Game interaction method and device, computer device and computer readable storage medium
By adjusting the game area in response to directional inputs and displaying tooltips in SLG and RTS games, the problem of players having difficulty judging the position of virtual objects is solved, achieving a more intuitive game assistance effect.
Patent Information
- Application Number
- CN202310173072.5
- Authority / Receiving Office
- CN · China
- Patent Type
- Patents(China)
- Current Assignee / Owner
- Filing Date
- 2023-02-10
- Publication Date
- 2025-11-04
- Estimated Expiration
- 2043-02-10
AI Technical Summary
In SLG and RTS games, due to the large size of the maps, players have difficulty judging the positional relationship between the area displayed on the graphical user interface after the virtual camera is adjusted and the initial position, which makes it impossible to provide effective game assistance.
The game area is adjusted by responding to directional inputs from the graphical user interface, and a tooltip control for the target virtual object is displayed in the interface, indicating its relative position to the currently displayed game area.
It enables players to intuitively and clearly determine the relative position of target virtual objects and game areas on a graphical user interface, providing effective game assistance and helping players better understand the game map structure.
Smart Images

Figure CN116159308B_ABST
Abstract
Description
TECHNICAL FIELD
[0001] The present application relates to the technical field of network games, in particular to a game interaction method and device, a computer device and a computer readable storage medium. BACKGROUND
[0002] With the development of computer technology, more and more electronic games have entered people's lives, such as strategy games (SLG) and real-time strategy games (RTS). Generally, there is a map in SLG games, and players need to observe virtual towns and other virtual objects belonging to the player in the map to make favorable decisions.
[0003] In the related art, only a part of the virtual scene corresponding to the map is displayed on the graphical user interface provided by the computer device, so the player can adjust the position of the virtual camera shooting the map by issuing an instruction to the computer device to display different regions of the map on the graphical user interface, or select virtual objects on the map to interact.
[0004] However, since the map of the SLG game is usually large, after adjusting the position of the virtual camera shooting the map, the player has difficulty determining the positional relationship between the region displayed on the graphical user interface and the initial position. Therefore, the related art solution cannot provide effective game assistance for the player. SUMMARY
[0005] The purpose of the present application is to provide a game interaction method, device, computer device and computer readable storage medium, which can provide effective game assistance for the player.
[0006] Embodiments of the present application are implemented as follows:
[0007] In a first aspect, a game interaction method is provided, which provides a graphical user interface of a game through a first terminal device. The method comprises:
[0008] adjusting a game region displayed by the graphical user interface in response to a first directional operation acting on the graphical user interface;
[0009] displaying a prompt control corresponding to each target virtual object in the graphical user interface according to the positional relationship between the currently displayed game region in the graphical user interface and each target virtual object, so as to indicate the relative position between each target virtual object and the currently displayed game region through the prompt control.
[0010] In a second aspect, the present application provides a game interaction device, comprising:
[0011] an adjusting module, configured to adjust a game area displayed by the graphical user interface in response to a first directional operation acting on the graphical user interface;
[0012] a displaying module, configured to display a prompt control corresponding to each target virtual object in the graphical user interface according to a position relationship between a currently displayed game area in the graphical user interface and each target virtual object, so as to indicate a relative position between each target virtual object and the currently displayed game area through the prompt control.
[0013] In a third aspect, 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 computer program is executed by the processor to implement the game interaction method in the first aspect.
[0014] In a fourth aspect, the present application provides a computer readable storage medium, which stores a computer program, wherein the computer program is executed by a processor to implement the game interaction method in the first aspect.
[0015] The present application has the following beneficial effects:
[0016] The game interaction method provided by the present application adjusts a game area displayed by a graphical user interface in response to a first directional operation acting on the graphical user interface, and displays a prompt control corresponding to each target virtual object in the graphical user interface according to a position relationship between a currently displayed game area in the graphical user interface and each target virtual object, so as to indicate a relative position between each target virtual object and the currently displayed game area through the prompt control.
[0017] By adjusting the game area displayed by the graphical user interface in response to the first directional operation, it can be ensured that the game area displayed on the graphical user interface can be adjusted in real time according to the first directional operation performed by the player or user, so that different game areas, virtual objects and other possible game information can be displayed on the graphical user interface. In this way, more game information can be provided for the player, and effective game assistance can be provided for the player.
[0018] By the position relationship between the game area currently displayed in the graphical user interface and each target virtual object, if any target virtual object is not displayed in the graphical user interface or is not in the currently displayed game area, a prompt control corresponding to the target virtual object can be displayed. Since the prompt control can be used to indicate the position of the corresponding target virtual object, the relative position between each target virtual object and the currently displayed game area can be determined intuitively, clearly and accurately through the prompt control. In this way, the effect of providing effective game assistance for the player can be ensured. BRIEF DESCRIPTION OF DRAWINGS
[0019] In order to more clearly illustrate the technical solutions of the embodiments of the present application, the following will briefly introduce the drawings needed to be used in the embodiments. It should be understood that the following drawings only show some of the embodiments of the present application, and therefore should not be considered as a limitation to the scope. For those skilled in the art, other related drawings can also be obtained without creative labor.
[0020] Figure 1 The flow chart of the first game interaction method provided by the embodiments of the present application;
[0021] Figure 2 The flow chart of the second game interaction method provided by the embodiments of the present application;
[0022] Figure 3 The flow chart of the third game interaction method provided by the embodiments of the present application;
[0023] Figure 4 The schematic diagram of a graphical user interface provided by the embodiments of the present application;
[0024] Figure 5 The flow chart of the fourth game interaction method provided by the embodiments of the present application;
[0025] Figure 6 The flow chart of the fifth game interaction method provided by the embodiments of the present application;
[0026] Figure 7 The flow chart of the sixth game interaction method provided by the embodiments of the present application;
[0027] Figure 8 The schematic diagram of another graphical user interface provided by the embodiments of the present application;
[0028] Figure 9 The structural schematic diagram of a game interaction device provided by the embodiments of the present application;
[0029] Figure 10A structural schematic diagram of a computer device provided in an embodiment of the present application. DETAILED DESCRIPTION
[0030] In order to make the objectives, technical solutions and advantages of the embodiments of the present application clearer, the following will be combined with the accompanying drawings to make a clear and complete description of the technical solutions in the embodiments of the present application. Obviously, the described embodiments are only some of the embodiments of the present application, rather than all the embodiments. The components of the embodiments of the present application described and shown in the accompanying drawings can be arranged and designed in various different configurations.
[0031] Therefore, the following detailed description of the embodiments of the present application provided in the accompanying drawings is not intended to limit the scope of the claimed present application, but only represents selected embodiments of the present application. All other embodiments obtained by those of ordinary skill in the art based on the embodiments in the present application without creative labor are within the scope of protection of the present application.
[0032] It should be noted that: similar reference numbers and letters represent similar items in the following drawings, so once an item is defined in one drawing, it does not need to be further defined and explained in subsequent drawings.
[0033] In the description of the present application, it should be noted that the terms "first", "second", etc. are only used for differentiation and description, and cannot be understood as indicating or implying relative importance.
[0034] In the related art, since only a part of the virtual scene corresponding to the map is displayed on the graphical user interface provided by the computer device, the player can adjust the position of the virtual camera shooting the map by issuing an instruction to the computer device, so as to display different regions of the map on the graphical user interface, or select the virtual objects on each plot of the map for interaction. However, since the map of the SLG game and the RTS game is usually large, after adjusting the position of the virtual camera shooting the map, the player has difficulty in judging the positional relationship between the region currently displayed on the graphical user interface and the initial position. Therefore, the related art solution has the problem of being unable to provide effective game assistance for the player.
[0035] To this end, the embodiments of the present application provide a game interaction method, which adjusts the game region displayed on the graphical user interface in response to a first directional operation acting on the graphical user interface; and displays a prompt control corresponding to each target virtual object in the graphical user interface according to the positional relationship between the currently displayed game region in the graphical user interface and each target virtual object, so as to indicate the relative position between each target virtual object and the currently displayed game region through the prompt control, thereby achieving the effect of providing effective game assistance for the player.
[0036] The game interaction method in an embodiment of the present application can run on a terminal device or a server. The terminal device can be a local terminal device. When the game interaction method runs on the server, the method can be implemented and executed based on a cloud interaction system, wherein the cloud interaction system includes a server and a client device.
[0037] In an optional embodiment, various cloud applications can run under the cloud interaction system, such as cloud gaming. Taking cloud gaming as an example, cloud gaming refers to a game mode based on cloud computing. In the running mode of cloud gaming, the running subject of the game program and the presentation subject of the game picture are separated, and the storage and running of the game display method are completed on the cloud gaming server. The client device is used for receiving and sending data and presenting the game picture. For example, the client device can be a display device close to the user side with data transmission function, such as a mobile terminal, a television, a computer, a palm computer, etc. However, the terminal device for 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 picture and other data, returns the data to the client device through the network, and finally decodes and outputs the game picture through the client device.
[0038] In an optional embodiment, the terminal device can be a local terminal device. Taking a game as an example, the local terminal device stores a game program and is used for presenting a game picture. The local terminal device is used for interacting with the player through a graphical user interface, that is, a conventional game program is downloaded and installed on an electronic device and is run. The way in which the local terminal device provides the graphical user interface to the player can include various ways, for example, the graphical user interface can be rendered and displayed on the display screen of the terminal, or the graphical user interface can be provided to the player through holographic projection. For example, the local terminal device can include a display screen and a processor, the display screen is used for presenting a graphical user interface, the graphical user interface includes a game picture, and the processor is used for running the game, generating the graphical user interface, and controlling the display of the graphical user interface on the display screen.
[0039] In a possible embodiment, the present application provides a game interaction method, which provides a graphical user interface through a first terminal device. The first terminal device can be a local terminal device or a client device in the cloud interaction system.
[0040] The content displayed by the graphical user interface includes a virtual scene and a plurality of virtual controls. The virtual scene can include a plurality of virtual objects.
[0041] Each virtual object can include a virtual city, a virtual fortress, a virtual army, a virtual commander, a virtual resource point, and the like virtual items in the game.
[0042] Embodiments of the present application take a game interaction method applied in a terminal game as an example for illustration. However, it is not indicated that embodiments of the present application can only be applied in a terminal game for game interaction.
[0043] The game interaction method provided by embodiments of the present application is explained in detail below.
[0044] Figure 1 A flowchart of a game interaction method provided by the present application is shown in FIG. 1. The method can be applied in a computer device, which can be the terminal device or the server as described above. Referring to FIG. 1, the game interaction method provided by embodiments of the present application includes the following steps. Figure 1 The game interaction method provided by embodiments of the present application includes the following steps.
[0045] Step 1001: Adjusting a game area displayed by the graphical user interface in response to a first directional operation acting on the graphical user interface.
[0046] Optionally, the first directional operation can be an operation with a directional direction and / or a directional distance performed by a player or a user. The first directional operation can be a sliding operation or a dragging operation.
[0047] The directional direction can be any direction in the graphical user interface, which can be determined according to the operation of the player.
[0048] For example, the first directional operation can be triggered for the virtual scene as described above, that is, the first directional operation can act on the virtual scene to directly adjust the game area of the virtual scene displayed on the graphical user interface.
[0049] For another example, if a thumbnail map control is also displayed on the graphical user interface, the first directional operation can also be triggered for the thumbnail map control.
[0050] For example, the thumbnail map control can be a control for displaying a position of a current game area in a virtual map on the graphical user interface. A thumbnail of the virtual map can be included in the thumbnail map control. In addition, a real-time center position of the game area currently displayed in the graphical user interface can be taken as a center, and a range of the game area currently displayed in the graphical user interface can be taken as a range of the thumbnail, to determine the thumbnail in the virtual map that needs to be displayed in the thumbnail map control after zooming.
[0051] In this case, the player or user triggers the first directional operation for the thumbnail map control, which can adjust the region of the virtual map displayed in the thumbnail, and in turn, according to the region of the virtual map displayed in the thumbnail, adjust the game region of the virtual scene displayed on the graphical user interface in real time, so that the region of the virtual map displayed in the thumbnail is synchronized with the game region of the virtual scene displayed on the graphical user interface.
[0052] In addition, if the initial trigger position of the first directional operation is located on the thumbnail map control, it can be considered that the first directional operation is applied to the thumbnail map control, and if the initial trigger position of the first directional operation is located on the virtual scene or the game region, it can be considered that the first directional operation is applied to the virtual scene.
[0053] In this way, the purpose of quickly moving, switching, and adjusting the virtual scene and / or game region displayed on the graphical user interface can be achieved.
[0054] In addition, the first directional operation can be an operation completed by the player touching the screen of the computer device, or an operation completed by the player through a peripheral device connected to the computer device, such as a mouse, a keyboard, an electronic stylus, an electronic handwriting board, a gamepad, etc. The embodiments of the present application do not limit this.
[0055] Optionally, the game region can refer to a part of the virtual scene in an SLG game and / or an RTS game, or can refer to a part of the virtual game map in an SLG game and / or an RTS game. The embodiments of the present application do not limit this.
[0056] The game region can include at least one virtual object. Each virtual object can be an interactive object that can be interacted with by the player, or a non-interactive object that cannot be interacted with by the player. The embodiments of the present application do not limit this.
[0057] For example, since the complete virtual map in an SLG game and / or an RTS game is usually relatively large, generally, the game region displayed on the graphical user interface is only a very small part of the virtual map taken by a virtual camera.
[0058] For example, the virtual map can include 10,000 virtual cells, and the game region displayed on the graphical user interface can only display a game region with an area of 20 cells. The embodiments of the present application do not limit this.
[0059] Therefore, adjusting the game area displayed by the graphical user interface can refer to adjusting a virtual scene displayed on the graphical user interface according to the pointing direction and / or pointing distance of the first pointing operation, or adjusting a region of a virtual map displayed on the graphical user interface. After adjusting the game area displayed by the graphical user interface, virtual objects in the game area displayed by the graphical user interface also change.
[0060] Specifically, the game area displayed by the graphical user interface can be adjusted by adjusting a position at which the virtual camera captures the virtual map or changing the position of the virtual camera, which is not limited in the embodiments of the present application.
[0061] In addition, since the first pointing operation can have a pointing direction and / or pointing distance, the game area displayed by the graphical user interface can be adjusted according to the pointing direction and / or pointing distance of the first pointing operation.
[0062] For example, if the pointing direction of the first pointing operation is from the lower right corner of the graphical user interface to the upper left corner, adjusting the game area displayed by the graphical user interface can refer to displaying, in real time, a game area in the virtual scene located at the lower right corner of the currently displayed game area on the graphical user interface.
[0063] For another example, if the pointing direction of the first pointing operation is from the lower right corner of the thumbnail map control to the upper left corner, adjusting the map region displayed by the thumbnail can refer to displaying, in real time, a map region in the virtual map located at the upper left corner of the currently displayed thumbnail in the thumbnail. The embodiments of the present application are not limited in this regard.
[0064] Optionally, before responding to the first pointing operation, any game area can be displayed on the graphical user interface, which is not limited in the embodiments of the present application.
[0065] It is worth noting that by responding to the first pointing operation to adjust the game area displayed by the graphical user interface, it can be ensured that the game area displayed on the graphical user interface can be adjusted in real time according to the first pointing operation performed by the player or user, so that different game areas, virtual objects and other possible game information can be displayed on the graphical user interface. In this way, more game information can be provided to the player, thereby providing effective game assistance for the player.
[0066] Step 1002: Display, in the graphical user interface, prompt controls corresponding to the target virtual objects according to the positional relationship between the currently displayed game area in the graphical user interface and the target virtual objects, so as to indicate the relative positions between the target virtual objects and the currently displayed game area through the prompt controls.
[0067] Optionally, each target virtual object can refer to a virtual object that can be controlled by a player or a user in the game, or can refer to a virtual object that belongs to the player or the user in the game.
[0068] For example, each target virtual object can be a virtual city, a virtual fortress, a virtual resource point, etc. that belongs to the player, or can be a virtual troop, a virtual commander, a virtual weapon, etc. that can be controlled by the player, and the embodiments of the present application do not make any limitation in this regard.
[0069] Each target virtual object can be set by the player according to actual needs, or can be automatically determined by the computer device according to a preset virtual object type, and the embodiments of the present application do not make any limitation in this regard.
[0070] Optionally, the positional relationship between the currently displayed game area in the graphical user interface and each target virtual object can refer to the distance of each target virtual object from the center position of the currently displayed game area, or can be used to indicate whether each target virtual object is within the currently displayed game area.
[0071] Optionally, the prompt control can be a control displayed on the graphical user interface for indicating the position of the corresponding target virtual object. The prompt control can be an interactive control or a non-interactive control, and the embodiments of the present application do not make any limitation in this regard.
[0072] Generally, when displaying each prompt control, in order to prevent each prompt control from blocking each virtual object in the game area or other information in the graphical user interface, each prompt control can be displayed in the edge region of the graphical user interface.
[0073] Optionally, the relative position between each target virtual object and the currently displayed game area can refer to the distance between each target virtual object and the currently displayed game area, or the relative direction between each target virtual object and the currently displayed game area.
[0074] The distance between each target virtual object and the currently displayed game area can refer to a virtual distance in the virtual scene of the game.
[0075] The relative direction between each target virtual object and the currently displayed game area can refer to the direction pointed by the currently displayed game area to each target virtual object in the game.
[0076] It is worth noting that since the user can randomly input the first directional operation and thus randomly adjust the game area displayed on the graphical user interface, that is, any game area in the virtual map can be displayed on the graphical user interface, each target virtual object can be displayed on the graphical user interface or can not be displayed on the graphical user interface.
[0077] If the target virtual objects are not displayed on the graphical user interface, the user cannot directly observe the target virtual objects and determine the relative positions between the target virtual objects and the currently displayed game area on the graphical user interface. The hint control corresponding to the target virtual objects not displayed on the graphical user interface can be displayed on the graphical user interface, and the relative positions between the target virtual objects and the currently displayed game area can be indicated by the hint control.
[0078] It should be noted that, according to the relative positions between the currently displayed game area on the graphical user interface and the target virtual objects, the hint control corresponding to any target virtual object not displayed on the graphical user interface or not in the currently displayed game area can be displayed. Since the hint control can be used to indicate the position of the corresponding target virtual object, the relative positions between the target virtual objects and the currently displayed game area can be intuitively, clearly and accurately determined by the hint control. In this way, the effect of providing effective game assistance for the player can be achieved.
[0079] In the embodiments of the present application, the game area displayed on the graphical user interface is adjusted in response to the first directional operation on the graphical user interface, and the hint control corresponding to the target virtual objects is displayed on the graphical user interface according to the relative positions between the currently displayed game area on the graphical user interface and the target virtual objects, so as to indicate the relative positions between the target virtual objects and the currently displayed game area by the hint control.
[0080] By adjusting the game area displayed on the graphical user interface in response to the first directional operation, it can be ensured that the game area displayed on the graphical user interface can be adjusted in real time according to the first directional operation performed by the player or the user. In this way, different game areas, virtual objects and other possible game information can be displayed on the graphical user interface. In this way, more game information can be provided for the player, and effective game assistance can be provided for the player.
[0081] By the position relationship between the game area currently displayed in the graphical user interface and each target virtual object, if any target virtual object is not displayed in the graphical user interface or is not in the game area currently displayed, a prompt control corresponding to the target virtual object can be displayed in the graphical user interface. Since the prompt control can be used to indicate the position of the corresponding target virtual object, the relative position between each target virtual object and the game area currently displayed can be determined intuitively, clearly and accurately through the prompt control. In this way, the effect of providing effective game assistance for the player can be ensured.
[0082] In a possible implementation, referring to Figure 2 When the game area displayed in the graphical user interface is adjusted, the method further includes:
[0083] Step 1003: determining the distance between the real-time center position of the game area currently displayed in the graphical user interface and the position of each target virtual object.
[0084] Optionally, the real-time center position can be the virtual center of the game area currently displayed, or can be the coordinates of the virtual point on the virtual map corresponding to the center of the graphical user interface.
[0085] Optionally, the distance between the real-time center position and the position of each target virtual object can be the distance between the real-time center position and the edge position of each target virtual object, or can be the distance between the real-time center position and the center position of each target virtual object, or can be the distance between the real-time center position and the virtual plot where each target virtual object is located, and the present application does not make any limitation in this regard.
[0086] Optionally, the position of each target virtual object can be the coordinates of each target virtual object in the virtual map.
[0087] Illustratively, the distance between the real-time center position and the position of each target virtual object can be calculated by the coordinates of the virtual point on the virtual map corresponding to the real-time center position and the coordinates of each target virtual object in the virtual map, and the present application does not make any limitation in this regard.
[0088] In this way, the position relationship between each target virtual object and the game area currently displayed can be determined accurately, and whether each target virtual object is displayed in the graphical user interface or is located in the game area currently displayed can be determined accurately.
[0089] In a possible way, continuing to refer to Figure 2, according to the position relationship between the currently displayed game area in the graphical user interface and each target virtual object, displaying prompt controls corresponding to each target virtual object in the graphical user interface, including:
[0090] Step 1004: in response to the first pointing operation, when the distance between the real-time center position and the position of each target virtual object is greater than or equal to a preset distance, generating and displaying each prompt control in the graphical user interface according to the real-time center position and the position of each target virtual object.
[0091] Optionally, the preset distance can be a virtual distance set by a related technician according to actual needs, and the unit of the preset distance and the unit of the distance between the real-time center position and each target virtual object are the same.
[0092] Generally, the preset distance can be determined according to the size of the game area displayed on the graphical user interface, for example, the preset distance can be one half of the diagonal position of the game area, or any other possible value, which is not limited in the embodiments of the present application.
[0093] It is worth noting that when the distance between the real-time center position and the position of each target virtual object is greater than or equal to the preset distance, it can be determined that each target virtual object is not displayed on the graphical user interface or each target virtual object is not located in the currently displayed game area. Then, in this case, it can be ensured that each prompt control generated and displayed according to the real-time center position and the position of each target virtual object corresponds to each target virtual object that is not displayed on the graphical user interface. In this way, it can be avoided that the target virtual object and the prompt control corresponding to the target virtual object are displayed on the graphical user interface at the same time, so that the redundancy of the information displayed on the graphical user interface and the processing pressure of the computer device can be reduced.
[0094] In a possible implementation manner, referring to Figure 3 generating and displaying each prompt control in the graphical user interface according to the real-time center position and the position of each target virtual object, including:
[0095] Step 1005: generating and displaying each prompt control in the edge area of the graphical user interface according to the distance between the real-time center position and the position of each target virtual object.
[0096] Optionally, the edge area of the graphical user interface can refer to the area close to the edge position on the graphical user interface. Generally, the edge area can be a ring area close to each edge of the graphical user interface.
[0097] Referring to Figure 4 , Figure 4The graphical user interface T1 is shown in FIG. 1, and the game area displayed in the graphical user interface T1 includes virtual plots D1, D2, D3 and D4. Each virtual plot includes a corresponding virtual object.
[0098] From Figure 4 It can be seen that there is a region B near the edge of the graphical user interface T1, and this region B is the edge region of the graphical user interface T1.
[0099] In addition, when displaying the prompt controls in the edge region of the graphical user interface, the prompt controls can be displayed in the same position first, and then the positions of the prompt controls can be adjusted.
[0100] Step 1006: determining the relative positions between the real-time center position and the positions of the target virtual objects.
[0101] For example, the direction from the real-time center position to the position of each target virtual object can be determined, and the direction from the real-time center position to the position of each target virtual object can be taken as the relative position between the real-time center position and the position of each target virtual object.
[0102] In this way, the relative positions can be accurately determined.
[0103] Step 1007: adjusting the positions of the prompt controls according to the relative positions.
[0104] For example, a ray can be emitted from the real-time center position to the edge region of the graphical user interface according to any relative position, and the position where the ray intersects with the edge region can be determined, and then the prompt control corresponding to the relative position can be displayed at the position where the ray intersects with the edge region.
[0105] In this way, the prompt controls can be accurately generated and displayed, and thus the positions and directions of the prompt controls displayed on the graphical user interface can accurately indicate the positions and directions of the target virtual objects. Then the relative positions between the target virtual objects and the currently displayed game area can be intuitively, clearly and accurately determined through the prompt controls. In this way, the effect of providing effective game assistance for players can be ensured.
[0106] In one possible manner, the prompt controls can also be generated and displayed as follows:
[0107] The prompt controls can be generated according to the distances between the real-time center position and the positions of the target virtual objects.
[0108] The relative positions between the real-time center position and the positions of the target virtual objects are determined.
[0109] The prompt control is displayed in the edge region of the graphical user interface according to the relative orientation.
[0110] In this way, the flexibility of displaying the prompt control can be improved.
[0111] In a possible implementation, referring to Figure 5 The prompt control is generated and displayed in the edge region of the graphical user interface according to the distance between the real-time center position and the position of the target virtual object, and the method comprises the following steps.
[0112] Step 1008: According to the distance between the real-time center position and the position of the target virtual object, attribute information corresponding to the target virtual object is determined.
[0113] Optionally, the attribute information comprises at least one of the following: transparency, size, and color of the prompt control.
[0114] For example, the greater the distance between the real-time center position and the position of the target virtual object, the higher the transparency of the prompt control corresponding to the target virtual object can be set, the smaller the size of the prompt control can be set, and / or the lighter the color of the prompt control can be set.
[0115] Conversely, the smaller the distance between the real-time center position and the position of the target virtual object, the lower the transparency of the prompt control corresponding to the target virtual object can be set, the larger the size of the prompt control can be set, and / or the darker the color of the prompt control can be set.
[0116] Generally, the higher the transparency of the prompt control is set, the more transparent the prompt control is.
[0117] Step 1009: The prompt control is generated and displayed in the edge region according to the distance between the real-time center position and the position of the target virtual object, and the attribute information.
[0118] In this way, the flexibility of displaying the prompt control can be improved, and different attribute information can be set for the prompt control according to the distance between the real-time center position and the position of the target virtual object, so that the user can intuitively understand the position of the target virtual object corresponding to the prompt control by observing the prompt control.
[0119] In a possible implementation, referring to Figure 6 The method further comprises the following steps.
[0120] Step 1010: It is determined whether a first pointing length between a first initial touch point and a first real-time touch point of the first directional operation is greater than a preset length.
[0121] Optionally, the first pointing length refers to a length between the first initial touch point and the first real-time touch point, which can be used to represent an actual length of the user inputting the first pointing operation, or can be used to represent a distance of the user moving a game region displayed on the graphical user interface through the first pointing operation.
[0122] The position of the first initial touch point is an initial triggering position of the first pointing operation.
[0123] Optionally, since the first pointing operation is a pointing operation, the first initial touch point refers to a starting touch point of starting to trigger the first pointing operation, and the first real-time touch point refers to a touch point of triggering the first pointing operation at a current time.
[0124] Optionally, the preset length can be set by a related technical person, and generally, a unit of the preset length needs to be uniform with the first pointing length.
[0125] For example, if the first pointing operation is an operation input by a player sliding on a screen of a smart phone, the first pointing length can refer to a straight line distance of the player sliding on the screen of the smart phone, and if a unit of the first pointing length is centimeter, a unit of the preset length is also centimeter.
[0126] It is worth noting that if the first pointing length is greater than the preset length, it can indicate that a distance of the player moving a game region displayed on the graphical user interface through the first pointing operation is relatively large. If the first pointing length is not greater than the preset length, it can indicate that the distance of the player moving the game region displayed on the graphical user interface through the first pointing operation is relatively small.
[0127] Step 1011: If yes, a triggering time interval between the first initial touch point and the first real-time touch point is determined.
[0128] Optionally, a starting time of the triggering time interval is a triggering time of the first initial touch point, and an ending time of the triggering time interval is a triggering time of the first real-time touch point.
[0129] That is, the triggering time interval can be used to represent a time length of the player triggering the first pointing operation.
[0130] Step 1012: Whether the triggering time interval is less than or equal to a preset time length is determined.
[0131] Optionally, the preset time length can be set by a related technical person according to actual needs, and generally, the preset time length can be set as 2 seconds or other arbitrary time length.
[0132] It is worth noting that if the trigger time interval is less than or equal to the preset length, it indicates that the player triggers the first directional operation at a faster speed, and if the trigger time interval is greater than the preset length, it indicates that the player triggers the first directional operation at a slower speed.
[0133] Step 1013: If yes, hide the preset information displayed in the graphical user interface.
[0134] Optionally, the preset information can be information that can be displayed in the graphical user interface and set in advance by a related technical person.
[0135] For example, the preset information can be a user interface (User Interface, referred to as UI), some notifications and announcements in the game, some functional controls in the game, etc.
[0136] It is worth noting that by hiding the preset information, it can be ensured that when the user adjusts the game area displayed on the graphical user interface through the first directional operation, too much irrelevant information will not be displayed on the graphical user interface, and the interference of information irrelevant to the adjustment of the game area on the player can be reduced. In this way, the user can more intuitively and clearly view the prompt controls, thereby providing effective game assistance for the player.
[0137] In one possible manner, steps 1010-1013 can be executed synchronously with step 1001, or can be executed after step 1001, which is not limited in the embodiments of the present application.
[0138] In one possible manner, if the first directional length is not greater than the preset length, steps 1012 and 1013 can not be executed. If the trigger time interval is greater than the preset length, step 1013 can not be executed. The embodiments of the present application are not limited in this regard.
[0139] In one possible implementation, hiding the preset information displayed in the graphical user interface comprises:
[0140] Determining the functional control to be hidden in the interface control currently displayed by the graphical user interface, except for the thumbnail map control.
[0141] Optionally, the interface control can be some controls in the above-mentioned UI, or can be some functional controls in the game, such as system setting controls, chat controls, virtual backpack controls, etc., which are not limited in the embodiments of the present application.
[0142] Optionally, the functional control to be hidden can include all virtual controls displayed on the graphical user interface, except for the thumbnail map control.
[0143] hiding the function control to be hidden, and / or,
[0144] determining non-interactive information in a game area currently displayed in the graphical user interface.
[0145] Optionally, the non-interactive information can refer to any text information, image information, and non-interactive virtual object in the game area that cannot be interacted with by the player. Embodiments of the present application do not limit this.
[0146] hiding the non-interactive information.
[0147] In this way, by hiding the function control to be hidden and / or the non-interactive information, the information displayed on the graphical user interface can be reduced, and the interference of information irrelevant to the adjustment of the game area on the player can be reduced. In this way, the user can more intuitively and clearly view the prompt controls, thereby providing effective game assistance for the player.
[0148] In a possible implementation manner, referring to Figure 7 After the preset information displayed in the graphical user interface is hidden, the method further includes:
[0149] Step 1014: In response to the non-directional operation on the game area, determining an attribute of a to-be-selected virtual object triggered by the non-directional operation.
[0150] Optionally, the to-be-selected virtual object can be any virtual object in the virtual scene or the virtual map.
[0151] Optionally, the attribute of the to-be-selected virtual object can refer to whether the to-be-selected virtual object can be interacted with by the current player, or can refer to whether the to-be-selected virtual object is close to the target virtual objects.
[0152] Step 1015: If the attribute of the to-be-selected virtual object meets a preset condition, displaying an option sub-interface corresponding to the to-be-selected virtual object on the graphical user interface, and redisplaying the preset information.
[0153] Optionally, the preset condition can refer to whether the to-be-selected virtual object can be interacted with by the current player, or can refer to whether the to-be-selected virtual object is close to the target virtual objects, such as a preset specific distance.
[0154] Optionally, the option sub-interface can refer to an interface for the user to select and interact with the to-be-selected virtual object.
[0155] The option sub-interface displays at least one triggerable option.
[0156] Exemplarily, the triggerable options can include options for performing functions such as occupying, transferring, abandoning, dispatching, constructing, etc. on the to-be-selected virtual object, and the options included in each triggerable option can be set according to different game needs, which are not limited in the embodiments of the present application.
[0157] In this way, the player or user can realize interaction with the to-be-selected virtual object by triggering each triggerable option in the option sub-interface according to actual needs, so as to ensure the practicability of the game interaction method.
[0158] In a possible implementation, after the preset information displayed in the graphical user interface is hidden, the method further includes:
[0159] If no trigger operation is detected within a target time length from displaying the prompt control, the preset information is redisplayed, and the prompt controls are removed.
[0160] Optionally, the target time length can be set by a relevant technical person according to actual needs, for example, the target time length can be 3 minutes, 5 minutes, or any other possible time length.
[0161] In a possible manner, after if no trigger operation is detected within a target time length from displaying the prompt control, the preset information is redisplayed, the prompt controls can also not be removed, which are not limited in the embodiments of the present application.
[0162] In this way, the preset information can be redisplayed without adjustment of the game region displayed by the graphical user interface by the user, so that the player can avoid missing other information in the game, and effective game assistance is provided for the player.
[0163] In a possible implementation, the method further includes:
[0164] If no trigger operation is detected within a target time length from displaying the prompt control, the game region currently displayed in the graphical user interface is adjusted to a target game region.
[0165] Optionally, the target game region can refer to a default game region set by the player, can refer to a game region displayed on the graphical user interface before the first directional operation is input, can refer to an initial game region displayed after the player logs in the game, or can refer to a game region centered on a position of any target virtual object, which are not limited in the embodiments of the present application.
[0166] In a possible implementation, in response to the first directional operation on the graphical user interface, adjusting the game region displayed by the graphical user interface includes:
[0167] In response to the first directional operation, a first real-time touch point of the first directional operation is determined.
[0168] A first directional length and a first directional direction between the first real-time touch point and a first initial touch point of the first directional operation are determined.
[0169] The first directional length is a length between the first real-time touch point and the first initial touch point, and the first directional direction is a direction from the first initial touch point to the first real-time touch point.
[0170] The game area of the graphical user interface display is adjusted in real time according to the first directional length and the first directional direction.
[0171] In this way, the game area of the graphical user interface display can be adjusted in real time and accurately according to the first directional length and the first directional direction of the first directional operation.
[0172] In a possible implementation, adjusting the game area of the graphical user interface display in real time according to the first directional length and the first directional direction includes:
[0173] An initial center position and an area display range of a game area currently displayed by the graphical user interface are determined.
[0174] Optionally, the initial center position of the game area currently displayed by the graphical user interface can be a center position of a game area displayed on the graphical user interface before the first directional operation is input, that is, before adjustment.
[0175] Optionally, the area display range can be a range occupied by any game area displayed on the graphical user interface in the virtual map or the virtual scene.
[0176] The area display range can also be a range in which the virtual camera can shoot the virtual map or the virtual scene.
[0177] The initial center position is moved to the first directional direction by the first directional length to obtain a real-time center position.
[0178] For example, a vector corresponding to the virtual scene or the virtual map can be obtained according to the first directional direction and the first directional length, and a coordinate of the real-time center position in the virtual map can be obtained according to a coordinate of the initial center position in the virtual map and the vector.
[0179] A real-time game area is determined according to the real-time center position and the area display range, and the real-time game area is displayed on the graphical user interface.
[0180] Exemplarily, a center of a game region currently required to be displayed on the graphical user interface can be set as the real-time center position, and a game region with a size of the region display range centered at a corresponding position of the real-time center position in the virtual map can be determined as the real-time game region.
[0181] In this way, the game region displayed by the graphical user interface can be adjusted in real time and accurately according to the first pointing length and the first pointing direction of the first pointing operation.
[0182] In a possible implementation, the method further includes:
[0183] In response to a second pointing operation within a target time length since the prompt control is displayed, the game region displayed by the graphical user interface is readjusted, and the prompt controls are adjusted in real time.
[0184] Optionally, the second pointing operation can also be an operation with a pointing direction and / or a pointing distance performed by the player or the user. The second pointing operation can be a sliding operation or a dragging operation.
[0185] The second pointing operation can include a second initial touch point and a second real-time touch point.
[0186] It should be noted that within the target time length since the prompt control is displayed, the preset information is still in a hidden state, and the prompt controls are not completely removed. If the player triggers the first pointing operation and then triggers the second pointing operation after a period of time, the step of hiding the preset information does not need to be performed again, and the prompt controls corresponding to the target virtual objects can be adjusted and displayed according to the positional relationship between the game region currently displayed in the graphical user interface and the target virtual objects.
[0187] In a possible manner, readjusting the game region displayed by the graphical user interface includes:
[0188] Determining a second pointing length and a second pointing direction between the second real-time touch point of the second pointing operation and the second initial touch point of the second pointing operation.
[0189] Optionally, the second pointing length is a length between the second real-time touch point and the second initial touch point, and the second pointing direction is a direction from the second initial touch point to the second real-time touch point.
[0190] Determining a current center position of a game region currently displayed by the graphical user interface and a current region range.
[0191] Optionally, the current center position of the game area currently displayed by the graphical user interface can refer to a center position of the game area displayed on the graphical user interface before the second directional operation is input.
[0192] Optionally, the current area range can refer to a range occupied by the game area displayed on the graphical user interface in the virtual map or the virtual scene before the second directional operation is input.
[0193] The current center position is moved to the second directional direction by the second directional length to obtain a new real-time center position.
[0194] Illustratively, a vector corresponding to the virtual scene or the virtual map can be obtained according to the second directional direction and the second directional length, and a coordinate corresponding to the virtual map of the new real-time center position can be obtained according to the coordinate corresponding to the virtual map of the current center position and the vector.
[0195] A new real-time game area is determined according to the new real-time center position and the current area range, and the new real-time game area is displayed in the graphical user interface.
[0196] Illustratively, a center of the game area currently required to be displayed on the graphical user interface can be set as the new real-time center position, and a game area with the size of the current area range can be determined as the new real-time game area with the new real-time center position as the center in the virtual map.
[0197] In this way, the game area displayed by the graphical user interface can be adjusted in real time and accurately according to the second directional length and the second directional direction of the second directional operation.
[0198] In one possible way, the prompt controls are adjusted in real time, including:
[0199] The distance between the real-time center position of the game area currently displayed by the graphical user interface and the position of the target virtual object corresponding to the prompt control among the target virtual objects is determined.
[0200] Optionally, the target virtual object corresponding to the prompt control among the target virtual objects can refer to a target virtual object that is not located in the game area displayed by the graphical user interface but has a corresponding prompt control displayed on the graphical user interface before the second directional operation is input.
[0201] If the distance between the real-time center position and the position of the target virtual object corresponding to the prompt control among the target virtual objects is greater than or equal to a preset distance, the position of the prompt control is adjusted according to the relative direction between the real-time center position and the position of the target virtual object corresponding to the prompt control among the target virtual objects.
[0202] In addition, while adjusting the positions of the prompt controls, the information displayed on the prompt controls, such as the distance between the real-time center position and the position of the target virtual object corresponding to the prompt control, can also be adjusted, which is not limited in the embodiments of the present application.
[0203] Optionally, the position adjustment of the prompt controls can refer to the above-mentioned embodiments, which will not be repeated here.
[0204] If the distance between the real-time center position and the position of the target virtual object corresponding to the prompt control is less than the preset distance, the prompt control is removed.
[0205] It is worth noting that if the distance between the real-time center position and the position of the target virtual object corresponding to the prompt control is less than the preset distance, it indicates that the target virtual object corresponding to the prompt control has been located in the game area displayed by the graphical user interface, and the target virtual object corresponding to the prompt control has been directly displayed on the graphical user interface, so the corresponding prompt control does not need to be displayed.
[0206] The distance between the position of the other target virtual object in the target virtual objects and the real-time center position is determined.
[0207] Optionally, the other target virtual object in the target virtual objects can refer to the target virtual object located in the game area displayed by the graphical user interface before the second directional operation is input, or the target virtual object not located in the game area displayed by the graphical user interface and not having the corresponding prompt control displayed.
[0208] If the distance between the position of the other target virtual object and the real-time center position is greater than or equal to the preset distance, a new prompt control is generated and displayed in the graphical user interface according to the real-time center position and the position of the other target virtual object.
[0209] It is worth noting that in the case where the distance between the real-time center position and the position of the other target virtual object is greater than or equal to the preset distance, it can be determined that the other target virtual object is not displayed on the graphical user interface or the other target virtual object is not located in the currently displayed game area. Then, in this case, it can be ensured that the new prompt control generated and displayed according to the real-time center position and the position of the other target virtual object corresponds to the other target virtual object not displayed on the graphical user interface.
[0210] Thus, when the player completes the first pointing operation and triggers the second pointing operation again, the position of the displayed prompt controls on the graphical user interface can be adjusted or the prompt controls can be removed, and new prompt controls can be generated according to the real-time center position. Thus, when the player inputs the new pointing operation after the first pointing operation, the information displayed on the graphical user interface can be updated in real time and accurately, and the player can be provided with effective game assistance.
[0211] It is worth noting that, since the second pointing operation and the first pointing operation are both operations with a pointing direction and / or a pointing distance performed by the player or the user, the processing logic for the second pointing operation is the same as that for the first pointing operation. For details, refer to the above description of the first pointing operation in other embodiments, which will not be repeated here.
[0212] To better explain the game interaction method provided in the embodiments of the present application, the embodiments of the present application also provide a schematic diagram of a graphical user interface as shown in Figure 8
[0213] Referring to (a) in Figure 8 , it can be seen that Figure 8 (a) shows a graphical user interface T2, and the game area displayed in the graphical user interface T2 includes virtual plots D5, D6, and D7. In addition, the virtual plot D5 includes a target virtual object X1, the virtual plot D6 also includes a target virtual object, and the virtual plot D7 includes a target virtual object X2.
[0214] In addition, the upper left corner of the graphical user interface T2 also displays a "thumbnail map" control, the uppermost part of the graphical user interface T2 also displays a "bulletin board" control, the lower left corner of the graphical user interface T2 also displays a "chat box" control, the lower right corner of the graphical user interface T2 also displays "mall", "props", "friends", "settings", and other controls, and the right side of the graphical user interface T2 also displays a "task" control.
[0215] From (a) in Figure 8 , the first pointing operation C1 is triggered to the upper left. At this time, the game area displayed by the graphical user interface T2 needs to be adjusted in response to the first pointing operation C1.
[0216] In addition, it is assumed that Figure 8 the first initial touch point and the first real-time touch point of the first directional operation C1 in (a) in FIG. 6 is greater than the preset length, and the trigger time interval between the first initial touch point and the first real-time touch point of the first directional operation C1 is less than or equal to the preset time length, the preset information displayed in the graphical user interface T2 needs to be hidden.
[0217] After responding to the first directional operation C1, the graphical user interface T3 shown in (b) in FIG. 6 is obtained. The game area displayed in the graphical user interface T3 is the game area adjusted after responding to the first directional operation C1. As can be seen, the game area displayed in the graphical user interface T3 only includes a part of the virtual land D6 and the virtual land D7, and the virtual land D6 and the virtual land D7 in the graphical user interface T3 move to the upper left corner compared with the virtual land D6 and the virtual land D7 in the graphical user interface T2, and the target virtual object X1 in the virtual land D5 and the virtual land D5 is not in the currently displayed game area. Figure 8 As can be seen, compared with the graphical user interface T2, the "Bulletin Board" control, the "Chat Box" control, the "Shop", the "Prop", the "Friend", the "Setting", the "Task" and other controls have been hidden in the graphical user interface T3, and only the "Thumbnail Map" control is in the graphical user interface T3.
[0218] In addition, the distance between the real-time center position of the game area displayed in the graphical user interface T3 and the target virtual object X1 is greater than or equal to the preset distance, so it is necessary to generate and display the prompt control K1 corresponding to the target virtual object X1. As can be seen, the prompt control K1 is located in the edge area of the graphical user interface T3 and is displayed in the upper left corner of the graphical user interface T3, which can indicate that the target virtual object X1 is located in the upper left of the currently displayed game area. In addition, the text content "X1, 12km" is also displayed in the prompt control K1, which can indicate that the position of the target virtual object X1 is 12km away from the center position of the currently displayed game area. It should be understood that 12km refers to the virtual distance on the virtual map.
[0219] From the first directional operation C2 shown in (b) in FIG. 6, the first directional operation C2 is triggered to the lower left corner. In addition, it is assumed that the first directional operation C2 shown in (b) in FIG. 6 is an operation within the target time length since the prompt control K1 is displayed. At this time, it is necessary to adjust the game area displayed in the graphical user interface T3 in response to the first directional operation C2.
[0220] Figure 8 After responding to the first directional operation C2, the graphical user interface T4 shown in (b) in FIG. 6 is obtained. The game area displayed in the graphical user interface T4 is the game area adjusted after responding to the first directional operation C2. As can be seen, the game area displayed in the graphical user interface T4 only includes a part of the virtual land D6 and the virtual land D7, and the virtual land D6 and the virtual land D7 in the graphical user interface T4 move to the upper left corner compared with the virtual land D6 and the virtual land D7 in the graphical user interface T3, and the target virtual object X1 in the virtual land D5 and the virtual land D5 is not in the currently displayed game area. Figure 8 As can be seen, compared with the graphical user interface T3, the "Bulletin Board" control, the "Chat Box" control, the "Shop", the "Prop", the "Friend", the "Setting", the "Task" and other controls have been hidden in the graphical user interface T4, and only the "Thumbnail Map" control is in the graphical user interface T4.
[0221] Figure 8 The graphical user interface T4 shown in (c) in the figure, the game area displayed in the graphical user interface T4 is the game area adjusted after the first directional operation C2. It can be seen that the game area displayed in the graphical user interface T4 only includes the complete virtual land D6, and the virtual land D6 in the graphical user interface T5 moves to the lower left compared with the virtual land D6 in the graphical user interface T3, and the virtual land D5, the target virtual object X1 in the virtual land D5, the virtual land D7, and the target virtual object X2 in the virtual land D7 are not in the currently displayed game area.
[0222] In addition, the distance between the real-time center position of the game area displayed in the graphical user interface T4 and the target virtual object X1 and the distance between the real-time center position of the game area displayed in the graphical user interface T4 and the target virtual object X2 are both greater than or equal to the preset distance, so it is necessary to display the prompt control K1 corresponding to the target virtual object X1 and the prompt control K2 corresponding to the target virtual object X2. It can be seen that the prompt control K1 and the prompt control K2 are both located in the edge area of the graphical user interface T4, and the prompt control K1 is displayed at the left position of the graphical user interface T4, which indicates that the target virtual object X1 is located at the left of the currently displayed game area. In addition, the text content “X1, 15km” is also displayed in the prompt control K1, which indicates that the position of the target virtual object X1 is 15km away from the center position of the currently displayed game area.
[0223] It can also be seen that the prompt control K2 is displayed at the lower left corner of the graphical user interface T4, which indicates that the target virtual object X2 is located at the lower left of the currently displayed game area. In addition, the text content “X2, 10km” is also displayed in the prompt control K2, which indicates that the position of the target virtual object X2 is 10km away from the center position of the currently displayed game area.
[0224] Figure 8 The schematic diagram of the graphical user interface intuitively shows the process of responding to the first directional operation in the game interaction method provided by the embodiments of the application.
[0225] The following describes the device, equipment, and computer readable storage medium for executing the game interaction method provided by the application, and the specific implementation process and technical effects are described above, and the following will not be described again.
[0226] Figure 9 is a structural schematic diagram of a game interaction device provided by an embodiment of the application, referring to Figure 9 The device comprises:
[0227] The adjusting module 201 is configured to adjust a game area displayed by the graphical user interface in response to a first directional operation performed on the graphical user interface.
[0228] The display module 202 is configured to display a prompt control corresponding to each target virtual object in the graphical user interface according to a positional relationship between a currently displayed game area in the graphical user interface and each target virtual object, so as to indicate a relative position between each target virtual object and the currently displayed game area through the prompt control.
[0229] Optionally, the display module 202 is further configured to determine a distance between a real-time center position of the currently displayed game area in the graphical user interface and a position of each target virtual object. In response to the first directional operation, if the distance between the real-time center position and the position of each target virtual object is greater than or equal to a preset distance, the display module 202 is configured to generate and display each prompt control in the graphical user interface according to the real-time center position and the position of each target virtual object.
[0230] The display module 202 is further configured to generate and display each prompt control in an edge area of the graphical user interface according to the distance between the real-time center position and the position of each target virtual object. The display module 202 is further configured to determine a relative direction between the real-time center position and the position of each target virtual object, and adjust a position of each prompt control according to the relative direction.
[0231] The display module 202 is further configured to determine attribute information corresponding to each target virtual object according to the distance between the real-time center position and the position of each target virtual object. The display module 202 is further configured to generate and display the prompt control in the edge area according to the distance between the real-time center position and the position of each target virtual object and the attribute information.
[0232] The display module 202 is further configured to determine whether a first directional length between a first initial touch point and a first real-time touch point of the first directional operation is greater than a preset length. If yes, the display module 202 is configured to determine a trigger time interval between the first initial touch point and the first real-time touch point. The display module 202 is further configured to determine whether the trigger time interval is less than or equal to a preset time length. If yes, the display module 202 is configured to hide preset information displayed in the graphical user interface.
[0233] The display module 202 is further configured to determine a to-be-hidden function control in interface controls currently displayed in the graphical user interface, except for a thumbnail map control. The display module 202 is further configured to hide the to-be-hidden function control.
[0234] The display module 202 is further configured to determine non-interactive information in the currently displayed game area in the graphical user interface. The display module 202 is further configured to hide the non-interactive information.
[0235] The display module 202 is further configured to determine, in response to the non-directional operation for the game area, an attribute of a candidate virtual object triggered by the non-directional operation. If the attribute of the candidate virtual object meets a preset condition, display an option sub-interface corresponding to the candidate virtual object on the graphical user interface, and redisplay the preset information.
[0236] The display module 202 is further configured to redisplay the preset information and remove the prompt controls if no trigger operation is detected within a target time length from displaying the prompt controls.
[0237] The display module 202 is further configured to adjust the game area currently displayed in the graphical user interface to a target game area if no trigger operation is detected within a target time length from displaying the prompt controls.
[0238] The adjustment module 201 is further configured to determine a first real-time touch point of the first directional operation in response to the first directional operation. Determine a first pointing length and a first pointing direction between the first real-time touch point and a first initial touch point of the first directional operation. Adjust the game area displayed in the graphical user interface in real time according to the first pointing length and the first pointing direction.
[0239] The adjustment module 201 is further configured to determine an initial center position and a region display range of the game area currently displayed in the graphical user interface. Move the initial center position to the first pointing direction by the first pointing length to obtain a real-time center position. Determine a real-time game area according to the real-time center position and the region display range, and display the real-time game area in the graphical user interface.
[0240] The adjustment module 201 is further configured to readjust the game area displayed in the graphical user interface and adjust the prompt controls in real time in response to a second directional operation within a target time length from displaying the prompt controls.
[0241] The adjustment module 201 is further configured to determine a second pointing length and a second pointing direction between a second real-time touch point of the second directional operation and a second initial touch point of the second directional operation. Determine a current center position and a current region range of the game area currently displayed in the graphical user interface. Move the current center position to the second pointing direction by the second pointing length to obtain a new real-time center position. Determine a new real-time game area according to the new real-time center position and the current region range, and display the new real-time game area in the graphical user interface.
[0242] The adjusting module 201 is further configured to determine a distance between a real-time center position of a game area currently displayed by the graphical user interface and a position of a target virtual object corresponding to the prompt control among the target virtual objects. If the distance between the real-time center position and the position of the target virtual object corresponding to the prompt control is greater than or equal to a preset distance, the position of the prompt control is adjusted according to a relative position between the real-time center position and the position of the target virtual object corresponding to the prompt control. If the distance between the real-time center position and the position of the target virtual object corresponding to the prompt control is less than the preset distance, the prompt control is removed.
[0243] The adjusting module 201 is further configured to determine a distance between a position of another target virtual object among the target virtual objects and the real-time center position. If the distance between the position of the another target virtual object and the real-time center position is greater than or equal to the preset distance, a new prompt control is generated and displayed in the graphical user interface according to the real-time center position and the position of the another target virtual object.
[0244] The apparatus is configured to perform the method provided by any of the preceding embodiments, and has similar implementation principles and effects, which will not be repeated here.
[0245] The modules above can be one or more integrated circuits configured to implement the methods above, for example, one or more application specific integrated circuits (ASICs), or one or more microprocessors, or one or more field programmable gate arrays (FPGAs), etc. For another example, when a certain module above is implemented in the form of a processing element scheduling program code, the processing element can be a general purpose processor, for example, a central processing unit (CPU) or other processor capable of invoking program code. For another example, the modules can be integrated together to be implemented in the form of a system on a chip (SOC).
[0246] Figure 10 is a structural schematic diagram of a computer device provided by an embodiment of the present application. Referring to Figure 10 The computer device includes a memory 301 and a processor 302. The memory 301 stores a computer program capable of running on the processor 302. When the processor 302 executes the computer program, the steps in any of the method embodiments described above are implemented.
[0247] The processor 302 is configured to adjust a game area displayed by a graphical user interface in response to a first directional operation acting on the graphical user interface.
[0248] The processor 302 is configured to display, in the graphical user interface, a prompt control corresponding to each target virtual object according to the positional relationship between the currently displayed game area and each target virtual object in the graphical user interface, so as to indicate the relative position between each target virtual object and the currently displayed game area through the prompt control.
[0249] Optionally, the processor 302 is further configured to determine the distance between the real-time center position of the currently displayed game area and the position of each target virtual object in the graphical user interface. In response to the first pointing operation, if the distance between the real-time center position and the position of each target virtual object is greater than or equal to a preset distance, the prompt control is generated and displayed in the graphical user interface according to the real-time center position and the position of each target virtual object.
[0250] The processor 302 is further configured to generate the prompt control according to the distance between the real-time center position and the position of each target virtual object, and display the prompt control in the edge area of the graphical user interface. The relative orientation between the real-time center position and the position of each target virtual object is determined. The position of the prompt control is adjusted according to the relative orientation.
[0251] The processor 302 is further configured to determine attribute information corresponding to the target virtual object according to the distance between the real-time center position and the position of the target virtual object. The prompt control is generated and displayed in the edge area according to the distance between the real-time center position and the position of the target virtual object, and the attribute information.
[0252] The processor 302 is further configured to determine whether the first pointing length between the first initial touch point and the first real-time touch point of the first pointing operation is greater than a preset length. If yes, the trigger time interval between the first initial touch point and the first real-time touch point is determined. It is determined whether the trigger time interval is less than or equal to a preset time length. If yes, the preset information displayed in the graphical user interface is hidden.
[0253] The processor 302 is further configured to determine a to-be-hidden function control in the interface control currently displayed in the graphical user interface except for the thumbnail map control. The to-be-hidden function control is hidden.
[0254] The processor 302 is further configured to determine non-interactive information in the currently displayed game area in the graphical user interface. The non-interactive information is hidden.
[0255] The processor 302 is further configured to determine the attribute of a to-be-selected virtual object triggered by a non-pointing operation on the game area in response to the non-pointing operation. If the attribute of the to-be-selected virtual object meets a preset condition, an option sub-interface corresponding to the to-be-selected virtual object is displayed on the graphical user interface, and the preset information is re-displayed.
[0256] The processor 302 is further configured to redisplay the preset information and remove the prompt controls if no trigger operation is detected within a target time duration from displaying the prompt controls.
[0257] The processor 302 is further configured to adjust the game area currently displayed in the graphical user interface to a target game area if no trigger operation is detected within a target time duration from displaying the prompt controls.
[0258] The processor 302 is further configured to determine a first real-time touch point of the first directional operation in response to the first directional operation. Determine a first directional length and a first directional direction between the first real-time touch point and a first initial touch point of the first directional operation. Adjust the game area displayed in the graphical user interface in real time according to the first directional length and the first directional direction.
[0259] The processor 302 is further configured to determine an initial center position of the game area currently displayed in the graphical user interface and a region display range. Move the initial center position to the first directional direction by the first directional length to obtain a real-time center position. Determine a real-time game area according to the real-time center position and the region display range, and display the real-time game area in the graphical user interface.
[0260] The processor 302 is further configured to readjust the game area displayed in the graphical user interface and adjust the prompt controls in real time in response to a second directional operation within a target time duration from displaying the prompt controls.
[0261] The processor 302 is further configured to determine a second directional length and a second directional direction between a second real-time touch point of the second directional operation and a second initial touch point of the second directional operation. Determine a current center position of the game area currently displayed in the graphical user interface and a current region range. Move the current center position to the second directional direction by the second directional length to obtain a new real-time center position. Determine a new real-time game area according to the new real-time center position and the current region range, and display the new real-time game area in the graphical user interface.
[0262] The processor 302 is further configured to determine a distance between a real-time center position of the game area currently displayed in the graphical user interface and a position of a target virtual object corresponding to the prompt controls among the target virtual objects. If the distance between the real-time center position and the position of the target virtual object corresponding to the prompt controls is greater than or equal to a preset distance, adjust the position of the prompt controls according to a relative direction between the real-time center position and the position of the target virtual object corresponding to the prompt controls. If the distance between the real-time center position and the position of the target virtual object corresponding to the prompt controls is less than the preset distance, remove the prompt controls.
[0263] The processor 302 is further configured to determine a distance between a position of each of the other target virtual objects and the real-time center position. If the distance between the position of the other target virtual object and the real-time center position is greater than or equal to the preset distance, a new prompt control is generated and displayed in the graphical user interface according to the real-time center position and the position of the other target virtual object.
[0264] The embodiments of the present application further provide a computer readable storage medium, which stores a computer program. The computer program is executed by a processor to implement the steps in each of the above-mentioned method embodiments.
[0265] The processor is configured to adjust a game area displayed by the graphical user interface in response to a first directional operation acting on the graphical user interface.
[0266] The processor is configured to display a prompt control corresponding to each of the target virtual objects in the graphical user interface according to a positional relationship between a currently displayed game area in the graphical user interface and each of the target virtual objects, so as to indicate a relative position between each of the target virtual objects and the currently displayed game area through the prompt control.
[0267] Optionally, the processor is further configured to determine a distance between a real-time center position of the currently displayed game area in the graphical user interface and a position of each of the target virtual objects. In response to the first directional operation, if the distance between the real-time center position and the position of each of the target virtual objects is greater than or equal to a preset distance, each of the prompt controls is generated and displayed in the graphical user interface according to the real-time center position and the position of each of the target virtual objects.
[0268] The processor is further configured to generate each of the prompt controls according to the distance between the real-time center position and the position of each of the target virtual objects and display each of the prompt controls in an edge area of the graphical user interface. The processor is further configured to determine a relative direction between the real-time center position and the position of each of the target virtual objects, and adjust a position of each of the prompt controls according to the relative direction.
[0269] The processor is further configured to determine attribute information corresponding to the target virtual object according to the distance between the real-time center position and the position of the target virtual object. The processor is further configured to generate the prompt control according to the distance between the real-time center position and the position of the target virtual object and the attribute information, and display the prompt control in the edge area.
[0270] The processor is further configured to determine whether a first pointing length between the first initial touch point and a first real-time touch point of the first pointing operation is greater than a preset length. If yes, a trigger time interval between the first initial touch point and the first real-time touch point is determined. It is determined whether the trigger time interval is less than or equal to a preset time length. If yes, preset information displayed in the graphical user interface is hidden.
[0271] The processor is further configured to determine a function control to be hidden in interface controls currently displayed in the graphical user interface, except for a thumbnail map control. The function control to be hidden is hidden.
[0272] The processor is further configured to determine non-interactive information in a game area currently displayed in the graphical user interface. The non-interactive information is hidden.
[0273] The processor is further configured to, in response to a non-pointing operation on the game area, determine an attribute of a to-be-selected virtual object triggered by the non-pointing operation. If the attribute of the to-be-selected virtual object meets a preset condition, an option sub-interface corresponding to the to-be-selected virtual object is displayed on the graphical user interface, and the preset information is redisplayed.
[0274] The processor is further configured to, if no trigger operation is detected within a target time length from displaying the prompt control, redisplay the preset information and remove the prompt controls.
[0275] The processor is further configured to, if no trigger operation is detected within a target time length from displaying the prompt control, adjust a game area currently displayed in the graphical user interface to a target game area.
[0276] The processor is further configured to, in response to the first pointing operation, determine a first real-time touch point of the first pointing operation. A first pointing length and a first pointing direction between the first real-time touch point and a first initial touch point of the first pointing operation are determined. A game area displayed by the graphical user interface is adjusted in real time according to the first pointing length and the first pointing direction.
[0277] The processor is further configured to determine an initial center position and a region display range of a game area currently displayed in the graphical user interface. The initial center position is moved to the first pointing direction by the first pointing length to obtain a real-time center position. A real-time game area is determined according to the real-time center position and the region display range, and the real-time game area is displayed in the graphical user interface.
[0278] The processor is further configured to, in response to a second pointing operation within a target time length from displaying the prompt control, readjust a game area displayed by the graphical user interface, and adjust the prompt controls in real time.
[0279] The processor is further configured to determine a second pointing length and a second pointing direction between a second real-time touch point of the second directional operation and a second initial touch point of the second directional operation. A current center position of a game area currently displayed by the graphical user interface and a current area range are determined. The current center position is moved to the second pointing direction by the second pointing length to obtain a new real-time center position. A new real-time game area is determined according to the new real-time center position and the current area range, and the new real-time game area is displayed in the graphical user interface.
[0280] The processor is further configured to determine a distance between a real-time center position of a game area currently displayed by the graphical user interface and a position of a target virtual object corresponding to the prompt control among the target virtual objects. If the distance between the real-time center position and the position of the target virtual object corresponding to the prompt control is greater than or equal to a preset distance, the position of the prompt control is adjusted according to a relative direction between the real-time center position and the position of the target virtual object corresponding to the prompt control. If the distance between the real-time center position and the position of the target virtual object corresponding to the prompt control is less than the preset distance, the prompt control is removed.
[0281] The processor is further configured to determine a distance between a real-time center position of a game area currently displayed by the graphical user interface and a position of a target virtual object corresponding to the prompt control among the target virtual objects. If the distance between the real-time center position and the position of the target virtual object corresponding to the prompt control is greater than or equal to a preset distance, the position of the prompt control is adjusted according to a relative direction between the real-time center position and the position of the target virtual object corresponding to the prompt control. If the distance between the real-time center position and the position of the target virtual object corresponding to the prompt control is less than the preset distance, the prompt control is removed.
[0282] Optionally, the present application also provides a program product, for example, a computer readable storage medium, comprising a program which, when executed by a processor, is configured to perform any of the game interaction method embodiments described above.
[0283] In several embodiments provided by the present application, it should be understood that the disclosed apparatus and method can be implemented in other manners. For example, the described embodiments of the apparatus are merely schematic. For example, the division of the units is only a logical function division. There can be another division manner for the actual implementation. For example, a plurality of units or components can be combined or integrated into another system, or some features can be ignored or not executed. In addition, the displayed or discussed mutual couplings or direct couplings or communication connections can be indirect couplings or communication connections through some interfaces, devices or units, and can be electrical, mechanical or in other forms.
[0284] The units described as separate components may or may not be physically separate, and the components displayed as units may or may not be physical units, i.e. may be located in one place, or may be distributed on multiple network units. Part or all of the units can be selected according to actual needs to achieve the purpose of the embodiment of the present application.
[0285] In addition, each functional unit in each embodiment of the present application can be integrated in one processing unit, or each unit can exist physically, or two or more units can be integrated in one unit. The integrated unit can be realized in the form of hardware or in the form of hardware plus software functional unit.
[0286] The integrated unit realized in the form of software functional unit can be stored in a computer readable storage medium. The software functional unit is stored in a storage medium, including a plurality of instructions for causing a computer device (which can be a personal computer, a server, or a network device, etc.) or a processor (English: processor) to execute part of the steps of the method of each embodiment of the present application. The storage medium includes a variety of storage medium capable of storing program codes, such as U disk, mobile hard disk, read-only memory (English: Read-Only Memory, abbreviated as: ROM), random access memory (English: Random Access Memory, abbreviated as: RAM), magnetic disk or optical disk, etc.
[0287] The above is only a specific embodiment of the present application, but the protection scope of the present application is not limited thereto, any skilled person in the art can easily think of changes or replacements within the technical range disclosed in the present application, which should be covered in the protection scope of the present application. Therefore, the protection scope of the present application should be limited by the protection scope of the claims.
[0288] The above is only a preferred embodiment of the present application, and is not used to limit the present application. For those skilled in the art, the present application can have various changes and modifications. Any modification, equivalent replacement, improvement, etc. within the spirit and principle of the present application should be included in the protection scope of the present application.
Claims
1. A game interaction method, characterized by, The method comprises: adjusting a game area displayed by the graphical user interface of the game provided by the first terminal device; displaying prompt controls corresponding to each target virtual object in the graphical user interface according to a positional relationship between the currently displayed game area and each target virtual object in the graphical user interface, so as to indicate the relative position between each target virtual object and the currently displayed game area through the prompt controls; The method further comprises: determining whether a first pointing length between a first initial touch point and a first real-time touch point of the first directional operation is greater than a preset length; if yes, determining a trigger time interval between the first initial touch point and the first real-time touch point, wherein a start time of the trigger time interval is a trigger time of the first initial touch point, and an end time of the trigger time interval is a trigger time of the first real-time touch point; determining whether the trigger time interval is less than or equal to a preset time length; if yes, hiding preset information displayed in the graphical user interface; The hiding of the preset information displayed in the graphical user interface comprises: determining a to-be-hidden function control in interface controls currently displayed in the graphical user interface, except for a thumbnail map control; hiding the to-be-hidden function control; and / or determining non-interactive information in a virtual land currently displayed in the graphical user interface; hiding the non-interactive information.
2. The game interaction method of claim 1, wherein, While adjusting the game area displayed by the graphical user interface, the method further comprises: determining distances between a real-time center position of the currently displayed game area in the graphical user interface and positions of each target virtual object; The displaying of the prompt controls corresponding to each target virtual object in the graphical user interface according to the positional relationship between the currently displayed game area and each target virtual object in the graphical user interface comprises: in response to the first directional operation causing the distance between the real-time center position and the positions of each target virtual object to be greater than or equal to a preset distance, generating each prompt control according to the real-time center position and the positions of each target virtual object and displaying each prompt control in the graphical user interface.
3. The game interaction method of claim 2, wherein, The generating of each prompt control according to the real-time center position and the positions of each target virtual object and the displaying of each prompt control in the graphical user interface comprises: generating each prompt control according to the distances between the real-time center position and the positions of each target virtual object and displaying each prompt control in an edge area of the graphical user interface; determining relative positions between the real-time center position and the positions of each target virtual object; adjusting the positions of each prompt control according to the relative positions.
4. The game interaction method of claim 3, wherein, The generating of each prompt control according to the distances between the real-time center position and the positions of each target virtual object and the displaying of each prompt control in an edge area of the graphical user interface comprise: determine attribute information corresponding to the target virtual object according to a distance between the real-time center position and a position of the target virtual object, the attribute information including at least one of the following: transparency, size, and color of the prompt control; generate and display the prompt control in the edge region according to the distance between the real-time center position and the position of the target virtual object, and the attribute information.
5. The game interaction method of claim 1, wherein, After the preset information displayed in the graphical user interface is hidden, the method further includes: in response to a non-directional operation on the game region, determining an attribute of a candidate virtual object triggered by the non-directional operation; if the attribute of the candidate virtual object meets a preset condition, displaying an option sub-interface corresponding to the candidate virtual object on the graphical user interface, and redisplaying the preset information, at least one triggerable option being displayed in the option sub-interface.
6. The game interaction method of claim 1, wherein, After the preset information displayed in the graphical user interface is hidden, the method further includes: if no trigger operation is detected within a target time duration from displaying the prompt control, redisplaying the preset information.
7. The game interaction method of claim 6, wherein, The method further includes: if no trigger operation is detected within a target time duration from displaying the prompt control, adjusting a game region currently displayed in the graphical user interface to a target game region.
8. The game interaction method of claim 1, wherein, The method further includes: in response to a second directional operation within a target time duration from displaying the prompt control, readjusting the game region displayed in the graphical user interface, and adjusting the prompt controls in real time.
9. The game interaction method of claim 8, wherein, The real-time adjustment of the prompt controls includes: determining a real-time center position of a game region currently displayed in the graphical user interface, and a distance between the real-time center position and a position of a target virtual object corresponding to the prompt control in each of the target virtual objects; if the distance between the real-time center position and the position of the target virtual object corresponding to each of the prompt controls is greater than or equal to a preset distance, adjusting a position of each of the prompt controls according to a relative position between the real-time center position and the position of the target virtual object corresponding to each of the prompt controls; if the distance between the real-time center position and the position of the target virtual object corresponding to each of the prompt controls is less than the preset distance, removing the prompt control; determining a distance between a position of another target virtual object in each of the target virtual objects and the real-time center position; if the distance between the position of the another target virtual object and the real-time center position is greater than or equal to the preset distance, generating and displaying a new prompt control in the graphical user interface according to the real-time center position and the position of the another target virtual object.
10. A game interaction device, characterized by The device includes: an adjustment module, configured to adjust a game region displayed in a graphical user interface in response to a first directional operation on the graphical user interface; The display module is configured to display prompt controls corresponding to each target virtual object in the graphical user interface according to the positional relationship between the currently displayed game area and each target virtual object in the graphical user interface, so as to indicate the relative position between each target virtual object and the currently displayed game area through the prompt controls. The display module is further configured to: determine whether a first pointing length between a first initial touch point and a first real-time touch point of the first directional operation is greater than a preset length; if yes, determine a trigger time interval between the first initial touch point and the first real-time touch point, wherein a starting time of the trigger time interval is a trigger time of the first initial touch point, and an ending time of the trigger time interval is a trigger time of the first real-time touch point; determine whether the trigger time interval is less than or equal to a preset time length; if yes, hide preset information displayed in the graphical user interface. The display module is further configured to: determine a to-be-hidden function control in the interface controls currently displayed in the graphical user interface, except for a thumbnail map control; hide the to-be-hidden function control; and / or determine non-interactive information in a virtual land currently displayed in the graphical user interface; and hide the non-interactive information.
11. A computer device, comprising: The computer program is stored in the computer readable storage medium and is executed by the processor, and the steps of the method in any one of claims 1 to 9 are implemented. The computer program is stored in the computer readable storage medium and is executed by the processor, and the steps of the method in any one of claims 1 to 9 are implemented.
12. A computer-readable storage medium, characterized in that,
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