Interactive control method, device, equipment and storage medium in game
By detecting the angle between the wearable device and the target reference object and responding to operations within a specific angle range, efficient information viewing and human-computer interaction are achieved in mobile games, solving the interaction conflict between the information viewing function and the click-to-use function, and improving the user experience.
Patent Information
- Application Number
- CN202211065858.7
- Authority / Receiving Office
- CN · China
- Patent Type
- Patents(China)
- Current Assignee / Owner
- Filing Date
- 2022-08-31
- Publication Date
- 2025-10-03
- Estimated Expiration
- 2042-08-31
AI Technical Summary
In mobile games, there is an interactive conflict between the information viewing function and the click-to-use function, resulting in inefficient user-computer interaction.
By detecting the angle between the wearable device and the target reference object, responding to operations within a specific angle range, controlling the target virtual object in the game scene to execute matching game instructions or display the status information of the virtual object, avoiding the time consumption of long-press operations.
It improves the user's information viewing efficiency and human-computer interaction efficiency, and solves the interaction conflict problem between the information viewing function and the click-to-use function.
Smart Images

Figure CN115350478B_ABST
Abstract
Description
Technical Field
[0001] The present application relates to the field of game technology, and more specifically, to a method, apparatus, device, and storage medium for interactive control in a game. Background Art
[0002] In PC (Personal Computer) games, users can use hovering operations to view the character attribute information of virtual characters or the function prompts of virtual props; however, in mobile games (i.e., games running on mobile phones or tablet terminals), due to differences in interaction methods, the function of floating prompt information on the graphical user interface may conflict with the character control function or the use of props.
[0003] Currently, in mobile games, users can use a tap (i.e., a touch operation with a touch duration below a preset threshold) to control a virtual character to use its skills, and a long press (i.e., a touch operation with a touch duration above a preset threshold) to control the terminal device to display a pop-up window displaying the virtual character's attribute information and other related prompts. Since a long press operation requires a certain amount of touch time, when a user needs to view prompts related to multiple virtual characters or multiple virtual props, the conventional long press operation to switch between viewing information consumes a significant amount of operation time, thereby reducing the user's human-computer interaction efficiency. Summary of the Invention
[0004] In view of this, the purpose of this application is to provide an interactive control method, device, equipment and storage medium in the game to solve the interactive conflict problem that may be encountered between the information viewing function and the click-to-use function in the prior art, and to improve the user's information viewing efficiency and human-computer interaction efficiency.
[0005] In order to make the above-mentioned objects, features and advantages of the present application more obvious and easy to understand, preferred embodiments are given below and described in detail with reference to the accompanying drawings.
[0006] In a first aspect, an embodiment of the present application provides an interactive control method in a game, wherein a terminal device provides a graphical user interface, wherein the graphical user interface displays at least a portion of a game scene, and the terminal device is communicatively connected to a wearable device worn by a user; the interactive control method includes:
[0007] In response to a first operation on a target virtual object in the game scene, when it is detected that the angle between the wearable device and the target reference object is within a first preset angle range, controlling the target virtual object to execute a game instruction matching the first operation in the game scene;
[0008] In response to a first operation on the target virtual object, when it is detected that the angle between the wearable device and the target reference object is within a second preset angle range, the state or attribute information of the target virtual object is displayed on the graphical user interface.
[0009] In an optional embodiment, the response to a first operation on a target virtual object in the game scene, when detecting that the angle between the wearable device and the target reference object is within a first preset angle range, controlling the target virtual object to execute a game instruction matching the first operation in the game scene, includes:
[0010] In response to a first operation on a target virtual character in the game scene, when it is detected that the angle between the wearable device and the target reference object is within a first preset angle range, the target virtual character is controlled to perform a virtual action matching the first operation in the game scene.
[0011] In an optional embodiment, the response to a first operation on a target virtual object in the game scene, when detecting that the angle between the wearable device and the target reference object is within a first preset angle range, controlling the target virtual object to execute a game instruction matching the first operation in the game scene, includes:
[0012] In response to a first operation on a target virtual prop in the game scene, when it is detected that the angle between the wearable device and the target reference object is within a first preset angle range, the target virtual prop is used in the game scene.
[0013] In an optional embodiment, the response to a first operation on a target virtual object in the game scene, when detecting that the angle between the wearable device and the target reference object is within a first preset angle range, controlling the target virtual object to execute a game instruction matching the first operation in the game scene, includes:
[0014] In response to a first operation on a target virtual control on the graphical user interface, when it is detected that the angle between the wearable device and the target reference object is within a first preset angle range, the first operation execution result corresponding to the target virtual control is displayed on the graphical user interface.
[0015] In an optional embodiment, when the target reference object belongs to any outer surface of the terminal device, the angle between the wearable device and the target reference object is determined by the following method:
[0016] Obtaining an angle between an outer surface of the wearable device and a first reference plane in space as a first reference angle;
[0017] Acquire the angle between the target reference object and the first reference plane as a second reference angle;
[0018] An angle difference between the first reference angle and the second reference angle is determined as an included angle between the wearable device and the target reference object.
[0019] In an optional embodiment, when the target reference object belongs to any outer surface of the terminal device, the angle between the wearable device and the target reference object is determined by the following method:
[0020] Obtaining an angle between an outer surface of the wearable device and a first reference coordinate axis in space as a third reference angle;
[0021] Acquire an angle between the target reference object and the first reference coordinate axis as a fourth reference angle;
[0022] An angle difference between the third reference angle and the fourth reference angle is determined as an included angle between the wearable device and the target reference object.
[0023] In an optional embodiment, when the target reference object belongs to any outer surface of the terminal device, the angle between the wearable device and the target reference object is determined by the following method:
[0024] A deflection angle of an outer surface of the wearable device relative to the target reference object is obtained as an included angle between the wearable device and the target reference object.
[0025] In a second aspect, an embodiment of the present application provides an interactive control device in a game, wherein a graphical user interface is provided through a terminal device, wherein the graphical user interface displays at least a portion of a game scene, and the terminal device is communicatively connected to a wearable device worn by a user; the interactive control device includes:
[0026] a first response module, configured to respond to a first operation on a target virtual object in the game scene, and control the target virtual object to execute a game instruction matching the first operation in the game scene when detecting that the angle between the wearable device and the target reference object is within a first preset angle range;
[0027] The second response module is used to respond to the first operation on the target virtual object, and when it is detected that the angle between the wearable device and the target reference object is within a second preset angle range, display the status or attribute information of the target virtual object on the graphical user interface.
[0028] In a third aspect, an embodiment of the present application provides a computer device comprising a memory, a processor, and a computer program stored in the memory and executable on the processor, wherein the processor implements the steps of the above-mentioned interactive control method in the game when executing the computer program.
[0029] In a fourth aspect, an embodiment of the present application provides a computer-readable storage medium, on which a computer program is stored. When the computer program is executed by a processor, the steps of the above-mentioned interactive control method in the game are executed.
[0030] The technical solutions provided by the embodiments of the present application may have the following beneficial effects:
[0031] The embodiments of the present application provide a method, apparatus, device, and storage medium for interactive control in a game. In response to a first operation on a target virtual object in a game scene, when it is detected that the angle between the wearable device and the target reference object is within a first preset angle range, the target virtual object is controlled to execute a game instruction matching the first operation in the game scene; and in response to the first operation on the target virtual object, when it is detected that the angle between the wearable device and the target reference object is within a second preset angle range, the state or attribute information of the target virtual object is displayed on a graphical user interface. Through this interactive control method, the present application can solve the interactive conflict problem that may be encountered between the information viewing function and the click-to-use function in the prior art, thereby improving the user's information viewing efficiency and human-computer interaction efficiency. BRIEF DESCRIPTION OF THE DRAWINGS
[0032] In order to more clearly illustrate the technical solutions of the embodiments of the present application, the following is a brief introduction to the drawings required for use in the embodiments. It should be understood that the following drawings only show certain embodiments of the present application and therefore should not be regarded as limiting the scope. For ordinary technicians in this field, other relevant drawings can be obtained based on these drawings without creative work.
[0033] Figure 1 A flow chart of an interactive control method in a game provided by an embodiment of the present application is shown;
[0034] Figure 2a A schematic diagram of an interaction for obtaining the angle between a wearable device and a target reference object provided by an embodiment of the present application is shown;
[0035] Figure 2b A schematic diagram of an interaction for obtaining the angle between a wearable device and a target reference object provided in an embodiment of the present application is shown;
[0036] Figure 3a A schematic flow chart of a first method for determining an angle between a wearable device and a target reference object provided by an embodiment of the present application is shown;
[0037] Figure 3b A schematic diagram of an interaction for obtaining the angle between a wearable device and a target reference object provided in an embodiment of the present application is shown;
[0038] Figure 4a A schematic flow chart of a second method for determining an angle between a wearable device and a target reference object provided in an embodiment of the present application is shown;
[0039] Figure 4b A schematic diagram of an interaction for obtaining the angle between a wearable device and a target reference object provided in an embodiment of the present application is shown;
[0040] Figure 5 A flowchart illustrating a first method for responding to a first operation on a target reference object when the angle between the wearable device and the target reference object is within a first preset angle range provided by an embodiment of the present application is shown;
[0041] Figure 6 A flowchart illustrating a second method for responding to a first operation on a target reference object when the angle between the wearable device and the target reference object is within a first preset angle range provided by an embodiment of the present application is shown;
[0042] Figure 7 A flowchart illustrating a third method provided by an embodiment of the present application for responding to a first operation on a target reference object when the angle between the wearable device and the target reference object is within a first preset angle range is shown;
[0043] Figure 8 A schematic diagram showing the structure of an interactive control device in a game provided by an embodiment of the present application is shown;
[0044] Figure 9 This is a structural diagram of an electronic device 900 provided in an embodiment of the present application. DETAILED DESCRIPTION
[0045] In order to make the purpose, technical solutions and advantages of the embodiments of the present application clearer, the technical solutions in the embodiments of the present application will be clearly and completely described below in conjunction with the drawings in the embodiments of the present application. It should be understood that the drawings in the present application only serve the purpose of illustration and description and are not used to limit the scope of protection of the present application. In addition, it should be understood that the schematic drawings are not drawn to scale. The flowcharts used in this application illustrate the operations implemented according to some embodiments of the present application. It should be understood that the operations of the flowcharts can be implemented out of sequence, and steps without logical context can be reversed or implemented simultaneously. In addition, those skilled in the art, under the guidance of the contents of this application, can add one or more other operations to the flowchart, or remove one or more operations from the flowchart.
[0046] In addition, the described embodiments are only a part of the embodiments of the present application, rather than all of the embodiments. The components of the embodiments of the present application generally described and shown in the drawings here can be arranged and designed in various configurations. Therefore, the following detailed description of the embodiments of the present application provided in the drawings is not intended to limit the scope of the claimed application, but merely represents selected embodiments of the present application. Based on the embodiments of the present application, all other embodiments obtained by those skilled in the art without making creative work are within the scope of protection of the present application.
[0047] It should be noted that the term "comprising" will be used in the embodiments of the present application to indicate the existence of the features declared thereafter, but does not exclude the addition of other features.
[0048] Currently, in mobile games, users can use a tap (i.e., a touch operation with a touch duration below a preset threshold) to control a virtual character to use its skills, and a long press (i.e., a touch operation with a touch duration above a preset threshold) to control the terminal device to display a pop-up window displaying the virtual character's attribute information and other related prompts. Since a long press operation requires a certain amount of touch time, when a user needs to view prompts related to multiple virtual characters or multiple virtual props, the conventional long press operation to switch between viewing information consumes a significant amount of operation time, thereby reducing the user's human-computer interaction efficiency.
[0049] Based on this, the embodiments of the present application provide an interactive control method, apparatus, device, and storage medium in a game. By responding to a first operation on a target virtual object in a game scene, when it is detected that the angle between the wearable device and the target reference object is within a first preset angle range, the target virtual object is controlled to execute a game instruction matching the first operation in the game scene; and responding to the first operation on the target virtual object, when it is detected that the angle between the wearable device and the target reference object is within a second preset angle range, the state or attribute information of the target virtual object is displayed on a graphical user interface. Through this interactive control method, the present application can solve the interactive conflict problem that may be encountered between the information viewing function and the click-to-use function in the prior art, thereby improving the user's information viewing efficiency and human-computer interaction efficiency.
[0050] In one embodiment of the present application, an interactive control method in a game can be run on a terminal device or a server. The terminal device can be a local terminal device. When the interactive control method in the game is run on a server, the interactive control method in the game can be implemented and executed based on a cloud interactive system, wherein the cloud interactive system includes a server and a client device (i.e., a terminal device).
[0051] In an optional embodiment, various cloud applications, such as cloud gaming, can be run under the cloud interaction system. Taking cloud gaming as an example, cloud gaming refers to a gaming method based on cloud computing. In the cloud gaming operation mode, 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 gaming server. The role of the client device is to receive and send data and present 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, TV, computer, PDA, etc.; but the terminal device that performs information processing is the cloud gaming server in the cloud. When playing the game, the player operates the client device 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 client device through the network. Finally, the client device decodes and outputs the game screen.
[0052] In an optional embodiment, the terminal device can be a local terminal device. Taking a game as an example, the local terminal device stores the 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, conventionally downloading and installing the game program through an electronic device and running it. The local terminal device can provide the graphical user interface to the player in various 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 including 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.
[0053] To facilitate understanding of this embodiment, an interactive control method in a game provided by an embodiment of the present application is described in detail below.
[0054] Reference Figure 1 As shown, Figure 1 A flow chart of an interactive control method in a game provided by an embodiment of the present application is shown, wherein a graphical user interface is provided by a terminal device, wherein the graphical user interface displays at least a portion of a game scene, and the terminal device is communicatively connected to a wearable device worn by a user; the interactive control method includes steps S101-S102; specifically:
[0055] S101, in response to a first operation on a target virtual object in the game scene, when it is detected that the angle between the wearable device and the target reference object is within a first preset angle range, controlling the target virtual object to execute a game instruction matching the first operation in the game scene.
[0056] S102, in response to a first operation on the target virtual object, when it is detected that the angle between the wearable device and the target reference object is within a second preset angle range, displaying the state or attribute information of the target virtual object on the graphical user interface.
[0057] The interactive control method in the above-mentioned game provided by the embodiment of the present application responds to a first operation on a target virtual object in the game scene. When it is detected that the angle between the wearable device and the target reference object is within a first preset angle range, the target virtual object is controlled to execute a game instruction matching the first operation in the game scene; and responds to the first operation on the target virtual object. When it is detected that the angle between the wearable device and the target reference object is within a second preset angle range, the state or attribute information of the target virtual object is displayed on the graphical user interface. Through this interactive control method, the present application can solve the interactive conflict problem that may be encountered between the information viewing function and the click-to-use function in the prior art, thereby improving the user's information viewing efficiency and human-computer interaction efficiency.
[0058] The following uses a terminal device as an example to illustrate each step of the interactive control method in the game provided in the embodiment of the present application:
[0059] S101, in response to a first operation on a target virtual object in the game scene, when it is detected that the angle between the wearable device and the target reference object is within a first preset angle range, controlling the target virtual object to execute a game instruction matching the first operation in the game scene.
[0060] Here, the target virtual object can be a virtual character in the game scene, a virtual prop in the game scene (including game props stored in a virtual backpack), or a virtual control displayed on a graphical user interface (such as a skill trigger control for game skills, a prop assembly control for assembling virtual props, a character control control for controlling the movement of a virtual character, etc.); the embodiment of this application does not impose any limitation on the specific object type of the above-mentioned target virtual objects.
[0061] In an embodiment of the present application, the target reference objects include: a reference plane in space, a reference coordinate axis in space, and any outer surface of the terminal device (for example, the plane where the graphical user interface is located, the back of the terminal device, etc.); the above-mentioned target reference objects are used to measure the degree of change in the user's wearing posture of the wearable device. The embodiment of the present application also does not impose any restrictions on the specific object type of the above-mentioned target reference objects.
[0062] Here, it should be noted that the interactive control method provided in the embodiment of the present application can be applied to fixed terminal devices such as PCs, as well as to mobile terminal devices such as mobile phones and tablets. The embodiment of the present application does not impose any restrictions on the specific device type of the terminal device.
[0063] Specifically, when the terminal device is a fixed terminal device such as a personal computer, the user can trigger the first operation on the target virtual object through a specific key on the keyboard (such as the L key) or through a mouse click operation; when the terminal device is a mobile terminal device such as a mobile phone or tablet, the user can trigger the first operation on the target virtual object through touch operations such as clicking operations, sliding operations, dragging operations, or non-touch operations such as gesture control operations floating on the graphical user interface.
[0064] S102, in response to a first operation on the target virtual object, when it is detected that the angle between the wearable device and the target reference object is within a second preset angle range, displaying the state or attribute information of the target virtual object on the graphical user interface.
[0065] Here, the above-mentioned first operation may include but is not limited to at least one of the following: touch operations such as user clicking operations and sliding operations on the graphical user interface, gesture control operations suspended on the graphical user interface, and non-touch operations such as control operations triggered by keyboard keys or mice; the embodiment of this application does not impose any restrictions on the specific operation type of the above-mentioned first operation.
[0066] Here, it should be noted that for wearable devices: in the embodiment of the present application, the above-mentioned wearable devices may include but are not limited to at least one of the following: smart electronic devices worn on the user's wrist (such as smart watches, smart bracelets, etc.), head-mounted electronic devices worn on the user's head (such as smart helmets, etc.), and glasses-type electronic devices worn on the user's eyes, such as AR (Augmented Reality) glasses, VR (Virtual Reality) glasses, etc.; the embodiment of the present application does not impose any restrictions on the specific device type and specific wearing position of the above-mentioned wearable devices.
[0067] Specifically, the second preset angle range is used to represent an angle value range that is different from the first preset angle range. The specific range values of the first preset angle range and the specific range values of the second preset angle range can support user customization based on the user's operating habits. The embodiments of the present application do not impose any restrictions on the specific range values of the first preset angle range and the specific range values of the second preset angle range.
[0068] It should be noted that the first operation is triggered directly by the user through the terminal device (such as clicking on the target virtual object displayed on the graphical user interface, etc.), and the angle between the above-mentioned wearable device and the target reference object is controlled by the user by changing the wearing posture with the help of the wearable device. Based on this, since the above-mentioned first operation and the interactive control method of the angle between the above-mentioned wearable device and the target reference object are different, therefore, in the embodiment of the present application, the user can trigger the first operation for the target virtual object while changing the wearing posture of the wearable device to control the angle between the wearable device and the target reference object to change within the above-mentioned first preset angle range or the above-mentioned second preset angle range, without causing the problem of conflict in the interactive operation method.
[0069] Based on the implementation of the above steps S101-S102, in an embodiment of the present application, the terminal device determines the user's (i.e., player's) current wearing posture of the wearable device by detecting the angle between the wearable device and the target reference object, so that the user can control the angle between the wearable device and the target reference object to change accordingly by changing the wearing posture of the wearable device, so that when the terminal device responds to the same operation (i.e., the first operation) triggered by the user for the same virtual object (i.e., the target virtual object), it can execute different types of functional instructions on the graphical user interface based on the user's current wearing posture of the wearable device (equivalent to the angle between the above-mentioned wearable device and the target reference object); thereby solving the interaction conflict problem that may be encountered between the information viewing function and the click-to-use function in the prior art, and improving the user's information viewing efficiency and human-computer interaction efficiency.
[0070] Regarding the interactive control method described in steps S101-S102 above, it should be noted that the interactive control method described in steps S101-S102 above can be applied to mobile terminal devices such as mobile phones and tablets; it can also be applied to fixed terminal devices such as PCs; when applied to different types of terminal devices, the wearable device can communicate with the terminal device through different communication connection methods (for example, it can communicate with mobile terminals such as mobile phones through wireless Wi-Fi networks, Bluetooth, etc.; it can communicate with fixed terminals such as computers through wired connections). At this time, considering that compared with fixed terminal devices, the interactive operation methods that users can directly trigger through mobile terminal devices are more scarce (for example, users can use keyboards or mice to operate fixed terminal devices such as computers, but generally can only operate mobile terminal devices such as mobile phones and tablets by touching the graphical user interface), and in the prior art, the interactive conflict between the information viewing function and the click-to-use function in mobile games is more obvious than that in terminal games; therefore, the above-mentioned interactive control method provided in the present application can play a greater role when applied to mobile terminal devices, effectively improving the user's information viewing efficiency and human-computer interaction efficiency.
[0071] Based on this, the following takes the terminal device as an example, and describes in detail the specific implementation process of each of the above steps in the embodiment of this application:
[0072] Regarding the specific implementation process of steps S101-S102 above, based on the description of the target reference object in step S101 above, it can be seen that in the embodiment of the present application, the target reference object can be divided into at least the following three types: a reference plane in space, a reference coordinate axis in space, and any external surface of the terminal device; based on this, the following detailed description of how to determine the angle between the wearable device and the target reference object for different types of target reference objects is as follows:
[0073] 1. When the target reference object is a reference plane in space (e.g., a horizontal reference plane in space, a vertical reference plane in space, etc.):
[0074] At this time, based on different types of wearable devices, different device outer surfaces can be selected as reference planes for angle comparison with the above-mentioned target reference object. Thus, the sensor module in the wearable device can be used to collect the angle between the wearable device and the target reference object, and based on the communication connection established between the wearable device and the terminal device, the collected angle can be transmitted to the terminal device in real time.
[0075] Specifically, when the wearable device is a smart watch, the plane on the dial side of the smart watch can be selected as the outer surface of the above-mentioned device for angle comparison; when the wearable device is VR glasses, the plane on the lens side of the VR glasses can be selected as the outer surface of the above-mentioned device for angle comparison; the embodiments of this application do not impose any restrictions on the specific selection method of the outer surface of the above-mentioned device.
[0076] It should be noted that when the target reference object is a reference plane in space, the target reference object can be a horizontal reference plane in space or a vertical reference plane in space. The embodiment of this application does not impose any restrictions on which reference plane in space is specifically selected as the above-mentioned target reference object.
[0077] Exemplary description, Figure 2a FIG. 1 shows a first interactive diagram of obtaining the angle between the wearable device and the target reference object provided by an embodiment of the present application, as shown in FIG. Figure 2a As shown, taking the terminal device as a mobile phone terminal and the wearable device worn by the user as a smart watch as an example, wherein the spatial plane where the horizontal desktop 200 is located is used as the target reference object, the mobile phone terminal 210 can obtain the first angle 201 between the smart watch 220 and the horizontal desktop 200 as the angle between the wearable device and the target reference object through the smart watch 220 worn by the user; at this time, taking the first preset angle range as: [20°, 40°] and the second preset angle range as: [70°, 90°] as an example, the mobile phone terminal 210 responds to the user's touch operation on the virtual character A (i.e., the target virtual object), and when the first angle 201 is detected to be 30°, the virtual character A is controlled to move in the game scene; the mobile phone terminal responds to the user's touch operation on the virtual character A again, and if the first angle 201 is detected to be 80° (the user can change the angle value of the first angle 201 by rotating his wrist), the character attribute information of the virtual character A (such as character experience value, character health value, and character's activatable skills, etc.) can be displayed on the graphical user interface.
[0078] 2. When the target reference object is a reference coordinate axis in space (e.g., the x-axis, y-axis, z-axis, etc. in a spatial coordinate system):
[0079] At this time, similar to the implementation steps when the target reference object is a reference plane in space, different device outer surfaces can also be selected as reference planes for angle comparison with the above-mentioned target reference object based on the device type of the wearable device. Thus, the sensor module in the wearable device can be used to collect the angle between the wearable device and the target reference object, and based on the communication connection established between the wearable device and the terminal device, the collected angle can be transmitted to the terminal device in real time.
[0080] It should be noted that when the target reference object is a reference coordinate axis in space, the target reference object can be the x-axis in the spatial coordinate system, the y-axis in the spatial coordinate system, or the z-axis in the spatial coordinate system; the embodiment of this application does not impose any restrictions on which reference coordinate axis in space is specifically selected as the above-mentioned target reference object.
[0081] Exemplary description, Figure 2b FIG2 shows a second interactive diagram of obtaining the angle between the wearable device and the target reference object provided by the embodiment of the present application, as shown in FIG2. Figure 2b As shown, still taking the example of a terminal device being a mobile phone terminal and the wearable device worn by the user being a smart watch, wherein the z-axis 230 in the spatial coordinate system is used as the target reference object, the mobile phone terminal 210 can obtain the second angle 202 between the smart watch 220 and the z-axis 230 in the spatial coordinate system through the smart watch 220 worn by the user as the angle between the wearable device and the target reference object; at this time, taking the first preset angle range of [20°, 40°] and the second preset angle range of [70°, 90°] as an example, the mobile phone terminal 210 responds to the user's touch operation on the virtual character A (i.e., the target virtual object), and when the second angle 202 is detected to be 30°, the mobile phone terminal controls the virtual character A to move in the game scene; the mobile phone terminal responds to the user's touch operation on the virtual character A again, and if the second angle 202 is detected to be 80° (the user can change the angle value of the second angle 202 by rotating the wrist), the character attribute information of the virtual character A (such as the character experience value, the character health value, the character's activatable skills, etc.) can be displayed on the graphical user interface.
[0082] 3. When the target reference object is any external surface of the terminal device (for example, the plane where the graphical user interface is located, the back of the terminal device, the side of the terminal device, etc.):
[0083] Here, when the target reference object is any outer surface of the terminal device, as an optional embodiment, the deflection angle of the outer surface of the wearable device relative to the target reference object can be directly obtained as the angle between the wearable device and the target reference object.
[0084] It should be noted that different types of wearable devices can select different device outer surfaces accordingly. For example, when the wearable device is a smart watch, the plane on the dial side of the smart watch can be selected as the above-mentioned device outer surface for angle comparison; when the wearable device is VR glasses, the plane on the lens side of the VR glasses can be selected as the above-mentioned device outer surface for angle comparison; the embodiments of this application do not impose any restrictions on the specific selection method of the above-mentioned device outer surface.
[0085] Specifically, taking the terminal device as a mobile phone as an example, when the user uses the mobile phone, based on the existing horizontal detection function module in the mobile phone, the terminal device can obtain the tilt angle of the mobile phone screen (i.e., the graphical user interface) in real time (generally the tilt angle relative to the horizontal plane in space); taking the wearable device as a smart watch as an example, the user can change the tilt angle of the smart watch by rotating his wrist (generally the tilt angle of the plane where the dial side of the smart watch is located relative to the horizontal plane in space). Based on the communication connection established between the smart watch and the mobile phone, the sensor module installed in the smart watch can transmit the tilt angle of the smart watch to the mobile phone terminal in real time, so as to support the mobile phone terminal to directly obtain the angle difference between the tilt angle of the smart watch and the tilt angle of the mobile phone terminal as the angle between the wearable device and the target reference object.
[0086] Here, when the target reference object is any outer surface of the terminal device, as another optional embodiment, the reference plane in the above space or the reference coordinate axis in the above space can be used as an intermediate reference object, and the angle between the wearable device and the outer surface of the terminal device (i.e., the target reference object) can be obtained by comparing the angles of the outer surface of the wearable device and the outer surface of the terminal device with the same intermediate reference object.
[0087] Based on this, in an optional embodiment, when a reference plane in space is selected as the intermediate reference object, as shown in FIG. Figure 3a As shown, Figure 3a A flow chart of a first method for determining an angle between a wearable device and a target reference object provided by an embodiment of the present application is shown. In the process of executing steps S101-S102 above, the method includes steps S301-S303. Specifically:
[0088] S301: Acquire an angle between an outer surface of the wearable device and a first reference plane in space as a first reference angle.
[0089] Here, different types of wearable devices may correspond to different device outer surfaces. Regarding the method of selecting the device outer surface of the wearable device, please refer to the relevant explanations in the aforementioned steps, and the repetitions will not be repeated.
[0090] It should be noted that the above-mentioned first reference plane can be a horizontal reference plane in space or a vertical reference plane in space. The embodiment of the present application does not impose any limitation on the specific plane type of the above-mentioned first reference plane.
[0091] Specifically, taking the terminal device as a mobile phone terminal and the wearable device worn by the user as a smart watch as an example, when the spatial plane where the horizontal desktop is located is used as the first reference plane, the method for obtaining the first reference angle can refer to the following: Figure 2a The method for obtaining the first angle 201 is shown, and the repeated parts are not repeated here.
[0092] S302: Acquire an angle between the target reference object and the first reference plane as a second reference angle.
[0093] Specifically, when the target reference object is any outer surface of the terminal device (such as the spatial plane where the graphical user interface is located), the terminal device can obtain the above-mentioned second reference angle based on the internally installed sensing function module.
[0094] Exemplary description, Figure 3b FIG. 3 shows a third interactive diagram of obtaining the angle between the wearable device and the target reference object provided by an embodiment of the present application, as shown in FIG. Figure 3b As shown, still taking the example that the terminal device is a mobile terminal device such as a mobile phone or tablet, and the wearable device worn by the user is a smart watch, the spatial plane where the horizontal desktop 200 is located is used as the first reference plane, and the spatial plane where the mobile phone screen of the mobile phone terminal 210 is located is used as the above-mentioned target reference object. The mobile phone terminal 210 can obtain the angle between the spatial plane where the mobile phone screen is located and the horizontal desktop 200 as the second reference angle 300 based on the internally installed sensing function module.
[0095] S303: Determine the angle difference between the first reference angle and the second reference angle as the angle between the wearable device and the target reference object.
[0096] Exemplary descriptions, such as Figure 3b As shown, taking the spatial plane where the horizontal desktop 200 is located as the first reference plane, the mobile phone terminal 210 can obtain the first angle 201 between the smart watch 220 and the horizontal desktop 200 as the first reference angle through the smart watch 220 worn by the user; taking the spatial plane where the mobile phone screen of the mobile phone terminal 210 is located as the above-mentioned target reference object, the mobile phone terminal 210 can obtain the angle between the spatial plane where the mobile phone screen is located and the horizontal desktop 200 as the second reference angle 300 based on the internally installed sensing function module; the angle difference between the first angle 201 and the second reference angle 300 is determined as the angle between the smart watch 220 and the spatial plane where the mobile phone screen is located.
[0097] In another optional embodiment, when the reference coordinate axis in the space is selected as the intermediate reference object, such as Figure 4a As shown, Figure 4aA flow chart of a second method for determining an angle between a wearable device and a target reference object provided in an embodiment of the present application is shown. In the process of executing steps S101-S102 above, the method includes steps S401-S403. Specifically:
[0098] S401: Acquire an angle between an outer surface of the wearable device and a first reference coordinate axis in space as a third reference angle.
[0099] Here, different types of wearable devices may correspond to different device outer surfaces. Regarding the method of selecting the device outer surface of the wearable device, please refer to the relevant explanations in the aforementioned steps, and the repetitions will not be repeated.
[0100] It should be noted that the above-mentioned first reference coordinate axis can be the x-axis in the spatial coordinate system, the y-axis in the spatial coordinate system, or the z-axis in the spatial coordinate system. The embodiment of this application does not impose any restrictions on the specific selection method of the above-mentioned first reference coordinate axis.
[0101] Specifically, taking the terminal device as a mobile phone terminal and the wearable device worn by the user as a smart watch as an example, when the z-axis in the spatial coordinate system is used as the first reference coordinate axis, the method for obtaining the third reference angle can refer to the following: Figure 2b The method for obtaining the second angle 202 is shown, and the repeated parts are not repeated here.
[0102] S402: Acquire an angle between the target reference object and the first reference coordinate axis as a fourth reference angle.
[0103] Specifically, when the target reference object is any outer surface of the terminal device (such as the spatial plane where the graphical user interface is located), the terminal device can obtain the above-mentioned fourth reference angle based on the internally installed sensing function module.
[0104] Exemplary description, Figure 4b FIG. 3 shows a third interactive diagram of obtaining the angle between the wearable device and the target reference object provided by an embodiment of the present application, as shown in FIG. Figure 4b As shown, still taking the example that the terminal device is a mobile terminal device such as a mobile phone or tablet, and the wearable device worn by the user is a smart watch, wherein the z-axis 230 in the spatial coordinate system is used as the first reference coordinate axis, and the spatial plane where the mobile phone screen of the mobile phone terminal 210 is located is used as the above-mentioned target reference object, the mobile phone terminal 210 can obtain the angle between the spatial plane where the mobile phone screen is located and the z-axis 230 in the spatial coordinate system as the fourth reference angle 400 based on the internally installed sensing function module.
[0105] S403: Determine the angle difference between the third reference angle and the fourth reference angle as the angle between the wearable device and the target reference object.
[0106] Exemplary descriptions, such as Figure 4b As shown, with the z-axis in the spatial coordinate system as the first reference coordinate axis, the mobile phone terminal 210 can obtain the second angle 202 between the smart watch 220 and the z-axis 230 in the spatial coordinate system as the third reference angle through the smart watch 220 worn by the user; with the spatial plane where the mobile phone screen of the mobile phone terminal 210 is located as the above-mentioned target reference object, the mobile phone terminal 210 can obtain the angle between the spatial plane where the mobile phone screen is located and the z-axis 230 in the spatial coordinate system as the fourth reference angle 400 based on the internally installed sensing function module; the angle difference between the second angle 202 and the fourth reference angle 400 is determined as the angle between the smart watch 220 and the spatial plane where the mobile phone screen is located.
[0107] Regarding the specific implementation process of steps S101-S102 above, based on the implementation of each of the above steps and solving how to obtain the angle between the wearable device and the target reference object, for different types of target virtual objects, the terminal device can implement different game functions when responding to the first operation on the target virtual object. Specifically:
[0108] 1. When the target virtual object is a virtual character in the game scene:
[0109] In an alternative embodiment, as Figure 5 As shown, Figure 5 A flowchart of a method for responding to a first operation on a target reference object when the angle between the wearable device and the target reference object is within a first preset angle range provided by an embodiment of the present application is shown. During the execution of step S101 above, the method includes step S501. Specifically,
[0110] S501, in response to a first operation on a target virtual character in the game scene, when it is detected that the angle between the wearable device and the target reference object is within a first preset angle range, controlling the target virtual character to perform a virtual action matching the first operation in the game scene.
[0111] It should be noted that the specific setting method of the above-mentioned virtual actions can be based on the default configuration rules in the game, or customized based on the user's game operation habits. The embodiments of this application do not impose any restrictions on the specific setting method of the above-mentioned virtual actions.
[0112] Exemplary descriptions, such as Figure 2aAs shown, taking the terminal device as a mobile phone terminal and the wearable device worn by the user as a smart watch as an example, wherein the spatial plane where the horizontal desktop 200 is located is taken as the target reference object, the mobile phone terminal 210 can obtain the first angle 201 between the smart watch 220 and the horizontal desktop 200 as the angle between the wearable device and the target reference object through the smart watch 220 worn by the user; at this time, taking the first operation as a touch operation and the target virtual character as an example, in response to the user's touch operation on the virtual character A, when the angle between the smart watch 220 and the horizontal desktop 200 is detected, the first angle 201 between the smart watch 220 and the horizontal desktop 200 is detected. When the first angle 201 is within the first preset angle range, the virtual character A can be controlled to perform virtual actions matching the touch operation in the game scene (such as controlling the virtual character A to move, attack, etc.); the mobile phone terminal responds to the user's touch operation on the virtual character A again. If it is detected that the first angle 201 is within the second preset angle range (wherein the user can change the angle value of the first angle 201 by rotating the wrist), the character attribute information of the virtual character A (such as character experience value, character health value, character's activatable skills, etc.) can be displayed on the graphical user interface.
[0113] 2. When the target virtual object is a virtual prop in the game scene:
[0114] In an alternative embodiment, as Figure 6 As shown, Figure 6 A flowchart of a second method provided by an embodiment of the present application for responding to a first operation on a target reference object when the angle between the wearable device and the target reference object is within a first preset angle range is shown. During the execution of step S101 above, the method includes step S601. Specifically,
[0115] S601, in response to a first operation on a target virtual prop in the game scene, when it is detected that the angle between the wearable device and the target reference object is within a first preset angle range, using the target virtual prop in the game scene.
[0116] It should be noted that the above-mentioned target virtual props can be game props to be picked up in the game scene, or game props displayed on the graphical user interface (such as virtual props currently equipped by a virtual character, etc.), or game props stored in a virtual backpack. The embodiments of this application do not impose any restrictions on the specific display method and display position of the above-mentioned target virtual props.
[0117] Exemplary descriptions, such as Figure 2aAs shown, taking the terminal device as a mobile phone terminal and the wearable device worn by the user as a smart watch as an example, wherein the spatial plane where the horizontal desktop 200 is located is taken as the target reference object, the mobile phone terminal 210 can obtain the first angle 201 between the smart watch 220 and the horizontal desktop 200 as the angle between the wearable device and the target reference object through the smart watch 220 worn by the user; at this time, taking the first operation as a touch operation and the target virtual props as an attacking virtual props B, in response to the user's touch operation on the virtual props B, when it is detected that the smart watch 220 is in contact with the horizontal desktop 200, the first angle 201 between the smart watch 220 and the horizontal desktop 200 is obtained. When the first angle 201 between the desktops 200 is within the first preset angle range, the virtual character can be controlled to use the virtual prop B to attack the enemy; the mobile phone terminal responds to the user's touch operation on the virtual prop B again. If it is detected that the first angle 201 is within the second preset angle range (wherein the user can change the angle value of the first angle 201 by rotating the wrist), the prop status or prop attribute information of the virtual prop B (such as the way to obtain the prop, the purpose of the prop, whether the prop is currently in an available state or in a cooling state, etc.) can be displayed on the graphical user interface.
[0118] 3. When the target virtual object is a virtual control on a graphical user interface:
[0119] In an alternative embodiment, as Figure 7 As shown, Figure 7 A flowchart of a third method provided by an embodiment of the present application for responding to a first operation on a target reference object when the angle between the wearable device and the target reference object is within a first preset angle range is shown. During the execution of step S101 above, the method includes step S701. Specifically:
[0120] S701, in response to a first operation on a target virtual control on the graphical user interface, when it is detected that the angle between the wearable device and the target reference object is within a first preset angle range, the first operation execution result corresponding to the target virtual control is displayed on the graphical user interface.
[0121] It should be noted that the specific control types of the above-mentioned target virtual controls include but are not limited to at least one of the following: skill trigger controls for game skills, prop assembly controls for assembling virtual props, and character control controls for controlling the movement of virtual characters; the embodiments of this application do not impose any restrictions on the specific control types of the above-mentioned target virtual controls.
[0122] Exemplary descriptions, such as Figure 2aAs shown, taking the case where the terminal device is a mobile phone terminal and the wearable device worn by the user is a smart watch as an example, wherein the spatial plane where the horizontal desktop 200 is located is used as the target reference object, the mobile phone terminal 210 can obtain the first angle 201 between the smart watch 220 and the horizontal desktop 200 as the angle between the wearable device and the target reference object through the smart watch 220 worn by the user; at this time, taking the case where the first operation is a touch operation and the target virtual control is a skill trigger control of an attack skill C as an example, in response to the user's touch operation on the skill trigger control, when it is detected that the first angle 201 between the smart watch 220 and the horizontal desktop 200 is within a first preset angle range, the virtual character can be controlled to launch the attack skill C against the enemy; the mobile phone terminal responds to the user's touch operation on the skill trigger control again, and if it is detected that the first angle 201 is within a second preset angle range (wherein the user can change the angle value of the first angle 201 by rotating his wrist), the skill status or skill attribute information of the attack skill C (such as the conditions for launching the skill, the skill type, whether the skill is currently in an available state or in a cooling state, etc.) can be displayed on the graphical user interface.
[0123] The interactive control method in the above-mentioned game provided by the embodiment of the present application responds to a first operation on a target virtual object in the game scene. When it is detected that the angle between the wearable device and the target reference object is within a first preset angle range, the target virtual object is controlled to execute a game instruction matching the first operation in the game scene; and responds to the first operation on the target virtual object. When it is detected that the angle between the wearable device and the target reference object is within a second preset angle range, the state or attribute information of the target virtual object is displayed on the graphical user interface. Through this interactive control method, the present application can solve the interactive conflict problem that may be encountered between the information viewing function and the click-to-use function in the prior art, thereby improving the user's information viewing efficiency and human-computer interaction efficiency.
[0124] Based on the same inventive concept, the present application also provides an interactive control device corresponding to the interactive control method in the above-mentioned game. Since the principle of solving the problem by the interactive control device in the embodiment of the present application is similar to the interactive control method in the above-mentioned game in the embodiment of the present application, the implementation of the interactive control device can refer to the implementation of the above-mentioned interactive control method, and the repeated parts will not be repeated.
[0125] Reference Figure 8 As shown, Figure 8 A schematic diagram of the structure of an interactive control device in a game provided by an embodiment of the present application is shown. A graphical user interface is provided by a terminal device, and the graphical user interface displays at least a portion of a game scene. The terminal device is communicatively connected to a wearable device worn by a user. The interactive control device includes:
[0126] A first response module 801 is configured to respond to a first operation on a target virtual object in the game scene, and when it is detected that the angle between the wearable device and the target reference object is within a first preset angle range, control the target virtual object to execute a game instruction matching the first operation in the game scene;
[0127] The second response module 802 is used to respond to the first operation on the target virtual object, and when it is detected that the angle between the wearable device and the target reference object is within a second preset angle range, display the status or attribute information of the target virtual object on the graphical user interface.
[0128] In an optional implementation, the first response module 801 is specifically configured to:
[0129] In response to a first operation on a target virtual character in the game scene, when it is detected that the angle between the wearable device and the target reference object is within a first preset angle range, the target virtual character is controlled to perform a virtual action matching the first operation in the game scene.
[0130] In an optional implementation, the first response module 801 is specifically configured to:
[0131] In response to a first operation on a target virtual prop in the game scene, when it is detected that the angle between the wearable device and the target reference object is within a first preset angle range, the target virtual prop is used in the game scene.
[0132] In an optional implementation, the first response module 801 is specifically configured to:
[0133] In response to a first operation on a target virtual control on the graphical user interface, when it is detected that the angle between the wearable device and the target reference object is within a first preset angle range, the first operation execution result corresponding to the target virtual control is displayed on the graphical user interface.
[0134] In an optional embodiment, when the target reference object belongs to any outer surface of the terminal device, the first response module 801 and the second response module 802 are configured to determine the angle between the wearable device and the target reference object by the following method:
[0135] Obtaining an angle between an outer surface of the wearable device and a first reference plane in space as a first reference angle;
[0136] Acquire the angle between the target reference object and the first reference plane as a second reference angle;
[0137] An angle difference between the first reference angle and the second reference angle is determined as an included angle between the wearable device and the target reference object.
[0138] In an optional embodiment, when the target reference object belongs to any outer surface of the terminal device, the first response module 801 and the second response module 802 are further configured to determine the angle between the wearable device and the target reference object by the following method:
[0139] Obtaining an angle between an outer surface of the wearable device and a first reference coordinate axis in space as a third reference angle;
[0140] Acquire an angle between the target reference object and the first reference coordinate axis as a fourth reference angle;
[0141] An angle difference between the third reference angle and the fourth reference angle is determined as an included angle between the wearable device and the target reference object.
[0142] In an optional embodiment, when the target reference object belongs to any outer surface of the terminal device, the first response module 801 and the second response module 802 are further configured to determine the angle between the wearable device and the target reference object by the following method:
[0143] A deflection angle of an outer surface of the wearable device relative to the target reference object is obtained as an included angle between the wearable device and the target reference object.
[0144] The interactive control device in the above-mentioned game provided by the embodiment of the present application responds to a first operation on a target virtual object in the game scene. When it is detected that the angle between the wearable device and the target reference object is within a first preset angle range, the device controls the target virtual object to execute a game instruction matching the first operation in the game scene; and responds to the first operation on the target virtual object. When it is detected that the angle between the wearable device and the target reference object is within a second preset angle range, the device displays the state or attribute information of the target virtual object on the graphical user interface. Through this interactive control method, the present application can solve the interactive conflict problem that may be encountered between the information viewing function and the click-to-use function in the prior art, thereby improving the user's information viewing efficiency and human-computer interaction efficiency.
[0145] Based on the same inventive concept, the present application also provides an electronic device corresponding to the interactive control method in the above-mentioned game. Since the principle of solving the problem by the electronic device in the embodiment of the present application is similar to the interactive control method in the above-mentioned game in the embodiment of the present application, the implementation of the electronic device can refer to the implementation of the above-mentioned interactive control method, and the repeated parts will not be repeated.
[0146] Figure 9 This is a structural diagram of an electronic device 900 provided in an embodiment of the present application, including: a processor 901, a memory 902, and a bus 903. The memory 902 stores machine-readable instructions executable by the processor 901. When the electronic device runs an interactive control method in a game as described in the embodiment, the processor 901 communicates with the memory 902 via the bus 903, and the processor 901 executes the machine-readable instructions. A graphical user interface is provided by a terminal device, and the graphical user interface displays at least a portion of a game scene. The terminal device is communicatively connected to a wearable device worn by a user. When the processor 901 executes the machine-readable instructions, the following steps are implemented, specifically:
[0147] In response to a first operation on a target virtual object in the game scene, when it is detected that the angle between the wearable device and the target reference object is within a first preset angle range, controlling the target virtual object to execute a game instruction matching the first operation in the game scene;
[0148] In response to a first operation on the target virtual object, when it is detected that the angle between the wearable device and the target reference object is within a second preset angle range, the state or attribute information of the target virtual object is displayed on the graphical user interface.
[0149] In an optional embodiment, in response to the first operation on the target virtual object in the game scene, when it is detected that the angle between the wearable device and the target reference object is within a first preset angle range, when controlling the target virtual object to execute a game instruction matching the first operation in the game scene, the processor 901 is configured to:
[0150] In response to a first operation on a target virtual character in the game scene, when it is detected that the angle between the wearable device and the target reference object is within a first preset angle range, the target virtual character is controlled to perform a virtual action matching the first operation in the game scene.
[0151] In an optional embodiment, in response to the first operation on the target virtual object in the game scene, when it is detected that the angle between the wearable device and the target reference object is within a first preset angle range, controlling the target virtual object to execute a game instruction matching the first operation in the game scene, the processor 901 is further configured to:
[0152] In response to a first operation on a target virtual prop in the game scene, when it is detected that the angle between the wearable device and the target reference object is within a first preset angle range, the target virtual prop is used in the game scene.
[0153] In an optional embodiment, in response to the first operation on the target virtual object in the game scene, when it is detected that the angle between the wearable device and the target reference object is within a first preset angle range, controlling the target virtual object to execute a game instruction matching the first operation in the game scene, the processor 901 is further configured to:
[0154] In response to a first operation on a target virtual control on the graphical user interface, when it is detected that the angle between the wearable device and the target reference object is within a first preset angle range, the first operation execution result corresponding to the target virtual control is displayed on the graphical user interface.
[0155] In an optional implementation, when the target reference object belongs to any outer surface of the terminal device, the processor 901 is configured to determine the angle between the wearable device and the target reference object by:
[0156] Obtaining an angle between an outer surface of the wearable device and a first reference plane in space as a first reference angle;
[0157] Acquire the angle between the target reference object and the first reference plane as a second reference angle;
[0158] An angle difference between the first reference angle and the second reference angle is determined as an included angle between the wearable device and the target reference object.
[0159] In an optional implementation, when the target reference object belongs to any outer surface of the terminal device, the processor 901 is further configured to determine the angle between the wearable device and the target reference object by the following method:
[0160] Obtaining an angle between an outer surface of the wearable device and a first reference coordinate axis in space as a third reference angle;
[0161] Acquire an angle between the target reference object and the first reference coordinate axis as a fourth reference angle;
[0162] An angle difference between the third reference angle and the fourth reference angle is determined as an included angle between the wearable device and the target reference object.
[0163] In an optional implementation, when the target reference object belongs to any outer surface of the terminal device, the processor 901 is further configured to determine the angle between the wearable device and the target reference object by the following method:
[0164] A deflection angle of an outer surface of the wearable device relative to the target reference object is obtained as an included angle between the wearable device and the target reference object.
[0165] The electronic device provided in the embodiment of the present application responds to a first operation on a target virtual object in a game scene. When it is detected that the angle between the wearable device and the target reference object is within a first preset angle range, the target virtual object is controlled to execute a game instruction matching the first operation in the game scene. In response to the first operation on the target virtual object, when it is detected that the angle between the wearable device and the target reference object is within a second preset angle range, the state or attribute information of the target virtual object is displayed on a graphical user interface. Through this interactive control method, the present application can solve the interactive conflict problem that may be encountered between the information viewing function and the click-to-use function in the prior art, thereby improving the user's information viewing efficiency and human-computer interaction efficiency.
[0166] Based on the same inventive concept, an embodiment of the present application further provides a computer-readable storage medium, wherein a graphical user interface is provided by a terminal device, wherein the graphical user interface displays at least a portion of a game scene, and the terminal device is communicatively connected to a wearable device worn by a user; the computer-readable storage medium stores a computer program, which is executed by a processor when running, and the processor performs the following steps:
[0167] In response to a first operation on a target virtual object in the game scene, when it is detected that the angle between the wearable device and the target reference object is within a first preset angle range, controlling the target virtual object to execute a game instruction matching the first operation in the game scene;
[0168] In response to a first operation on the target virtual object, when it is detected that the angle between the wearable device and the target reference object is within a second preset angle range, the state or attribute information of the target virtual object is displayed on the graphical user interface.
[0169] In an optional embodiment, in response to a first operation on a target virtual object in the game scene, when detecting that the angle between the wearable device and the target reference object is within a first preset angle range, controlling the target virtual object to execute a game instruction matching the first operation in the game scene, the processor is configured to:
[0170] In response to a first operation on a target virtual character in the game scene, when it is detected that the angle between the wearable device and the target reference object is within a first preset angle range, the target virtual character is controlled to perform a virtual action matching the first operation in the game scene.
[0171] In an optional embodiment, in response to a first operation on a target virtual object in the game scene, when it is detected that the angle between the wearable device and the target reference object is within a first preset angle range, controlling the target virtual object to execute a game instruction matching the first operation in the game scene, the processor is further configured to:
[0172] In response to a first operation on a target virtual prop in the game scene, when it is detected that the angle between the wearable device and the target reference object is within a first preset angle range, the target virtual prop is used in the game scene.
[0173] In an optional embodiment, in response to a first operation on a target virtual object in the game scene, when it is detected that the angle between the wearable device and the target reference object is within a first preset angle range, controlling the target virtual object to execute a game instruction matching the first operation in the game scene, the processor is further configured to:
[0174] In response to a first operation on a target virtual control on the graphical user interface, when it is detected that the angle between the wearable device and the target reference object is within a first preset angle range, the first operation execution result corresponding to the target virtual control is displayed on the graphical user interface.
[0175] In an optional embodiment, when the target reference object belongs to any outer surface of the terminal device, the processor is configured to determine the angle between the wearable device and the target reference object by:
[0176] Obtaining an angle between an outer surface of the wearable device and a first reference plane in space as a first reference angle;
[0177] Acquire the angle between the target reference object and the first reference plane as a second reference angle;
[0178] An angle difference between the first reference angle and the second reference angle is determined as an included angle between the wearable device and the target reference object.
[0179] In an optional embodiment, when the target reference object belongs to any outer surface of the terminal device, the processor is further configured to determine the angle between the wearable device and the target reference object by the following method:
[0180] Obtaining an angle between an outer surface of the wearable device and a first reference coordinate axis in space as a third reference angle;
[0181] Acquire an angle between the target reference object and the first reference coordinate axis as a fourth reference angle;
[0182] An angle difference between the third reference angle and the fourth reference angle is determined as an included angle between the wearable device and the target reference object.
[0183] In an optional embodiment, when the target reference object belongs to any outer surface of the terminal device, the processor is further configured to determine the angle between the wearable device and the target reference object by the following method:
[0184] A deflection angle of an outer surface of the wearable device relative to the target reference object is obtained as an included angle between the wearable device and the target reference object.
[0185] The computer-readable storage medium provided in the embodiment of the present application responds to a first operation on a target virtual object in a game scene. When the angle between the wearable device and the target reference object is detected to be within a first preset angle range, the target virtual object is controlled to execute a game instruction matching the first operation in the game scene. In response to the first operation on the target virtual object, when the angle between the wearable device and the target reference object is detected to be within a second preset angle range, the state or attribute information of the target virtual object is displayed on a graphical user interface. Through this interactive control method, the present application can solve the interactive conflict problem that may be encountered between the information viewing function and the click-to-use function in the prior art, thereby improving the user's information viewing efficiency and human-computer interaction efficiency.
[0186] In an embodiment of the present application, when the computer program is run by the processor, it can also execute other machine-readable instructions to execute the interactive control method as described in other embodiments. For the specific execution method steps and principles, please refer to the description of the specific embodiment of the aforementioned interactive control method side, which will not be repeated here.
[0187] In the embodiments provided in this application, it should be understood that the disclosed devices and methods can be implemented in other ways. The device embodiments described above are merely schematic. For example, the division of the units is only a logical function division. There may be other division methods in actual implementation. For example, multiple units or components can be combined or integrated into another system, or some features can be ignored or not executed. Another point is that the mutual coupling or direct coupling or communication connection shown or discussed can be through some communication interface, indirect coupling or communication connection of devices or units, which can be electrical, mechanical or other forms.
[0188] The units described as separate components may or may not be physically separate, and the components shown as units may or may not be physical units, that is, they may be located in one place or distributed across multiple network units. Some or all of these units may be selected to achieve the purpose of this embodiment according to actual needs.
[0189] In addition, each functional unit in the embodiments provided in the present application may be integrated into one processing unit, or each unit may exist physically separately, or two or more units may be integrated into one unit.
[0190] If the functions are implemented in the form of software functional units and sold or used as independent products, they can be stored in a computer-readable storage medium. Based on this understanding, the technical solution of the present application, or the part that contributes to the prior art or the part of the technical solution, can be embodied in the form of a software product. The computer software product is stored in a storage medium and includes several instructions for enabling 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 method described in each embodiment of the present application. The aforementioned storage medium includes various media that can store program codes, such as a USB flash drive, a mobile hard disk, a read-only memory (ROM), a random access memory (RAM), a magnetic disk or an optical disk.
[0191] It should be noted that similar numbers and letters represent similar items in the following figures. Therefore, once an item is defined in one figure, it does not need to be further defined and explained in subsequent figures. In addition, the terms "first", "second", "third", etc. are only used to distinguish the description and are not to be understood as indicating or implying relative importance.
[0192] Finally, it should be noted that the above-described embodiments are only specific implementation methods of the present application, which are used to illustrate the technical solutions of the present application, rather than to limit them. The scope of protection of the present application is not limited thereto. Although the present application has been described in detail with reference to the above-described embodiments, those skilled in the art should understand that any person skilled in the art can modify or easily conceive of changes to the technical solutions described in the above-described embodiments within the technical scope disclosed in the present application, or make equivalent replacements for some of the technical features thereof. However, these modifications, changes, or replacements do not deviate from the spirit and scope of the technical solutions of the embodiments of the present application. They should all be included in the scope of protection of the present application. Therefore, the scope of protection of the present application should be based on the scope of protection of the claims.
Claims
1. An interactive control method in a game, characterized in that: Providing a graphical user interface through a terminal device, wherein the graphical user interface displays at least a portion of a game scene, and wherein the terminal device is communicatively connected to a wearable device worn by a user; The interactive control method includes: In response to a first operation on a target virtual object in the game scene, when it is detected that the angle between the wearable device and the target reference object is within a first preset angle range, controlling the target virtual object to execute a game instruction matching the first operation in the game scene; In response to a first operation on the target virtual object, when it is detected that the angle between the wearable device and the target reference object is within a second preset angle range, displaying the state or attribute information of the target virtual object on the graphical user interface; The angle between the wearable device and the target reference object is determined by the following method: When the target reference object belongs to a reference plane or a reference coordinate axis in space, using an outer surface of the wearable device as a reference plane for performing angle comparison with the target reference object, and determining an angle between the reference plane and the target reference object as the angle between the wearable device and the target reference object; or, When the target reference object belongs to any outer surface of the terminal device, obtaining a deflection angle of the outer surface of the wearable device relative to the target reference object as an included angle between the wearable device and the target reference object; or, When the target reference object belongs to any outer surface of the terminal device, the reference plane or reference coordinate axis in the space is used as the intermediate reference object, and the angle between the wearable device and the target reference object is obtained by comparing the angles of the device outer surface of the wearable device and the target reference object with the intermediate reference object respectively.
2. The interactive control method according to claim 1, characterized in that: The responding to a first operation on a target virtual object in the game scene, when detecting that an angle between the wearable device and a target reference object is within a first preset angle range, controlling the target virtual object to execute a game instruction matching the first operation in the game scene, includes: In response to a first operation on a target virtual character in the game scene, when it is detected that the angle between the wearable device and the target reference object is within a first preset angle range, the target virtual character is controlled to perform a virtual action matching the first operation in the game scene.
3. The interactive control method according to claim 1, characterized in that: The responding to a first operation on a target virtual object in the game scene, when detecting that an angle between the wearable device and a target reference object is within a first preset angle range, controlling the target virtual object to execute a game instruction matching the first operation in the game scene, includes: In response to a first operation on a target virtual prop in the game scene, when it is detected that the angle between the wearable device and the target reference object is within a first preset angle range, the target virtual prop is used in the game scene.
4. The interactive control method according to claim 1, characterized in that: The responding to a first operation on a target virtual object in the game scene, when detecting that an angle between the wearable device and a target reference object is within a first preset angle range, controlling the target virtual object to execute a game instruction matching the first operation in the game scene, includes: In response to a first operation on a target virtual control on the graphical user interface, when it is detected that the angle between the wearable device and the target reference object is within a first preset angle range, the first operation execution result corresponding to the target virtual control is displayed on the graphical user interface.
5. The interactive control method according to claim 1, characterized in that: The obtaining the angle between the wearable device and the target reference object by comparing the angles of the outer surface of the wearable device and the target reference object with the intermediate reference object respectively includes: When a reference plane in space is used as the intermediate reference object, obtaining an angle between an outer surface of the wearable device and a first reference plane in space as a first reference angle; Acquire the angle between the target reference object and the first reference plane as a second reference angle; An angle difference between the first reference angle and the second reference angle is determined as an included angle between the wearable device and the target reference object.
6. The interactive control method according to claim 1, characterized in that: The obtaining the angle between the wearable device and the target reference object by comparing the angles of the outer surface of the wearable device and the target reference object with the intermediate reference object respectively includes: When a reference coordinate axis in space is used as the intermediate reference object, obtaining an angle between an outer surface of the wearable device and a first reference coordinate axis in space as a third reference angle; Acquire an angle between the target reference object and the first reference coordinate axis as a fourth reference angle; An angle difference between the third reference angle and the fourth reference angle is determined as an included angle between the wearable device and the target reference object.
7. An interactive control device in a game, characterized in that: Providing a graphical user interface through a terminal device, wherein the graphical user interface displays at least a portion of a game scene, and wherein the terminal device is communicatively connected to a wearable device worn by a user; The interactive control device comprises: a first response module, configured to respond to a first operation on a target virtual object in the game scene, and control the target virtual object to execute a game instruction matching the first operation in the game scene when detecting that the angle between the wearable device and the target reference object is within a first preset angle range; a second response module, configured to respond to the first operation on the target virtual object, and display the state or attribute information of the target virtual object on the graphical user interface when it is detected that the angle between the wearable device and the target reference object is within a second preset angle range; The first response module and the second response module are configured to determine the angle between the wearable device and the target reference object by the following method: When the target reference object belongs to a reference plane or a reference coordinate axis in space, using an outer surface of the wearable device as a reference plane for performing angle comparison with the target reference object, and determining an angle between the reference plane and the target reference object as the angle between the wearable device and the target reference object; or, When the target reference object belongs to any outer surface of the terminal device, obtaining a deflection angle of the outer surface of the wearable device relative to the target reference object as an included angle between the wearable device and the target reference object; or, When the target reference object belongs to any outer surface of the terminal device, the reference plane or reference coordinate axis in the space is used as the intermediate reference object, and the angle between the wearable device and the target reference object is obtained by comparing the angles of the device outer surface of the wearable device and the target reference object with the intermediate reference object respectively.
8. An electronic device, characterized in that: include: A processor, a memory and a bus, wherein the memory stores machine-readable instructions executable by the processor, and when the electronic device is running, the processor and the memory communicate via the bus, and when the machine-readable instructions are executed by the processor, the steps of the interactive control method according to any one of claims 1 to 6 are performed.
9. A computer-readable storage medium, characterized in that The computer-readable storage medium stores a computer program, which, when executed by a processor, executes the steps of the interactive control method according to any one of claims 1 to 6.
Citation Information
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