresponding to the operating contact point of the sliding operation is determined as the target object to be aimed at.

[0176] In response to a trigger operation for a target skill, a targeted target object is determined in the game scene according to the operation path of the trigger operation.

[0177] The graphical user interface includes a skill casting tool; the skill casting tool includes a skill casting prop or a skill casting control; in response to a sliding operation acting on the skill casting tool, a sliding direction is determined according to a sliding path of the sliding operation; in a game scene, a target object to be aimed at is determined along the sliding direction.

[0178] A skill casting tool is displayed in a first area of ​​a graphical user interface; in response to a sliding operation, an operating contact moves outside the first area, and a starting position of the operating contact is recorded; in response to the continuation of the sliding operation, a real-time position of the operating contact is recorded; and a sliding direction is determined based on the starting position and the real-time position.

[0179] In response to a trigger operation on a target skill, a skill cancel area is provided in the graphical user interface; in response to a trigger end operation acting on the skill cancel area, the triggered target skill is canceled.

[0180] The graphical user interface includes a skill casting tool; the skill casting tool is displayed in a first area of ​​the graphical user interface; in response to a trigger operation on the skill casting tool, the skill casting tool is canceled from being displayed in the first area; a skill cancel area is provided in the graphical user interface; wherein the skill cancel area obscures at least a portion of the first area.

[0181] An aiming indicator mark showing that the target object is aimed at is displayed; wherein the aiming indicator mark is displayed in association with the target object in the scene picture.

[0182] The aiming indicator includes: a first indicator located at the bottom of the object model of the target object, and / or a second indicator located in front of the object model of the target object; the second indicator covers at least a portion of the object model of the target object.

[0183] The aiming indication mark also includes an aiming line; one end of the aiming line is located at the target object, and the other end of the aiming line is located at an operating contact point of the aiming operation.

[0184] In response to the operation point of the aiming operation approaching the target object, the length of the aiming line is shortened; or, in response to the operation point of the aiming operation moving away from the target object, the length of the aiming line is increased.

[0185] In response to the distance between the operating point of the aiming operation and the target object being greater than a first distance threshold, a sight line is displayed; in response to the distance between the operating point of the aiming operation and the target object being less than a second distance threshold, display of the sight line is cancelled.

[0186] In response to the movement of the operating contact of the aiming operation, the aimed target object is switched in the game scene based on the moving state of the operating contact; wherein the moving state includes: moving position and / or moving direction.

[0187] In response to the target object being switched, an object image of the switched target object is displayed in the object display area.

[0188] It is determined that the target object belongs to a specified object type, an object display area is provided in the graphical user interface, and an object image containing the target object is displayed in the object display area.

[0189] Determine that the target object does not belong to the specified object type, and display the target object in a specified display format in the scene screen; wherein the specified display format indicates that the target object is targeted, and when the target object does not belong to the specified object type, the graphical user interface does not provide an object display area.

[0190] In response to the skill casting operation, a target skill is cast on the target object.

[0191] In this method, when aiming at a target object, a larger target object is displayed through the object display area. The player can view clearer and more detailed information about the target object through the object display area, and then decide whether to perform subsequent operations on the target object, thereby reducing the probability of aiming at the wrong target and improving the accuracy of aiming at the target, thereby improving the player's game interaction experience and game results.

[0192] This embodiment also provides a computer-readable storage medium, which stores computer-executable instructions. When the computer-executable instructions are called and executed by a processor, the computer-executable instructions prompt the processor to implement the interactive control method of the above game.

[0193] The computer executable instructions stored in the computer readable storage medium can implement the following operations in the interactive control method of the game by executing the computer executable instructions:

[0194] A method for interactive control of a game, providing a graphical user interface through a terminal device, the graphical user interface including a scene screen of a game scene; in response to an aiming operation, determining a target object to be aimed at in the game scene; providing an object display area in the graphical user interface, and displaying an object image containing the target object in the object display area; wherein the object display area obscures at least a portion of the scene screen; and the display size of the target object in the object display area is larger than the display size of the target object in the scene screen.

[0195] A dynamic image containing a target object is played in the object display area; wherein the dynamic image includes: a video image or an animation.

[0196] A dynamic image of the target object is captured from the game scene; or a pre-recorded dynamic image containing the target object is obtained.

[0197] The dynamic image includes at least one of the following: object appearance, object action, and object state of the target object.

[0198] The object display area also displays at least one of the following: the prop attributes of the designated prop to which the target object belongs; the prop status of the designated prop to which the target object belongs; and the game resources for the target object acquired by the game account logged in by the terminal device.

[0199] Based on the display position of the target object in the graphical user interface, a regional position of the object display area is determined; and the object display area is provided at the regional position.

[0200] Determine the game camp to which the target object belongs; and determine the regional position of the object display area based on the display area of ​​the game camp in the scene screen.

[0201] The game scene includes: multiple game camps; the display areas of the multiple game camps are arranged along a specified direction of a graphical user interface; the display area of ​​the game camp to which a target object belongs in the scene screen is determined; the regional edge of the display area is obtained; and based on the regional edge, the regional position of the object display area is determined.

[0202] Determine whether the object display area exceeds the specified area of ​​the graphical user interface when the object display area is located at the area position; if exceeded, adjust the area position until the object display area is located within the specified area when the object display area is located at the area position.

[0203] In response to a trigger operation for a target skill, a targeted target object is determined in the game scene based on the operation contact point of the trigger operation.

[0204] The graphical user interface includes a skill casting tool; the skill casting tool includes a skill casting prop or a skill casting control; in response to a sliding operation on the skill casting tool, the game object corresponding to the operating contact point of the sliding operation is determined as the target object to be aimed at.

[0205] In response to a trigger operation for a target skill, a targeted target object is determined in the game scene according to the operation path of the trigger operation.

[0206] The graphical user interface includes a skill casting tool; the skill casting tool includes a skill casting prop or a skill casting control; in response to a sliding operation acting on the skill casting tool, a sliding direction is determined according to a sliding path of the sliding operation; in a game scene, a target object to be aimed at is determined along the sliding direction.

[0207] A skill casting tool is displayed in a first area of ​​a graphical user interface; in response to a sliding operation, an operating contact moves outside the first area, and a starting position of the operating contact is recorded; in response to the continuation of the sliding operation, a real-time position of the operating contact is recorded; and a sliding direction is determined based on the starting position and the real-time position.

[0208] In response to a trigger operation on a target skill, a skill cancel area is provided in the graphical user interface; in response to a trigger end operation acting on the skill cancel area, the triggered target skill is canceled.

[0209] The graphical user interface includes a skill casting tool; the skill casting tool is displayed in a first area of ​​the graphical user interface; in response to a trigger operation on the skill casting tool, the skill casting tool is canceled from being displayed in the first area; a skill cancel area is provided in the graphical user interface; wherein the skill cancel area obscures at least a portion of the first area.

[0210] An aiming indicator mark showing that the target object is aimed at is displayed; wherein the aiming indicator mark is displayed in association with the target object in the scene picture.

[0211] The aiming indicator includes: a first indicator located at the bottom of the object model of the target object, and / or a second indicator located in front of the object model of the target object; the second indicator covers at least a portion of the object model of the target object.

[0212] The aiming indication mark also includes an aiming line; one end of the aiming line is located at the target object, and the other end of the aiming line is located at an operating contact point of the aiming operation.

[0213] In response to the operation point of the aiming operation approaching the target object, the length of the aiming line is shortened; or, in response to the operation point of the aiming operation moving away from the target object, the length of the aiming line is increased.

[0214] In response to the distance between the operating point of the aiming operation and the target object being greater than a first distance threshold, a sight line is displayed; in response to the distance between the operating point of the aiming operation and the target object being less than a second distance threshold, display of the sight line is cancelled.

[0215] In response to the movement of the operating contact of the aiming operation, the aimed target object is switched in the game scene based on the moving state of the operating contact; wherein the moving state includes: moving position and / or moving direction.

[0216] In response to the target object being switched, an object image of the switched target object is displayed in the object display area.

[0217] It is determined that the target object belongs to a specified object type, an object display area is provided in the graphical user interface, and an object image containing the target object is displayed in the object display area.

[0218] Determine that the target object does not belong to the specified object type, and display the target object in a specified display format in the scene screen; wherein the specified display format indicates that the target object is targeted, and when the target object does not belong to the specified object type, the graphical user interface does not provide an object display area.

[0219] In response to the skill casting operation, a target skill is cast on the target object.

[0220] In this method, when aiming at a target object, a larger target object is displayed through the object display area. The player can view clearer and more detailed information about the target object through the object display area, and then decide whether to perform subsequent operations on the target object, thereby reducing the probability of aiming at the wrong target and improving the accuracy of aiming at the target, thereby improving the player's game interaction experience and game results.

[0221] The computer program product of the interactive game control method, device and electronic device provided in the embodiments of the present invention includes a computer-readable storage medium storing program code. The instructions included in the program code can be used to execute the method described in the previous method embodiments. The specific implementation can be found in the method embodiments, which will not be repeated here.

[0222] Those skilled in the art can clearly understand that, for the convenience and brevity of description, the specific working process of the system and device described above can refer to the corresponding process in the aforementioned method embodiment, and will not be repeated here.

[0223] In addition, in the description of the embodiments of the present invention, unless otherwise clearly specified and limited, the terms "installed", "connected", and "connected" should be understood in a broad sense, for example, it can be a fixed connection, a detachable connection, or an integral connection; it can be a mechanical connection or an electrical connection; it can be a direct connection or an indirect connection through an intermediate medium, and it can be the internal communication of two components. For those skilled in the art, the specific meanings of the above terms in the present invention can be understood according to specific circumstances.

[0224] If the functions are implemented in the form of software functional units and sold or used as independent products, they can be stored in a computer-readable storage medium. Based on this understanding, the technical solution of the present invention, or the part that contributes to the prior art or the part of the technical solution, can be embodied in the form of a software product. The computer software product is stored in a storage medium, including several instructions for enabling a computer device (which can be a personal computer, a server, or a network device, etc.) to perform all or part of the steps of the methods described in each embodiment of the present invention. The aforementioned storage medium includes: various media that can store program codes, such as a USB flash drive, a mobile hard disk, a read-only memory (ROM), a random access memory (RAM), a magnetic disk or an optical disk.

[0225] In the description of the present invention, it should be noted that the terms "center", "upper", "lower", "left", "right", "vertical", "horizontal", "inner", "outer", etc., indicating the orientation or positional relationship, are based on the orientation or positional relationship shown in the drawings, and are only for the convenience of describing the present invention and simplifying the description, rather than indicating or implying that the device or element referred to must have a specific orientation, be constructed and operated in a specific orientation, and therefore cannot be understood as limiting the present invention. In addition, the terms "first", "second", and "third" are used for descriptive purposes only, and cannot be understood as indicating or implying relative importance.

[0226] Finally, it should be noted that the above embodiments are only specific implementations of the present invention, which are used to illustrate the technical solutions of the present invention, rather than to limit them. The protection scope of the present invention is not limited thereto. Although the present invention is described in detail with reference to the above embodiments, those skilled in the art should understand that any person skilled in the art can still modify the technical solutions recorded in the above embodiments within the technical scope disclosed by the present invention, or can easily think of changes, or make equivalent replacements for some of the technical features therein; and these modifications, changes or replacements do not make the essence of the corresponding technical solutions deviate from the spirit and scope of the technical solutions of the embodiments of the present invention, and should be included in the protection scope of the present invention. Therefore, the protection scope of the present invention shall be based on the protection scope of the claims.

Claims

1. A method for interactive control of a game, characterized in that: A graphical user interface is provided through a terminal device, wherein the graphical user interface includes a scene screen of a game scene; the method includes: In response to the aiming operation, determining a targeted target object in the game scene; Providing an object display area in the graphical user interface, and displaying an object image including the target object in the object display area; The object display area blocks at least a portion of the scene image; and the display size of the target object in the object display area is larger than the display size of the target object in the scene image.

2. The method according to claim 1, characterized in that The step of displaying an object image including the target object in the object display area comprises: A dynamic image including the target object is played in the object display area; wherein the dynamic image includes: a video image or an animation.

3. The method according to claim 2, characterized in that Before the step of playing the dynamic image containing the target object in the object display area, the method further includes: Capturing a dynamic image of the target object from the game scene; Alternatively, a pre-recorded dynamic image containing the target object is obtained.

4. The method according to claim 2, characterized in that: The dynamic image includes at least one of the following: object appearance, object action, and object state of the target object.

5. The method according to claim 1, characterized in that The object display area also displays at least one of the following: The prop properties of the specified prop to which the target object belongs; The item status of the specified item to which the target object belongs; The game resources for the target object are acquired by the game account logged in by the terminal device.

6. The method according to claim 1, characterized in that The step of providing an object display area in the graphical user interface comprises: Determining a region position of an object display region based on a display position of the target object in the graphical user interface; The object display area is provided at the area position.

7. The method according to claim 6, characterized in that The step of determining the area position of the object display area based on the display position of the target object in the graphical user interface includes: Determine the game camp to which the target object belongs; Based on the display area of ​​the game camp in the scene screen, the regional position of the object display area is determined.

8. The method according to claim 7, characterized in that The game scene includes: a plurality of game camps; display areas of the plurality of game camps are arranged along a specified direction of the graphical user interface; The step of determining the regional position of the object display area based on the display area of ​​the game camp in the scene screen includes: Determine a display area of ​​the game camp to which the target object belongs in the scene screen; Obtaining the area edge of the display area; Based on the area edge, the area position of the object display area is determined.

9. The method according to claim 6, characterized in that After the step of determining the area position of the object display area, the method further comprises: determining whether the object display area exceeds a designated area of ​​the graphical user interface when the object display area is located at the area position; If exceeded, the area position is adjusted until the object display area is located within the designated area when the object display area is located at the area position.

10. The method according to claim 1, characterized in that In response to the aiming operation, the step of determining the aimed target object in the game scene comprises: In response to a trigger operation for a target skill, a targeted target object is determined in the game scene according to an operation contact point of the trigger operation.

11. The method according to claim 10, characterized in that The graphical user interface includes a skill casting tool; the skill casting tool includes a skill casting prop or a skill casting control; The step of responding to a trigger operation for a target skill and determining a targeted target object in the game scene according to an operation contact point of the trigger operation comprises: In response to a sliding operation on the skill-casting tool, a game object corresponding to an operation contact point of the sliding operation is determined as a target object to be aimed at.

12. The method according to claim 1, characterized in that In response to the aiming operation, the step of determining the aimed target object in the game scene comprises: In response to a trigger operation for a target skill, a targeted target object is determined in the game scene according to an operation path of the trigger operation.

13. The method according to claim 12, characterized in that The graphical user interface includes a skill casting tool; the skill casting tool includes a skill casting prop or a skill casting control; The step of responding to a trigger operation for a target skill and determining a targeted target object in the game scene according to an operation path of the trigger operation includes: In response to a sliding operation on the skill casting tool, determining a sliding direction according to a sliding path of the sliding operation; In the game scene, a targeted object is determined along the sliding direction.

14. The method according to claim 13, characterized in that The skill casting tool is displayed in a first area of ​​the graphical user interface; The step of determining the sliding direction according to the sliding path of the sliding operation includes: In response to the operating contact of the sliding operation moving outside the first area, recording the starting position of the operating contact; In response to the continuation of the sliding operation, recording the real-time position of the operating contact point; A sliding direction is determined based on the starting position and the real-time position.

15. The method according to claim 10 or 12, characterized in that: The method further comprises: In response to a trigger operation on a target skill, providing a skill cancel area on the graphical user interface; In response to a trigger end operation acting on the skill cancel area, the target skill is canceled.

16. The method according to claim 15, characterized in that The graphical user interface includes a skill casting tool; the skill casting tool is displayed in a first area of ​​the graphical user interface; The step of providing a skill cancel area in the graphical user interface in response to a trigger operation for a target skill comprises: In response to a triggering operation on the skill-casting tool, canceling the display of the skill-casting tool in the first area; A skill cancel area is provided in the graphical user interface; wherein the skill cancel area covers at least a portion of the first area.

17. The method according to claim 1, characterized in that In response to the aiming operation, after the step of determining the aimed target object in the game scene, the method further includes: A targeting indicator is displayed indicating that the target object is targeted; wherein the targeting indicator is displayed in association with the target object in the scene screen.

18. The method according to claim 17, characterized in that The aiming indicator includes: a first indicator located at the bottom of the object model of the target object, and / or a second indicator located in front of the object model of the target object; the second indicator covers at least a portion of the object model of the target object.

19. The method according to claim 16, characterized in that The aiming indication mark also includes an aiming line; one end of the aiming line is located at the target object, and the other end of the aiming line is located at an operating contact point of the aiming operation.

20. The method according to claim 19, characterized in that The method further comprises: In response to the operating contact point of the aiming operation approaching the target object, shortening the length of the aiming line; Alternatively, in response to the operating contact point of the aiming operation moving away from the target object, the length of the aiming line is increased.

21. The method according to claim 19, characterized in that The method further comprises: In response to the distance between the operating contact point of the aiming operation and the target object being greater than a first distance threshold, displaying the aiming line; In response to the distance between the operating contact point of the aiming operation and the target object being less than a second distance threshold, the aiming line is cancelled from being displayed.

22. The method according to claim 1, characterized in that The method further comprises: In response to the movement of the operating contact of the aiming operation, the aimed target object is switched in the game scene based on the moving state of the operating contact; wherein the moving state includes: moving position and / or moving direction.

23. The method according to claim 22, characterized in that The method further comprises: In response to the target object being switched, an object image of the switched target object is displayed in the object display area.

24. The method according to claim 1, characterized in that The step of providing an object display area in the graphical user interface and displaying an object image containing the target object in the object display area comprises: It is determined that the target object belongs to a specified object type, an object display area is provided in the graphical user interface, and an object image containing the target object is displayed in the object display area.

25. The method according to claim 24, characterized in that The method further comprises: Determine that the target object does not belong to the specified object type, and display the target object in a specified display format in the scene screen; wherein the specified display format indicates that the target object is aimed at, and when the target object does not belong to the specified object type, the graphical user interface does not provide the object display area.

26. The method according to claim 1, characterized in that The method further comprises: In response to a skill casting operation, a target skill is cast on the target object.

27. An interactive control device for a game, characterized in that: A graphical user interface is provided through a terminal device, wherein the graphical user interface includes a scene screen of a game scene; the device includes: A targeting module, for determining a targeted target object in the game scene in response to a targeting operation; A display module, configured to provide an object display area in the graphical user interface, and display an object image including the target object in the object display area; The object display area blocks at least a portion of the scene image; and the display size of the target object in the object display area is larger than the display size of the target object in the scene image.

28. An electronic device, characterized in that: It comprises a processor and a memory, wherein the memory stores computer executable instructions that can be executed by the processor, and the processor executes the computer executable instructions to implement the interactive control method of the game described in any one of claims 1-26.

29. A computer-readable storage medium, characterized in that: The computer-readable storage medium stores computer-executable instructions, and when the computer-executable instructions are called and executed by a processor, the computer-executable instructions prompt the processor to implement the interactive control method of the game described in any one of claims 1-26.

Citation Information

Cited By

  • Game interaction control method and apparatus, and electronic device

    WO2026081759A1