Game interaction method, device, electronic device and storage medium
By displaying the character capture area in the game interface and adding thermal states according to positional relationships, the problem of single interaction mode of the existing game is solved, improving the interactivity of the game and player experience.
Patent Information
- Application Number
- CN202210017414.X
- Authority / Receiving Office
- CN · China
- Patent Type
- Patents(China)
- Current Assignee / Owner
- Filing Date
- 2022-01-07
- Publication Date
- 2025-08-08
- Estimated Expiration
- 2042-01-07
AI Technical Summary
The existing game interaction methods are too single, resulting in low game fatigue and experience.
By displaying the character capture area in the game interface, obtaining the position relationship of the player's character in response to the image acquisition command, determining the thermal information based on the position relationship, and adding the corresponding thermal state.
It enriches the interactiveness and fun of the game content, reduces the fatigue of players during the game, and improves the game experience.
Smart Images

Figure CN114344909B_ABST
Abstract
Description
Technical Field
[0001] The present invention relates to the field of game technology, and in particular to a game interaction method, a game interaction device, an electronic device, and a computer-readable storage medium. Background Art
[0002] With the development of computer and gaming technologies, games have become an important form of entertainment in people's daily lives. In competitive games, there are at least two sides, with players in different sides having different roles, such as defenders and attackers. During a game, the attackers must obtain game items or complete designated tasks within the game scene to advance, while the defenders must locate the attackers within the scene and prevent them from obtaining items or completing tasks. During the game, the defenders must pursue the attackers, while the attackers must evade their pursuit. However, for this type of "chase-and-grab" game mode, the overly restrictive game interaction not only easily leads to player fatigue, but also a poor gaming experience. Summary of the Invention
[0003] The embodiments of the present invention provide a game interaction method, device, electronic device and computer-readable storage medium to solve or partially solve the problem in the related art that the game interaction method is too single, causing players to feel game fatigue and a low gaming experience.
[0004] An embodiment of the present invention discloses a game interaction method, wherein a graphical user interface is provided through a preset terminal, wherein the graphical user interface displays content including at least a portion of a game scene and a first player character located in the game scene; wherein the game scene also includes a second player character that is in a different game camp from the first player character. The method comprises:
[0005] In response to a trigger instruction of a game skill, displaying a character capture area corresponding to the game skill in the graphical user interface;
[0006] In response to the image acquisition instruction, if the second player character is located in the character capture area, the positional relationship between the first player character and the second player character in the game scene is obtained, and based on the positional relationship, thermal information for the second player character is determined to add a corresponding thermal state to the second player character based on the thermal information.
[0007] Optionally, after displaying a character capture area corresponding to the game skill in the graphical user interface in response to a trigger instruction of the game skill, the method further includes:
[0008] In response to a perspective switching instruction for the first player character, the current orientation of the first player character is controlled according to the perspective switching instruction, and a game field of view presentation screen of the game scene under the current orientation is displayed in the graphical user interface, so that the character capture area frames the game field of view screen.
[0009] Optionally, it also includes:
[0010] If it is detected that at least a portion of the second player character exists in the character capture area, a capture indication mark for the character capture area is displayed in the graphical user interface.
[0011] Optionally, if it is detected that at least a portion of the second player character exists in the character capture area, displaying a capture indication mark for the character capture area in the graphical user interface includes:
[0012] If it is detected that at least the head of the second player character exists in the character capture area, a capture indication mark for the character capture area is displayed in the graphical user interface.
[0013] Optionally, it also includes:
[0014] When at least a portion of the second player character exists in the character capture area, thermal detection information corresponding to the positional relationship is displayed in the character capture area.
[0015] Optionally, the positional relationship includes the relative orientation and the relative distance, and when at least a portion of the second player character exists in the character capture area, displaying thermal detection information corresponding to the positional relationship in the character capture area includes:
[0016] In a case where at least a portion of the second player character exists in the character capture area, thermal detection information for the second player character is displayed in the character capture area according to the relative orientation and / or the relative distance.
[0017] Optionally, the thermal detection information includes a thermal identifier, and when at least a portion of the second player character is present in the character capture area, displaying the thermal detection information for the second player character in the character capture area according to the relative orientation and / or the relative distance comprises:
[0018] In a case where at least a portion of the second player character is present in the character capture area, if the first player character is located in a positive direction of the second player character, determining a first quantity corresponding to the positive direction, and displaying the first quantity of thermal indicators for the second player character in the character capture area;
[0019] If the second player character is located in a rearward direction of the second player character, a second number related to the rearward direction is determined, and a second number of thermal indicators for the second player character are displayed in the character capture area.
[0020] Optionally, the thermal detection information includes a thermal identifier, and when at least a portion of the second player character is present in the character capture area, displaying the thermal detection information for the second player character in the character capture area according to the relative orientation and / or the relative distance comprises:
[0021] If at least a portion of the second player character exists in the character capture area, comparing the relative distance with a preset distance range, taking the preset distance range within which the relative distance falls as a target distance range, and obtaining the number of targets corresponding to the target distance range;
[0022] A target number of heat indicators for the second player character are displayed in the character capture area.
[0023] Optionally, the positional relationship includes the relative orientation and relative distance, and determining the thermal information for the second player character based on the positional relationship includes:
[0024] Thermal information for the second player character is determined based on the relative orientation and / or the relative distance.
[0025] Optionally, the thermal information includes a thermal value, and determining the thermal information for the second player character based on the relative orientation and / or the relative distance includes:
[0026] Calculating a target heat value for the second player character using the relative orientation and / or the relative distance;
[0027] If the second player character is in the heat state, obtaining the current heat value of the second player character, and adding the target heat value to the current heat value;
[0028] If the second player character is not in the heat state, the target heat value is used as the current heat value of the second player character.
[0029] Optionally, the calculating a target heat value for the second player character by using the relative orientation and / or the relative distance includes:
[0030] Obtaining a thermal value for the relative distance, where different thermal values correspond to different preset distance ranges;
[0031] Using the preset distance range that successfully matches the relative distance as the target distance range, and using the heat value corresponding to the target distance range as the initial heat value for the second player character;
[0032] determining a thermal coefficient corresponding to the relative orientation;
[0033] The target heat value for the second player character is calculated using the initial heat value and the heat coefficient.
[0034] Optionally, determining the thermal coefficient corresponding to the relative orientation includes:
[0035] If the first player character is located in the positive direction of the second player character, obtaining a first thermal coefficient for the initial thermal value;
[0036] If the second player character is located behind the second player character, a second thermal coefficient for the initial thermal value is obtained.
[0037] Optionally, the calculating a target heat value for the second player character using the relative orientation includes:
[0038] If the first player character is in the positive direction of the second player character, the first heat value corresponding to the positive direction is used as the target heat value for the second player character;
[0039] If the second player character is located in the rear direction of the second player character, the second heat value corresponding to the rear direction is used as the target heat value for the second player character.
[0040] Optionally, the calculating a target heat value for the second player character using the relative distance includes:
[0041] The preset thermal distance range that successfully matches the relative distance is used as the target distance range, and the thermal value corresponding to the target distance range is used as the target thermal value for the second player character.
[0042] Optionally, the thermal information includes a thermal value, and adding a corresponding thermal state to the second player character according to the thermal information includes:
[0043] If the current heat value of the second player character is greater than or equal to the first heat threshold and less than the second heat threshold, then add a first stage heat state corresponding to the first heat threshold to the second player character, where the first stage heat state is a state in which the second player character is identifiable and can be interacted with by non-player characters;
[0044] If the current heat value of the second player character is greater than or equal to the second heat threshold and less than the third heat threshold, then a second stage heat state corresponding to the second heat threshold is added to the second player character, where the second stage heat state is a state where the second player character is in a state where it can be disturbed by non-player characters;
[0045] If the current heat value of the second player character is greater than or equal to the third heat threshold, the third stage heat state corresponding to the third heat threshold is added to the second player, and the third stage heat state is a state in which the second player character is stuck in place.
[0046] Optionally, it also includes:
[0047] If it is detected that the second player character ends the third stage thermal state, the second stage thermal state is added to the second player character.
[0048] Optionally, it also includes:
[0049] The character portrait and heat bar of the second player character are displayed in the graphical user interface.
[0050] Optionally, the thermal information includes a thermal value, and the method further includes:
[0051] If the current heat value of the second player character does not increase within the preset time period, the heat value of the second player character is decreased at each preset time interval.
[0052] Optionally, the content displayed on the graphical user interface further includes a skill control corresponding to a game skill of the first player character, and in response to a trigger instruction of the game skill, displaying a character capture area corresponding to the game skill in the graphical user interface includes:
[0053] In response to a touch operation on the skill control, a character capture area corresponding to the game skill and an image acquisition control corresponding to the character capture area are displayed in the graphical user interface, and the first player character is controlled to perform an image acquisition action.
[0054] Optionally, in response to the image acquisition instruction, if the second player character is located in the character capture area, obtaining a positional relationship between the first player character and the second player character in the game scene includes:
[0055] In response to a touch operation on the image acquisition control, performing image acquisition on the content in the character capture area to obtain a target image;
[0056] If the target image includes the second player character, the positional relationship between the first player character and the second player character in the game scene is obtained.
[0057] Optionally, it also includes:
[0058] In response to a touch operation on the skill control, the character capture area is hidden in the graphical user interface.
[0059] An embodiment of the present invention further discloses a game interaction device, which provides a graphical user interface (GUI) via a preset terminal, wherein the GUI displays at least a portion of a game scene and a first player character within the game scene; wherein the game scene also includes a second player character that is in a different game camp from the first player character, and the device comprises:
[0060] a character capture area display module, configured to display a character capture area corresponding to the game skill in the graphical user interface in response to a trigger instruction of the game skill;
[0061] The thermal information processing module is used to respond to the image acquisition instruction and, if the second player character is located in the character capture area, obtain the positional relationship between the first player character and the second player character in the game scene, and determine the thermal information for the second player character based on the positional relationship, so as to add a corresponding thermal state to the second player character based on the thermal information.
[0062] Optionally, the device further comprises:
[0063] A perspective switching module is used to respond to a perspective switching instruction for the first player character, control the current orientation of the first player character according to the perspective switching instruction, and display a game field of view presentation screen of the game scene under the current orientation in the graphical user interface, so that the character capture area frames the game field of view screen.
[0064] Optionally, it also includes:
[0065] The acquisition indicator display module is configured to display an acquisition indicator for the character capture area in the graphical user interface if it is detected that at least a portion of the second player character exists in the character capture area.
[0066] Optionally, the collection indication mark display module is specifically used to:
[0067] If it is detected that at least the head of the second player character exists in the character capture area, a capture indication mark for the character capture area is displayed in the graphical user interface.
[0068] Optionally, it also includes:
[0069] The thermal detection information display module is configured to display thermal detection information corresponding to the positional relationship in the character capture area when at least a portion of the second player character exists in the character capture area.
[0070] Optionally, the positional relationship includes the relative orientation and relative distance, and the thermal detection information display module is specifically configured to:
[0071] In a case where at least a portion of the second player character exists in the character capture area, thermal detection information for the second player character is displayed in the character capture area according to the relative orientation and / or the relative distance.
[0072] Optionally, the thermal detection information includes a thermal identifier, and the thermal detection information display module includes:
[0073] a first thermal identifier display submodule for, when at least a portion of the second player character exists in the character capture area and the first player character is located in a positive direction of the second player character, determining a first quantity corresponding to the positive direction and displaying the first quantity of thermal identifiers for the second player character in the character capture area;
[0074] The second thermal identifier display submodule is configured to determine a second number corresponding to the rear direction if the second player character is located in the rear direction of the second player character, and display a second number of thermal identifiers for the second player character in the character capture area.
[0075] Optionally, the thermal detection information includes a thermal identifier, and the thermal detection information display module includes:
[0076] a target quantity determination submodule, configured to, if at least a portion of the second player character exists in the character capture area, compare the relative distance with a preset distance range, determine the preset distance range within which the relative distance falls as a target distance range, and obtain the target quantity corresponding to the target distance range;
[0077] The third thermal marker display submodule is configured to display a target number of thermal markers for the second player character in the character capture area.
[0078] Optionally, the positional relationship includes the relative orientation and relative distance, and the thermal information processing module is specifically configured to:
[0079] Thermal information for the second player character is determined based on the relative orientation and / or the relative distance.
[0080] Optionally, the thermal information includes a thermal value, and the thermal information processing module includes:
[0081] a heat value calculation submodule, configured to calculate a target heat value for the second player character using the relative orientation and / or the relative distance;
[0082] a heat value superposition submodule, configured to obtain the current heat value of the second player character if the second player character is in the heat state, and superimpose the target heat value on the current heat value;
[0083] The heat value adding submodule is used to use the target heat value as the current heat value of the second player character if the second player character is not in the heat state.
[0084] Optionally, the thermal value calculation submodule is specifically used to:
[0085] Obtaining a thermal value for the relative distance, where different thermal values correspond to different preset distance ranges;
[0086] Using the preset distance range that successfully matches the relative distance as the target distance range, and using the heat value corresponding to the target distance range as the initial heat value for the second player character;
[0087] determining a thermal coefficient corresponding to the relative orientation;
[0088] The target heat value for the second player character is calculated using the initial heat value and the heat coefficient.
[0089] Optionally, the thermal value calculation submodule is specifically used to:
[0090] If the first player character is located in the positive direction of the second player character, obtaining a first thermal coefficient for the initial thermal value;
[0091] If the second player character is located behind the second player character, a second thermal coefficient for the initial thermal value is obtained.
[0092] Optionally, the thermal value calculation submodule is specifically used to:
[0093] If the first player character is in the positive direction of the second player character, the first heat value corresponding to the positive direction is used as the target heat value for the second player character;
[0094] If the second player character is located in the rear direction of the second player character, the second heat value corresponding to the rear direction is used as the target heat value for the second player character.
[0095] Optionally, the thermal value calculation submodule is specifically used to:
[0096] The preset thermal distance range that successfully matches the relative distance is used as the target distance range, and the thermal value corresponding to the target distance range is used as the target thermal value for the second player character.
[0097] Optionally, the thermal information includes a thermal value, and the thermal information processing module is specifically configured to:
[0098] If the current heat value of the second player character is greater than or equal to the first heat threshold and less than the second heat threshold, then add a first stage heat state corresponding to the first heat threshold to the second player character, where the first stage heat state is a state in which the second player character is identifiable and can be interacted with by non-player characters;
[0099] If the current heat value of the second player character is greater than or equal to the second heat threshold and less than the third heat threshold, then a second stage heat state corresponding to the second heat threshold is added to the second player character, where the second stage heat state is a state where the second player character is in a state where it can be disturbed by non-player characters;
[0100] If the current heat value of the second player character is greater than or equal to the third heat threshold, the third stage heat state corresponding to the third heat threshold is added to the second player, and the third stage heat state is a state in which the second player character is stuck in place.
[0101] Optionally, it also includes:
[0102] The thermal state rollback module is used to add the second stage thermal state to the second player character if it is detected that the second player character ends the third stage thermal state.
[0103] Optionally, it also includes:
[0104] A heat information display module is used to display the character portrait and heat bar of the second player character in the graphical user interface.
[0105] Optionally, the thermal information includes a thermal value, and the device further includes:
[0106] The heat value decreasing module is used to decrease the heat value of the second player character at each preset time interval if the current heat value of the second player character does not increase within a preset time period.
[0107] Optionally, the content displayed on the graphical user interface further includes skill controls corresponding to the game skills of the first player character, and the character capture area display module is specifically configured to:
[0108] In response to a touch operation on the skill control, a character capture area corresponding to the game skill and an image acquisition control corresponding to the character capture area are displayed in the graphical user interface, and the first player character is controlled to perform an image acquisition action.
[0109] Optionally, the thermal information processing module includes:
[0110] a target image acquisition submodule, configured to acquire an image of the content in the character capture area in response to a touch operation on the image acquisition control, and obtain a target image;
[0111] The position information acquisition submodule is configured to acquire the positional relationship between the first player character and the second player character in the game scene if the target image includes the second player character.
[0112] Optionally, it also includes:
[0113] A skill canceling module is configured to hide the character capture area in the graphical user interface in response to a touch operation on the skill control.
[0114] An embodiment of the present invention further discloses an electronic device, comprising a processor, a communication interface, a memory, and a communication bus, wherein the processor, the communication interface, and the memory communicate with each other via the communication bus;
[0115] The memory is used to store computer programs;
[0116] The processor is configured to implement the method described in the embodiment of the present invention when executing the program stored in the memory.
[0117] An embodiment of the present invention further discloses a computer-readable storage medium having instructions stored thereon. When executed by one or more processors, the processors are enabled to execute the method according to the embodiment of the present invention.
[0118] The embodiments of the present invention include the following advantages:
[0119] In an embodiment of the present invention, a graphical user interface is provided through a preset terminal, which may include a game scene, a first player character located in the game scene, and a second player character that is in a different game camp from the first player character. During the game, the terminal may respond to a trigger instruction of a game skill and display a character capture area corresponding to the game skill in the graphical user interface. Then, in response to an image acquisition instruction, if the second player character is located in the character capture area, the positional relationship between the first player character and the second player character in the game scene is obtained, and based on the positional relationship, thermal information for the second player character is determined to add a corresponding thermal state to the second player character based on the thermal information, and the thermal information for the second player character is displayed in the graphical user interface. Therefore, by using image acquisition as a game skill of the player character, during the game, the player can add a thermal state to the player character in the enemy camp by "taking photos in the game", which greatly enriches the interactivity and fun of the game content, effectively reduces the player's game fatigue during the game, and improves the game experience. BRIEF DESCRIPTION OF THE DRAWINGS
[0120] Figure 1 is a flowchart of the steps of a game interaction method provided in an embodiment of the present invention;
[0121] Figure 2 is a schematic diagram of a game interface provided in an embodiment of the present invention;
[0122] Figure 3 is a schematic diagram of a game interface provided in an embodiment of the present invention;
[0123] Figure 4 is a schematic diagram of a game interface provided in an embodiment of the present invention;
[0124] Figure 5 is a schematic diagram of a game interface provided in an embodiment of the present invention;
[0125] Figure 6 is a schematic diagram of a game interface provided in an embodiment of the present invention;
[0126] Figure 7This is a structural block diagram of an interactive device for a game provided in an embodiment of the present invention;
[0127] Figure 8 is a block diagram of an electronic device provided in an embodiment of the present invention;
[0128] Figure 9 is a schematic diagram of a computer-readable medium provided in an embodiment of the present invention. DETAILED DESCRIPTION
[0129] In order to make the above-mentioned objects, features and advantages of the present invention more obvious and easy to understand, the present invention is further described in detail below with reference to the accompanying drawings and specific embodiments.
[0130] The interactive method of the game in the embodiment of the present invention can be run on a local terminal device or a server. When the interactive method of the game is run on a server, it can be a cloud game.
[0131] In an optional embodiment, cloud gaming refers to a gaming method based on cloud computing. In the cloud gaming operating mode, the operating entity of the game program and the entity presenting the game screen are separated. The storage and operation of the game's interactive methods are completed on the cloud gaming server. The cloud gaming client is used to receive and send data and present the game screen. For example, the cloud gaming client can be a display device with data transmission function close to the user side, such as a mobile terminal, TV, computer, PDA, etc.; however, the cloud gaming server in the cloud processes the game data. When playing the game, the player operates the cloud gaming client to send operation instructions to the cloud gaming server. The cloud gaming server runs the game according to the operation instructions, encodes and compresses the game screen and other data, and returns it to the cloud gaming client through the network. Finally, the cloud gaming client decodes and outputs the game screen.
[0132] In an optional embodiment, the local terminal device stores a game program and is used to present the 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 and run through the conventional electronic device. The local terminal device can provide the graphical user interface to the player in a variety of ways, for example, it can be rendered and displayed on the terminal display, or provided to the player through holographic projection. For example, the local terminal device may include a display screen and a processor, the display screen is used to present the graphical user interface, the graphical user interface includes the game screen, and the processor is used to run the game, generate the graphical user interface, and control the display of the graphical user interface on the display screen.
[0133] Among them, in the embodiment of the present invention, the preset terminal is taken as an example of a local terminal device. It can be understood that it can also be the cloud game client mentioned above, and the present invention does not limit this.
[0134] As an example, in a stealth game, stealth can be combined with asymmetric competition to create chase-and-escape scenarios. For example, a game might consist of two defenders and four attackers. The attackers, with their numerical advantage, must evade the defenders and the game's guarding NPCs (non-player characters) to infiltrate the target location, complete the assigned mission, and successfully evacuate. The defenders, with their superior numbers, can, with the assistance of the guards, penetrate the attackers' disguises and pursue the intruders throughout the game. During the game, the defenders must pursue the attackers, while the attackers must evade the defenders' pursuit. However, for this type of "chase-and-escape" game mode, the overly simple gameplay interaction method can not only easily lead to player fatigue, but also provide a poor gaming experience.
[0135] In this regard, one of the core inventions in the embodiments of the present invention is to configure corresponding game skills for the first player character whose game camp is the attacking party. The player can control the first player character to release skills in the game and "take a photo" of the second player character. When the "photo is taken" is successful, the second player character is added with a corresponding thermal state. When the second player character in the thermal state moves in the game scene, its position may be displayed on the mini-map of the game, or it may be disturbed by non-player characters in the game scene, or it may stay in place for a certain period of time, etc., thereby using image acquisition as a game skill of the player character. During the game, the player can add a thermal state to the player character of the enemy camp by "taking a photo in the game", which greatly enriches the interactivity and fun of the game content, effectively reduces the player's game fatigue during the game, and improves the game experience.
[0136] Among them, the player characters involved in the embodiments of the present invention can be characters used for the game controlled by the players in the game. The first player character can be a character controlled by the first player belonging to the first preset terminal, which can be the attacking party in the game; the second player character can be a character controlled by the second player belonging to the second preset terminal, which can be the defending party in the game. It can be understood that as the game type changes, the first player character and the second player character can be converted into each other, or the game camps can be exchanged, etc., and the present invention does not limit this.
[0137] Reference Figure 1, shows a flowchart of the steps of a game interaction method provided in an embodiment of the present invention, wherein a graphical user interface is provided through a preset terminal, and the content displayed by the graphical user interface includes at least a portion of a game scene and a first player character located in the game scene; wherein the game scene also includes a second player character that is in a different game camp from the first player character. Specifically, the following steps may be included:
[0138] Step 101, in response to a triggering instruction of a game skill, displaying a character capture area corresponding to the game skill in the graphical user interface;
[0139] In this embodiment of the present invention, the first player character's responsibilities may include preventing the second player character from pursuing them, or interfering with the second player character's movement, etc. In this process, how to add corresponding abnormal states to the second player character and restrict its activities is a key factor affecting the first player character's decryption progress or activities in the game, and is also the key to preventing the first player character from being captured by the second player character.
[0140] In an embodiment of the present invention, a corresponding game skill can be configured for a first player character. When the game skill is triggered, the terminal can display a character capture area in a graphical user interface. The display size of the image capture area can be smaller than the size of the graphical user interface, for example, 50% of the length and width of the graphical user interface, and fixedly displayed in the center of the graphical user interface. When the player triggers the game skill, the terminal displays the character capture area in the graphical user interface. As the player switches the field of view of the first player character, the content in the character capture area will also change accordingly. Specifically, the terminal can respond to a perspective switching instruction for the first player character and control the current orientation of the first player character according to the perspective switching instruction, displaying a game field of view image of the game scene in the graphical user interface based on the current orientation, so that the character capture area frames the game field of view. During the game, the player can adjust the content displayed in the character capture area by controlling the orientation of the first player character, thereby "photographing" the second player character by adjusting the capture perspective, especially capturing the image of the second player character in motion.
[0141] During the game, while the player adjusts the framing content of the character capture area by adjusting the field of view of the first player character, the terminal can detect the framing content in the character capture area in real time, especially the second player character. If the terminal detects that at least a portion of the second player character is present in the character capture area, a capture indicator for the character capture area is displayed in the graphical user interface. This capture indicator notifies the player that the second player character has been captured in the current character capture area and that a "photograph" of the second player character can be taken, thereby adding the corresponding abnormal state to the second player character. Specifically, when a portion or all of the second player character's body appears in the character capture area, it can be determined that the second player character has been captured, and the terminal can display the corresponding capture indicator. Specifically, for the second player character's body, to improve the accuracy of image capture, the terminal can set the capture indicator to be displayed when the second player character's head appears in the character capture area, indicating that the second player character has been captured.
[0142] Optionally, the capture indicator can be displayed in green on the border of the character capture area, accompanied by flashing or non-flashing lighting effects, to prompt the player that the second player character has been captured in the current character capture area and can be "photographed." It is understood that the capture indicator can also be displayed in other display styles, such as red, yellow, etc., or a corresponding text prompt can be displayed in the graphical user interface, and the present invention is not limited to this.
[0143] Furthermore, as the player adjusts the framing of the character capture area and controls the first player character, if at least a portion of the second player character is present in the character capture area, the terminal may also display thermal detection information corresponding to the positional relationship in the character capture area. The thermal detection information may include image quality information of an image captured based on the current positional relationship between the first and second player characters in the game scene. A higher image quality indicates a higher abnormality level or a higher abnormality value added to the second player character after a successful skill release. The positional relationship may include the relative orientation between the first and second player characters. The relative orientation may include a forward orientation, a rearward orientation, and the like. For example, the forward orientation may be within a 180° range from the front of the second player character, and the rearward orientation may be within a 180° range from the back of the second player character. The relative distance between the first and second player characters in the game scene may also be included. The relative distance may include the straight-line distance between the two player characters or the shortest distance between the two player characters. In this embodiment of the present invention, the straight-line distance is used as an example for illustrative purposes.
[0144] In a specific implementation, when at least part of the second player character is present in the character capture area, thermal detection information for the second player character is displayed in the character capture area based on the relative orientation and / or relative distance. The thermal detection information may include thermal identifiers. A greater number of thermal identifiers displayed in the character capture area indicates higher image quality information. Upon successful release of a game skill, a higher abnormality level or abnormality value is added to the second player character. Accordingly, in the game, if high image quality information is to be collected, it may be discovered by the second player corresponding to the second player character. In this regard, the player may reasonably control the number of times, distance, and orientation of the game skill releases, etc., according to their own needs in the actual game, and the present invention does not impose any restrictions on this.
[0145] In an optional embodiment, when there is at least a portion of the second player character in the character capture area, if the first player character is located in the forward direction of the second player character, the terminal can determine a first number corresponding to the forward direction and display the first number of thermal indicators for the second player character in the character capture area; if the second player character is located in the rearward direction of the second player character, the terminal can determine a second number corresponding to the rearward direction and display the second number of thermal indicators for the second player character in the character capture area.
[0146] For the front and rear facing directions, when the first player character releases a game skill (takes a photo) facing the front of the second player character, the front of the second player character can be captured. At this time, the captured image quality is higher, and the number of corresponding thermal markers is greater; conversely, when the first player character is located behind the second player character and releases a game skill (takes a sneak shot), only the back of the second player character can be captured. At this time, since the front of the second player character cannot be identified, the captured image quality is lower, and the number of corresponding thermal markers is smaller. In this regard, for the forward direction, a first number of thermal markers can be set, such as displaying 3 thermal markers in the character capture area; for the rearward direction, a second number of thermal markers can be set, such as displaying 1 thermal marker in the character capture area, so that when the player controls the first player character to "take a picture" (release a skill) of the second player character from the corresponding angle, the terminal can display a corresponding number of thermal markers in the character capture area according to the direction in which the first player character is located relative to the second player character. By displaying a corresponding number of thermal markers, the player can intuitively and quickly perceive what kind of abnormal state the current skill release angle can add to the second player character, which is convenient for the player to make corresponding game decisions based on actual game needs and improve the player's game experience.
[0147] In another optional embodiment, when there is at least a portion of the second player character in the character capture area, the relative distance is compared with a preset distance range, the preset distance range in which the relative distance falls is used as the target distance range, and the target number corresponding to the target distance range is obtained, and a thermal indicator of the target number for the second player character is displayed in the character capture area.
[0148] For the preset distance range, different distance ranges can be pre-set, and different distance ranges correspond to different numbers of thermal markers. For example, 0-5 meters corresponds to 3 thermal markers, 5-10 meters corresponds to 2 thermal markers, and more than 10 meters corresponds to 1 thermal marker, etc. During the game, the terminal can obtain the straight-line distance between the first player character and the second player character, and compare the straight-line distance with the pre-set different distance ranges to determine the target distance range within which the straight-line distance falls, and then display the target number of thermal markers corresponding to the target distance range in the character capture area. When the player controls the first player character to "take a picture" (release skills) of the second player character from the corresponding angle, the terminal can display the corresponding number of thermal markers in the character capture area according to the relative distance between the first player character and the second player character. By displaying the corresponding number of thermal markers, the player can intuitively and quickly perceive what kind of abnormal state the current skill release angle can add to the second player character, so that the player can make corresponding game decisions according to actual game needs and improve the player's game experience.
[0149] In addition, the terminal can also determine the number of thermal markers based on the relative distance and relative orientation, and then display the number of thermal markers in the character capture area. Specifically, on the basis of determining the number of thermal markers based on the preset distance range, a first quantity coefficient corresponding to the positive orientation and a second quantity coefficient corresponding to the rear orientation can be set, wherein the first quantity coefficient can be greater than 1 and the second quantity coefficient can be less than 1. After the number of thermal markers is calculated based on the number of thermal markers determined based on the preset distance range, the final number of thermal markers can be obtained by multiplying the corresponding coefficient according to the orientation in which the first player character is located relative to the second player character. The thermal markers are then displayed in the character capture area, so that the player can intuitively and quickly perceive what abnormal state the current skill release angle can add to the second player character, making it convenient for the player to make corresponding game decisions based on actual game needs and improving the player's game experience.
[0150] In one example, referring to Figure 2, shows a schematic diagram of a game interface provided in an embodiment of the present invention. A game application is run through a terminal, and a game interface 20 is displayed in a graphical user interface. The game interface 20 may include a first player character 210, a second player character 220, a skill control 230, and an image acquisition control 240. During the game, the player may first touch the skill control 230, and the terminal may respond to the touch operation on the skill control by displaying a character capture area 250 ( Figure 2 The terminal can control the first player character to perform the image acquisition action. For the character capture area 250, the terminal can display a mask floating layer in the graphical user interface, and reserve a certain display area in the middle of the mask floating layer as the character capture area 250, so that the player can adjust the framing content displayed in the character capture area 250 by adjusting the current orientation of the first player character 210. During the framing process, as the positional relationship between the first player character 210 and the second player character 220 changes, such as a decrease or increase in relative distance, a change in relative orientation, etc., the terminal can display the corresponding thermal mark 260 in the character capture area 250 according to the positional relationship, so that the player can intuitively and quickly perceive what abnormal state the current skill release angle can add to the second player character, which is convenient for the player to make corresponding game decisions according to actual game needs and improve the player's game experience.
[0151] In addition, when the player touches the skill control 230 again, the terminal can hide the character capture area in the graphical user interface in response to the touch operation on the skill control, and display the game scene normally so that the player can control the first player character 210 to perform other operations.
[0152] Step 102, in response to the image acquisition instruction, if the second player character is located in the character capture area, obtain the positional relationship between the first player character and the second player character in the game scene, and determine the thermal information for the second player character based on the positional relationship, so as to add a corresponding thermal state to the second player character based on the thermal information.
[0153] In an embodiment of the present invention, after the player adjusts the current orientation of the first player character and adjusts the framing content displayed in the character capture area, the player can trigger image capture of the content in the character capture area by touching the image capture control. Specifically, the terminal can respond to the touch operation on the image capture control to capture the content in the character capture area and obtain a target image. The terminal can then identify the target image. If the target image contains a second player character, the positional relationship between the first player character and the second player character in the game scene is obtained, and based on the positional relationship, the thermal information for the second player character is determined to add a corresponding thermal state to the second player character based on the thermal information. By using image capture as a game skill of the player character, during the game, the player can add a thermal state to the player character of the enemy camp by "taking a photo in the game", which greatly enriches the interactivity and fun of the game content, effectively reduces the player's game fatigue during the game, and improves the game experience.
[0154] Among them, the thermal information may include a thermal value, which may be an abnormal value superimposed on the second player character. When the abnormal value reaches a certain value, a corresponding thermal state may be added to the second player character; the thermal state may be an abnormal state superimposed on the player character, and different thermal states may trigger different interaction results for the player character.
[0155] In a specific implementation, the terminal can use relative orientation and / or relative distance to calculate the target thermal value for the second player character. If the second player character is in a thermal state, the current thermal value of the second player character is obtained, and the target thermal value is superimposed on the current thermal value, so that the player can continuously release game skills by controlling the first player character in the game, so that the second player character can superimpose the thermal value, so that when the thermal value reaches a certain value, it triggers the addition of the corresponding thermal state to the second player character; if the second player character is not in a thermal state, the target thermal value is used as the current thermal value of the second player character, so that the player can release game skills by controlling the first player character, so that the second player character can superimpose the thermal value.
[0156] In an optional embodiment, the target thermal value for the second player character can be calculated using the relative distance and relative orientation. Specifically, the terminal can obtain the thermal value for the relative distance, with different thermal values corresponding to different preset distance ranges. The preset distance range that successfully matches the relative distance is then used as the target distance range, and the thermal value corresponding to the target distance range is used as the initial thermal value for the second player character. The thermal coefficient corresponding to the relative orientation can then be determined, and the initial thermal value and the thermal coefficient are used to calculate the target thermal value for the second player character.
[0157] Among them, for the thermal coefficient, if the first player character is located in the positive direction of the second player character, then the first thermal coefficient for the initial thermal value is obtained, such as the first thermal coefficient can be a coefficient greater than 1, including 1.1, 1.2, 1.3, etc.; if the second player character is located behind the second player character, then the second thermal coefficient for the initial thermal value is obtained, such as the second thermal coefficient can be a coefficient less than 1, including 0.9, 0.8, 0.7, etc., and the present invention is not limited to this.
[0158] In one example, assuming that the preset distance range includes three different intervals, namely 0-5 meters, 5-10 meters and above 10 meters, the corresponding thermal values can be 60, 40, 20, etc., then when the relative distance between the first player character and the second player character is 4 meters, the terminal can determine that the initial thermal value is 40, and then determine in which direction the first player character is located relative to the second player character. If it is in the positive direction, the corresponding thermal coefficient is obtained as 1.2. After calculation, it can be determined that this skill release can add 48 points of thermal value to the second player character.
[0159] In another optional embodiment, the target thermal value for the second player character can be determined by relative orientation. Specifically, if the first player character is facing the front of the second player character, the terminal can use the first thermal value corresponding to the front orientation as the target thermal value for the second player character; if the second player character is facing the rear of the second player character, the terminal can use the second thermal value corresponding to the rear orientation as the target thermal value for the second player character.
[0160] For the front and rear directions, when the first player character releases a game skill (takes a photo) in the front direction of the second player character, the front of the second player character can be captured. At this time, the higher the quality of the captured image, the higher the corresponding thermal value; on the contrary, when the first player character is located behind the second player character to release a game skill (take a sneak shot), only the back of the second player character can be captured. At this time, since the front of the second player character cannot be identified, the quality of the captured image is low, and the corresponding thermal value is lower. To this end, a first thermal value corresponding to the front direction can be set, such as 40, and a second thermal value corresponding to the rear direction can be set, such as 25, so that in the game, when the terminal determines that the first player character is located in the front direction of the second player character when releasing a skill, it can be determined that this skill release can add 40 points of thermal value to the second player character; when the first player is located behind the second player character when releasing a skill, it can be determined that this skill release can add 25 points of thermal value to the second player character, and so on.
[0161] In another optional embodiment, the target thermal value for the second player character can also be determined based on the relative distance. Specifically, the terminal can use a preset thermal distance range that successfully matches the relative distance as the target distance range, and use the thermal value corresponding to the target distance range as the target thermal value for the second player character. The relevant process can be referred to the above description and will not be repeated here.
[0162] It should be noted that, since the game data interaction between the first terminal belonging to the first player and the second terminal belonging to the second player needs to be processed by the server, after the first terminal belonging to the first player calculates the target thermal value for the second player's character, it can send the target thermal value to the server, and the server performs corresponding data processing, including superimposing the corresponding target thermal value on the second player's character in the game, and monitoring the thermal value of the second player's character in real time, so as to determine whether it is necessary to superimpose the corresponding thermal state according to the current thermal value of the second player's character, and if it is determined to be necessary, superimpose the corresponding thermal state according to the size of the thermal value. In the embodiment of the present invention, the data interaction between the first terminal, the server and the second terminal is used as an example for illustrative description. It can be understood that in one case, for example, the first terminal or the second terminal has data processing capabilities, and the first terminal or the second terminal can also perform corresponding data processing, including superimposing the corresponding target thermal value on the second player's character in the game, and monitoring the thermal value of the second player's character in real time, etc. The present invention does not limit this.
[0163] In a specific implementation, after the first terminal to which the first player character belongs determines the target thermal value, the target thermal value can be sent to the server, which superimposes the corresponding target thermal value on the second player character in the game and monitors the current thermal value of the second player character in real time. If the current thermal value of the second player character is greater than or equal to the first thermal threshold and less than the second thermal threshold, the first stage thermal state corresponding to the first thermal threshold is added to the second player character. The first stage thermal state is a state in which the second player character is identifiable and interacted with by non-player characters; if the current thermal value of the second player character is greater than or equal to the second thermal threshold and less than the third thermal threshold, the second player character is added to the first stage thermal state corresponding to the first thermal threshold. The first stage thermal state is a state in which the second player character is identifiable and interacted with by non-player characters; if the current thermal value of the second player character is greater than or equal to the second thermal threshold and less than the third thermal threshold, the second player character is added to the first stage thermal state. A second-stage thermal state corresponding to the second thermal threshold is added, and the second-stage thermal state is a state in which the second player character is in a state where it can be disturbed by non-player characters; if the current thermal value of the second player character is greater than or equal to the third thermal threshold, a third-stage thermal state corresponding to the third thermal threshold is added to the second player, and the third-stage thermal state is a state in which the second player character is stuck in place. In this way, by using image acquisition as a game skill of the player character, during the game, the player can add thermal status to the player character of the enemy camp by "taking photos in the game", which greatly enriches the interactivity and fun of the game content, effectively reduces the player's game fatigue during the game, and improves the game experience.
[0164] In one example, assuming the first heat threshold is 100, the second heat threshold is 200, and the third heat threshold is 300, then when the second player character's current heat value is greater than or equal to 100 and less than 200, a first stage heat state of "somewhat famous" can be added to the second player character. In this state, when the second player controls the second player character to move in the game scene, the second terminal can obtain the relative distance between the second player character and non-player characters in the game scene. When the relative distance is less than or equal to a preset distance threshold, the second terminal can obtain the first interaction logic corresponding to the first stage heat state and control the non-player characters to interact with the second player character according to the first interaction logic. For example, when the second player character approaches the non-player character head-on, the second terminal can control the first non-player character encountered by the second player character to greet the second player character every 10 seconds, highlight the second player character's location, and display the location identifier corresponding to the second player character on the game's mini-map, so that the first player to whom the first player character belongs can understand the second player character's location in the game scene through the game map.
[0165] When the current heat value of the second player character is greater than or equal to 200 and less than 300, the second stage heat state of "popular idol" can be added to the second player character. In this state, when the second player controls the second player character to move in the game scene, the second terminal can obtain the relative distance between the second player character and the non-player characters in the game scene, and when the relative distance is less than or equal to the preset distance threshold, obtain the second interaction logic corresponding to the second stage heat state, and control the non-player characters to interact with the second player character according to the second interaction logic. For example, every 15 seconds, the second terminal can control the second player character to move towards The first non-player character inward enters a "following state", including changing clothes, entering a running state, etc., and then controls the non-player character to find a way to follow the second player character at a preset speed. When the second player character is caught up by the non-player character, the second terminal can display a QTE (QuickTimeEvent) for the first non-player character in the graphical user interface, such as a QTE for an autographed photo in 3 seconds. In response to the second player completing the QTE event, the second terminal can obtain the default action logic of the non-player character, and control the non-player character to find a way back to the starting point according to the default action logic, and perform operations corresponding to the default action logic.
[0166] When the second player character's current heat value is greater than or equal to 300, the second player character can be given a third-stage heat state of "Super Dimension Superstar". In this state, the second terminal can control the second player character to stay in place for a certain period of time. For example, the second terminal can display a stage for the second player character in the game scene and then control the second player character to dance on the stage, thereby restricting the second player character's movement. At the same time, when the second player character ends the third-stage heat state (such as after finishing dancing), the second player character's heat state can be reverted to the second-stage heat state, thereby effectively improving the fun of the game by reasonably displaying the second player character's actions.
[0167] In addition, when the first player successfully controls the first player character to "take a photo" of the second player character (i.e., successfully releases a skill), the first terminal can also display the thermal information for the second player character in the graphical user interface, including displaying the second player character's portrait and the corresponding thermal bar in the graphical user interface. The thermal bar corresponds to the thermal value, for example, it can be a ring surrounding the character portrait, and can be set to three sections, corresponding to the first stage thermal state, the second stage thermal state, and the third stage thermal state, respectively, so that the player can intuitively and quickly understand the current thermal state of the second player character, so as to reasonably control the release of game skills and ensure the player's gaming experience in the game.
[0168] In the game, the game skills of the first player character have a cooling time, and during the game, the second player can control the second player to avoid the game skills of the first player character. During the game, if the current heat value of the second player character does not increase within the preset time period, the terminal can reduce the heat value of the second player character at each preset time interval, for example, reducing the heat value by 3 points every 1 second, etc., thereby effectively improving the game experience of different players in the game through the reasonable setting of the game interaction method.
[0169] In an embodiment of the present invention, a graphical user interface is provided through a preset terminal, which may include a game scene, a first player character located in the game scene, and a second player character that is in a different game camp from the first player character. During the game, the terminal may respond to a trigger instruction of a game skill and display a character capture area corresponding to the game skill in the graphical user interface. Then, in response to an image acquisition instruction, if the second player character is located in the character capture area, the positional relationship between the first player character and the second player character in the game scene is obtained, and based on the positional relationship, thermal information for the second player character is determined to add a corresponding thermal state to the second player character based on the thermal information, and the thermal information for the second player character is displayed in the graphical user interface. Therefore, by using image acquisition as a game skill of the player character, during the game, the player can add a thermal state to the player character in the enemy camp by "taking photos in the game", which greatly enriches the interactivity and fun of the game content, effectively reduces the player's game fatigue during the game, and improves the game experience.
[0170] In order to enable those skilled in the art to better understand the technical solution of the embodiment of the present invention, an example is given below for illustrative explanation.
[0171] Reference Figure 3 , showing a schematic diagram of a game interface provided in an embodiment of the present invention, the terminal runs a game application and displays a game interface 30 in a graphical user interface. The game interface 30 may include a first player character 310, a second player character 320, and skill controls 330 corresponding to the game skills of the first player character 310. During the game, the player can control the first player character 310 to release corresponding game skills, such as photo-taking restriction skills, by touching the skill controls 330.
[0172] Reference Figure 4During the game, when the player touches the skill control 330, the terminal can respond to the touch operation on the skill control and display the character capture area 410 in the graphical user interface, so that the player can switch the field of view by controlling the first player character, so that the terminal displays the game field of view corresponding to the current direction of the first player character in the game interface 40, and the character capture area 410 can be another layer fixedly displayed on the graphical user interface. When the game field of view changes, the framing content in the character capture area 410 will also change accordingly. Then, when the player adjusts the framing content of the character capture area 410 so that the second player character is located in the character capture area 410, the second player character can be further photographed to release the corresponding game skills for the second player character. Among them, when the player adjusts the framing content in the character capture area, the terminal can identify the content of the character capture area in real time. When it is identified that there is at least a part of the second player character in the character capture area, the positional relationship between the first player character and the second player character appearing in the character capture area in the game scene can be obtained, and a corresponding number of thermal identifiers can be displayed in the character capture area according to the positional relationship. At the same time, when the player releases the game skill through the image acquisition control corresponding to the game skill, that is, takes a photo of the second player character located in the character capture area, the terminal can calculate the corresponding thermal value based on the positional relationship between the first player character and the photographed second player character in the game scene, and superimpose the corresponding thermal value on the second player character. At the same time, information corresponding to the thermal value of the second player character is displayed in the thermal bar 510 in the game interface 50. For example For example, the heat bar can include three different stages of heat states, namely fever, trending and pop, among which pop can correspond to the first stage heat state, trending can correspond to the second stage heat state, fever can correspond to the third stage heat state, etc. When the heat value of the second player character reaches the trigger threshold of the heat state, the corresponding heat state can be added to the second player character. Different heat states are mutually exclusive, that is, only one heat state can be added to the second player character at the same time. Therefore, by using image acquisition as a game skill of the player character, during the game, the player can add heat state to the player character of the enemy camp by "taking pictures in the game", which greatly enriches the interactivity and fun of the game content, effectively reduces the player's game fatigue during the game, and improves the game experience.
[0173] Specifically, refer to Figure 6, shows a schematic diagram of a game interface provided in an embodiment of the present invention, wherein a game application is run through a terminal and a game interface 60 is displayed in a graphical user interface. The game interface 60 may include a first player character 610, a second player character 620, a skill control 630, etc. When the player touches the skill control 630, the terminal may display a character capture area 640 ( Figure 6 The player can then control the first player character to switch the field of view to adjust the framing content in the character capture area 640, and after the adjustment is completed, control the first player character 610 to perform the image capture action by touching the image capture control 650. In the process of adjusting the character capture area 640 for framing, as the positional relationship between the first player character 610 and the second player character 620 changes, such as a decrease or increase in relative distance, a change in relative orientation, etc., the terminal can display the corresponding thermal logo 660 in the character capture area 650 according to the positional relationship, so that the player can intuitively and quickly perceive what kind of abnormal state the current skill release angle can add to the second player character. After determining the framing content, the player can touch the image capture control 650 to capture the content in the current character capture area 640, and the terminal can In response to the player's touch operation on the image acquisition control 650, and playing the corresponding photo effects (such as screen flash, etc.) in the graphical user interface, then calculating the corresponding thermal value based on the positional relationship between the first player character 610 and the second player character 620 in the game scene, the character portrait 670 of the second player character and the corresponding thermal bar 680 can be displayed in the game interface 60, so that the player can intuitively and quickly understand the current thermal state of the second player character, so as to reasonably control the release of game skills and ensure the player's gaming experience in the game.
[0174] For the second player character with superimposed thermal value, the second terminal or server can add a corresponding thermal state to it according to the numerical value of the thermal value to restrict its movement in the game scene, etc. At the same time, as the game process changes, for example, the second player controls the second player character to avoid the first player character's photo-taking skills or hide to make the thermal value disappear, etc., the thermal value or thermal state of the second player character can be eliminated, etc. For related content, please refer to the description of the aforementioned embodiment and will not be repeated here.
[0175] It should be noted that for the sake of simplicity, the method embodiments are described as a series of actions. However, those skilled in the art should be aware that the embodiments of the present invention are not limited by the order of the actions described, because according to the embodiments of the present invention, certain steps can be performed in other orders or simultaneously. Secondly, those skilled in the art should also be aware that the embodiments described in this specification are all preferred embodiments, and the actions involved are not necessarily required by the embodiments of the present invention.
[0176] Reference Figure 7 , shows a structural block diagram of an interactive device for a game provided in an embodiment of the present invention, wherein the content displayed by the graphical user interface includes at least a portion of a game scene and a first player character located in the game scene; wherein the game scene also includes a second player character that is in a different game camp from the first player character, and specifically may include the following modules:
[0177] A character capture area display module 701 is configured to display a character capture area corresponding to a game skill in the graphical user interface in response to a trigger instruction of the game skill;
[0178] The thermal information processing module 702 is used to respond to the image acquisition instruction. If the second player character is located in the character capture area, the thermal information processing module 702 obtains the positional relationship between the first player character and the second player character in the game scene, and determines the thermal information for the second player character based on the positional relationship, so as to add a corresponding thermal state to the second player character based on the thermal information.
[0179] In an optional embodiment, the device further includes:
[0180] A perspective switching module is used to respond to a perspective switching instruction for the first player character, control the current orientation of the first player character according to the perspective switching instruction, and display a game field of view presentation screen of the game scene under the current orientation in the graphical user interface, so that the character capture area frames the game field of view screen.
[0181] In an optional embodiment, it further includes:
[0182] The acquisition indicator display module is configured to display an acquisition indicator for the character capture area in the graphical user interface if it is detected that at least a portion of the second player character exists in the character capture area.
[0183] In an optional embodiment, the collection indication mark display module is specifically used to:
[0184] If it is detected that at least the head of the second player character exists in the character capture area, a capture indication mark for the character capture area is displayed in the graphical user interface.
[0185] In an optional embodiment, it further includes:
[0186] The thermal detection information display module is configured to display thermal detection information corresponding to the positional relationship in the character capture area when at least a portion of the second player character exists in the character capture area.
[0187] In an optional embodiment, the positional relationship includes the relative orientation and relative distance, and the thermal detection information display module is specifically configured to:
[0188] In a case where at least a portion of the second player character exists in the character capture area, thermal detection information for the second player character is displayed in the character capture area according to the relative orientation and / or the relative distance.
[0189] In an optional embodiment, the thermal detection information includes a thermal identifier, and the thermal detection information display module includes:
[0190] a first thermal identifier display submodule for, when at least a portion of the second player character exists in the character capture area and the first player character is located in a positive direction of the second player character, determining a first quantity corresponding to the positive direction and displaying the first quantity of thermal identifiers for the second player character in the character capture area;
[0191] The second thermal identifier display submodule is configured to determine a second number corresponding to the rear direction if the second player character is located in the rear direction of the second player character, and display a second number of thermal identifiers for the second player character in the character capture area.
[0192] In an optional embodiment, the thermal detection information includes a thermal identifier, and the thermal detection information display module includes:
[0193] a target quantity determination submodule, configured to, if at least a portion of the second player character exists in the character capture area, compare the relative distance with a preset distance range, determine the preset distance range within which the relative distance falls as a target distance range, and obtain the target quantity corresponding to the target distance range;
[0194] The third thermal marker display submodule is configured to display a target number of thermal markers for the second player character in the character capture area.
[0195] In an optional embodiment, the positional relationship includes the relative orientation and relative distance, and the thermal information processing module 702 is specifically configured to:
[0196] Thermal information for the second player character is determined based on the relative orientation and / or the relative distance.
[0197] In an optional embodiment, the thermal information includes a thermal value, and the thermal information processing module 702 includes:
[0198] a heat value calculation submodule, configured to calculate a target heat value for the second player character using the relative orientation and / or the relative distance;
[0199] a heat value superposition submodule, configured to obtain the current heat value of the second player character if the second player character is in the heat state, and superimpose the target heat value on the current heat value;
[0200] The heat value adding submodule is used to use the target heat value as the current heat value of the second player character if the second player character is not in the heat state.
[0201] In an optional embodiment, the thermal value calculation submodule is specifically used to:
[0202] Obtaining a thermal value for the relative distance, where different thermal values correspond to different preset distance ranges;
[0203] Using the preset distance range that successfully matches the relative distance as the target distance range, and using the heat value corresponding to the target distance range as the initial heat value for the second player character;
[0204] determining a thermal coefficient corresponding to the relative orientation;
[0205] The target heat value for the second player character is calculated using the initial heat value and the heat coefficient.
[0206] In an optional embodiment, the thermal value calculation submodule is specifically used to:
[0207] If the first player character is located in the positive direction of the second player character, obtaining a first thermal coefficient for the initial thermal value;
[0208] If the second player character is located behind the second player character, a second thermal coefficient for the initial thermal value is obtained.
[0209] In an optional embodiment, the thermal value calculation submodule is specifically used to:
[0210] If the first player character is in the positive direction of the second player character, the first heat value corresponding to the positive direction is used as the target heat value for the second player character;
[0211] If the second player character is located in the rear direction of the second player character, the second heat value corresponding to the rear direction is used as the target heat value for the second player character.
[0212] In an optional embodiment, the thermal value calculation submodule is specifically used to:
[0213] The preset thermal distance range that successfully matches the relative distance is used as the target distance range, and the thermal value corresponding to the target distance range is used as the target thermal value for the second player character.
[0214] In an optional embodiment, the thermal information includes a thermal value, and the thermal information processing module 702 is specifically configured to:
[0215] If the current heat value of the second player character is greater than or equal to the first heat threshold and less than the second heat threshold, then add a first stage heat state corresponding to the first heat threshold to the second player character, where the first stage heat state is a state in which the second player character is identifiable and can be interacted with by non-player characters;
[0216] If the current heat value of the second player character is greater than or equal to the second heat threshold and less than the third heat threshold, then a second stage heat state corresponding to the second heat threshold is added to the second player character, where the second stage heat state is a state where the second player character is in a state where it can be disturbed by non-player characters;
[0217] If the current heat value of the second player character is greater than or equal to the third heat threshold, the third stage heat state corresponding to the third heat threshold is added to the second player, and the third stage heat state is a state in which the second player character is stuck in place.
[0218] In an optional embodiment, it further includes:
[0219] The thermal state rollback module is used to add the second stage thermal state to the second player character if it is detected that the second player character ends the third stage thermal state.
[0220] In an optional embodiment, it further includes:
[0221] A heat information display module is used to display the character portrait and heat bar of the second player character in the graphical user interface.
[0222] In an optional embodiment, the thermal information includes a thermal value, and the device further includes:
[0223] The heat value decreasing module is used to decrease the heat value of the second player character at each preset time interval if the current heat value of the second player character does not increase within a preset time period.
[0224] In an optional embodiment, the content displayed on the graphical user interface further includes skill controls corresponding to the game skills of the first player character, and the character capture area display module 701 is specifically configured to:
[0225] In response to a touch operation on the skill control, a character capture area corresponding to the game skill and an image acquisition control corresponding to the character capture area are displayed in the graphical user interface, and the first player character is controlled to perform an image acquisition action.
[0226] In an optional embodiment, the thermal information processing module 702 includes:
[0227] a target image acquisition submodule, configured to acquire an image of the content in the character capture area in response to a touch operation on the image acquisition control, and obtain a target image;
[0228] The position information acquisition submodule is configured to acquire the positional relationship between the first player character and the second player character in the game scene if the target image includes the second player character.
[0229] In an optional embodiment, it further includes:
[0230] A skill canceling module is configured to hide the character capture area in the graphical user interface in response to a touch operation on the skill control.
[0231] As for the device embodiment, since it is basically similar to the method embodiment, the description is relatively simple, and the relevant parts can be referred to the partial description of the method embodiment.
[0232] In addition, an embodiment of the present invention further provides an electronic device, such as Figure 8 As shown, it includes a processor 801, a communication interface 802, a memory 803 and a communication bus 804, wherein the processor 801, the communication interface 802, and the memory 803 communicate with each other through the communication bus 804.
[0233] Memory 803, used for storing computer programs;
[0234] The processor 801 is configured to execute the program stored in the memory 803, and implement the following steps:
[0235] In response to a trigger instruction of a game skill, displaying a character capture area corresponding to the game skill in the graphical user interface;
[0236] In response to the image acquisition instruction, if the second player character is located in the character capture area, the positional relationship between the first player character and the second player character in the game scene is obtained, and based on the positional relationship, thermal information for the second player character is determined to add a corresponding thermal state to the second player character based on the thermal information.
[0237] In an optional embodiment, after displaying the character capture area corresponding to the game skill in the graphical user interface in response to the triggering instruction of the game skill, the method further includes:
[0238] In response to a perspective switching instruction for the first player character, the current orientation of the first player character is controlled according to the perspective switching instruction, and a game field of view presentation screen of the game scene under the current orientation is displayed in the graphical user interface, so that the character capture area frames the game field of view screen.
[0239] In an optional embodiment, it further includes:
[0240] If it is detected that at least a portion of the second player character exists in the character capture area, a capture indication mark for the character capture area is displayed in the graphical user interface.
[0241] In an optional embodiment, if it is detected that at least a portion of the second player character exists in the character capture area, displaying a capture indication mark for the character capture area in the graphical user interface includes:
[0242] If it is detected that at least the head of the second player character exists in the character capture area, a capture indication mark for the character capture area is displayed in the graphical user interface.
[0243] In an optional embodiment, it further includes:
[0244] When at least a portion of the second player character exists in the character capture area, thermal detection information corresponding to the positional relationship is displayed in the character capture area.
[0245] In an optional embodiment, the positional relationship includes the relative orientation and the relative distance, and when at least a portion of the second player character is present in the character capture area, displaying thermal detection information corresponding to the positional relationship in the character capture area includes:
[0246] In a case where at least a portion of the second player character exists in the character capture area, thermal detection information for the second player character is displayed in the character capture area according to the relative orientation and / or the relative distance.
[0247] In an optional embodiment, the thermal detection information includes a thermal identifier, and when at least a portion of the second player character is present in the character capture area, displaying the thermal detection information for the second player character in the character capture area according to the relative orientation and / or the relative distance includes:
[0248] In a case where at least a portion of the second player character is present in the character capture area, if the first player character is located in a positive direction of the second player character, determining a first quantity corresponding to the positive direction, and displaying the first quantity of thermal indicators for the second player character in the character capture area;
[0249] If the second player character is located in a rearward direction of the second player character, a second number related to the rearward direction is determined, and a second number of thermal indicators for the second player character are displayed in the character capture area.
[0250] In an optional embodiment, the thermal detection information includes a thermal identifier, and when at least a portion of the second player character is present in the character capture area, displaying the thermal detection information for the second player character in the character capture area according to the relative orientation and / or the relative distance includes:
[0251] If at least a portion of the second player character exists in the character capture area, comparing the relative distance with a preset distance range, taking the preset distance range within which the relative distance falls as a target distance range, and obtaining the number of targets corresponding to the target distance range;
[0252] A target number of heat indicators for the second player character are displayed in the character capture area.
[0253] In an optional embodiment, the positional relationship includes the relative orientation and the relative distance, and determining the thermal information for the second player character based on the positional relationship includes:
[0254] Thermal information for the second player character is determined based on the relative orientation and / or the relative distance.
[0255] In an optional embodiment, the thermal information includes a thermal value, and determining the thermal information for the second player character based on the relative orientation and / or the relative distance includes:
[0256] Calculating a target heat value for the second player character using the relative orientation and / or the relative distance;
[0257] If the second player character is in the heat state, obtaining the current heat value of the second player character, and adding the target heat value to the current heat value;
[0258] If the second player character is not in the heat state, the target heat value is used as the current heat value of the second player character.
[0259] In an optional embodiment, the calculating the target heat value for the second player character by using the relative orientation and / or the relative distance includes:
[0260] Obtaining a thermal value for the relative distance, where different thermal values correspond to different preset distance ranges;
[0261] Using the preset distance range that successfully matches the relative distance as the target distance range, and using the heat value corresponding to the target distance range as the initial heat value for the second player character;
[0262] determining a thermal coefficient corresponding to the relative orientation;
[0263] The target heat value for the second player character is calculated using the initial heat value and the heat coefficient.
[0264] In an optional embodiment, determining the thermal coefficient corresponding to the relative orientation includes:
[0265] If the first player character is located in the positive direction of the second player character, obtaining a first thermal coefficient for the initial thermal value;
[0266] If the second player character is located behind the second player character, a second thermal coefficient for the initial thermal value is obtained.
[0267] In an optional embodiment, the calculating the target heat value for the second player character using the relative orientation includes:
[0268] If the first player character is in the positive direction of the second player character, the first heat value corresponding to the positive direction is used as the target heat value for the second player character;
[0269] If the second player character is located in the rear direction of the second player character, the second heat value corresponding to the rear direction is used as the target heat value for the second player character.
[0270] In an optional embodiment, the calculating the target heat value for the second player character using the relative distance includes:
[0271] The preset thermal distance range that successfully matches the relative distance is used as the target distance range, and the thermal value corresponding to the target distance range is used as the target thermal value for the second player character.
[0272] In an optional embodiment, the thermal information includes a thermal value, and adding a corresponding thermal state to the second player character according to the thermal information includes:
[0273] If the current heat value of the second player character is greater than or equal to the first heat threshold and less than the second heat threshold, then add a first stage heat state corresponding to the first heat threshold to the second player character, where the first stage heat state is a state in which the second player character is identifiable and can be interacted with by non-player characters;
[0274] If the current heat value of the second player character is greater than or equal to the second heat threshold and less than the third heat threshold, then a second stage heat state corresponding to the second heat threshold is added to the second player character, where the second stage heat state is a state where the second player character is in a state where it can be disturbed by non-player characters;
[0275] If the current heat value of the second player character is greater than or equal to the third heat threshold, the third stage heat state corresponding to the third heat threshold is added to the second player, and the third stage heat state is a state in which the second player character is stuck in place.
[0276] In an optional embodiment, it further includes:
[0277] If it is detected that the second player character ends the third stage thermal state, the second stage thermal state is added to the second player character.
[0278] In an optional embodiment, it further includes:
[0279] The character portrait and heat bar of the second player character are displayed in the graphical user interface.
[0280] In an optional embodiment, the thermal information includes a thermal value, and the method further includes:
[0281] If the current heat value of the second player character does not increase within the preset time period, the heat value of the second player character is decreased at each preset time interval.
[0282] In an optional embodiment, the content displayed on the graphical user interface further includes a skill control corresponding to a game skill of the first player character, and in response to a trigger instruction of the game skill, displaying a character capture area corresponding to the game skill in the graphical user interface includes:
[0283] In response to a touch operation on the skill control, a character capture area corresponding to the game skill and an image acquisition control corresponding to the character capture area are displayed in the graphical user interface, and the first player character is controlled to perform an image acquisition action.
[0284] In an optional embodiment, in response to the image acquisition instruction, if the second player character is located in the character capture area, obtaining the positional relationship between the first player character and the second player character in the game scene includes:
[0285] In response to a touch operation on the image acquisition control, performing image acquisition on the content in the character capture area to obtain a target image;
[0286] If the target image includes the second player character, the positional relationship between the first player character and the second player character in the game scene is obtained.
[0287] In an optional embodiment, it further includes:
[0288] In response to a touch operation on the skill control, the character capture area is hidden in the graphical user interface.
[0289] The communication bus mentioned in the terminal can be a Peripheral Component Interconnect (PCI) bus or an Extended Industry Standard Architecture (EISA) bus. This communication bus can be divided into an address bus, a data bus, a control bus, etc. For ease of illustration, only one thick line is used in the figure, but this does not mean that there is only one bus or only one type of bus.
[0290] The communication interface is used for communication between the above terminal and other devices.
[0291] The memory may include random access memory (RAM) or non-volatile memory, such as at least one disk storage. Alternatively, the memory may be at least one storage device located away from the processor.
[0292] The above-mentioned processor 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 gate or transistor logic devices, and discrete hardware components.
[0293] like Figure 9 As shown, in another embodiment provided by the present invention, a computer-readable storage medium 901 is also provided, in which instructions are stored. When the computer-readable storage medium is run on a computer, the computer executes the game interaction method described in the above embodiment.
[0294] In another embodiment of the present invention, a computer program product including instructions is provided. When the computer program product is run on a computer, the computer executes the game interaction method described in the above embodiment.
[0295] In the above embodiments, all or part of the embodiments can be implemented by software, hardware, firmware, or any combination thereof. When implemented using software, all or part of the embodiments can be implemented in the form of a computer program product. The computer program product includes one or more computer instructions. When the computer program instructions are loaded and executed on a computer, all or part of the processes or functions described in the embodiments of the present invention are generated. The computer can be a general-purpose computer, a special-purpose computer, a computer network, or other programmable device. The computer instructions can be stored in a computer-readable storage medium or transmitted from one computer-readable storage medium to another computer-readable storage medium. For example, the computer instructions can be transmitted from one website, computer, server, or data center to another website, computer, server, or data center via a wired (e.g., coaxial cable, optical fiber, digital subscriber line (DSL)) or wireless (e.g., infrared, wireless, microwave, etc.) method. The computer-readable storage medium can be any available medium that can be accessed by a computer or a data storage device such as a server or data center that includes one or more available media. The available medium can be a magnetic medium (e.g., a floppy disk, a hard disk, a tape), an optical medium (e.g., a DVD), or a semiconductor medium (e.g., a solid-state drive (SSD)).
[0296] It should be noted that, in this document, relational terms such as first and second, etc., are used only to distinguish one entity or operation from another entity or operation, and do not necessarily require or imply the existence of any such actual relationship or order between these entities or operations. Moreover, the terms "comprises," "comprising," or any other variants thereof are intended to cover non-exclusive inclusion, so that a process, method, article, or device comprising a series of elements includes not only those elements, but also other elements not explicitly listed, or elements inherent to such process, method, article, or device. In the absence of further limitations, an element defined by the phrase "comprising a ..." does not exclude the presence of other identical elements in the process, method, article, or device comprising the element.
[0297] Each embodiment in this specification is described in a related manner. Similar parts between the various embodiments can be referred to in conjunction with each other. Each embodiment focuses on the differences between the other embodiments. In particular, the system embodiment is generally similar to the method embodiment, so the description is relatively simple. For related parts, refer to the description of the method embodiment.
[0298] The above description is only a preferred embodiment of the present invention and is not intended to limit the scope of protection of the present invention. Any modifications, equivalent replacements, improvements, etc. made within the spirit and principles of the present invention are included in the scope of protection of the present invention.
Claims
1. A game interaction method, characterized in that: A graphical user interface is provided via a preset terminal, wherein the graphical user interface displays content including at least a portion of a game scene and a first player character located in the game scene; wherein the game scene also includes a second player character that is in a different game camp from the first player character, and the method includes: In response to a trigger instruction of a game skill, displaying a character capture area corresponding to the game skill in the graphical user interface; When at least a portion of the second player character exists in the character capture area, obtaining a positional relationship between the first player character and the second player character in the game scene, and displaying thermal detection information of the positional relationship in the character capture area; wherein the positional relationship includes a relative orientation and / or a relative distance, and different thermal detection information corresponds to different relative orientations and / or relative distances; In response to an image acquisition instruction, thermal information for the second player character is determined based on the relative orientation and / or the relative distance, so as to add a corresponding thermal state to the second player character based on the thermal information, wherein the thermal information changes with changes in the relative orientation and / or the relative distance.
2. The method according to claim 1, characterized in that After displaying the character capture area corresponding to the game skill in the graphical user interface in response to the triggering instruction of the game skill, the method further includes: In response to a perspective switching instruction for the first player character, the current orientation of the first player character is controlled according to the perspective switching instruction, and a game field of view presentation screen of the game scene under the current orientation is displayed in the graphical user interface, so that the character capture area frames the game field of view screen.
3. The method according to claim 1, characterized in that Also includes: If it is detected that at least a portion of the second player character exists in the character capture area, a capture indication mark for the character capture area is displayed in the graphical user interface.
4. The method according to claim 3, characterized in that If it is detected that at least a portion of the second player character exists in the character capture area, displaying a capture indication mark for the character capture area in the graphical user interface includes: If it is detected that at least the head of the second player character exists in the character capture area, a capture indication mark for the character capture area is displayed in the graphical user interface.
5. The method according to claim 1, wherein The step of displaying the thermal detection information of the positional relationship in the character capture area when at least a portion of the second player character exists in the character capture area includes: In a case where at least a portion of the second player character exists in the character capture area, thermal detection information for the second player character is displayed in the character capture area according to the relative orientation and / or the relative distance.
6. The method according to claim 5, characterized in that The thermal detection information includes a thermal identifier, and when at least a portion of the second player character is present in the character capture area, displaying the thermal detection information for the second player character in the character capture area according to the relative orientation and / or the relative distance comprises: In a case where at least a portion of the second player character is present in the character capture area, if the first player character is located in a positive direction of the second player character, determining a first quantity corresponding to the positive direction, and displaying the first quantity of thermal indicators for the second player character in the character capture area; If the second player character is located in a rearward direction of the second player character, a second number related to the rearward direction is determined, and a second number of thermal indicators for the second player character are displayed in the character capture area.
7. The method according to claim 5, characterized in that The thermal detection information includes a thermal identifier, and when at least a portion of the second player character is present in the character capture area, displaying the thermal detection information for the second player character in the character capture area according to the relative orientation and / or the relative distance comprises: If at least a portion of the second player character exists in the character capture area, comparing the relative distance with a preset distance range, taking the preset distance range within which the relative distance falls as a target distance range, and obtaining the number of targets corresponding to the target distance range; A target number of heat indicators for the second player character are displayed in the character capture area.
8. The method according to claim 1, characterized in that The thermal information includes a thermal value, and determining the thermal information for the second player character based on the relative orientation and / or the relative distance includes: Calculating a target heat value for the second player character using the relative orientation and / or the relative distance; If the second player character is in the heat state, obtaining the current heat value of the second player character, and adding the target heat value to the current heat value; If the second player character is not in the heat state, the target heat value is used as the current heat value of the second player character.
9. The method according to claim 8, characterized in that The calculating a target heat value for the second player character by using the relative orientation and / or the relative distance includes: Obtaining a thermal value for the relative distance, where different thermal values correspond to different preset distance ranges; Using the preset distance range that successfully matches the relative distance as the target distance range, and using the heat value corresponding to the target distance range as the initial heat value for the second player character; determining a thermal coefficient corresponding to the relative orientation; The target heat value for the second player character is calculated using the initial heat value and the heat coefficient.
10. The method according to claim 9, characterized in that The determining of the thermal coefficient corresponding to the relative orientation includes: If the first player character is located in the positive direction of the second player character, obtaining a first thermal coefficient for the initial thermal value; If the second player character is located behind the second player character, a second thermal coefficient for the initial thermal value is obtained.
11. The method according to claim 8, characterized in that The step of calculating a target heat value for the second player character using the relative orientation includes: If the first player character is in the positive direction of the second player character, the first heat value corresponding to the positive direction is used as the target heat value for the second player character; If the second player character is located in the rear direction of the second player character, the second heat value corresponding to the rear direction is used as the target heat value for the second player character.
12. The method according to claim 8, characterized in that The step of calculating a target heat value for the second player character using the relative distance includes: The preset thermal distance range that successfully matches the relative distance is used as the target distance range, and the thermal value corresponding to the target distance range is used as the target thermal value for the second player character.
13. The method according to claim 1, wherein The thermal information includes a thermal value, and adding a corresponding thermal state to the second player character according to the thermal information includes: If the current heat value of the second player character is greater than or equal to the first heat threshold and less than the second heat threshold, then add a first stage heat state corresponding to the first heat threshold to the second player character, where the first stage heat state is a state in which the second player character is identifiable and can be interacted with by non-player characters; If the current heat value of the second player character is greater than or equal to the second heat threshold and less than the third heat threshold, then a second stage heat state corresponding to the second heat threshold is added to the second player character, where the second stage heat state is a state where the second player character is in a state where it can be disturbed by non-player characters; If the current heat value of the second player character is greater than or equal to the third heat threshold, the third stage heat state corresponding to the third heat threshold is added to the second player, and the third stage heat state is a state in which the second player character is stuck in place.
14. The method according to claim 13, characterized in that Also includes: If it is detected that the second player character ends the third stage thermal state, the second stage thermal state is added to the second player character.
15. The method according to claim 1, wherein Also includes: The character portrait and heat bar of the second player character are displayed in the graphical user interface.
16. The method according to claim 15, characterized in that The thermal information includes a thermal value, and the method further includes: If the current heat value of the second player character does not increase within the preset time period, the heat value of the second player character is decreased at each preset time interval.
17. The method according to claim 1, wherein The content displayed on the graphical user interface further includes a skill control corresponding to a game skill of the first player character, and the displaying of a character capture area corresponding to the game skill in the graphical user interface in response to a trigger instruction of the game skill includes: In response to a touch operation on the skill control, a character capture area corresponding to the game skill and an image acquisition control corresponding to the character capture area are displayed in the graphical user interface, and the first player character is controlled to perform an image acquisition action.
18. The method according to claim 17, characterized in that The responding to the image acquisition instruction includes: In response to a touch operation on the image acquisition control, performing image acquisition on the content in the character capture area to obtain a target image; If the target image includes the second player character, the positional relationship between the first player character and the second player character in the game scene is obtained.
19. The method according to claim 17, wherein Also includes: In response to a touch operation on the skill control, the character capture area is hidden in the graphical user interface.
20. A game interactive device, characterized in that: A graphical user interface is provided via a preset terminal, wherein the graphical user interface displays content including at least a portion of a game scene and a first player character located in the game scene; wherein the game scene also includes a second player character that is in a different game camp from the first player character, and the apparatus comprises: a character capture area display module, configured to display a character capture area corresponding to the game skill in the graphical user interface in response to a trigger instruction of the game skill; a thermal detection information display module, configured to, when at least a portion of the second player character is present in the character capture area, obtain a positional relationship between the first player character and the second player character in the game scene, and display thermal detection information of the positional relationship in the character capture area; wherein the positional relationship includes a relative orientation and / or a relative distance, and different thermal detection information corresponds to different relative orientations and / or relative distances; A thermal information processing module is used to determine the thermal information for the second player character according to the relative orientation and / or the relative distance in response to the image acquisition instruction, so as to add a corresponding thermal state to the second player character according to the thermal information, wherein the thermal information changes with the change of the relative orientation and / or the relative distance.
21. An electronic device, characterized in that: comprising a processor, a communication interface, a memory and a communication bus, wherein the processor, the communication interface and the memory communicate with each other via the communication bus; The memory is used to store computer programs; The processor is configured to implement the method according to any one of claims 1 to 19 when executing a program stored in the memory.
22. A computer-readable storage medium having instructions stored thereon, which, when executed by one or more processors, cause the processors to perform the method according to any one of claims 1 to 19.