Method and device for game interaction, storage medium, and electronic device

By generating designated combat areas, the problem of players falling behind in combat games is solved, and customized combat scope and team collaboration is achieved, which improves the game experience.

CN113952709BActive Publication Date: 2025-07-04NETEASE (HANGZHOU) NETWORK CO LTD
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Patent Information

Application Number
CN202111227922.2
Authority / Receiving Office
CN · China
Patent Type
Patents(China)
Current Assignee / Owner
Filing Date
2021-10-21
Publication Date
2025-07-04
Estimated Expiration
2041-10-21

AI Technical Summary

Technical Problem

In combat games, some players cannot keep up with the team in real time due to the wide area of ​​the game map, which leads to frequent fall behind, affecting the team's combat efficiency.

Method used

The display screen of the terminal device provides a graphical user interface, responds to the player's touch operation, and generates a designated combat area to indicate the combat range of the target virtual character, including the first virtual character and its virtual character in the same game camp, and displays the designated combat area to prompt entry to conduct game combat.

Benefits of technology

Players can customize the game's combat range to avoid falling behind, improve the fun of the game, and facilitate timely rescue between players in the same game camp.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

The present disclosure relates to the field of game technologies, and provides a method for game interaction, a device for game interaction, a computer storage medium, and an electronic device. The method for game interaction includes: responding to a touch operation on a game screen, and obtaining touch information generated by the touch operation; generating a specified combat area according to the touch information; the specified combat area is used to indicate the combat range of a target virtual character; the target virtual character includes a first virtual character and virtual characters in the same game camp as the first virtual character; and displaying the specified combat area to prompt the target virtual character to enter the specified combat area for game combat. The present disclosure can customize the combat range of the game according to the player's idea, thereby avoiding some players from falling behind and staying away from the team, and facilitating timely rescue among players in the same game camp.
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Description

Background Art

[0002] With the development and popularization of computer and Internet technologies, related game technologies have also been booming, and various combat games have emerged in an endless stream.

[0003] Currently, in related combat games, most game players need to form teams to play games. All players move within the same game map. However, since the area covered by the game map is very large, some players may not be able to keep up with the team in real time during the game, and it is easy to fall behind, which is not conducive to team combat.

[0004] In view of this, there is an urgent need in the art to develop a new method and device for game interaction.

[0005] It should be noted that the information disclosed in the above background art section is only used to enhance the understanding of the background of the present disclosure. Summary of the Invention

[0006] The purpose of the present disclosure is to provide a method for game interaction, a device for game interaction, a computer storage medium, and an electronic device, thereby at least to a certain extent avoiding the defect in the related art that the game combat area cannot be customized.

[0007] Other features and advantages of the present disclosure will become apparent through the following detailed description, or will be partially learned through the practice of the present disclosure.

[0008] According to a first aspect of the present disclosure, there is provided a method for game interaction, including: providing a graphical user interface through a display screen of a terminal device, the graphical user interface including a game screen corresponding to a first virtual character, wherein the game screen includes at least part of a game scene and a three-dimensional virtual object located in the game scene, the method including: responding to a touch operation on the game screen, obtaining touch information generated by the touch operation; generating a specified combat area according to the touch information; the specified combat area is used to indicate the combat range of a target virtual character; the target virtual character includes the first virtual character and virtual characters in the same game camp as the first virtual character; displaying the specified combat area to prompt the target virtual character to enter the specified combat area to play the game.

[0009] In an exemplary embodiment of the present disclosure, the touch information includes a first touch point on the outer surface of the three-dimensional virtual object and / or a second touch point in other areas of the game scene except the area where the three-dimensional virtual object is located.

[0010] In an exemplary embodiment of the present disclosure, when the touch information includes at least three of the first touch points, generating a specified combat area according to the touch information includes: determining a reference area according to the at least three first touch points; mapping the boundary line of the reference area to the surface of the three-dimensional virtual object, and obtaining the specified combat area according to the mapped boundary line.

[0011] In an exemplary embodiment of the present disclosure, determining a reference area according to the at least three touch points includes: connecting each of the first touch points to the remaining first touch points with a line of a preset radian to obtain a reference graph; selecting the largest closed area from the reference graph as the reference area.

[0012] In an exemplary embodiment of the present disclosure, the method further includes: reducing the specified combat area every preset time period.

[0013] In an exemplary embodiment of the present disclosure, the method further includes: in response to an adjustment operation on the specified combat area, adjusting the shape of the specified combat area.

[0014] In an exemplary embodiment of the present disclosure, before adjusting the shape of the specified combat area in response to the adjustment of the specified combat area, the method further includes: hiding the three-dimensional virtual object.

[0015] According to a second aspect of the present disclosure, there is provided a game interaction device, including: providing a graphical user interface through a display screen of a terminal device, the graphical user interface including a game screen corresponding to a first virtual character, wherein the game screen includes at least part of a game scene and a three-dimensional virtual object located in the game scene, the device includes: an acquisition module, configured to acquire touch information generated by the touch operation in response to a touch operation on the game screen; a region generation module, configured to generate a specified combat area according to the touch information; the specified combat area is used to indicate the combat range of a target virtual character; the target virtual character includes the first virtual character and virtual characters in the same game camp as the first virtual character; a display module, configured to display the specified combat area to prompt the target virtual character to enter the specified combat area for game combat.

[0016] According to a third aspect of the present disclosure, there is provided a computer storage medium, on which a computer program is stored, and when the computer program is executed by a processor, the game interaction method described in the first aspect above is implemented.

[0017] According to a fourth aspect of the present disclosure, there is provided an electronic device, including: a processor; and a memory for storing executable instructions of the processor; wherein the processor is configured to execute the method of game interaction described in the first aspect above by executing the executable instructions.

[0018] As can be seen from the above technical solutions, the method of game interaction, the device of game interaction, the computer storage medium and the electronic device in the exemplary embodiments of the present disclosure at least have the following advantages and positive effects:

[0019] In the technical solutions provided in some embodiments of the present disclosure, on the one hand, in response to a touch operation on the game screen, touch information generated by the touch operation is obtained, and according to the touch information, a specified combat area (used to indicate the combat range of the target virtual character) is generated, providing a new game interaction method, enabling players to customize the combat range of the game according to their own ideas and enhancing the game fun. On the other hand, the specified combat area is displayed to prompt the target virtual character (the target virtual character includes the first virtual character and the virtual characters in the same game camp as the first virtual character) to enter the specified combat area for game combat. Compared with combat in the entire game scene, the activity range is reduced, avoiding some players from falling behind and getting away from the team, and facilitating timely rescue among players in the same game camp.

[0020] It should be understood that the above general description and the following detailed description are only exemplary and explanatory, and cannot limit the present disclosure. BRIEF DESCRIPTION OF THE DRAWINGS

[0021] The drawings here are incorporated into the specification and form a part of this specification, showing embodiments consistent with the present disclosure, and are used together with the specification to explain the principles of the present disclosure. Obviously, the drawings in the following description are only some embodiments of the present disclosure, and those of ordinary skill in the art can obtain other drawings based on these drawings without creative efforts.

[0022] Figure 1 A flowchart showing the method of game interaction in the embodiments of the present disclosure;

[0023] Figure 2 A flowchart showing the generation of the specified combat area in the embodiments of the present disclosure;

[0024] Figure 3 A flowchart showing the determination of the reference area in the embodiments of the present disclosure;

[0025] Figure 4A A schematic diagram showing the determined reference area in the embodiments of the present disclosure;

[0026] Figure 4BSchematic diagram of a specified combat area generated in an embodiment of the present disclosure;

[0027] Figure 5 Flowchart showing automatic adjustment of a specified combat area in an embodiment of the present disclosure;

[0028] Figure 6 Schematic diagram of the structure of a game interaction device in an exemplary embodiment of the present disclosure;

[0029] Figure 7 Schematic diagram of the structure of an electronic device in an exemplary embodiment of the present disclosure. Detailed implementation manners

[0030] Example embodiments will now be described more fully with reference to the accompanying drawings. However, the example embodiments can be implemented in various forms and should not be construed as limited to the examples set forth herein; rather, these embodiments are provided so that this disclosure will be thorough and complete, and will fully convey the concept of example embodiments to those skilled in the art. The features, structures, or characteristics described may be combined in any suitable manner in one or more embodiments. In the following description, numerous specific details are provided to give a thorough understanding of the embodiments of the present disclosure. However, those skilled in the art will recognize that the technical solutions of the present disclosure may be practiced without one or more of the specific details, or may be implemented using other methods, components, devices, steps, etc. In other instances, well-known technical solutions are not shown or described in detail to avoid obscuring the various aspects of the present disclosure.

[0031] As used in this specification, the terms "a", "an", "the", and "said" are used to denote the presence of one or more elements / components / etc.; the terms "comprising" and "having" are used to mean an open inclusion and mean that in addition to the listed elements / components / etc., there may be additional elements / components / etc.; the terms "first" and "second", etc. are used only as labels and are not a limitation on the quantity of their objects.

[0032] In addition, the drawings are only schematic illustrations of the present disclosure and are not necessarily drawn to scale. The same reference numerals in the drawings denote the same or similar parts, and thus their repeated description will be omitted. Some of the block diagrams shown in the drawings are functional entities and do not necessarily correspond to physically or logically independent entities.

[0033] In an embodiment of the present disclosure, a game interaction method is first provided, which at least to some extent overcomes the defect in the related art that the game combat area cannot be customized.

[0034] Figure 1The flowchart shows the method of game interaction in an embodiment of the present disclosure. The execution subject of the method of game interaction can be a game server that processes game interaction operations.

[0035] Referring to Figure 1 , according to an embodiment of the present disclosure, the method of game interaction includes the following steps:

[0036] Step S110, in response to a touch operation on the game screen, obtain touch information generated by the touch operation;

[0037] Step S120, according to the touch information, generate a specified combat area; the specified combat area is used to indicate the combat range of the target virtual character; the target virtual character includes the first virtual character and virtual characters in the same game camp as the first virtual character;

[0038] Step S130, display the specified combat area to prompt the target virtual character to enter the specified combat area for game combat.

[0039] In Figure 1 In the technical solution provided by the shown embodiment, on the one hand, in response to a touch operation on the game screen, obtain touch information generated by the touch operation, and according to the touch information, generate a specified combat area (used to indicate the combat range of the target virtual character), providing a new game interaction method, enabling players to customize the combat range of the game according to their own ideas and enhancing the game fun. On the other hand, display the specified combat area to prompt the target virtual character (the target virtual character includes the first virtual character and virtual characters in the same game camp as the first virtual character) to enter the specified combat area for game combat. Compared with fighting in the entire game scene, the activity range is reduced, avoiding some players from falling behind and getting away from the team, and facilitating timely rescue among players in the same game camp.

[0040] The following Figure 1 elaborates in detail on the specific implementation process of each step in

[0041] In the present disclosure, a graphical user interface can be provided through the display screen of the terminal device, and the graphical user interface includes the game screen corresponding to the first virtual character.

[0042] Among them, the above terminal device can be various electronic devices with a display screen and supporting web browsing, including but not limited to smart phones, tablet computers, laptop portable computers, desktop computers, and so on.

[0043] The Graphics User Interface (GUI) refers to the computer operation user interface displayed in a graphical manner. It is the dialogue interface between the computer and its users and an important part of the computer system. It allows players to interact with electronic devices through icons and visual indicators (such as auxiliary symbol prompts) instead of through a text interface, typing command labels, or text navigation.

[0044] The first virtual character can be the virtual game character played by the current master player.

[0045] The game screen can be a display screen containing the game scene and various three-dimensional virtual objects located in the game scene. Among them, the game scene can be the environment in the game (such as: sky, road), buildings (structures), machinery, props, etc. The three-dimensional virtual objects can refer to buildings, mountain models, etc. in the game scene.

[0046] In step S110, in response to the touch operation on the game screen, obtain the touch information generated by the touch operation.

[0047] In this step, after entering the game screen, a start control enclosed by a range can be provided in the game screen. If a click operation (such as: single click or double click operation) on this start control is detected, the range enclosure mode can be entered. Furthermore, the current master player can perform a touch operation on the game screen to customize the combat range of the game according to their own ideas.

[0048] The touch operation of the player on the game screen can be a fixed-point operation. For example: multiple independent click operations performed by the player at different positions in the game screen. The above different positions can be on the outer surface of the three-dimensional virtual object and / or in other areas of the game scene except the area where the three-dimensional virtual object is located (such as: on the virtual ground in the game scene). Correspondingly, the touch information generated by the above touch operation can be the first touch point on the outer surface of the three-dimensional virtual object and / or the second touch point in other areas of the game scene except the area where the three-dimensional virtual object is located.

[0049] It should be noted that the specific way of fixing points can include: directly clicking in the game scene with a finger to input the touch point, clicking in the game scene with a mouse or a stylus to input the touch point, etc., which can be set according to the actual situation. The present disclosure does not make special limitations on this.

[0050] In an alternative embodiment, during the fixed-point process, the player can also choose to scale the game scene by using two fingers or mouse touch, for example: sliding two fingers outwards to enlarge the scene, sliding two fingers inwards to shrink the scene, etc., so that the player can input multiple touch points at different positions and at any distance according to their own ideas.

[0051] In an alternative embodiment, after the player inputs the above touch points, a "position adjustment" control icon can also be provided. Thus, the player can click on the above "position adjustment" control icon to adjust the position of the touch points again, so that the generated designated combat area matches the player's expected result better in the subsequent process.

[0052] In an alternative embodiment, a "fixed-point completion button" can also be set. When the player finishes fixing the points, the player can click on the "fixed-point completion button". Furthermore, the server can determine the number of touch points according to the received touch information. If the number of touch points is less than 3 (i.e., a closed circled range cannot be generated subsequently), a prompt message can be returned to the player, for example: "The fixed points are invalid. Please re-enter", to ensure that the number of fixed points entered by the player can generate a valid circled range.

[0053] In an alternative embodiment, after determining that the number of touch points is not less than 3, it can be determined whether the touch points input by the player are on the same straight line. If the touch points are on the same straight line (i.e., a closed circled range cannot be generated subsequently), a prompt message can be returned to the player, such as "The fixed points are invalid. Please re-enter", so that the player can re-fix the points.

[0054] In step S120, according to the touch information, a designated combat area is generated.

[0055] In this step, after obtaining the touch information generated by the above touch operation, a designated combat area can be generated according to the above touch information. The designated combat area is used to limit the combat range of the target virtual character, so that the target virtual character (for example: the first virtual character and the virtual characters in the same game camp as the first virtual character) can only move within the adjusted designated combat area. Thus, the activity ranges of multiple players belonging to the same team can be reduced, and problems such as players falling behind can be avoided.

[0056] In this step, when the above touch information is at least 3 first touch points on the surface of the three-dimensional virtual object, reference can be made to Figure 2 , Figure 2 The flowchart showing the generation of the designated combat area in the embodiments of the present disclosure includes step S201 - step S202:

[0057] In step S201, according to at least three first touch points, a reference area is determined.

[0058] In this step, reference can be made to Figure 3 , Figure 3 which shows the flowchart for determining the reference area in the embodiments of the present disclosure, including step S301 - step S302:

[0059] In step S301, each first touch point is connected to the remaining first touch points by a line with a preset radian to obtain a reference graph.

[0060] In this step, each first touch point can be connected to the remaining first touch points by a line with a preset radian to obtain a reference graph. Among them, the above-mentioned line with a preset radian can be a straight line, a curved line with a radian, etc., which can be set according to the actual situation, and the present disclosure does not make special limitations on this.

[0061] In step S302, the largest closed area is selected from the reference graph as the reference area.

[0062] In this step, in an optional implementation manner, when the number of the above at least 3 first touch points is 3, after connecting each first touch point to other first touch points, a largest closed area without any intersecting lines can be formed. Thus, the reference graph formed after connecting them can be directly determined as the above reference area.

[0063] In another optional implementation manner, when the number of the above at least 3 first touch points is greater than 3, for example: 5, then reference can be made to Figure 4A , Figure 4A which shows the schematic diagram of the reference area determined in the embodiments of the present disclosure. In the figure, the outer conical body shown is the three-dimensional virtual object, and 1 - 5 shown are the above first touch points. After connecting each first touch point to other first touch points, it can be known that the obtained reference graph will contain intersecting lines, that is, it contains multiple closed small areas. Thus, the largest closed area (i.e., the largest shaded area in the figure, the area enclosed by 1 - 5 - 4 - 2 - 3 - 1) can be selected from the above reference graph as the above reference area.

[0064] Then refer to Figure 2 , in step S202, the boundary line of the reference area is mapped to the surface of the three-dimensional virtual object, and a specified combat area is obtained according to the mapped boundary line.

[0065] In this step, the boundary line of the reference area can be mapped to the surface of the three-dimensional virtual object, and the above specified combat area is obtained according to the mapped boundary line. Exemplarily, reference can be made to Figure 4B , Figure 4B which shows the schematic diagram of the specified combat area generated in the embodiments of the present disclosure, specifically showing the mapping of Figure 4AThe schematic diagram of the designated combat area obtained after mapping the reference figure formed therein to the surface of the three-dimensional virtual object. It can be seen from Figure 4B that the present disclosure can avoid situations such as cutting the three-dimensional virtual object, ensure the feasibility and effectiveness of the finally generated combat area, and can determine the designated combat area with height restrictions, enhancing the game interest.

[0066] It should be noted that after mapping the boundary line of the reference area to the surface of the three-dimensional virtual object, it is also possible to determine whether the interior of the three-dimensional virtual object is an active area. In an alternative embodiment, when the three-dimensional virtual object is an entity model with an immovable interior (e.g., a mountain model), the area on the outer surface of the mountain model where the mapped boundary line is located can be determined as the designated combat area. In another alternative embodiment, when the three-dimensional virtual object is a model with an active interior (e.g., a building model), the area inside the building model where the mapped boundary line is located can be determined as the above-mentioned designated combat area.

[0067] It should be noted that when the above touch information is a second touch point in an area other than the area where the three-dimensional virtual object is located in the game scene (e.g., multiple second touch points on the ground), the second touch points can be directly connected by a line with a preset arc to form a planar combat range on the ground without height.

[0068] When the above touch information includes a first touch point on the outer surface of the three-dimensional virtual object and a second touch point in an area other than the area where the three-dimensional virtual object is located in the game scene, for example, when it includes 2 first touch points and 1 second touch point, the above 3 touch points can be connected to obtain a reference figure. Further, the closed area with the largest area can be selected from the reference figure as the reference area. Furthermore, the intersection points of the reference area and the outer surface of the three-dimensional virtual object can be obtained. For the first target area falling inside the three-dimensional virtual model, according to the above 2 first touch points and the intersection points, referring to the execution steps of steps S201 - S203, the first target area can be mapped to the surface of the three-dimensional virtual object to obtain a first combat area. For the second target area falling outside the three-dimensional virtual model, the second target area can be horizontally mapped to the virtual ground in the game scene to obtain a second combat area without height. Thus, the first combat area and the second combat area can be determined as the generated designated combat area.

[0069] Then refer to Figure 1 In step S130, the designated combat area is displayed to prompt the target virtual character to enter the designated combat area for game combat.

[0070] In this step, after generating the above-mentioned specified combat area, in an alternative implementation, the above-mentioned specified combat area can be displayed on the clients of the game player corresponding to the first virtual character (i.e., the above-mentioned current main controlling player) and the game players corresponding to the virtual characters in the same game camp as the first virtual character (i.e., the teammate players of the above-mentioned current main controlling player). In another alternative implementation, the above-mentioned specified combat area can be displayed on the game map. In yet another alternative implementation, the above-mentioned specified combat area can also be synchronously displayed on the clients of the above-mentioned players and the game map.

[0071] It should be noted that the above-mentioned specified combat area can also be displayed differently. For example, its boundary line can be thickened, highlighted, or colored differently from other areas to attract the attention of players and facilitate players to adjust their combat strategies in a timely manner.

[0072] In an alternative implementation, after displaying the above-mentioned specified combat area, a timing control can be displayed on the player terminal. The timing control is used to prompt the remaining duration for the current main controlling player and their teammate players to control the target virtual characters they have selected to enter the specified combat area. Exemplarily, a prompt message such as "For example: Please reach the specified combat area within 10 seconds" can also be sent to the current main controlling player and their teammate players. Furthermore, if the target virtual character reaches the above-mentioned specified combat area within the preset duration, rewards can be sent to the target virtual character, such as: reward gold coins, points, etc. If the target virtual character does not reach the above-mentioned specified combat area within the preset duration, then penalties can be imposed on the target virtual character, such as: reducing points, which can be set according to the actual situation, and the present disclosure does not make special limitations in this regard.

[0073] In an alternative implementation, the above-mentioned specified combat area can also be reduced at intervals of a preset duration to achieve the game effect that only when players are within the enclosed area can they ensure the safety of their characters.

[0074] In an alternative implementation, after generating the above-mentioned specified combat area, the current main controlling player or a teammate player in the same game camp as the current main controlling player can also adjust the shape of the above-mentioned specified combat area. Specifically, a "combat area adjustment" control can be provided. Then, when the player clicks on this control, the boundary line of the above-mentioned specified combat area can be manually adjusted. For example, the curvature of the boundary line can be adjusted to obtain the adjusted specified combat area. Furthermore, an "effective combat area" control can be provided on the game interface. When the player clicks on this control, it can be determined that the above-mentioned adjustment takes effect. Then, relevant prompt information can be sent to the current main controlling player and their teammate players to remind them to enter the specified combat area for combat.

[0075] It should be noted that after the player clicks the above-mentioned "combat area adjustment" control, the three-dimensional virtual objects in the game scene can be hidden, so that the player can intuitively see which touch point is adjusted, and compare the path and area of the specified combat area before adjustment to better match the adjustment intention.

[0076] In an optional implementation manner, the present disclosure can also collect the area of the specified combat area and the radian of each boundary line of the specified combat area after the player's adjustment. Then, according to the corresponding relationship between the area and the radian, the specified combat area is automatically adjusted. Specifically, referring to Figure 5 , Figure 5 shows a flowchart for automatically adjusting the specified combat area, including steps S501 - S503:

[0077] In step S501, obtain the area of the specified combat area; and obtain the radian of each boundary line of the specified combat area after adjustment.

[0078] In this step, during the game operation, the area of the specified combat area formed by multiple different players when they define the combat area by themselves can be collected, and the radian of each boundary line of the specified combat area after each player's manual adjustment can also be collected. Exemplarily, the position of each boundary line of the specified combat area after adjustment in the game scene, the relationship between the boundary line and the horizontal line in the game scene, etc. can also be collected to clarify the characteristics of each boundary line.

[0079] In step S502, store the corresponding relationship table between the area and the radian.

[0080] In this step, the corresponding relationship table between the area and the radian can be stored. For example: when the area is S1, the radians R1, R2, R3 of each boundary line; when the area is S2, the radians R4, R5, R6 of each boundary line. Exemplarily, the characteristics of each boundary line can also be specifically stored in the corresponding relationship table, which can be set according to the actual situation, and the present disclosure does not make special limitations on this.

[0081] In step S503, after an interval of a preset time period, automatically adjust the specified combat area according to the corresponding relationship table.

[0082] In this step, after an interval of a preset time period (for example, after the method in the present disclosure has been on-line for one month, or when the data stored in the above corresponding relationship table reaches a certain amount, it can be set according to the actual situation), the specified combat area can be automatically adjusted according to the above corresponding relationship table. By collecting the area of the specified combat area and the curvature of each boundary line of the specified combat area after the player's adjustment, it is convenient to quickly generate a specified combat area that meets the player's needs in the subsequent process, reduce the number of player operations, and improve the generation efficiency of the specified combat area.

[0083] Through the interaction of players in the game scene, on the one hand, the present disclosure provides a new game interaction method, which can customize a game combat area with height restrictions according to the player's ideas, enhancing the fun of the game. On the other hand, compared with fighting in the entire game scene, the activity range is reduced, avoiding some players from falling behind and getting away from the team, and facilitating timely rescue among players in the same game camp.

[0084] The present disclosure also provides a device for game interaction. Figure 6 The structure diagram of the device for game interaction in an exemplary embodiment of the present disclosure is shown; as Figure 6 shown, the device 600 for game interaction may include an acquisition module 610, a region generation module 620, and a display module 630. Among them:

[0085] The acquisition module 610 is configured to obtain touch information generated by the touch operation in response to a touch operation on the game screen.

[0086] The region generation module 620 is configured to generate a specified combat area according to the touch information; the specified combat area is used to indicate the combat range of the target virtual character; the target virtual character includes the first virtual character and virtual characters in the same game camp as the first virtual character.

[0087] The display module 630 is configured to display the specified combat area to prompt the target virtual character to enter the specified combat area for game combat.

[0088] In an exemplary embodiment of the present disclosure, the acquisition module 610 is configured as:

[0089] In an exemplary embodiment of the present disclosure, the touch information includes a first touch point on the outer surface of the three-dimensional virtual object, and / or a second touch point in other areas of the game scene except the area where the three-dimensional virtual object is located.

[0090] In an exemplary embodiment of the present disclosure, when the touch information includes at least three of the first touch points, the region generation module 620 is configured as:

[0091] Determine a reference area based on the at least three first touch points; map the boundary line of the reference area to the surface of the three-dimensional virtual object, and obtain the specified combat area according to the mapped boundary line.

[0092] In an exemplary embodiment of the present disclosure, the area generation module 620 is configured to:

[0093] Connect each of the first touch points to the remaining first touch points with a line of a preset radian to obtain a reference graph; select the largest closed area on the reference graph as the reference area.

[0094] In an exemplary embodiment of the present disclosure, the specified combat area is reduced at preset time intervals.

[0095] In an exemplary embodiment of the present disclosure, the area generation module 620 is configured to:

[0096] In response to an adjustment operation on the specified combat area, adjust the shape of the specified combat area.

[0097] In an exemplary embodiment of the present disclosure, the area generation module 620 is configured to:

[0098] Before adjusting the shape of the specified combat area, hide the three-dimensional virtual object.

[0099] The specific details of each module in the above device for game interaction have been described in detail in the corresponding method for game interaction, and thus will not be elaborated here.

[0100] It should be noted that although several modules or units of a device for action execution are mentioned in the above detailed description, this division is not mandatory. In fact, according to the embodiments of the present disclosure, the features and functions of the two or more modules or units described above can be embodied in one module or unit. Conversely, the features and functions of one module or unit described above can be further divided and embodied by multiple modules or units.

[0101] In addition, although the steps of the method in the present disclosure are described in a specific order in the drawings, this does not require or imply that these steps must be executed in that specific order, or that all the steps shown must be executed to achieve the desired result. Additionally or alternatively, some steps may be omitted, multiple steps may be combined into one step for execution, and / or one step may be decomposed into multiple steps for execution, etc.

[0102] Through the description of the above embodiments, those skilled in the art can easily understand that the example embodiments described herein can be implemented by software or by a combination of software and necessary hardware. Therefore, the technical solutions according to the embodiments of the present disclosure can be embodied in the form of a software product, which can be stored in a non-volatile storage medium (such as a CD-ROM, a USB flash drive, a mobile hard disk, etc.) or on a network, including several instructions to enable a computing device (such as a personal computer, a server, a mobile terminal, or a network device, etc.) to execute the method according to the embodiments of the present disclosure.

[0103] The present application also provides a computer-readable storage medium, which may be included in the electronic device described in the above embodiments; or may exist separately without being assembled into the electronic device.

[0104] The computer-readable storage medium may be, for example, but not limited to, an electrical, magnetic, optical, electromagnetic, infrared, or semiconductor system, apparatus, or device, or any combination of the above. More specific examples of the computer-readable storage medium may include, but are not limited to: an electrical connection having one or more wires, a portable computer disk, a hard disk, a random access memory (RAM), a read-only memory (ROM), an erasable programmable read-only memory (EPROM or flash memory), an optical fiber, a portable compact disk read-only memory (CD-ROM), an optical storage device, a magnetic storage device, or any suitable combination of the above. In the present disclosure, the computer-readable storage medium may be any tangible medium that contains or stores a program, and the program can be used by or in combination with an instruction execution system, apparatus, or device.

[0105] The computer-readable storage medium can send, propagate, or transmit a program for use by or in combination with an instruction execution system, apparatus, or device. The program code contained on the computer-readable storage medium can be transmitted by any appropriate medium, including but not limited to: wireless, wire, optical cable, RF, etc., or any suitable combination of the above.

[0106] The computer-readable storage medium carries one or more programs, and when the above one or more programs are executed by an electronic device, the electronic device is enabled to implement the method as described in the above embodiments.

[0107] In addition, an electronic device capable of implementing the above method is also provided in the embodiments of the present disclosure.

[0108] Those skilled in the art can understand that various aspects of the present disclosure can be implemented as a system, method, or program product. Therefore, various aspects of the present disclosure can be specifically implemented in the following forms, namely: a complete hardware implementation, a complete software implementation (including firmware, microcode, etc.), or an implementation combining hardware and software aspects, which can be collectively referred to herein as "circuit", "module", or "system".

[0109] Reference is now made to Figure 7 to describe the electronic device 700 according to such an embodiment of the present disclosure. Figure 7 The electronic device 700 shown is merely an example and should not impose any limitations on the functions and usage scope of the embodiments of the present disclosure.

[0110] As Figure 7 shown, the electronic device 700 is presented in the form of a general-purpose computing device. The components of the electronic device 700 may include, but are not limited to: at least one of the above-mentioned processing units 710, at least one of the above-mentioned storage units 720, a bus 730 connecting different system components (including the storage unit 720 and the processing unit 710), and a display unit 740.

[0111] Among them, the storage unit stores program code, and the program code can be executed by the processing unit 710, so that the processing unit 710 executes the steps according to various exemplary embodiments of the present disclosure described in the above "Exemplary Method" section of this specification. For example, the processing unit 710 can execute as Figure 1 shown in: step S110, in response to a touch operation on the game screen, obtain touch information generated by the touch operation; step S120, generate a specified combat area according to the touch information; the specified combat area is used to indicate the combat range of the target virtual character; the target virtual character includes a first virtual character and virtual characters in the same game camp as the first virtual character; step S130, display the specified combat area to prompt the target virtual character to enter the specified combat area for game combat.

[0112] The storage unit 720 may include a readable medium in the form of a volatile storage unit, such as a random access storage unit (RAM) 7201 and / or a cache storage unit 7202, and may further include a read-only storage unit (ROM) 7203.

[0113] The storage unit 720 may also include a program / utility 7204 having a set (at least one) of program modules 7205. Such program modules 7205 include, but are not limited to: an operating system, one or more application programs, other program modules, and program data. Each or some combination of these examples may include the implementation of a network environment.

[0114] The bus 730 can represent one or more of several types of bus structures, including a memory unit bus or a memory unit controller, a peripheral bus, an Accelerated Graphics Port, a processing unit, or a local bus using any of the various bus structures.

[0115] The electronic device 700 can also communicate with one or more external devices 800 (such as a keyboard, a pointing device, a Bluetooth device, etc.), can also communicate with one or more devices that enable a player to interact with the electronic device 700, and / or can communicate with any device that enables the electronic device 700 to communicate with one or more other computing devices (such as a router, a modem, etc.). Such communication can be carried out through the input / output (I / O) interface 750. Moreover, the electronic device 700 can also communicate with one or more networks (such as a Local Area Network (LAN), a Wide Area Network (WAN), and / or a public network, such as the Internet) through the network adapter 760. As shown in the figure, the network adapter 760 communicates with other modules of the electronic device 700 through the bus 730. It should be understood that, although not shown in the figure, other hardware and / or software modules can be used in conjunction with the electronic device 700, including but not limited to: microcode, device drivers, redundant processing units, external disk drive arrays, RAID systems, tape drives, and data backup storage systems, etc.

[0116] Those skilled in the art will readily conceive of other embodiments of the present disclosure after considering the specification and practicing the invention disclosed herein. This application is intended to cover any variations, uses, or adaptations of the present disclosure that follow the general principles of the present disclosure and include well-known knowledge or conventional technical means in the technical field not disclosed by the present disclosure. The specification and embodiments are only regarded as exemplary, and the true scope and spirit of the present disclosure are pointed out by the claims.

Claims

1. A method for game interaction, characterized in that, Provide a graphical user interface through the display screen of a terminal device, where the graphical user interface includes a game screen corresponding to a first virtual character. Among them, the game screen includes at least part of a game scene and a three-dimensional virtual object located in the game scene. The method includes: Respond to a touch operation on the game screen and obtain touch information generated by the touch operation; Generate a specified combat area according to the touch information; the specified combat area is used to indicate the combat range of a target virtual character; the target virtual character includes the first virtual character and virtual characters in the same game camp as the first virtual character; Display the specified combat area to prompt the target virtual character to enter the specified combat area for game combat; Shrink the specified combat area every preset time period.

2. The method according to claim 1, characterized in that, The touch information includes a first touch point on the outer surface of the three-dimensional virtual object and / or a second touch point in other areas of the game scene except the area where the three-dimensional virtual object is located.

3. The method according to claim 2, wherein When the touch information includes at least three of the first touch points, the generating a specified combat area according to the touch information includes: Determine a reference area according to the at least three first touch points; Map the boundary line of the reference area to the surface of the three-dimensional virtual object and obtain the specified combat area according to the mapped boundary line.

4. The method according to claim 3, characterized in that The determining a reference area according to the at least three touch points includes: Connect each of the first touch points to the remaining first touch points with a line at a preset radian to obtain a reference graph; Select the largest closed area on the reference graph as the reference area.

5. The method according to claim 1, wherein The method further includes: Respond to an adjustment operation on the specified combat area and adjust the shape of the specified combat area.

6. The method according to claim 5, wherein Before the responding to the adjustment of the specified combat area and adjusting the shape of the specified combat area, the method further includes: Hide the three-dimensional virtual object.

7. A device for game interaction, characterized in that, Provide a graphical user interface through the display screen of a terminal device, where the graphical user interface includes a game screen corresponding to a first virtual character. Among them, the game screen includes at least part of a game scene and a three-dimensional virtual object located in the game scene. The device includes: An acquisition module, configured to respond to a touch operation on the game screen and obtain touch information generated by the touch operation; A region generation module, configured to generate a specified combat area according to the touch information; the specified combat area is used to indicate the combat range of a target virtual character; the target virtual character includes the first virtual character and virtual characters in the same game camp as the first virtual character; A display module, configured to display the specified combat area to prompt the target virtual character to enter the specified combat area for game combat; The display module is further configured to shrink the specified combat area every preset time period.

8. A computer storage medium, on which a computer program is stored, characterized in that, The computer program, when executed by a processor, implements the game interaction method according to any one of claims 1 to 6.

9. An electronic device, characterized in that, Including: A processor; And A memory for storing executable instructions of the processor; Wherein, the processor is configured to execute the method of game interaction according to any one of claims 1 to 6 by executing the executable instructions.

Citation Information

Patent Citations

  • Game device, game control method, and program

    JP2014166223A