Interactive control method, device and electronic device in a game

By displaying interaction progress identifiers on the game interface, determining the interaction probability based on the status information of the virtual object and controlling the interaction operation, the problem of cumbersome interaction in the mobile game is solved, and one-handed quick interaction is achieved, which improves the game experience.

CN115317903BActive Publication Date: 2025-07-18NETEASE (HANGZHOU) NETWORK CO LTD
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Patent Information

Application Number
CN202210774688.3
Authority / Receiving Office
CN · China
Patent Type
Patents(China)
Current Assignee / Owner
Filing Date
2022-07-01
Publication Date
2025-07-18
Estimated Expiration
2042-07-01

AI Technical Summary

Technical Problem

In mobile games, when players control virtual characters to interact with other virtual objects, the operation is complicated and usually requires two hands to operate together, resulting in poor game experience.

Method used

By displaying the interaction progress identifier in the graphical user interface, the probability of interaction with the target object is determined based on the state information of the controlled virtual object, and the interaction progress identifier is displayed in the first display format when the preset conditions are met, and the controlled virtual object is controlled to interact with the target object.

Benefits of technology

The interactive operation process is simplified, allowing players to operate with one hand to achieve interaction, and improve the gaming experience.

✦ Generated by Eureka AI based on patent content.

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Abstract

The present invention provides an interaction control method, device and electronic device in a game, which controls a controlled virtual object to move and controls a change in the scene picture in response to a trigger operation on a displacement control; displays an interaction progress identifier based on the state information of the controlled virtual object in response to the appearance of a target object in the scene picture; the state information includes the displacement state of the controlled virtual object and / or the control state of the displacement control; determines that the state information meets a preset condition, displays the interaction progress identifier in a first display format, and controls the controlled virtual object to perform an interaction operation with the target object. This way enables the player to view the probability of interaction between the current controlled virtual character and the target character through the interaction progress identifier, thereby continuing to control the movement of the controlled virtual character so as to trigger the interaction operation between the two when the probability is relatively high, making the implementation of the interaction operation more quick and convenient and improving the player's gaming experience.
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Description

Technical Field

[0001] The present invention relates to the technical field of online games, and in particular, to an interaction control method, device, and electronic device in a game. Background Art

[0002] In the related art, in a mobile game, when a virtual character controlled by a player interacts with other virtual objects, the player usually needs to operate a displacement control to move the virtual character closer to the target virtual object, and then operate the interaction control to control the virtual character to interact with the target virtual object when the interaction control of the target virtual object is displayed. In this way, the operation process of the player is relatively cumbersome and sometimes requires both hands to operate together, resulting in a poor experience for the player. Summary of the Invention

[0003] In view of this, an object of the present invention is to provide an interaction control method, device, and electronic device in a game, so that the player can operate more quickly and simply during the process of controlling the virtual character to interact, and improve the player's gaming experience.

[0004] In a first aspect, an embodiment of the present invention provides an interaction control method in a game, which provides a graphical user interface through a terminal device; a displacement control and a scene picture of a game scene are displayed in the graphical user interface, and at least a controlled virtual object controlled by the terminal device is included in the game scene; the method includes: responding to a trigger operation on the displacement control, controlling the controlled virtual object to move, and controlling the scene picture to change; in response to the appearance of a target object in the scene picture, displaying an interaction progress identifier based on the state information of the controlled virtual object; wherein, the target object has an interactive attribute, and the state information includes the displacement state of the controlled virtual object and / or the control state of the displacement control; the interaction progress identifier is used to indicate: the probability of the controlled virtual object interacting with the target object; determining that the state information meets a preset condition, displaying the interaction progress identifier in a first display format, and controlling the controlled virtual object to perform an interaction operation with the target object.

[0005] The above step of displaying the interaction progress identifier based on the state information of the controlled virtual object includes: determining the probability of the controlled virtual object interacting with the target object based on the state information of the controlled virtual object; displaying the interaction progress identifier based on the probability.

[0006] The above step of displaying the interaction progress identifier based on the probability includes: determining a target area displayed in a second display format in the interaction progress identifier based on the probability, and controlling the target area to be displayed in the second display format; the ratio of the target area to the display area of the interaction progress identifier matches the probability.

[0007] The steps of displaying the interaction progress identifier based on probability described above include: determining whether the probability is greater than a preset probability threshold; if it is greater, displaying the interaction progress identifier in the relevant area of the target object; the relevant area includes the area where the distance from the target object is less than a set distance.

[0008] The above-mentioned interaction operations include multiple types; the first display format includes multiple display areas; each display area includes an identifier corresponding to an interaction operation; each display area corresponds to a preset control area; the steps of displaying the interaction progress identifier in the first display format and controlling the controlled virtual object to interact with the target object include: displaying multiple display areas including the identifiers corresponding to the interaction operations in the interaction progress identifier; determining the control area corresponding to the trigger operation based on the action position of the trigger operation and the display position of the displacement control in the graphical user interface; determining the interaction operation corresponding to the identifier in the display area corresponding to the control area as the target interaction operation; controlling the controlled virtual object to perform the target interaction operation with the target object.

[0009] The above-mentioned preset conditions include: the status information indicates that the probability of the controlled virtual object interacting with the target object is greater than the target probability threshold; the steps of determining that the status information meets the preset conditions include: determining the probability of the controlled virtual object interacting with the target object based on the status information; if the probability is greater than the target probability threshold, determining that the status information meets the preset conditions.

[0010] The above-mentioned status information includes the displacement status of the controlled virtual object and the control status of the displacement control; the displacement status includes the first distance parameter between the controlled virtual object and the target object; the control status includes the second distance parameter between the displacement control and the action position of the trigger operation; the steps of determining the probability of the controlled virtual object interacting with the target object based on the status information include: obtaining the position information of the controlled virtual object and the target object, as well as the action position of the trigger operation; determining the first distance parameter between the controlled virtual object and the target object based on the position information of the controlled virtual object and the target object; calculating the second distance parameter between the action position and the displacement control based on the action position and the display position of the displacement control in the graphical user interface; determining the probability of the controlled virtual object interacting with the target object based on the first distance parameter and the second distance parameter.

[0011] The steps of determining the probability of interaction between the controlled virtual object and the target object based on the first distance parameter and the second distance parameter include: calculating a first probability parameter based on a preset first negative correlation function and the first distance parameter; the first negative correlation function takes the distance parameter as the independent variable and the probability parameter as the dependent variable; calculating a second probability parameter based on a preset second negative correlation function and the second distance parameter; the second negative correlation function takes the distance parameter as the independent variable and the probability parameter as the dependent variable; determining the sum of the first probability parameter and the second probability parameter as the probability of interaction between the controlled virtual object and the target object.

[0012] The above-mentioned target object corresponds to a preset object category; the category includes a non-player character virtual object or an item virtual object; the above method further includes: when the target object includes a non-player character virtual object, constructing a first negative correlation function and a second negative correlation function based on a preset first function parameter; when the target object includes an item virtual object, constructing a first negative correlation function and a second negative correlation function based on a preset second function parameter.

[0013] In a second aspect, an embodiment of the present invention provides an interaction control device in a game, which provides a graphical user interface through a terminal device; a displacement control is displayed in the graphical user interface, and a scene picture of the game scene, and at least a controlled virtual object controlled by the terminal device is included in the game scene; the device includes: a movement control module, configured to respond to a trigger operation on the displacement control, control the movement of the controlled virtual object, and control the change of the scene picture; an interaction progress identification display module, configured to respond to the appearance of a target object in the scene picture, and display an interaction progress identification based on the status information of the controlled virtual object; wherein the target object has an interactive attribute, and the status information includes the displacement status of the controlled virtual object and / or the control status of the displacement control; the interaction progress identification is used to indicate: the probability of interaction between the controlled virtual object and the target object; an interaction operation control module, configured to determine that the status information meets a preset condition, display the interaction progress identification in a first display format, and control the interaction operation between the controlled virtual object and the target object.

[0014] In a third aspect, an embodiment of the present invention provides an electronic device, including a processor and a memory, the memory stores machine-executable instructions that can be executed by the processor, and the processor executes the machine-executable instructions to implement the above-mentioned interaction control method in the game.

[0015] In a fourth aspect, an embodiment of the present invention provides a machine-readable storage medium, which stores machine-executable instructions, and when the machine-executable instructions are called and executed by a processor, the machine-executable instructions cause the processor to implement the above-mentioned interaction control method in the game.

[0016] The embodiments of the present invention bring the following beneficial effects:

[0017] The above-mentioned interactive control method, device and electronic device in a game respond to a trigger operation on a displacement control, control the movement of a controlled virtual object, and control the change of a scene picture; in response to the appearance of a target object in the scene picture, display an interaction progress identifier based on the status information of the controlled virtual object; the status information includes the displacement status of the controlled virtual object and / or the control status of the displacement control; when it is determined that the status information meets a preset condition, display the interaction progress identifier in a first display format, and control the controlled virtual object to perform an interaction operation with the target object. This method enables the player to view the probability of interaction between the current controlled virtual character and the target character through the interaction progress identifier, and then continue to control the movement of the controlled virtual character, so as to trigger the interaction operation between the two when the probability is relatively high, making the implementation of the interaction operation more rapid and convenient, and improving the player's gaming experience.

[0018] Other features and advantages of the present invention will be described in the following description, and in part, will be obvious from the description, or will be understood by implementing the present invention. The objectives and other advantages of the present invention are achieved and obtained by the structures specifically pointed out in the description, the claims and the drawings.

[0019] To make the above objectives, features and advantages of the present invention more obvious and understandable, the following specifically enumerates preferred embodiments and, in conjunction with the accompanying drawings, details are described as follows. BRIEF DESCRIPTION OF THE DRAWINGS

[0020] In order to more clearly illustrate the specific embodiments of the present invention or the technical solutions in the prior art, the following will briefly introduce the drawings required for use in the description of the specific embodiments or the prior art. Obviously, the drawings in the following description are some embodiments of the present invention. For those skilled in the art, without creative efforts, other drawings can also be obtained based on these drawings.

[0021] Figure 1 Schematic diagram of a game scene including an interactive control and a joystick control in the related art;

[0022] Figure 2 Flowchart of an interactive control method in a game provided by an embodiment of the present invention;

[0023] Figure 3 Schematic diagram of a game scene showing an interaction progress identifier provided by an embodiment of the present invention;

[0024] Figure 4 Another schematic diagram of a game scene showing an interaction progress identifier provided by an embodiment of the present invention;

[0025] Figure 5Schematic diagram of a game scene for displaying an interaction progress identifier in a first display format provided by an embodiment of the present invention;

[0026] Figure 6 Schematic diagram of an interaction progress identifier provided by an embodiment of the present invention;

[0027] Figure 7 Game scene diagram showing a manipulation area provided by an embodiment of the present invention;

[0028] Figure 8 Schematic diagram of a game scene for displaying a circular progress bar provided by an embodiment of the present invention;

[0029] Figure 9 Schematic diagram of the change process of a circular progress bar provided by an embodiment of the present invention;

[0030] Figure 10 Schematic diagram of another change process of a circular progress bar provided by an embodiment of the present invention;

[0031] Figure 11 Schematic diagram of the structure of an interaction control device in a game provided by an embodiment of the present invention;

[0032] Figure 12 Schematic diagram of the structure of an electronic device provided by an embodiment of the present invention. Detailed implementation manners

[0033] To make the objectives, technical solutions, and advantages of the embodiments of the present invention clearer, the technical solutions of the present invention will be clearly and completely described below with reference to the accompanying drawings. Obviously, the described embodiments are some but not all of the embodiments of the present invention. All other embodiments obtained by those of ordinary skill in the art based on the embodiments of the present invention without creative efforts shall fall within the protection scope of the present invention.

[0034] In the related art, to increase the interest of mobile games, some interactive virtual objects are usually set in the game scenes of players, enabling players to control their virtual objects to interact with these virtual objects. For example, in open-world mobile games, some herbs can be set, and players can control the virtual object to approach the herbs and collect them. The ways for players to control virtual characters to interact with NPCs (non-player character virtual objects), scenes, and items are basically realized through a general interaction button. In the common interaction method, players must use both hands to complete a complete operation flow. First, they need to operate the joystick (a type of displacement control) with the left hand to make the corresponding virtual object of the player approach the interaction object, and when approaching a certain distance, a button for interacting with the interaction object is displayed, and then they click the interaction button with the right hand to complete the interaction, as Figure 1As shown in the figure, the control marked with 1 is a joystick, and the control marked with 2 is an interactive button. This interactive method has room for optimization in terms of process and operability.

[0035] In one embodiment of the present invention, the interactive control method in the game can be run on a local terminal device or a server. When the interactive control method in the game is run on a server, the method can be implemented and executed based on a cloud interactive system, wherein the cloud interactive system includes a server and a client device.

[0036] In an optional implementation, various cloud applications, such as cloud games, can be run under the cloud interactive system. Taking cloud games as an example, cloud games refer to a game mode based on cloud computing. In the operation mode of cloud games, the operating body of the game program and the main body of the game screen presentation are separated. The storage and operation of the interactive control method in the game are completed on the cloud game server. The role of the client device is used for receiving and sending data and presenting the game screen. For example, the client device can be a display device with data transmission function close to the user side, such as a mobile terminal, a TV, a computer, a handheld computer, etc.; but the cloud game server in the cloud is used for information processing. When playing the game, the player operates the client device to send an operation instruction to the cloud game server. The cloud game server runs the game according to the operation instruction, encodes and compresses the game screen and other data, and returns it to the client device through the network. Finally, the client device decodes and outputs the game screen.

[0037] In an optional embodiment, taking a game as an example, a local terminal device stores a game program and is used to present a game screen. The local terminal device is used to interact with the player through a graphical user interface, that is, the game program is downloaded and installed by an electronic device and run conventionally. The local terminal device may provide the graphical user interface to the player in a variety of ways, for example, it may be rendered and displayed on a display screen of the terminal, or provided to the player through a holographic projection. For example, the local terminal device may include a display screen and a processor, the display screen is used to present a graphical user interface, the graphical user interface includes a game screen, and the processor is used to run the game, generate a graphical user interface, and control the display of the graphical user interface on the display screen.

[0038] In a possible implementation, an embodiment of the present invention provides an interactive control method in a game, providing a graphical user interface through a terminal device; wherein the terminal device may be the local terminal device mentioned above, or may be a client device in the cloud interactive system mentioned above. The graphical user interface displays a scene screen of a displacement control and a game scene, and the game scene at least includes a controlled virtual object controlled by the terminal device; Figure 2 As shown, the method comprises the following steps:

[0039] Step S202: In response to a triggering operation on the displacement control, control the movement of the controlled virtual object and control the change of the scene picture.

[0040] The above-mentioned controlled virtual object is controlled by the terminal device. The controlled virtual object is located in the game scene and is usually displayed in the scene picture of the game scene shown on the graphical user interface. In some cases, the controlled virtual object may not be displayed on the graphical user interface of the terminal device. For example, when the scene picture of the game scene is displayed from the perspective of the controlled virtual object, the controlled virtual character usually does not appear in the scene picture.

[0041] The above-mentioned triggering operation on the displacement control can be a click operation on the displacement control. For example, when the player clicks on the displacement control, the controlled virtual object starts to move. When the player clicks on the displacement control again, the controlled virtual object stops moving. The above-mentioned triggering operation can also be a long-press operation. For example, when the player long-presses the displacement control, the controlled virtual object moves continuously. When the player releases the displacement control, the controlled virtual object stops moving.

[0042] To enhance the player's gaming experience, the displacement control usually also has a direction control function and a speed control function. For example, if the position of the player's triggering operation on the displacement control is on the left side of the displacement control, the controlled virtual object moves to the left in the game scene; if the position of the player's triggering operation on the displacement control is farther away from the displacement control, the controlled virtual object can be controlled to move at a faster speed, etc.

[0043] When the player controls the movement of the controlled virtual character, in order to enable the player to experience the feeling of movement, it is also necessary to control the change of the scene picture. For example, the position information of the controlled virtual character can be obtained in real time, and the scene picture can be determined based on this position information and displayed on the graphical user interface.

[0044] Step S204: In response to the appearance of a target object in the scene picture, display an interaction progress indicator based on the status information of the controlled virtual object; where the target object has an interactive attribute, and the status information includes the displacement status of the controlled virtual object and / or the control status of the displacement control; the interaction progress indicator is used to indicate the probability of interaction between the controlled virtual object and the target object.

[0045] When a target object appears in the scene screen, if the target object has an interactive attribute, the probability of the controlled virtual object interacting with the target object can be calculated based on the state information of the controlled virtual object, and then the interaction progress identifier can be displayed based on this probability. The state information may include the displacement state of the controlled virtual object, and the displacement state may be the distance between the controlled virtual object and the target object, the speed of the controlled virtual object, etc. For example, a calculation formula (which can also be called a "function") can be set, and by inputting the distance between the controlled virtual object and the target object and the speed of the controlled virtual object into this calculation formula, the probability of the controlled virtual object interacting with the target object can be obtained. And the probability of interaction obtained through this calculation formula increases as the distance between the controlled virtual object and the target object and the speed of the controlled virtual object decrease.

[0046] The above state information may also include the control state of the displacement control, and the control state may be the pressing force on the displacement control, the distance between the action position on the displacement control and the displacement control, etc. When the player's pressing force on the displacement control is small and the distance between the action position on the displacement control and the displacement control is small, it can be considered that the player's willingness to control the movement of the controlled virtual character is small, and the probability of the controlled virtual character interacting with the target object is higher. In specific implementation, a calculation formula related to the control state of the displacement control can also be used to calculate the probability of the controlled virtual object interacting with the target object based on the control state of the displacement control. This method is more suitable for scenarios where the distance between the controlled virtual character and the target object is relatively close.

[0047] In specific implementation, the displacement state of the controlled virtual object and the control state of the displacement control can be considered simultaneously, and the probability of the controlled virtual object interacting with the target object can be calculated based on the displacement state of the controlled virtual object and the control state of the displacement control.

[0048] When displaying the interaction progress identifier, the interaction progress identifier can be directly displayed in the relevant area of the target object, as Figure 3 shown. There can be multiple target objects, Figure 3 Taking 2 target objects as an example, the interaction progress identifier is represented by a progress bar. The ratio of the area of the gray part of the progress bar to the area of the entire progress bar can represent the probability of the controlled virtual object interacting with the target object. In addition, the interaction progress identifiers of multiple target objects can also be displayed at a set position in the game scene, as Figure 4 shown. Figure 4 In this case, the interaction progress identifier is represented by a progress bar, and the identifiers of the target objects are displayed. Object 1 and Object 2 are used as the identifiers of Target Object 1 and Target Object 2.

[0049] When seeing the probability of the controlled virtual object indicated by the interaction progress bar interacting with the target object, the player can choose to continue approaching the target object to increase the probability of interaction, thereby triggering the interaction operation, or can choose to change the moving direction and move away from the target object to prevent the occurrence of the interaction operation.

[0050] Step S206, determine that the status information meets the preset conditions, display the interaction progress identifier in the first display format, and control the controlled virtual object to perform an interaction operation with the target object.

[0051] The above-mentioned preset conditions are usually that the probability of the controlled virtual object interacting with the target object determined based on the status information is greater than the preset target probability threshold. The target probability threshold can be 0.9, 0.95 or 1, etc. It can be specifically set according to requirements. Generally speaking, the lower the target probability threshold, the easier it is to trigger the interaction operation, that is, the controlled virtual object can trigger the interaction operation when it is far from the target object and has a fast movement speed. A lower target probability can be set for the target object with which the controlled virtual object must perform an interaction operation.

[0052] The above-mentioned first display format can be effects such as glowing and magnifying. For example, Figure 5 As shown, the status information of the controlled virtual object and the target object 1 meets the preset conditions, that is, the probability of interaction is 1, the interaction progress identifier is displayed as 100%, and a glowing effect is represented by serrations around it to indicate that the controlled virtual object can perform an interaction operation with the target object. In specific implementation, a waiting time can also be set, that is, after the time when the status information meets the preset conditions reaches the preset time, such as 2s, control the controlled virtual object to perform an interaction operation with the target object to reduce the interaction operation triggered by the player's misoperation.

[0053] The above-mentioned interaction control method in a game responds to the triggering operation of the displacement control, controls the movement of the controlled virtual object, and controls the change of the scene picture; in response to the appearance of the target object in the scene picture, displays the interaction progress identifier based on the status information of the controlled virtual object; the status information includes the displacement state of the controlled virtual object and / or the control state of the displacement control; determines that the status information meets the preset conditions, displays the interaction progress identifier in the first display format, and controls the controlled virtual object to perform an interaction operation with the target object. This method enables the player to view the probability of interaction between the current controlled virtual character and the target character through the interaction progress identifier, thereby continuing to control the movement of the controlled virtual character to trigger the interaction operation between the two when the probability is high, making the implementation of the interaction operation more rapid and convenient, and improving the player's gaming experience.

[0054] The following embodiments provide a specific method for displaying the interaction progress identifier based on the status information of the controlled virtual object in response to the appearance of the target object in the scene picture.

[0055] Since the interaction progress identifier is used to indicate the probability of the controlled virtual object interacting with the target object, it is possible to first determine the probability of the controlled virtual object interacting with the target object based on the status information of the controlled virtual object, and then display the interaction progress identifier based on the probability. For example, based on the probability, the target area displayed in the second display format in the interaction progress identifier can be determined, and the target area can be controlled to be displayed in the second display format. The second display format can be a more prominent color, and the ratio of the target area to the display area of the interaction progress identifier matches the probability. As Figure 6 shown, the target area is displayed in gray as the highlighted color, and the target area accounts for 50% of the display area of the entire interaction progress identifier, indicating that the probability of the controlled virtual object interacting with the target object is 50%. In addition, the number representing the probability, such as "50%", can also be directly displayed on the identifier.

[0056] Generally speaking, only when the target object appears in the scene screen will the player control the controlled virtual object to interact with it. Therefore, the interaction probability between the target fulfillment and the controlled virtual object can be calculated when the target object appears in the scene screen. When displaying the interaction progress identifier, it is possible to determine whether the probability is greater than a preset probability threshold; if it is greater, the interaction progress identifier is displayed in the relevant area of the target object; the relevant area includes the area where the distance from the target object is less than the set distance, such as above the target object and other positions. If the probability is less than the preset probability threshold, such as "30%", it can be considered that the player has no intention of controlling the controlled virtual object to interact with the target object, and the interaction progress identifier may not be displayed. This method is more suitable for application scenarios with a large number of target objects in the game scene to avoid the game screen from being too cluttered.

[0057] In specific implementation, the above status information can include both the displacement status of the controlled virtual object and the control status of the displacement control; the displacement status is the first distance parameter between the controlled virtual object and the target object; the control status is the second distance parameter between the displacement control and the action position of the trigger operation. When determining the probability of the controlled virtual object interacting with the target object, it is possible to first obtain the position information of the controlled virtual object and the target object, as well as the action position of the trigger operation, and determine the first distance parameter between the controlled virtual object and the target object based on the position information of the controlled virtual object and the target object, and calculate the second distance parameter between the action position and the displacement control based on the action position and the display position of the displacement control in the graphical user interface; finally, determine the probability of the controlled virtual object interacting with the target object based on the first distance parameter and the second distance parameter.

[0058] When a player wants to control the interaction between a controlled virtual object and a target object, the controlled virtual object will be moved closer to the target object. Therefore, to a certain extent, the first distance parameter can represent the possibility of interaction between the two. When a player wants to control the interaction between a controlled virtual object and a target object, the speed of the controlled virtual object needs to slow down, and the position where the player controls the displacement control will be relatively far from the control. Therefore, the second distance parameter can also represent the possibility of interaction between the two to a certain extent.

[0059] When calculating the probability of interaction based on the first distance parameter and the second distance parameter, the first probability parameter can be calculated based on a preset first negative correlation function and the first distance parameter. The first negative correlation function takes the distance parameter as the independent variable and the probability parameter as the dependent variable. For specific parameter settings, the maximum distance between two virtual objects in the game scene displayed in the graphical user interface can be referred to, and a target distance capable of generating an interaction probability can be set. Thus, when the distance between the controlled virtual object and the target object is equal to the target distance, the calculated first probability parameter is zero, and as the distance between the controlled virtual object and the target object decreases, the calculated first probability parameter increases. Then, based on a preset second negative correlation function and the second distance parameter, the second probability parameter is calculated. The second negative correlation function takes the distance parameter as the independent variable and the probability parameter as the dependent variable. Generally speaking, when the position where the player's triggering operation on the position control is farther from the position control, the speed of the controlled virtual object is faster. Therefore, when the second distance is smaller, the second probability parameter calculated by the second negative correlation function is larger. Finally, the sum of the first probability parameter and the second probability parameter is determined as the probability of interaction between the controlled virtual object and the target object.

[0060] Generally speaking, the game scene includes different types of virtual objects, such as non-player character virtual objects, item virtual objects, etc. Different types of target objects have different interaction characteristics, and the first negative correlation function and the second negative correlation function can be constructed through different function parameters. For example, when the target object is a non-player character virtual object, the first negative correlation function and the second negative correlation function can be constructed based on preset first function parameters. At this time, through these function parameters, interaction operations can be generated when the controlled virtual object is relatively close to the target object and has a relatively slow speed. When the target object is an item virtual object, the first negative correlation function and the second negative correlation function can be constructed based on preset second function parameters. At this time, through these function parameters, interaction operations can be generated when the controlled virtual object is relatively far from the target object and has a relatively fast speed (compared with when the target object is a non-player character virtual object).

[0061] The following embodiments provide a specific method for determining that the state information meets a preset condition, displaying an interaction progress identifier in a first display format, and controlling the interaction operation between a controlled virtual object and a target object.

[0062] In specific implementation, the above preset condition may be that the state information indicates that the probability of the controlled virtual object interacting with the target object is greater than the target probability threshold. First, it is necessary to determine the probability of the controlled virtual object interacting with the target object based on the state information, and then when the probability is greater than the target probability threshold, it is determined that the state information meets the preset condition.

[0063] In a game scenario, there may be various interaction operations for a target object. To enable the player to control the controlled virtual object to perform various interaction operations with the target object through different operations, the first display format of the interaction identifier may be set to include multiple display areas; each display area includes an identifier corresponding to an interaction operation; each display area corresponds to a preset control area, and the operation area may be divided centered on a displacement control, as Figure 7 shown.

[0064] After determining that the probability of the controlled virtual object interacting with the target object is greater than the target probability threshold, multiple display areas including the identifiers corresponding to the interaction operations may be displayed in the interaction progress identifier, as Figure 7 shown. There are two display areas in the interaction progress identifier, corresponding to Interaction 1 and Interaction 2 respectively; then, based on the action position of the trigger operation and the display position of the displacement control in the graphical user interface, the control area corresponding to the trigger operation is determined, Figure 7 Region 1 in the two control areas shown in gray in the figure indicates that this area is the control area corresponding to the trigger operation; the interaction operation corresponding to the identifier in the display area corresponding to the control area is determined as the target interaction operation. As described above, the interaction operation corresponding to Interaction 1 is the target interaction operation, and thus the controlled virtual object can be controlled to perform the target interaction operation with the target object.

[0065] The embodiment of the present invention also provides another interaction control method in a game. This method is implemented based on the method shown in Figure 1 the figure. This method mainly pre-reads whether the player wants to perform an interaction operation (equivalent to "determining the probability of the controlled virtual object interacting with the target object") by adding certain event judgments, so as to reduce the process of clicking the interaction button, allow the player to perform the interaction operation with one hand, and at the same time optimize the simplicity of the entire interface.

[0066] This method is specifically implemented in the following manner:

[0067] (1) For any interaction object (equivalent to the above "target object"), a pre-read value for determining whether the player wants to interact with it is set, and the result of the value is displayed through a circular progress bar (equivalent to the above "interaction progress identifier"). As long as the progress bar value reaches 100%, the virtual object controlled by the player will interact with the interaction object, as Figure 8 shown.

[0068] (2) Set the distance s1 (equivalent to the above "first parameter distance") between the virtual object controlled by the player and the interactive object and the increment h1 of the pre-reading value (equivalent to the above "first probability parameter") to be negatively correlated. The closer the distance, the higher the value of the circular progress bar. During this process, the range in which the distance s1 affects the increment of the pre-reading value is limited. The calculation method of the distance increment is as follows: when s1 > 100m, there is no increment; when s1 <= 100m, h1 = (100 - s1 + c) * 100%; c is a variable parameter used to adjust whether the entire interaction experience is smooth. Assuming c = 5, when s1 = 5, that is, when the distance between the player and the interactive object is 5m, the increment of the pre-reading value reaches 100% and the increment can only be 100% at most. This process is as Figure 9 shown.

[0069] (3) Set the distance s2 (which can be in pixels, equivalent to the above "second parameter distance") between the finger position of the player manipulating the joystick and the center of the joystick to be related to the increment h2 of the pre-reading value (it is the finger position, not the slider inside the joystick, equivalent to the above "second probability parameter"). The closer the distance, the higher the value of the circular progress bar. And when the distance is far, there is negative growth. The calculation method of the increment is as follows: h2 = [(100 - s2) / 10 - c] * 100%; c is a variable parameter, which is the same value as the c in the above formula, and this value cannot be greater than 10. That is, when the player is in a moving state, it is highly unlikely to trigger an interaction. When in a slow moving state, there is still a possibility of triggering an interaction. This process is as Figure 10 shown.

[0070] (4) The overall interaction pre-reading value h = h1 + h2 (equivalent to the above "probability"). Only when h >= 100% will the interaction between the player and the interactive object be triggered.

[0071] (5) The variable parameter c does not affect the overall value, but will have a certain intervention when calculating h1 and h2 respectively. Its role is to control the interaction experience between different interactive objects and the player. For example, for interactive objects of the NPC type, it is allowed to trigger an interaction when the player is at a relatively far distance from them. At this time, the larger c is, the better. This means that when the player is 10m away from the NPC, h1 can reach the extreme value. And at this time, since c also intervenes in h2, the player needs to completely stop operating the joystick to trigger an interaction; for some item-type interactive objects, it is hoped that the player gets closer to interact. At this time, the smaller c is, the better. This means that the player needs to be closer to the interactive object. Similarly, since c also intervenes in h2, the player can interact with it during appropriate movement.

[0072] In the above method, when the player gradually approaches the interactive object and the intention to move weakens, as long as the pre-reading value h progress bar reaches 100%, the player will interact with the interactive object. At this time, the player does not need to release the joystick, and will continue to maintain the movement operation after the interaction ends, which is more suitable for gameplay such as collection.

[0073] The above method provides a way for the player to perform interactive operations with one hand, and the trigger control right is still in the player's own hands; it reduces the number of process steps required for the player to control the virtual object to interact with the interactive object, and optimizes the interactive experience; it greatly improves the experience of collection gameplay. This method proposes the concept of interactive pre-reading value, displays it on the screen, and is linked to multiple attributes such as the sliding pixels of the joystick and the position parameters in the scene; the player can only operate the joystick to achieve the operation of interacting with the interactive object with one hand.

[0074] For the embodiments of the above method, see Figure 11 An interactive control device in a game as shown, which provides a graphical user interface through a terminal device; the graphical user interface displays a displacement control and the scene picture of the game scene, and the game scene at least includes a controlled virtual object controlled by the terminal device; the device includes:

[0075] A movement control module 1102, configured to respond to a trigger operation on the displacement control, control the movement of the controlled virtual object 1, and control the change of the scene picture;

[0076] An interaction progress identification display module 1104, configured to respond to the appearance of a target object in the scene picture and display an interaction progress identification based on the status information of the controlled virtual object; wherein, the target object has an interactive attribute, and the status information includes the displacement status of the controlled virtual object and / or the control status of the displacement control; the interaction progress identification is used to indicate the probability of the controlled virtual object interacting with the target object;

[0077] An interaction operation control module 1106, configured to determine that the status information meets a preset condition, display the interaction progress identification in a first display format, and control the controlled virtual object to perform an interaction operation with the target object.

[0078] The above-mentioned interactive control device in a game responds to a trigger operation on a displacement control to control the movement of a controlled virtual object and control the change of the scene screen; in response to the appearance of a target object in the scene screen, it displays an interaction progress identifier based on the status information of the controlled virtual object; the status information includes the displacement status of the controlled virtual object and / or the control status of the displacement control; when it is determined that the status information meets a preset condition, it displays the interaction progress identifier in a first display format and controls the controlled virtual object to perform an interaction operation with the target object. This method enables the player to view the probability of interaction between the current controlled virtual character and the target character through the interaction progress identifier, and then continue to control the movement of the controlled virtual character so that the interaction operation can be triggered when the probability is high, making the implementation of the interaction operation more rapid and convenient, and improving the player's gaming experience.

[0079] The above-mentioned interaction progress identifier display module is further configured to: determine the probability of interaction between the controlled virtual object and the target object based on the status information of the controlled virtual object; display the interaction progress identifier based on the probability.

[0080] The above-mentioned interaction progress identifier display module is further configured to: determine a target area to be displayed in a second display format in the interaction progress identifier based on the probability, and control the target area to be displayed in the second display format; the ratio of the target area to the display area of the interaction progress identifier matches the probability.

[0081] The above-mentioned interaction progress identifier display module is further configured to: determine whether the probability is greater than a preset probability threshold; if it is greater, display the interaction progress identifier in a relevant area of the target object; the relevant area includes an area where the distance from the target object is less than a set distance.

[0082] The above-mentioned interaction operation includes multiple types; the first display format includes multiple display areas; each display area includes an identifier corresponding to an interaction operation; each display area corresponds to a preset control area; the above-mentioned interaction operation control module is further configured to: display multiple display areas including identifiers corresponding to interaction operations in the interaction progress identifier; determine the control area corresponding to the trigger operation based on the action position of the trigger operation and the display position of the displacement control in the graphical user interface; determine the interaction operation corresponding to the identifier in the display area corresponding to the control area as the target interaction operation; control the controlled virtual object to perform the target interaction operation with the target object.

[0083] The above-mentioned preset condition includes: the status information indicates that the probability of interaction between the controlled virtual object and the target object is greater than a target probability threshold; the above-mentioned interaction operation control module is further configured to: determine the probability of interaction between the controlled virtual object and the target object based on the status information; if the probability is greater than the target probability threshold, determine that the status information meets the preset condition.

[0084] The above state information includes the displacement state of the controlled virtual object and the control state of the displacement control; the displacement state includes a first distance parameter between the controlled virtual object and the target object; the control state includes a second distance parameter between the displacement control and the action position of the trigger operation; the above interaction progress identification display module is further configured to: obtain the position information of the controlled virtual object and the target object, and the action position of the trigger operation; based on the position information of the controlled virtual object and the target object, determine the first distance parameter between the controlled virtual object and the target object: based on the action position and the display position of the displacement control in the graphical user interface, calculate the second distance parameter between the action position and the displacement control; based on the first distance parameter and the second distance parameter, determine the probability of interaction between the controlled virtual object and the target object.

[0085] The above interaction progress identification display module is further configured to: calculate a first probability parameter based on a preset first negative correlation function and the first distance parameter; the first negative correlation function takes the distance parameter as the independent variable and the probability parameter as the dependent variable; calculate a second probability parameter based on a preset second negative correlation function and the second distance parameter; the second negative correlation function takes the distance parameter as the independent variable and the probability parameter as the dependent variable; determine the sum of the first probability parameter and the second probability parameter as the probability of interaction between the controlled virtual object and the target object.

[0086] The above target object corresponds to a preset object category; the category includes a non-player character virtual object or an item class virtual object; the above device further includes: a first function construction module, configured to construct the first negative correlation function and the second negative correlation function based on preset first function parameters when the target object includes a non-player character virtual object; a second function construction module, configured to construct the first negative correlation function and the second negative correlation function based on preset second function parameters when the target object includes an item class virtual object.

[0087] This embodiment further provides an electronic device, including a processor and a memory, the memory stores machine-executable instructions that can be executed by the processor, and the processor executes the machine-executable instructions to implement the interaction control method in the above game, for example:

[0088] In response to a trigger operation on the displacement control, control the movement of the controlled virtual object and control the change of the scene screen; in response to the appearance of the target object in the scene screen, display an interaction progress identification based on the state information of the controlled virtual object; wherein, the target object has an interactive attribute, and the state information includes the displacement state of the controlled virtual object, and / or, the control state of the displacement control; the interaction progress identification is used to indicate: the probability of interaction between the controlled virtual object and the target object; determine that the state information meets the preset conditions, display the interaction progress identification in the first display format, and control the interaction operation between the controlled virtual object and the target object.

[0089] The above method enables players to view the probability of interaction between the currently controlled virtual character and the target character through the interaction progress identifier, so as to continue to control the movement of the controlled virtual character, so as to trigger the interaction operation between the two when the probability is relatively high, making the implementation of the interaction operation more rapid and convenient, and improving the player's gaming experience.

[0090] Optionally, the step of displaying the interaction progress identifier based on the state information of the controlled virtual object includes: determining the probability of interaction between the controlled virtual object and the target object based on the state information of the controlled virtual object; displaying the interaction progress identifier based on the probability.

[0091] Optionally, the step of displaying the interaction progress identifier based on the probability includes: determining the target area displayed in the second display format in the interaction progress identifier based on the probability, and controlling the target area to be displayed in the second display format; the ratio of the target area to the display area of the interaction progress identifier matches the probability.

[0092] Optionally, the step of displaying the interaction progress identifier based on the probability includes: determining whether the probability is greater than a preset probability threshold; if it is greater, displaying the interaction progress identifier in the relevant area of the target object; the relevant area includes the area where the distance from the target object is less than the set distance.

[0093] Optionally, the above interaction operation includes multiple types; the first display format includes multiple display areas; each display area includes an identifier corresponding to an interaction operation; each display area corresponds to a preset control area; the step of displaying the interaction progress identifier in the first display format and controlling the interaction operation between the controlled virtual object and the target object includes: displaying multiple display areas including the identifiers corresponding to the interaction operations in the interaction progress identifier; determining the control area corresponding to the trigger operation based on the position of the trigger operation and the display position of the displacement control in the graphical user interface; determining the interaction operation corresponding to the identifier in the display area corresponding to the control area as the target interaction operation; controlling the controlled virtual object and the target object to perform the target interaction operation.

[0094] Optionally, the above preset condition includes: the state information indicates that the probability of interaction between the controlled virtual object and the target object is greater than the target probability threshold; the step of determining that the state information meets the preset condition includes: determining the probability of interaction between the controlled virtual object and the target object based on the state information; if the probability is greater than the target probability threshold, determining that the state information meets the preset condition.

[0095] Optionally, the above state information includes the displacement state of the controlled virtual object and the control state of the displacement control; the displacement state includes a first distance parameter between the controlled virtual object and the target object; the control state includes a second distance parameter between the displacement control and the action position of the triggering operation; the step of determining the probability of interaction between the controlled virtual object and the target object based on the state information includes: obtaining the position information of the controlled virtual object and the target object, and the action position of the triggering operation; determining a first distance parameter between the controlled virtual object and the target object based on the position information of the controlled virtual object and the target object; calculating a second distance parameter between the action position and the displacement control based on the action position and the display position of the displacement control in the graphical user interface; and determining the probability of interaction between the controlled virtual object and the target object based on the first distance parameter and the second distance parameter.

[0096] Optionally, the step of determining the probability of interaction between the controlled virtual object and the target object based on the first distance parameter and the second distance parameter includes: calculating a first probability parameter based on a preset first negative correlation function and the first distance parameter; the first negative correlation function takes the distance parameter as the independent variable and the probability parameter as the dependent variable; calculating a second probability parameter based on a preset second negative correlation function and the second distance parameter; the second negative correlation function takes the distance parameter as the independent variable and the probability parameter as the dependent variable; and determining the sum of the first probability parameter and the second probability parameter as the probability of interaction between the controlled virtual object and the target object.

[0097] Optionally, the above target object corresponds to a preset object category; the category includes a non-player character virtual object or an item class virtual object; the above method further includes: when the target object includes a non-player character virtual object, constructing a first negative correlation function and a second negative correlation function based on a preset first function parameter; when the target object includes an item class virtual object, constructing a first negative correlation function and a second negative correlation function based on a preset second function parameter.

[0098] See Figure 12 As shown, the electronic device includes a processor 100 and a memory 101. The memory 101 stores machine-executable instructions that can be executed by the processor 100. The processor 100 executes the machine-executable instructions to implement the interactive control method in the above game.

[0099] Furthermore, Figure 12 The electronic device shown further includes a bus 102 and a communication interface 103. The processor 100, the communication interface 103, and the memory 101 are connected through the bus 102.

[0100] Among them, the memory 101 may include high-speed random access memory (RAM), and may also include non-volatile memory, such as at least one disk memory. The communication connection between this system network element and at least one other network element is realized through at least one communication interface 103 (which can be wired or wireless), and the Internet, wide area network, local area network, metropolitan area network, etc. can be used. The bus 102 can be an ISA bus, a PCI bus, an EISA bus, etc. The bus can be divided into an address bus, a data bus, a control bus, etc. For the sake of representation, Figure 12 only one bidirectional arrow is used in the figure, but it does not mean that there is only one bus or one type of bus.

[0101] The processor 100 may be an integrated circuit chip with signal processing capabilities. In the implementation process, each step of the above method can be completed by the integrated logic circuit in the hardware of the processor 100 or instructions in the form of software. The above-mentioned processor 100 can be a general-purpose processor, including a central processing unit (CPU for short), a network processor (NP for short), etc.; it can also be a digital signal processor (DSP for short), an application specific integrated circuit (ASIC for short), a field programmable gate array (FPGA for short), or other programmable logic devices, discrete gate or transistor logic devices, discrete hardware components. It can implement or execute the various methods, steps, and logic block diagrams disclosed in the embodiments of the present invention. The general-purpose processor can be a microprocessor or the processor can also be any conventional processor, etc. The steps of the method disclosed in combination with the embodiments of the present invention can be directly embodied as being executed and completed by a hardware decoding processor, or executed and completed by a combination of hardware and software modules in the decoding processor. The software module can be located in a mature storage medium in the art such as random access memory, flash memory, read-only memory, programmable read-only memory, or electrically erasable programmable memory, register, etc. This storage medium is located in the memory 101, and the processor 100 reads the information in the memory 101 and combines its hardware to complete the steps of the method in the foregoing embodiments.

[0102] This embodiment also provides a machine-readable storage medium. The machine-readable storage medium stores machine-executable instructions. When the machine-executable instructions are called and executed by the processor, the machine-executable instructions cause the processor to implement the interactive control method in the above game.

[0103] An interactive control method, device, and electronic device in a game provided by an embodiment of the present invention include a computer-readable storage medium storing program code, and the instructions included in the program code can be used to execute the method described in the foregoing method embodiments, for example:

[0104] Respond to a trigger operation on a displacement control to control the movement of a controlled virtual object and control the change of the scene screen; in response to the appearance of a target object in the scene screen, display an interaction progress identifier based on the status information of the controlled virtual object; wherein, the target object has an interactive attribute, and the status information includes the displacement status of the controlled virtual object and / or the control status of the displacement control; the interaction progress identifier is used to indicate the probability of the controlled virtual object interacting with the target object; determine that the status information meets a preset condition, display the interaction progress identifier in a first display format, and control the controlled virtual object to perform an interaction operation with the target object.

[0105] The above method enables players to view the probability of interaction between the current controlled virtual character and the target character through the interaction progress identifier, so as to continue to control the movement of the controlled virtual character, so that the interaction operation can be triggered when the probability is relatively high, making the implementation of the interaction operation more quick and simple, and improving the player's gaming experience.

[0106] Optionally, the step of displaying the interaction progress identifier based on the status information of the controlled virtual object includes: determining the probability of the controlled virtual object interacting with the target object based on the status information of the controlled virtual object; and displaying the interaction progress identifier based on the probability.

[0107] Optionally, the step of displaying the interaction progress identifier based on the probability includes: determining a target area to be displayed in a second display format in the interaction progress identifier based on the probability, and controlling the target area to be displayed in the second display format; the ratio of the target area to the display area of the interaction progress identifier matches the probability.

[0108] Optionally, the step of displaying the interaction progress identifier based on the probability includes: determining whether the probability is greater than a preset probability threshold; if it is greater, display the interaction progress identifier in an area related to the target object; the area related includes an area where the distance from the target object is less than a set distance.

[0109] Optionally, the above interaction operations include multiple types; the first display format includes multiple display areas; each display area includes an identifier corresponding to an interaction operation; each display area corresponds to a preset control area; the steps of displaying an interaction progress identifier in the first display format and controlling the controlled virtual object to interact with the target object include: displaying multiple display areas including identifiers corresponding to interaction operations in the interaction progress identifier; determining the control area corresponding to the trigger operation based on the action position of the trigger operation and the display position of the displacement control in the graphical user interface; determining the interaction operation corresponding to the identifier in the display area corresponding to the control area as the target interaction operation; and controlling the controlled virtual object to perform the target interaction operation with the target object.

[0110] Optionally, the above preset conditions include: the status information indicates that the probability of the controlled virtual object interacting with the target object is greater than the target probability threshold; the steps of determining that the status information meets the preset conditions include: determining the probability of the controlled virtual object interacting with the target object based on the status information; and if the probability is greater than the target probability threshold, determining that the status information meets the preset conditions.

[0111] Optionally, the above status information includes the displacement state of the controlled virtual object and the control state of the displacement control; the displacement state includes a first distance parameter between the controlled virtual object and the target object; the control state includes a second distance parameter between the displacement control and the action position of the trigger operation; the steps of determining the probability of the controlled virtual object interacting with the target object based on the status information include: obtaining the position information of the controlled virtual object and the target object, and the action position of the trigger operation; determining the first distance parameter between the controlled virtual object and the target object based on the position information of the controlled virtual object and the target object; calculating the second distance parameter between the action position and the displacement control based on the action position and the display position of the displacement control in the graphical user interface; and determining the probability of the controlled virtual object interacting with the target object based on the first distance parameter and the second distance parameter.

[0112] Optionally, the steps of determining the probability of the controlled virtual object interacting with the target object based on the first distance parameter and the second distance parameter include: calculating a first probability parameter based on a preset first negative correlation function and the first distance parameter; the first negative correlation function takes the distance parameter as the independent variable and the probability parameter as the dependent variable; calculating a second probability parameter based on a preset second negative correlation function and the second distance parameter; the second negative correlation function takes the distance parameter as the independent variable and the probability parameter as the dependent variable; and determining the sum of the first probability parameter and the second probability parameter as the probability of the controlled virtual object interacting with the target object.

[0113] Optionally, the above target object corresponds to a preset object category; the category includes a non-player character virtual object or an item virtual object; the above method further includes: when the target object includes a non-player character virtual object, constructing a first negative correlation function and a second negative correlation function based on a preset first function parameter; when the target object includes an item virtual object, constructing a first negative correlation function and a second negative correlation function based on a preset second function parameter.

[0114] Those skilled in the art can clearly understand that for the convenience and conciseness of description, the specific working processes of the above-described systems and devices can refer to the corresponding processes in the foregoing method embodiments and will not be elaborated herein.

[0115] In addition, in the description of the embodiments of the present invention, unless otherwise clearly defined and limited, the terms "installation", "connection", and "connection" should be understood in a broad sense. For example, it can be a fixed connection, a detachable connection, or an integral connection; it can be a mechanical connection or an electrical connection; it can be directly connected or indirectly connected through an intermediate medium, and it can be the communication inside two components. For those skilled in the art, the specific meanings of the above terms in the present invention can be understood according to specific situations.

[0116] If the above function is implemented in the form of a software functional unit and sold or used as an independent product, it can be stored in a computer-readable storage medium. Based on this understanding, the technical solution of the present invention, in essence, or the part that contributes to the prior art or part of the technical solution can be embodied in the form of a software product. The computer software product is stored in a storage medium and includes several instructions for causing a computer device (which can be a personal computer, a server, or a network device, etc.) to execute all or part of the steps of the methods described in the various embodiments of the present invention. The foregoing storage medium includes: various media such as a USB flash drive, a mobile hard disk, a read-only memory (ROM), a random access memory (RAM), a magnetic disk, or an optical disc that can store program codes.

[0117] In the description of the present invention, it should be noted that the orientation or positional relationship indicated by the terms "center", "upper", "lower", "left", "right", "vertical", "horizontal", "inner", "outer", etc. is based on the orientation or positional relationship shown in the drawings, and is only for the convenience of describing the present invention and simplifying the description, rather than indicating or implying that the device or element referred to must have a specific orientation, be constructed and operated in a specific orientation, and therefore cannot be understood as a limitation to the present invention. In addition, the terms "first", "second", and "third" are only used for descriptive purposes and cannot be understood as indicating or implying relative importance.

[0118] Finally, it should be noted that the above embodiments are only specific embodiments of the present invention, used to illustrate the technical solutions of the present invention, rather than limiting it. The protection scope of the present invention is not limited thereto. Although the present invention has been described in detail with reference to the foregoing embodiments, those skilled in the art should understand that any person skilled in the art within the technical scope disclosed by the present invention can still modify the technical solutions recorded in the foregoing embodiments, or can easily think of changes, or perform equivalent replacements on some of the technical features; and these modifications, changes or replacements do not make the essence of the corresponding technical solutions deviate from the spirit and scope of the technical solutions of the embodiments of the present invention, and should all be covered within the protection scope of the present invention. Therefore, the protection scope of the present invention shall be subject to the protection scope of the claims.

Claims

1. An interactive control method in a game, characterized in that, Provide a graphical user interface through a terminal device; a displacement control and a scene image of a game scene are displayed in the graphical user interface, and at least a controlled virtual object controlled by the terminal device is included in the game scene; the method includes: Respond to a trigger operation on the displacement control, control the movement of the controlled virtual object, and control the change of the scene image; In response to the appearance of a target object in the scene image, display an interaction progress identifier based on the status information of the controlled virtual object; wherein, the target object has an interactive attribute; the status information includes the displacement status of the controlled virtual object and the control status of the displacement control; the displacement status includes a first distance parameter between the controlled virtual object and the target object; the control status includes a second distance parameter between the display position of the displacement control in the graphical user interface and the action position of the trigger operation; the interaction progress identifier is used to indicate: the probability of the controlled virtual object interacting with the target object; Determine that the status information meets a preset condition, display the interaction progress identifier in a first display format, and control the controlled virtual object to perform an interaction operation with the target object.

2. The method according to claim 1, wherein The step of displaying an interaction progress identifier based on the status information of the controlled virtual object includes: Based on the status information of the controlled virtual object, determine the probability of the controlled virtual object interacting with the target object; Display an interaction progress identifier based on the probability.

3. The method according to claim 2, characterized in that, The step of displaying an interaction progress identifier based on the probability includes: Based on the probability, determine a target area to be displayed in a second display format in the interaction progress identifier, and control the target area to be displayed in the second display format; the ratio of the target area to the display area of the interaction progress identifier matches the probability.

4. The method according to claim 2, wherein The step of displaying an interaction progress identifier based on the probability includes: Judge whether the probability is greater than a preset probability threshold; If it is greater, display the interaction progress identifier in a relevant area of the target object; the relevant area includes an area with a distance less than a set distance from the target object.

5. The method according to claim 1, characterized in that, The interaction operation includes multiple types; the first display format includes multiple display areas; each display area includes an identifier corresponding to an interaction operation; each display area corresponds to a preset control area; The step of displaying the interaction progress identifier in a first display format and controlling the controlled virtual object to perform an interaction operation with the target object includes: Display multiple display areas including identifiers corresponding to interaction operations in the interaction progress identifier; Based on the action position of the trigger operation and the display position of the displacement control in the graphical user interface, determine the control area corresponding to the trigger operation; Determine the interaction operation corresponding to the identifier in the display area corresponding to the control area as the target interaction operation; Control the controlled virtual object to perform the target interaction operation with the target object.

6. The method according to claim 1, wherein The preset condition includes: the status information indicates that the probability of the controlled virtual object interacting with the target object is greater than a target probability threshold; The steps of determining that the state information meets a preset condition include: Based on the state information, determining the probability that the controlled virtual object interacts with the target object; If the probability is greater than a target probability threshold, determining that the state information meets the preset condition.

7. The method according to claim 2, wherein The steps of determining the probability that the controlled virtual object interacts with the target object based on the state information include: Obtaining the position information of the controlled virtual object and the target object, as well as the acting position of the trigger operation; Based on the position information of the controlled virtual object and the target object, determining a first distance parameter between the controlled virtual object and the target object: Based on the acting position and the display position of the displacement control in the graphical user interface, calculating a second distance parameter between the acting position and the displacement control; Based on the first distance parameter and the second distance parameter, calculating the probability that the controlled virtual object interacts with the target object.

8. The method according to claim 7, characterized in that, The steps of calculating the probability that the controlled virtual object interacts with the target object based on the first distance parameter and the second distance parameter include: Based on a preset first negative correlation function and the first distance parameter, calculating a first probability parameter; the first negative correlation function takes the distance parameter as the independent variable and the probability parameter as the dependent variable; Based on a preset second negative correlation function and the second distance parameter, calculating a second probability parameter; the second negative correlation function takes the distance parameter as the independent variable and the probability parameter as the dependent variable; Determining the sum of the first probability parameter and the second probability parameter as the probability that the controlled virtual object interacts with the target object.

9. The method according to claim 8, wherein The target object corresponds to a preset object category; the category includes a non-player character virtual object or an item class virtual object; The method further includes: When the target object includes a non-player character virtual object, constructing the first negative correlation function and the second negative correlation function based on preset first function parameters; When the target object includes an item class virtual object, constructing the first negative correlation function and the second negative correlation function based on preset second function parameters.

10. An interactive control device in a game, characterized in that, Providing a graphical user interface through a terminal device; the graphical user interface displays a displacement control and a scene picture of a game scene, and the game scene at least includes a controlled virtual object controlled by the terminal device; the device includes: A movement control module, configured to respond to a trigger operation on the displacement control, control the movement of the controlled virtual object, and control the change of the scene picture; An interaction progress indicator display module, configured to, in response to the appearance of a target object in the scene picture, display an interaction progress indicator based on the status information of the controlled virtual object; wherein, the target object has an interactive attribute; the status information includes the displacement status of the controlled virtual object and the control status of the displacement control; the displacement status includes a first distance parameter between the controlled virtual object and the target object; the control status includes a second distance parameter between the display position of the displacement control in the graphical user interface and the action position of the trigger operation; the interaction progress indicator is used to indicate: the probability of interaction between the controlled virtual object and the target object; An interaction operation control module, configured to determine that the status information meets a preset condition, display the interaction progress indicator in a first display format, and control the controlled virtual object to perform an interaction operation with the target object.

11. An electronic device, characterized in that, It includes a processor and a memory, the memory stores machine-executable instructions that can be executed by the processor, and the processor executes the machine-executable instructions to implement the interaction control method in the game according to any one of claims 1-9.

12. A machine-readable storage medium, characterized in that, The machine-readable storage medium stores machine-executable instructions, and when the machine-executable instructions are called and executed by a processor, the machine-executable instructions cause the processor to implement the interaction control method in the game according to any one of claims 1-9.

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