Interaction method and device in game, storage medium and electronic equipment

CN116764204BActive Publication Date: 2026-09-08NETEASE (HANGZHOU) NETWORK CO LTD
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Patent Information

Application Number
CN202310736757.6
Authority / Receiving Office
CN · China
Patent Type
Patents(China)
Current Assignee / Owner
Filing Date
2023-06-20
Publication Date
2026-09-08
Estimated Expiration
2043-06-20

AI Technical Summary

Technical Problem

[0006]本公开的目的在于提供一种游戏中的交互方法、游戏中的交互装置、计算机可读存储介质及电子设备,进而至少在一定程度上克服由于相关技术导致的游戏的游戏丰富度低的问题

Benefits of technology

[0013] In the methods and apparatus provided in the exemplary embodiments of this disclosure, on the one hand, in response to a game trigger event, scene components in a virtual game scene are activated, which allows the scene components activated in the virtual game scene to be models suitable for three-dimensional scenes, enriching the types of scenes used in the game; on the other hand, the default special effects animations corresponding to the scene components can be controlled to play according to the component control parameters, and special special effects animations can be determined according to the current interaction time and the component control parameters, so that game players can adjust the default special effects animations and special special effects animations played by changing the component control parameters, satisfying the special effects needs of different game players, improving the game's richness, and thus improving the game experience of game players.

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Abstract

The present disclosure belongs to the technical field of games, and relates to an interaction method and device in a game, a computer storage medium and an electronic device. The method comprises the following steps: in response to a game triggering event, a scene component in a virtual game scene is activated; according to a component control parameter corresponding to the scene component, a default special effect animation corresponding to the scene component is controlled to be played; in response to a control instruction for a controlled virtual object, the controlled virtual object is controlled to move in the virtual game scene; in response to the controlled virtual object and the scene component satisfying an interaction condition, a current interaction time of the scene component is determined; according to the component control parameter corresponding to the scene component, a special effect animation corresponding to the current interaction time is determined, and the special effect animation is played in the virtual game scene. In the present disclosure, game players change the component control parameter to adjust the played default special effect animation and special effect animation, thereby meeting the needs of different game players for the game.
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Description

Technical Field

[0001] This disclosure relates to the field of game technology, and more particularly to an interaction method and device in a game, a computer-readable storage medium, and an electronic device. Background Technology

[0002] With the development of internet technology, the types of games have become more and more diverse.

[0003] In games that include an editor, players can create their own game content. However, the editing process is often limited by the editor's limitations. Furthermore, some game parameters cannot be modified by the player, which reduces the game's richness and fails to meet the needs of different players, resulting in a lower overall gaming experience.

[0004] Therefore, there is an urgent need in this field to develop a new interactive method and device for games.

[0005] It should be noted that the information disclosed in the background section above is only used to enhance the understanding of the background of this disclosure, and therefore may include information that does not constitute prior art known to those skilled in the art. Summary of the Invention

[0006] The purpose of this disclosure is to provide an interaction method, an interaction device, a computer-readable storage medium, and an electronic device in a game, thereby overcoming, at least to some extent, the problem of low game richness caused by related technologies.

[0007] Other features and advantages of this disclosure will become, or in part, learned through practice of this disclosure, from the following detailed description.

[0008] According to a first aspect of the present invention, an interaction method in a game is provided, wherein a graphical user interface provided by a running game program is provided through a terminal device, the graphical user interface including a virtual game scene, the method comprising: responding to a game trigger event and controlling the activation of a scene component in the virtual game scene; controlling the playback of a default special effects animation corresponding to the scene component according to component control parameters corresponding to the scene component, the default special effects animation being configured with a preset playback duration; responding to a control command for a controlled virtual object and controlling the controlled virtual object to move in the virtual game scene; responding to the controlled virtual object and the scene component satisfying an interaction condition and determining the current interaction time of the scene component; determining a special effects animation corresponding to the current interaction time according to the component control parameters corresponding to the scene component, and playing the special effects animation in the virtual game scene.

[0009] According to a second aspect of the present invention, an interactive device for a game is provided, wherein a terminal device provides a graphical user interface provided by a game program, the graphical user interface including a virtual game scene, the device comprising: an activation scene component module configured to respond to a game trigger event and control the activation of scene components in the virtual game scene; a display default special effects animation module configured to control the playback of a default special effects animation corresponding to at least one of the scene components according to component control parameters, the special effects animation being configured with a preset playback duration; a movement control module configured to respond to a control command for a controlled virtual object and control the movement of the controlled virtual object in the virtual game scene; a current interaction time determination module configured to determine the current interaction time of the scene component in response to the controlled virtual object and the scene component meeting an interaction condition; and a special effects playback module configured to determine a special effects animation corresponding to the current interaction time according to the component control parameters corresponding to the scene component, and play the special effects animation in the virtual game scene.

[0010] According to a third aspect of the present invention, an electronic device is provided, comprising: a processor and a memory; wherein the memory stores computer-readable instructions, which, when executed by the processor, implement the method of any of the exemplary embodiments described above.

[0011] According to a fourth aspect of the present invention, a computer-readable storage medium is provided having a computer program stored thereon, which, when executed by a processor, implements the method in any of the above exemplary embodiments.

[0012] As can be seen from the above technical solutions, the interactive method, interactive device, computer storage medium, and electronic device in the exemplary embodiments of the present invention have at least the following advantages and positive effects:

[0013] In the methods and apparatus provided in the exemplary embodiments of this disclosure, on the one hand, in response to a game trigger event, scene components in a virtual game scene are activated, which allows the scene components activated in the virtual game scene to be models suitable for three-dimensional scenes, enriching the types of scenes used in the game; on the other hand, the default special effects animations corresponding to the scene components can be controlled to play according to the component control parameters, and special special effects animations can be determined according to the current interaction time and the component control parameters, so that game players can adjust the default special effects animations and special special effects animations played by changing the component control parameters, satisfying the special effects needs of different game players, improving the game's richness, and thus improving the game experience of game players.

[0014] It should be understood that the above general description and the following detailed description are exemplary and explanatory only, and are not intended to limit this disclosure. Attached Figure Description

[0015] The accompanying drawings, which are incorporated in and form part of this specification, illustrate embodiments consistent with this disclosure and, together with the description, serve to explain the principles of this disclosure. It is obvious that the drawings described below are merely some embodiments of this disclosure, and those skilled in the art can obtain other drawings based on these drawings without any inventive effort.

[0016] Figure 1 The schematic diagram illustrates a flowchart of the interaction method in a game according to an embodiment of this disclosure;

[0017] Figure 2 This illustration shows a flowchart of determining component control parameters in the game interaction method of this disclosure embodiment;

[0018] Figure 3 This illustration shows a schematic diagram of editable attributes in the game's interaction method in an embodiment of the present disclosure;

[0019] Figure 4 This illustration shows a flowchart of controlling the activation of at least one scene component in a virtual game scene in an interaction method in an embodiment of the present disclosure.

[0020] Figure 5 This illustration shows a diagram illustrating the editing of playback timings in the interactive methods of a game according to an embodiment of this disclosure;

[0021] Figure 6 This illustration shows a flowchart of the process of controlling the playback of the default special effects animation corresponding to the selection control of the target scene component in the game interaction method of this disclosure embodiment;

[0022] Figure 7 This illustration shows a flowchart of the interaction method in the game according to the present disclosure, in which special effects are played based on special effect paths;

[0023] Figure 8 This illustration shows a flowchart of scaling the original special effects of a target according to the target scaling ratio in the game interaction method of this embodiment;

[0024] Figure 9 This illustration shows a flowchart of the interaction method in the game according to the target effect duration, in an embodiment of the present disclosure;

[0025] Figure 10This illustration shows a flowchart of the interaction method in the game in an embodiment of the present disclosure, in which a special effect animation is played at the target effect display location;

[0026] Figure 11 This illustration shows a flowchart of the interactive method in the game to display the cumulative result of the target in an embodiment of the present disclosure;

[0027] Figure 12 This illustration schematically depicts a virtual game scene in which the target cumulative result is displayed in the cumulative component according to an embodiment of the present disclosure;

[0028] Figure 13 This schematically illustrates a process diagram for establishing the association between special components and scene components in an embodiment of this disclosure;

[0029] Figure 14 The flowchart illustrating the playback of special effects animation in an embodiment of this disclosure is shown schematically.

[0030] Figure 15 The illustration schematically shows an apparatus for an interaction method in a game according to an embodiment of the present disclosure;

[0031] Figure 16 An electronic device for an interaction method in a game is illustrated in an embodiment of this disclosure;

[0032] Figure 17 The illustration schematically shows a computer-readable storage medium for an interaction method in a game according to an embodiment of the present disclosure. Detailed Implementation

[0033] Example embodiments will now be described more fully with reference to the accompanying drawings. However, example embodiments can be implemented in many forms and should not be construed as limited to the examples set forth herein; rather, these embodiments are provided to make this disclosure more comprehensive and complete, and to fully convey the concept of the example embodiments to those skilled in the art. The described features, structures, or characteristics can be combined in any suitable manner in one or more embodiments. In the following description, numerous specific details are provided to give a full understanding of embodiments of this disclosure. However, those skilled in the art will recognize that the technical solutions of this disclosure can be practiced with one or more of the specific details omitted, or other methods, components, apparatus, steps, etc., can be employed. In other instances, well-known technical solutions are not shown or described in detail to avoid obscuring various aspects of this disclosure.

[0034] The terms “a,” “an,” “the,” and “the” are used in this specification to indicate the presence of one or more elements / components / etc.; the terms “including” and “having” are used to indicate an open-ended inclusion and to mean that there may be other elements / components / etc. in addition to the listed elements / components / etc.; the terms “first” and “second” are used only as markings and are not a limitation on the number of objects.

[0035] Furthermore, the accompanying drawings are merely illustrative of this disclosure and are not necessarily drawn to scale. The same reference numerals in the drawings denote the same or similar parts, and therefore repeated descriptions of them will be omitted. Some block diagrams shown in the drawings are functional entities and do not necessarily correspond to physically or logically independent entities.

[0036] In one embodiment of this disclosure, the in-game interaction method can run on a local terminal device or a server. When the in-game interaction method runs on a 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 implementation, various cloud applications, such as cloud gaming, can run under the cloud interaction system. Taking cloud gaming as an example, cloud gaming refers to a gaming method based on cloud computing. In the cloud gaming operating mode, the game program and the game screen presentation are separated. The storage and execution of interactive methods in the game are completed on the cloud gaming server. The client device is used for receiving and sending data and presenting the game screen. For example, the client device can be a display device with data transmission capabilities located close to the user, such as a mobile terminal, television, computer, or PDA; however, the information processing is performed by the cloud gaming server in the cloud. When playing the game, the player operates the client device to send operation commands to the cloud gaming server. The cloud gaming server runs the game according to the operation commands, encodes and compresses the game screen and other data, returns it to the client device via the network, and finally, the client device decodes and outputs the game screen.

[0038] In an optional implementation, taking a game as an example, the local terminal device stores the game program and is used to display the game screen. The local terminal device is used to interact with the player through a graphical user interface (GUI), i.e., conventionally by downloading, installing, and running the game program via an electronic device. The local terminal device can provide the GUI to the player in various ways, such as rendering it on the terminal's display screen or providing it to the player via holographic projection. For example, the local terminal device can include a display screen for displaying the GUI, which includes game screens, and a processor for running the game, generating the GUI, and controlling the display of the GUI on the display screen.

[0039] In one possible implementation, embodiments of the present invention provide an interactive method in a game, which provides a graphical user interface through a terminal device, wherein the terminal device may be the aforementioned local terminal device or a client device in the aforementioned cloud interactive system.

[0040] In view of the problems existing in the related technologies, this disclosure proposes an interaction method in games. Figure 1 The diagram illustrates the interaction methods within the game, which utilize a graphical user interface (GUI) provided by the game program on a terminal device. The GUI includes a virtual game scene, such as... Figure 1 As shown, the interaction methods in the game include at least the following steps:

[0041] Step S110. Respond to the game trigger event and control the activation of scene components in the virtual game scene.

[0042] Step S120. Based on the component control parameters corresponding to the scene component, control the playback of the default special effects animation corresponding to the scene component. The default special effects animation is configured with a preset playback duration.

[0043] Step S130. Respond to control commands for the controlled virtual object and control the controlled virtual object to move within the virtual game scene.

[0044] Step S140. Responding to the interaction conditions between the controlled virtual object and the scene component, determine the current interaction time of the scene component.

[0045] Step S150. Based on the component control parameters corresponding to the scene components, determine the special effects animation corresponding to the current interaction time, and play the special effects animation in the virtual game scene.

[0046] In the methods and apparatus provided in the exemplary embodiments of this disclosure, on the one hand, in response to a game trigger event, scene components in a virtual game scene are activated, which allows the scene components activated in the virtual game scene to be models suitable for three-dimensional scenes, enriching the types of scenes used in the game; on the other hand, the default special effects animations corresponding to the scene components can be controlled to play according to the component control parameters, and special special effects animations can be determined according to the current interaction time and the component control parameters, so that game players can adjust the default special effects animations and special special effects animations played by changing the component control parameters, satisfying the special effects needs of different game players, improving the game's richness, and thus improving the game experience of game players.

[0047] The following section provides a detailed explanation of each step in the game's interaction methods.

[0048] In step S110, in response to a game trigger event, scene components in the virtual game scene are activated.

[0049] In an exemplary embodiment of this disclosure, the terminal device is used by a game player. The game player can enter the game through the game program on the touchscreen terminal. At this time, the terminal device used by the game player will provide a graphical user interface (GUI) that displays the virtual game scene of the entered game.

[0050] In a virtual game scene, there exists a trigger, which can be a component within the scene. This component can be a transparent area or other forms of virtual object, such as a virtual model with visual effects. When a controlled virtual object touches this component—for example, when it enters the area corresponding to that component—a game trigger event is triggered. The purpose of this game trigger event is to activate scene components within the virtual game scene. It's worth noting that the number of activated scene components can be one or multiple.

[0051] The number of scene components can be one or more. Scene components allow controlled virtual objects to interact with each other; for example, they allow controlled virtual objects to collide. It is worth noting that if there are multiple scene components, these components can be arranged on a plane or in a three-dimensional structure, such as a staircase. Each scene component is a step in this staircase, and the controlled object can then perform touch operations that meet the interaction conditions between the steps to play special effects.

[0052] In an optional embodiment, before responding to a game trigger event, the method further includes: responding to a game start command and controlling the graphical user interface to display a virtual game scene corresponding to the game match; the component control parameters are determined as follows: displaying a game editing scene and an editing window in the graphical user interface; wherein the editing window includes multiple scene component selection controls; responding to a selection operation for a target scene component selection control and controlling the generation of a scene component corresponding to the target scene component selection control in the game editing scene; wherein the scene component is configured to be displayed with preset display parameters, and the target scene component selection control is a control among multiple selected controls; responding to an editing operation for the scene component and determining the component control parameters corresponding to the scene component.

[0053] When a game start command is received, it means that the controlled virtual object has entered the game match. At this time, the virtual game scene displayed in the graphical user interface is the virtual game scene corresponding to the game match.

[0054] In addition, the graphical user interface will also display a game editing scene and an editing window. The game editing scene refers to a virtual scene used to edit component control parameters. The editing window includes multiple scene component selection controls that players can choose from. Specifically, these include scene component selection controls with a cuboid structure, a disc structure, a gear structure, and so on.

[0055] The selection operation is the action performed when selecting multiple scene component selection controls included in the editing window. For example, you can select four cuboid scene component selection controls and drag them into the game editing scene. The scene components corresponding to these four cuboid structures will then be displayed in the game editing scene. Similarly, you can select three wheel-shaped scene component selection controls and drag them into the game editing scene. The scene components corresponding to these three wheel-shaped controls will then be displayed in the game editing scene.

[0056] Preset display parameters refer to the parameters that are set in advance for displaying scene components. For example, the scene components corresponding to these four cuboid structures will be displayed in the game editing scene according to the preset display parameters.

[0057] Based on this, scene components can be edited individually. The component control parameters can be determined according to the editing operations performed on the scene component. Component control parameters refer to parameters used to control scene components. For example, component control parameters can control when the default special effects animation is displayed, and can also control the position of the displayed default special effects animation; this exemplary embodiment does not specifically limit these parameters.

[0058] In this exemplary embodiment, there is a game editing scene and an editing window. Scene components can be selected first, and then the scene components can be edited. When the scene components are edited, the component control parameters corresponding to the scene components can be determined, avoiding the situation in the prior art where the component control parameters cannot be adjusted, and increasing the convenience of adjusting the component control parameters.

[0059] In an optional embodiment, Figure 2 The diagram illustrates the process of determining component control parameters in the game's interaction methods, such as... Figure 2 As shown, the method includes at least the following steps: in step S210, in response to an editing operation on a scene component, the editable attributes corresponding to the scene component are displayed; in step S220, in response to an attribute editing operation on an editable attribute, the editing parameters corresponding to the attribute editing operation are determined; the attribute editing operation includes a selection operation or an input operation; in step S230, the editing parameters are determined as the component control parameters corresponding to the scene component.

[0060] After editing a scene component, the editable properties corresponding to the selected control of the target scene component will be displayed. For example, Figure 3 The illustration shows a diagram of editable attributes, such as... Figure 3 As shown, the left side displays the names of editable attributes, and the right side contains dropdown lists or input boxes. Let's assume we need to... Figure 3 To edit the first editable attribute, click the dropdown menu to the right of the first editable attribute and select the corresponding editing parameter. Figure 3 After selecting or inputting each editable attribute, the component control parameters corresponding to the target scene component selection control are determined.

[0061] In this exemplary embodiment, the component control parameters are obtained by selecting or inputting editing parameters, which reduces the complexity of determining the component control parameters and provides convenience for selecting or inputting editing parameters.

[0062] In an optional embodiment, Figure 4The diagram illustrates the flow of controlling and activating scene components in a virtual game scene using interactive methods. The component control parameters include component events corresponding to the target scene component selection control; a trigger exists within the virtual game scene; such as... Figure 4 As shown, the method includes at least the following steps: in step S410, in response to the triggering operation for the trigger, a game triggering event corresponding to the trigger is triggered; in step S420, if the game triggering event is consistent with the component event, the scene component in the virtual game scene is activated according to the game triggering event.

[0063] Within the virtual game scene, there exists a trigger, which can be a component within the scene. This component can be a transparent area or other forms of virtual object, such as a virtual model with visual effects. When a controlled virtual object touches this component—for example, when it enters the area corresponding to that component—a game trigger event is triggered. The purpose of this game trigger event is to activate scene components within the virtual game scene.

[0064] If the trigger is a control, the triggering operation can be a touch operation on that control; if the trigger is a transparent area in the virtual scene, the triggering operation can be a touch operation when a controlled virtual object touches the boundary of the transparent area while entering it. This exemplary embodiment does not impose any special limitations on this. After a triggering operation is performed, a game triggering event corresponding to the triggering operation will be triggered. If the triggered game triggering event is consistent with a component event, the game triggering event can be used to activate at least one scene component in the virtual scene corresponding to the game triggering event. It is worth noting that, at this time, the component event of the scene component selection control in the at least one activated scene component is consistent with the game triggering event.

[0065] For example, suppose there are two triggers in a virtual game scene, trigger 1-1 and trigger 1-2. When trigger 1-1 is triggered, game trigger event A-1 is triggered. At this time, the component events of four cuboid scene component selection controls happen to match game trigger event A-1. Then, the scene component composed of these four cuboid scene component selection controls is triggered in the virtual game scene.

[0066] In this exemplary embodiment, the logic for activating at least one scene component in a virtual game scene is improved, and the controlled virtual object can activate the scene component that meets its game requirements by touching a touch controller.

[0067] In step S120, the default special effects animation corresponding to the scene component is played according to the component control parameters corresponding to the scene component. The default special effects animation is configured with a preset playback duration.

[0068] The default special effects animation refers to the animation played in the virtual game scene when at least one scene component is activated. It is worth noting that the default special effects animation is used to represent the effect of at least one scene component being activated. For example, the default special effects animation can be a blinking animation, a glowing animation, or any special effects animation that can remind the player that the scene component has been activated. This exemplary embodiment does not impose any special limitations on this.

[0069] The preset playback duration refers to the duration of the default special effects animation. For example, the preset playback duration can be 22 seconds, meaning that during these 22 seconds, at least one scene component will play the default special effects animation.

[0070] In an optional embodiment, the component control parameters further include the default special effects animation corresponding to the scene control and the playback time corresponding to the default special effects animation; according to the component control parameters corresponding to the scene component, controlling the playback of the default special effects animation corresponding to the scene component includes: determining the activation time of the scene component, and when the playback time corresponding to the default special effects animation is consistent with the activation time, controlling the playback of the default special effects animation corresponding to the scene component.

[0071] When a scene component is activated, a default special effects animation will play on it. The playback time refers to the moment when the default special effects animation begins to play. The activation time describes the duration the scene component is activated. This playback time parameter can be edited during the editing of editable properties.

[0072] For example, Figure 5 This illustration schematically shows a diagram illustrating the editing of playback timing in an embodiment of this disclosure, such as... Figure 5 As shown, display box 510 shows editable properties, including playback time. When editing the playback time property, a window as shown in 520 will appear. In the input box of this window, numbers can be entered to edit the playback time corresponding to the scene component selection control. For example, entering the numbers 2, 7, and 9 in the input box represents the playback time corresponding to the default special effects animation at the 2nd second, 7th second, and 9th second, respectively.

[0073] When the scene component is activated at the 2nd, 7th, and 9th second, a default special effects animation will play on the scene component.

[0074] In this exemplary embodiment, the default special effects animation corresponding to the scene component is controlled to play only when the activation time of the scene component is consistent with the playback time. Therefore, the default special effects animation can be played at different times by editing different playback times.

[0075] In an optional embodiment, Figure 6 This diagram illustrates the flow of the game's interactive methods for controlling the playback of default special effects animations corresponding to scene components. The component control parameters also include the relative position of the default special effects animation with respect to the component's origin point, such as... Figure 6 As shown, the method includes at least the following steps: in step S610, the component origin corresponding to the scene component is determined, and the playback position of the default special effects animation in the virtual game scene is determined based on the component origin and the relative position; in step S620, the default special effects animation corresponding to the scene component is controlled to play according to the playback position.

[0076] The relative position is used to determine the display position of the default special effects animation, and the relative position is a value set relative to the origin of the scene component.

[0077] After selecting the target scene component selection control, the virtual game scene will display the scene component corresponding to the selected target scene component selection control. During the design process of the scene component, the artist will determine the origin of the scene component (i.e., the component origin). If the relative position is (1, 1), then a coordinate axis is established with the component origin as the (0, 0) point. The position po-1 at (1, 1) is determined on this coordinate axis. The position po-2 in the virtual scene corresponding to position po-1 is the playback position of the default special effects animation. Therefore, based on this, the default special effects animation is played at position po-2.

[0078] In this exemplary embodiment, the playback position of the default special effects animation in the virtual scene can be determined based on the relative position in the component control parameters. Furthermore, the playback position of the default special effects animation in the virtual scene can be flexibly adjusted by editing different relative positions.

[0079] In step S130, in response to a control command for the controlled virtual object, the controlled virtual object is controlled to move within the virtual game scene.

[0080] In this embodiment of the disclosure, after at least one scene component is activated, a default special effects animation will play in the scene component. At this time, the game player will be aware that at least one scene component has been activated, and can then issue control commands to the controlled virtual object, so that the controlled virtual object can move in the virtual game scene through the control commands.

[0081] In this exemplary embodiment, control instructions are given to the controlled virtual object to control its movement in the virtual game scene, thereby laying the foundation for subsequent touch operations that satisfy the interaction conditions to be applied to the scene components.

[0082] In step S140, the current interaction time of the scene component is determined when the controlled virtual object and the scene component meet the interaction conditions.

[0083] In this embodiment of the disclosure, when a scene component is activated, a default special effects animation corresponding to the scene component will be played in the virtual scene. Specifically, assuming that the scene component consists of four cuboid scene components, these four cuboid scene components can play the default special effects model according to the playback time in the group control parameters. Suppose there are four cuboid scene components, namely scene component A-1, scene component A-2, scene component A-3, and scene component A-4. The playback times for scene component A-1 are 1 and 3, for scene component A-2 are 2 and 6, for scene component A-3 are 4 and 7, and for scene component A-4 are 5 and 8. Then, the default special effects animation of scene component A-1 will play at the 1st and 3rd second after activation. Similarly, the default special effects animation of scene component A-2 will play at the 2nd and 6th second after activation, the default special effects animation of scene component A-3 will play at the 4th and 7th second after activation, and the default special effects animation of scene component A-4 will play at the 5th and 8th second after activation.

[0084] When the default special effects animation corresponding to scene component A-1 plays, the controlled virtual object can apply touch operations to scene component A-1 that meet the interaction conditions. These touch operations can be collision operations, which refer to applying a certain amount of pressure to scene components within the scene component by manipulating the controlled virtual object. Similarly, when the default special effects animations corresponding to other scene components play, the controlled virtual object can apply touch operations to the other scene components that meet the interaction conditions.

[0085] When a touch operation occurs, the current interaction time of the scene component can be determined. It's worth noting that the current interaction time is established from the time the scene component was activated. For example, if the touch operation occurs 5 seconds after the scene component is activated, then the determined current interaction time of the scene component is 5 seconds.

[0086] In this exemplary embodiment, determining the current interaction time of the scene components helps to subsequently determine different special effects animations based on the current interaction time.

[0087] In step S150, based on the component control parameters corresponding to the scene component, the special effects animation corresponding to the current interaction time is determined, and the special effects animation is played in the virtual game scene.

[0088] In an exemplary embodiment of this disclosure, the component control parameters include the special effects path and target time points pre-configured by the game player. It is worth noting that the special effects path corresponds to the effective time period of the special effects composed of the target time points. For example, for the effective time period of the special effects 0-1 (composed of target time point 0 and target time point 1), the corresponding special effects path is src1.

[0089] If the current interaction time is 0.5, then the special effect time period corresponding to the current interaction time is 0-1. Based on this, the corresponding special effect animation is found according to the special effect path src1, and the special effect animation is played in the virtual game scene.

[0090] In an optional embodiment, Figure 7 The diagram illustrates the flow of special effects playback based on effect paths in the game's interaction methods. The component control parameters also include multiple effective time periods for the effects and the effect paths corresponding to each of these effective time periods, such as... Figure 7 As shown, the method includes at least the following steps: in step S710, a target effective time period for special effects is determined from multiple effective time periods for special effects, which corresponds to the current interaction time; in step S720, a target special effect path corresponding to the target effective time period for special effects is found in the special effect path, and a special effect animation corresponding to the current interaction time is determined based on the target special effect path.

[0091] The component control parameters also include target time points and the effective time periods for special effects composed of these target time points. For example, there are 6 target time points: 0, 1, 2, 3, 4, and 5. Five effective time periods for special effects are preset, each lasting 1 second. These five effective time periods are 0-1, 1-2, 2-3, 3-4, and 4-5.

[0092] Each effective time period of a special effect corresponds to an effect path, and the corresponding special effect can be found through the effect path. Furthermore, each current interaction time can find a corresponding effective time period for a special effect. For example, if the total duration of the five effective time periods mentioned above is 5 seconds, then each current interaction time within the first 5 seconds can have a corresponding effective time period for a special effect. Assuming the current interaction time is 4.1 seconds, the corresponding effective time period for the special effect is 4-5 seconds. Similarly, for the second 5s, each current interaction time also has a corresponding effective duration for the special effect. Assuming the current interaction time is 5.5s, since the difference between 5.5 and 5 is 0.5, the effective duration for the special effect corresponding to 5.5 can be determined to be 0-1. For the third 5s, each current interaction time also has a corresponding effective duration for the special effect. Assuming the current interaction time is 12.7s, since the difference between 12.7 and 10 is 2.7, the effective duration for the special effect corresponding to 12.7 can be determined to be 2-3. The effective duration for the special effect corresponding to the remaining current interaction times is determined according to the above rules.

[0093] For example, if the current active interaction lasts for 2.7 seconds, then the target effect's effective time period 2-3 is found among the five effective time periods mentioned above. Furthermore, the target effect path corresponding to the effective time period 2-3 is found to be src3. Based on the target effect path src3, the special effect animation found is the "snowflake" effect animation, which is then played in the virtual game scene.

[0094] In this exemplary embodiment, the effective time period of the special effect corresponds to the special effect path, and the special effect path corresponds to the special special effect animation. Based on this, game players can flexibly control the special special effect animation played in the game by changing the above correspondence.

[0095] In an optional embodiment, Figure 8 This diagram illustrates the process of scaling the original effect of a target according to its scaling ratio in the game's interaction methods. The component control parameters also include the original effect corresponding to the effect path and the effect scaling ratio corresponding to the original effect, such as... Figure 8 As shown, the method includes at least the following steps: in step S810, the target original effect is determined in the original effect based on the target effect path; in step S820, the target effect scaling ratio corresponding to the target original effect is determined in the effect scaling ratio; in step S830, the target original effect is scaled according to the target effect scaling ratio to determine the special effect animation corresponding to the current interaction time.

[0096] The original special effects refer to the effects designed by the artists. The proportions of the original special effects may not meet the requirements for playing special effects in a virtual scene. Therefore, the component control parameters also include the scaling ratio of the special effects corresponding to the original special effects. The scaling ratio can be used to adjust the proportions of the original special effects to adapt to the requirements of the virtual game scene for playing special effects.

[0097] For example, if the target effect path is src3, and the original target effect corresponding to src3 is identified as T-3, then in the effect scaling settings, the target effect scaling ratio corresponding to the original target effect T-3 is determined to be 0.5. Therefore, according to the target effect scaling ratio of 0.5, the original target effect T-3 is scaled down to half its original size (the effect obtained after scaling down the original target effect T-3 by half is the special effect animation). This special effect animation is then played in the virtual game scene.

[0098] In this exemplary embodiment, the requirements for special effects playback in different virtual game scenarios can be met by flexibly configuring the scaling ratio of the special effects.

[0099] In an optional embodiment, Figure 9 This diagram illustrates the process of playing special effects animations in a virtual game scene according to the target effect duration in the game's interaction methods. The component control parameters also include the effect duration corresponding to the original effect, such as... Figure 9 As shown, the method includes at least the following steps: in step S910, the duration of the target special effect corresponding to the original target special effect is determined in the duration of the special effect; in step S920, the special effect animation is played in the virtual game scene according to the duration of the target special effect.

[0100] The duration of a special effect refers to the continuous playback time of that effect. There is a one-to-one correspondence between the duration of a special effect and the original effect. For example, if the target original effect is T-3, you can find the target effect duration of 0.3s corresponding to T-3 in the effect duration list. Based on this, in a virtual game scene, the playback duration of a special effect animation is 0.3s.

[0101] In this exemplary embodiment, the component control parameters also include the duration of the special effects. Game players can flexibly configure the playback time of special effects animations in the virtual game scene by configuring the duration of the special effects.

[0102] In an optional embodiment, Figure 10 The diagram illustrates the flow of a special effect animation played at the target effect display location in the game's interaction method. The component control parameters also include the effect display position corresponding to the original effect, such as... Figure 10As shown, the method includes at least the following steps: in step S1010, the target effect display position corresponding to the original target effect is determined in the effect display position; in step S1020, a special effect animation is played at the target effect display position in the virtual game scene.

[0103] The special effect display position refers to the display location of the special effect animation within the virtual game scene. It is worth noting that there is a one-to-one correspondence between the special effect display position and the original effect. The special effect display position can be any location within the virtual game scene; specifically, it can be the center of a scene component, the upper left corner of the virtual game scene, or the top of the controlled virtual object's head. This exemplary embodiment does not impose any special limitations on this.

[0104] For example, if the original target effect is T-3, then the target effect display position is determined to be the upper left corner of the effect release control A. Based on this, the special effect animation corresponding to the original effect will be played in the upper left corner of the effect release control A.

[0105] In this exemplary embodiment, the component control parameters also include the effect display position corresponding to the original effect, so that the display position of the special effect animation in the virtual game scene can be changed by flexibly configuring the effect display position.

[0106] In an optional embodiment, the effect display position includes a first relative position of the original effect relative to the scene origin of the virtual game scene or a second relative position of the original effect relative to the component origin of the scene component.

[0107] When designing scene components, artists may designate a location within the scene component (such as the center of the scene component) as the component's origin. Similarly, when designing virtual game scenes, artists may designate a location within the virtual game scene (such as the center of the virtual game scene) as the virtual game scene's origin.

[0108] Therefore, the effect display position can be either a first relative position or a second relative position. The first relative position refers to a position relative to the scene origin, and the second relative position refers to a position relative to the component origin. If the effect display position is relative to the scene origin, then after the target effect display position is determined, the scene origin will be used as (0,0), and the special effect animation will be played according to the target effect display position. Similarly, if the effect display position is relative to the component origin, then after the target effect display position is determined, the component origin will be used as (0,0), and the special effect animation will be played according to the target effect display position.

[0109] In this exemplary embodiment, the special effects display position can be either a first relative position or a second relative position, which increases the flexibility of the special effects animation display and thus expands the game scene used.

[0110] In an optional embodiment, Figure 11 The diagram illustrates a flowchart of the interactive methods in the game for displaying the cumulative result of a target. The component control parameters also include cumulative events corresponding to the effective time periods of multiple special effects; each cumulative event includes a cumulative object; the cumulative event is used to trigger the cumulative component to execute the cumulative task corresponding to the cumulative object, such as... Figure 11 As shown, the method includes at least the following steps: In step S1110, multiple historical interaction times of the scene component are determined, and multiple effective time periods of historical effects are determined corresponding to the multiple historical interaction times; In step S1120, multiple target cumulative events corresponding to the multiple effective time periods of historical effects are determined in the cumulative events; In step S1130, the cumulative component is triggered based on the multiple target cumulative events to determine multiple cumulative objects corresponding to the multiple target cumulative events, and the multiple cumulative objects are accumulated to obtain the target cumulative result; In step S1140, the target cumulative result is displayed in the cumulative component.

[0111] The cumulative event is used to trigger the cumulative component. After being triggered, the cumulative component will execute the cumulative task corresponding to the cumulative object. The cumulative event includes the cumulative object. For example, if the cumulative component is a scoreboard, and the cumulative object included in the cumulative event is the score corresponding to the special effect animation, then after the cumulative event is triggered, the scoreboard will accumulate the score corresponding to the special effect animation.

[0112] For example, if the cumulative component is a scoreboard, and the cumulative object included in the cumulative event is a virtual item corresponding to a special special effect animation, then after the cumulative event is triggered, the scoreboard will accumulate the number of virtual items corresponding to the special special effect animation.

[0113] Multiple historical interaction events refer to all current interaction times of scene components up to the current time, when the controlled virtual object and scene components meet the interaction conditions.

[0114] Each historical interaction time has a corresponding effective time period for historical special effects. For example, if the cumulative component is a scoreboard, there are three historical interaction times: 0.5s, 1.2s, and 2.7s. The corresponding effective time periods for historical special effects are 0-1, 1-2, and 2-3, respectively. Assume the special effect animation corresponding to effective time period 0-1 is T-1, the special effect animation corresponding to effective time period 1-2 is T-2, and the special effect animation corresponding to effective time period 2-3 is T-3. The cumulative objects included in the cumulative events corresponding to effective time periods 0-1, 1-2, and 2-3 are all the accumulated scores corresponding to the special effect animations.

[0115] After identifying multiple target cumulative events, the cumulative component will be triggered to accumulate the score of 2 corresponding to special effect animation T-1, the score of 10 corresponding to special effect animation T-2, and the score of 9 corresponding to special effect animation T-3. The resulting target cumulative result is 21. Finally, 21 will be displayed on the scoreboard.

[0116] For example, Figure 12 This illustration schematically depicts a virtual game scene in which the target cumulative result is displayed in the cumulative component, as shown in an embodiment of this disclosure. Figure 12 As shown, object 1210 is a scoreboard, scene components 1211, 1212, 1213 and 1214 form a scene component, and object 1220 is a controlled virtual object. At this time, the scoreboard displays the cumulative score of 4, and the component 1214 displays the default special effects animation.

[0117] In this exemplary embodiment, the component control parameters also include a cumulative event, which triggers the cumulative component to accumulate cumulative objects in the game, thereby encouraging users to continue playing the game and increasing the game's fun.

[0118] In an optional embodiment, before playing special effects animations in a virtual game scene, the method further includes: stopping the playback of the default special effects animations.

[0119] It is worth noting that the default special effects animation must be stopped before each special effects animation is played to avoid two different special effects animations playing at the same time, which could mislead game players.

[0120] In an optional embodiment, Figure 13 The diagram illustrates the process of establishing relationships between special components and scene components in the game's interaction methods, such as... Figure 13As shown, the method includes at least the following steps: in step S1310, in response to a selection operation on a target editable attribute, a special component corresponding to the selection operation is activated; in step S1320, an association relationship is established between the special component and the scene component.

[0121] Among them, there are multiple editable properties in the target scene component selection control. The target editable property refers to one of the multiple editable properties, and the target editable property is used to determine the specific component.

[0122] There are multiple selectable special components corresponding to the target editable attribute. When a target editable attribute is selected, one of the selectable special components is identified as corresponding to the target editable attribute. At this point, the special component is activated, and the association between the special component and the scene component is established. This allows for subsequent editing of the component attributes in the special component to determine the component control parameters corresponding to the scene component.

[0123] For example, such as Figure 3 As mentioned above, there is a drop-down box to the right of the second editable attribute xxx. By clicking the drop-down box, you can select the second editable attribute xxx, and at this time, the second editable attribute xxx becomes the target editable attribute.

[0124] Once the special component "Dance Machine" corresponding to the selection operation is identified, this special component "Dance Machine" is activated, and the association between "Dance Machine" and scene components is established.

[0125] In an optional embodiment, determining the editing parameters corresponding to the attribute editing operation includes: performing a component attribute editing operation on the component attributes of a special component, and determining the editing parameters corresponding to the component attribute editing operation.

[0126] Among them, special components are components that are related to scene components. Furthermore, special components have editable component properties. By performing component property editing operations, attribute information related to the default special effects animation and attribute information related to the special effects animation can be determined. For example, the playback time of the default special effects animation, the effective time period of multiple special effects, the special effects path, the original special effects, the special effects scaling ratio, the special effects duration, the special effects display position, and the cumulative events can be determined.

[0127] Therefore, after editing the component properties of a special component, the editing parameters corresponding to the edited component properties form the subsequent component control parameters corresponding to the scene components.

[0128] In an optional embodiment, when an association is established between a special component and a scene component, the relative position of the default special effect animation with respect to the component origin of the scene component and the display position of the original special effect are automatically obtained.

[0129] The effect display position and relative position in the component control parameters can be automatically obtained after the association is established. The association refers to the relationship between a specific component and scene components.

[0130] In addition, the effect display position and relative position in the component control parameters can also be entered during the editing of the component properties of a special component. Specifically, special components have component property options corresponding to specific display positions and component property options corresponding to relative positions. The specific relative position can be entered into the input box of the component property option corresponding to the relative position, and the specific effect display position can be entered into the input box of the component property option corresponding to the effect display position.

[0131] In this exemplary embodiment, the logic for obtaining the relative position and the effect display position has been improved.

[0132] Through the implementation methods described above, different animation control effects can be achieved for other scene components set in the scene using special components. In one optional implementation, the scene component can be a board-shaped model set in the scene; in other implementations, the scene component can also be the scene component corresponding to different scene component selection controls provided by other games.

[0133] In this exemplary embodiment, on the one hand, in response to a game trigger event, at least one scene component in the virtual game scene is activated, which allows the activated scene component in the virtual game scene to be a model suitable for three-dimensional scenes, enriching the types of scenes used in the game; on the other hand, the default special effects animation corresponding to the scene component can be controlled to play according to the component control parameters, and special special effects animation can be determined according to the current interaction time and the component control parameters, so that game players can adjust the default special effects animation and special special effects animation by changing the component control parameters, satisfying the special effects needs of different game players, improving the game's richness, and thus improving the game experience of game players.

[0134] Figure 14 The flowchart illustrating the playback of special effects animation in an embodiment of this disclosure is shown in the schematic diagram, such as... Figure 14 As shown, the scene component receives game trigger events. If the value of the game trigger event matches the component event, the scene component is activated.

[0135] When the current interaction time of the activated scene component reaches the animation activation time, the default special effects animation will play until it finishes playing. At this point, the player knows that the scene component has been activated.

[0136] Determine the current interaction time when a touch operation that satisfies the interaction conditions occurs on a scene component. If the current interaction time is within the effective effect time period [0, t1] seconds, stop playing the default effect animation, play the t1 special effect animation, and send the t1 cumulative event. Similarly, if the current interaction time is within the effective effect time period [t1, t2] seconds, stop playing the default effect animation, play the t2 special effect animation, and send the t2 cumulative event. Likewise, when the current interaction time is within other effective effect time periods, stop playing the default effect animation, play the corresponding special effect animation, and send the corresponding cumulative event, until the end of the game.

[0137] Furthermore, in an exemplary embodiment of this disclosure, an interactive device for use in a game is also provided. Figure 15 The diagram illustrates the structure of the interactive device in the game. A graphical user interface (GUI) for running the game program is provided via a terminal device. The GUI includes a virtual game scene, such as... Figure 15 As shown, the interactive device 1500 in the game may include: an activation scene component module 1510, a default special effects animation display module 1520, a movement control module 1530, a current interaction time determination module 1540, and a special effects playback module 1550. Wherein:

[0138] The following modules are configured: Activate Scene Component Module 1510, configured to respond to game trigger events and control the activation of scene components in the virtual game scene; Display Default Special Effects Animation Module 1520, configured to control the playback of the default special effects animation corresponding to the scene component based on the component control parameters of the scene component, the default special effects animation having a preset playback duration; Control Movement Module 1530, configured to respond to control commands for controlled virtual objects and control the movement of controlled virtual objects in the virtual game scene; Determine Current Interaction Time Module 1540, configured to determine the current interaction time of the scene component in response to the controlled virtual object and the scene component meeting the interaction conditions; Play Special Effects Module 1550, configured to determine the special effects animation corresponding to the current interaction time based on the component control parameters of the scene component and play the special effects animation in the virtual game scene.

[0139] In one exemplary embodiment of this disclosure, before responding to a game trigger event, the apparatus further includes: a game playing device configured to respond to a game start command and control the graphical user interface to display a virtual game scene corresponding to the game match; component control parameters are determined as follows: displaying a game editing scene and an editing window in the graphical user interface; wherein the editing window includes multiple scene component selection controls; responding to a selection operation for a target scene component selection control, controlling the generation of a scene component corresponding to the target scene component selection control in the game editing scene; wherein the scene component is configured to be displayed with preset display parameters, and the target scene component selection control is a component among multiple selected controls; responding to an editing operation for the target scene component selection control, determining the component control parameters corresponding to the target scene component selection control.

[0140] In one exemplary embodiment of this disclosure, in response to an editing operation on a target scene component selection control, the apparatus for determining component control parameters corresponding to the target scene component selection control includes: a display setting control module configured to display editable attributes corresponding to the target scene component selection control in response to an editing operation on the target scene component selection control; an editing parameter determination module configured to determine editing parameters corresponding to the editing operation on the editable attributes in response to an attribute editing operation on the editable attributes; the attribute editing operation includes a selection operation or an input operation; and a component control parameter determination module configured to determine component control parameters corresponding to the scene component based on the editing parameters.

[0141] In one exemplary embodiment of this disclosure, the component control parameters include a component event corresponding to the target scene component selection control; a trigger exists in the virtual game scene; in response to the game trigger event, the scene component in the virtual game scene is activated; the device further includes: a triggering module configured to trigger a game trigger event corresponding to the trigger in response to a triggering operation on the trigger; and an activation control module configured to, if the game trigger event is consistent with the component event, control the activation of the scene component in the virtual game scene according to the game trigger event.

[0142] In one exemplary embodiment of this disclosure, the component control parameters further include a default special effects animation corresponding to the scene component model and a playback time corresponding to the default special effects animation; according to the component control parameters corresponding to the scene component, the device controls the playback of the default special effects animation corresponding to the scene component. The device includes: a playback control module configured to determine the activation time of the scene component, and when the playback time corresponding to the default special effects animation is consistent with the activation time, control the playback of the default special effects animation corresponding to the target scene component selection control.

[0143] In one exemplary embodiment of this disclosure, the component control parameters further include the relative position of the default special effects animation with respect to the component origin of the scene component; the device for controlling the playback of the default special effects animation corresponding to the scene component includes: a relative position determination module configured to determine the component origin corresponding to the scene component, and based on the component origin and the relative position, determine the playback position of the default special effects animation in the virtual game scene; and a special effects control module configured to control the playback of the default special effects animation corresponding to the scene component according to the playback position.

[0144] In one exemplary embodiment of this disclosure, the component control parameters further include multiple effective time periods for special effects and special effect paths corresponding to the multiple effective time periods for special effects. Based on the component control parameters corresponding to the scene component, a special effect animation corresponding to the current interaction time is determined. The device includes: a matching module configured to determine a target effective time period for special effects corresponding to the current interaction time from among the multiple effective time periods for special effects; and a special effect path finding module configured to find a target special effect path corresponding to the target effective time period for special effects from among the special effect paths, and determine the special effect animation corresponding to the current interaction time based on the target special effect path.

[0145] In one exemplary embodiment of this disclosure, the component control parameters further include an original special effect corresponding to the special effect path and a special effect scaling ratio corresponding to the original special effect; the device for determining the special effect animation corresponding to the current interaction time based on the target special effect path includes: a target original special effect determination module, configured to determine the target original special effect in the original special effects based on the target special effect path; a scaling ratio determination module, configured to determine the target special effect scaling ratio corresponding to the target original special effect in the special effect scaling ratio; and a scaling module, configured to scale the target original special effect according to the target special effect scaling ratio to determine the special effect animation corresponding to the current interaction time.

[0146] In one exemplary embodiment of this disclosure, the component control parameters further include the duration of the special effect corresponding to the original special effect; the device for playing special effect animation in a virtual game scene includes: a duration determination module configured to determine the duration of the target special effect corresponding to the target original special effect within the duration of the special effect; and a special effect playback module configured to play the special effect animation in the virtual game scene according to the duration of the target special effect.

[0147] In one exemplary embodiment of this disclosure, the component control parameters further include the effect display position of the original special effect; the device for playing special effect animation in a virtual game scene includes: a position determination module configured to determine a target special effect display position corresponding to the target original special effect in the effect display position; and a display position module configured to play the special effect animation at the target special effect display position in the virtual game scene.

[0148] In one exemplary embodiment of this disclosure, the effect display position includes a first relative position of the original effect relative to the scene origin of the virtual game scene or a second relative position of the original effect relative to the component origin of the scene component.

[0149] In an exemplary embodiment of this disclosure, the component control parameters further include cumulative events corresponding to multiple effective time periods of special effects; the cumulative events include cumulative objects; the cumulative events are used to trigger the cumulative component to execute the cumulative task corresponding to the cumulative object; the apparatus further includes: a historical activation time determination module, configured to determine multiple historical interaction times of the scene component, and determine multiple effective time periods of historical special effects corresponding to the multiple historical interaction times; a cumulative event determination module, configured to determine multiple target cumulative events corresponding to the multiple effective time periods of historical special effects in the cumulative events; a cumulative result determination module, configured to trigger the cumulative component based on the multiple target cumulative events to determine multiple cumulative objects corresponding to the multiple target cumulative events, and accumulate the multiple cumulative objects to obtain a target cumulative result; and a cumulative result display module, configured to display the target cumulative result in the cumulative component.

[0150] In one exemplary embodiment of this disclosure, before playing special effects animations in a virtual game scene, the method further includes: stopping the playback of default effects animations.

[0151] In one exemplary embodiment of this disclosure, the apparatus further includes: an activation special component module configured to activate a special component corresponding to the selection operation in response to a selection operation on a target editable attribute; and an establishment module configured to establish an association between the special component and scene components.

[0152] In one exemplary embodiment of this disclosure, the apparatus for determining editing parameters corresponding to an attribute editing operation includes: a component attribute editing module configured to perform a component attribute editing operation on the component attributes of a specific component, and to determine editing parameters corresponding to the component attribute editing operation.

[0153] In one exemplary embodiment of this disclosure, the automatic acquisition module is configured to automatically acquire the relative position of the default special effect animation with respect to the component origin of the scene component and the effect display position of the original special effect when an association relationship is established between the special component and the scene component.

[0154] The specific details of the interactive device 1500 in the aforementioned game have been described in detail in the corresponding method, so they will not be repeated here.

[0155] It should be noted that although several modules or units of the interactive device 1500 in the game are mentioned in the detailed description above, this division is not mandatory. In fact, according to embodiments of this disclosure, the features and functions of two or more modules or units described above can be embodied in one module or unit. Conversely, the features and functions of one module or unit described above can be further divided and embodied by multiple modules or units.

[0156] Furthermore, in an exemplary embodiment of this disclosure, an electronic device capable of implementing the above-described method is also provided.

[0157] The following reference Figure 16 To describe an electronic device 1600 according to such an embodiment of the present invention. Figure 16 The electronic device 1600 shown is merely an example and should not impose any limitations on the functionality and scope of use of the embodiments of the present invention.

[0158] like Figure 16 As shown, the electronic device 1600 is manifested in the form of a general-purpose computing device. The components of the electronic device 1600 may include, but are not limited to: at least one processing unit 1610, at least one storage unit 1620, a bus 1630 connecting different system components (including storage unit 1620 and processing unit 1610), and a display unit 1640.

[0159] The storage unit stores program code that can be executed by the processing unit 1610, causing the processing unit 1610 to perform the steps described in the "Exemplary Methods" section above, according to various exemplary embodiments of the present invention.

[0160] Storage unit 1620 may include readable media in the form of volatile storage units, such as random access memory (RAM) 1621 and / or cache memory 1622, and may further include read-only memory (ROM) 1623.

[0161] Storage unit 1620 may also include a program / utility 1624 having a set (at least one) of program modules 1625, such program modules 1625 including but not limited to: operating system, one or more application programs, other program modules and program data, each or some combination of these examples may contain the reality of the network environment.

[0162] Bus 1630 can represent one or more of several types of bus structures, including a memory cell bus or memory cell controller, a peripheral bus, a graphics acceleration port, a processing unit, or a local bus using any of the various bus structures.

[0163] Electronic device 1600 can also communicate with one or more external devices 1670 (e.g., keyboard, pointing device, Bluetooth device, etc.), one or more devices that enable a user to interact with electronic device 1600, and / or any device that enables electronic device 1600 to communicate with one or more other computing devices (e.g., router, modem, etc.). This communication can be performed via input / output (I / O) interface 1650. Furthermore, electronic device 1600 can also communicate with one or more networks (e.g., local area network (LAN), wide area network (WAN), and / or public networks, such as the Internet) via network adapter 1660. As shown, network adapter 1660 communicates with other modules of electronic device 1600 via bus 1630. It should be understood that, although not shown in the figures, other hardware and / or software modules can be used in conjunction with electronic device 1600, including but not limited to: microcode, device drivers, redundant processing units, external disk drive arrays, RAID systems, tape drives, and data backup storage systems.

[0164] The processor in the aforementioned electronic device, by executing machine-executable instructions, can perform the following operations in the aforementioned virtual background generation method:

[0165] Responding to game-triggered events, it controls and activates scene components in the virtual game scene; based on the component control parameters corresponding to the scene component, it controls the playback of the default special effects animation corresponding to the scene component, which has a preset playback duration; responding to control commands for controlled virtual objects, it controls the movement of the controlled virtual objects in the virtual game scene; responding to the interaction conditions between the controlled virtual objects and scene components, it determines the current interaction time of the scene component; based on the component control parameters of the scene component, it determines the special effects animation corresponding to the current interaction time and plays the special effects animation in the virtual game scene.

[0166] In response to the game start command, the graphical user interface is controlled to display the virtual game scene corresponding to the game match. The component control parameters are determined as follows: a game editing scene and an editing window are displayed in the graphical user interface; the editing window includes multiple scene component selection controls; in response to a selection operation on the target scene component selection control, a scene component corresponding to the target scene component selection control is generated in the game editing scene; the scene component is configured to be displayed with preset display parameters, and the target scene component selection control is a component among multiple selected controls; in response to an editing operation on the target scene component selection control, the component control parameters corresponding to the target scene component selection control are determined.

[0167] In response to an editing operation on a selected control of a target scene component, display the editable properties corresponding to the selected control of the target scene component; in response to an editable property editing operation, determine the editing parameters corresponding to the property editing operation; the property editing operation includes a selection operation or an input operation, and the component control parameters corresponding to the scene component are determined based on the editing parameters.

[0168] In response to the trigger operation, the game trigger event corresponding to the trigger is triggered; if the game trigger event is consistent with the component event, the scene component in the virtual game scene is activated according to the game trigger event.

[0169] Determine the activation time of the scene component. When the playback time of the default special effect animation is consistent with the activation time, control the playback of the default special effect animation corresponding to the selection control of the target scene component.

[0170] Determine the component origin corresponding to the scene component, and based on the component origin and relative position, determine the playback position of the default special effects animation in the virtual game scene; according to the playback position, control the playback of the default special effects animation corresponding to the scene component.

[0171] The effective time period of the target special effect is determined from multiple effective time periods of special effects, and the effective time period of the target special effect is found from the special effect path. Based on the effective time period of the target special effect, the special special effect animation corresponding to the current interaction time is determined.

[0172] Based on the target effect path, the target original effect is determined in the original effect; the target effect scaling ratio corresponding to the target original effect is determined in the effect scaling ratio; the target original effect is scaled according to the target effect scaling ratio to determine the special effect animation corresponding to the current interaction time.

[0173] Within the duration of the special effect, determine the duration of the target special effect corresponding to the original target special effect; according to the duration of the target special effect, play the special effect animation in the virtual game scene.

[0174] In the special effects display position, determine the target special effects display position corresponding to the original target special effects; play special effects animation at the target special effects display position in the virtual game scene.

[0175] The display position of the special effect includes the first relative position of the original special effect relative to the scene origin of the virtual game scene or the second relative position of the original special effect relative to the component origin of the scene component.

[0176] Determine multiple historical interaction times for scene components, and determine multiple effective time periods for historical effects corresponding to each of the multiple historical interaction times; in the cumulative events, determine multiple target cumulative events corresponding to each of the multiple effective time periods for historical effects; based on the multiple target cumulative events, trigger the cumulative component to determine multiple cumulative objects corresponding to each of the multiple target cumulative events, accumulate the multiple cumulative objects to obtain the target cumulative result; display the target cumulative result in the cumulative component.

[0177] Stop playing the default special effects animation.

[0178] In response to a selection operation on an editable attribute of a target, activate the special component corresponding to the selection operation; establish the association between the special component and scene components.

[0179] Perform component property editing operations on special components and determine the editing parameters corresponding to the component property editing operations.

[0180] When a relationship is established between a special component and a scene component, the relative position of the default special effect animation with respect to the component origin of the scene component and the display position of the original special effect are automatically obtained.

[0181] From the above description of the embodiments, those skilled in the art will readily understand that the exemplary embodiments described herein can be implemented by software or by combining software with necessary hardware. Therefore, the technical solutions according to the embodiments of this disclosure can be embodied in the form of a software product, which can be stored in a non-volatile storage medium (such as a CD-ROM, USB flash drive, external hard drive, etc.) or on a network, including several instructions to cause a computing device (such as a personal computer, server, terminal device, or network device, etc.) to execute the methods according to the embodiments of this disclosure.

[0182] In exemplary embodiments of this disclosure, a computer-readable storage medium is also provided, on which a program product capable of implementing the methods described above is stored. In some possible embodiments, various aspects of the invention may also be implemented as a program product comprising program code that, when the program product is run on a terminal device, causes the terminal device to perform the steps of the various exemplary embodiments of the invention described in the "Exemplary Methods" section above.

[0183] refer to Figure 17As shown, a program product 1700 for implementing the above-described method according to an embodiment of the present invention is described. It may employ a portable compact disc read-only memory (CD-ROM) and include program code, and may run on a terminal device, such as a personal computer. However, the program product of the present invention is not limited thereto. In this document, the readable storage medium may be any tangible medium containing or storing a program that may be used by or in conjunction with an instruction execution system, apparatus, or device.

[0184] The program product may employ any combination of one or more readable media. A readable medium may be a readable signal medium or a readable storage medium. A readable storage medium may be, for example, but not limited to, an electrical, magnetic, optical, electromagnetic, infrared, or semiconductor system, apparatus, or device, or any combination thereof. More specific examples of readable storage media (a non-exhaustive list) include: an electrical connection having one or more wires, a portable disk, a hard disk, random access memory (RAM), read-only memory (ROM), erasable programmable read-only memory (EPROM or flash memory), optical fiber, portable compact disk read-only memory (CD-ROM), optical storage devices, magnetic storage devices, or any suitable combination thereof.

[0185] Computer-readable signal media may include data signals propagated in baseband or as part of a carrier wave, carrying readable program code. Such propagated data signals may take various forms, including but not limited to electromagnetic signals, optical signals, or any suitable combination thereof. A readable signal medium may also be any readable medium other than a readable storage medium, capable of sending, propagating, or transmitting programs for use by or in conjunction with an instruction execution system, apparatus, or device.

[0186] The program code contained on the readable medium may be transmitted using any suitable medium, including but not limited to wireless, wired, optical fiber, RF, etc., or any suitable combination thereof.

[0187] Program code for performing the operations of this invention can be written in any combination of one or more programming languages, including object-oriented programming languages ​​such as Java and C++, and conventional procedural programming languages ​​such as C or similar languages. The program code can execute entirely on the user's computing device, partially on the user's device, as a standalone software package, partially on the user's computing device and partially on a remote computing device, or entirely on a remote computing device or server. In cases involving remote computing devices, the remote computing device can be connected to the user's computing device via any type of network, including a local area network (LAN) or a wide area network (WAN), or it can be connected to an external computing device (e.g., via the Internet using an Internet service provider).

[0188] Other embodiments of this disclosure will readily occur to those skilled in the art upon consideration of the specification and practice of the invention disclosed herein. This application is intended to cover any variations, uses, or adaptations of this disclosure that follow the general principles of this disclosure and include common knowledge or customary techniques in the art not disclosed herein. The specification and embodiments are to be considered exemplary only, and the true scope and spirit of this disclosure are indicated by the claims.

Claims

1. An interaction method in a game, characterized in that, The method includes providing a graphical user interface (GUI) for running a game program via a terminal device, wherein the GUI includes a virtual game scene. Responding to game-triggered events, control the activation of scene components in the virtual game scene; Based on the component control parameters corresponding to the scene component, the system controls the playback of the default special effects animation corresponding to the scene component, the default special effects animation being configured with a preset playback duration; wherein, the component control parameters include multiple effective time periods for special effects and special effect paths corresponding to the multiple effective time periods for special effects; and the component control parameters are determined in the following manner: displaying a game editing scene and an editing window in the graphical user interface; wherein, the editing window includes multiple scene component selection controls; responding to a selection operation for a target scene component selection control, the system controls the generation of a scene component corresponding to the target scene component selection control in the game editing scene; responding to an editing operation for the scene component, the system determines the component control parameters corresponding to the scene component; Responding to control commands for a controlled virtual object, the controlled virtual object is controlled to move within the virtual game scene; In response to the controlled virtual object and the scene component satisfying the interaction conditions, the current interaction time of the scene component is determined; Among the multiple effective time periods for special effects, a target effective time period for special effects corresponding to the current interaction time is determined. A target special effect path corresponding to the target effective time period for special effects is found in the special effect path. Based on the target special effect path, a special special effect animation corresponding to the current interaction time is determined, and the special special effect animation is played in the virtual game scene.

2. The game interaction method according to claim 1, characterized in that, Prior to responding to the game-triggered event, the method further includes: In response to the game start command, the graphical user interface is controlled to display the virtual game scene corresponding to the game match.

3. The game interaction method according to claim 1, characterized in that, The response to the editing operation of the scene component determines the component control parameters corresponding to the scene component, including: In response to an editing operation on the scene component, display the editable properties corresponding to the scene component; In response to an attribute editing operation on the editable attribute, the system determines editing parameters corresponding to the attribute editing operation; the attribute editing operation includes a selection operation or an input operation. The component control parameters corresponding to the scene component are determined based on the editing parameters.

4. The game interaction method according to claim 3, characterized in that, The component control parameters include component events corresponding to the scene component; There is a trigger in the virtual game scene; The response to the game trigger event, controlling the activation of scene components in the virtual game scene, includes: In response to the trigger operation on the trigger, a game trigger event corresponding to the trigger is triggered; If the game trigger event is consistent with the component event, the scene component in the virtual game scene is activated according to the game trigger event.

5. The game interaction method according to claim 1, characterized in that, The component control parameters also include the default special effects animation corresponding to the scene component and the playback time corresponding to the default special effects animation. The step of controlling the playback of the default special effects animation corresponding to the scene component according to the component control parameters corresponding to the scene component includes: The activation time of the scene component is determined. When the playback time corresponding to the default special effect animation is consistent with the activation time, the default special effect animation corresponding to the scene component is controlled to play.

6. The game interaction method according to claim 5, characterized in that, The component control parameters also include the relative position of the default special effects animation with respect to the component origin of the scene component; The control of playing the default special effects animation corresponding to the scene component includes: Determine the origin of the component corresponding to the scene component, and based on the component origin and the relative position, determine the playback position of the default special effects animation in the virtual game scene; Based on the playback position, control the playback of the default special effects animation corresponding to the scene component.

7. The game interaction method according to claim 1, characterized in that, The component control parameters also include the original special effect corresponding to the special effect path and the special effect scaling ratio corresponding to the original special effect; The step of determining the special effects animation corresponding to the current interaction time based on the target special effects path includes: Based on the target effect path, the target original effect is determined from the original effects; In the effect scaling ratio, a target effect scaling ratio corresponding to the original target effect is determined; The original target effect is scaled according to the target effect scaling ratio to determine the special effect animation corresponding to the current interaction time.

8. The game interaction method according to claim 7, characterized in that, The component control parameters also include the duration of the special effect corresponding to the original special effect; Playing the special effects animation in the virtual game scene includes: Within the duration of the special effect, the duration of the target special effect corresponding to the original target special effect is determined; The special effects animation is played in the virtual game scene according to the duration of the target special effects.

9. The game interaction method according to claim 7, characterized in that, The component control parameters also include the effect display position of the original special effect; Playing the special effects animation in the virtual game scene includes: Within the specified effect display positions, determine the target effect display position corresponding to the original target effect; The special effects animation is played at the target effect display location in the virtual game scene.

10. The interaction method in a game according to claim 9, characterized in that, The special effect display position includes either the first relative position of the original special effect with respect to the scene origin of the virtual game scene, or the second relative position of the original special effect with respect to the component origin of the scene component.

11. The interaction method in a game according to claim 1, characterized in that, The component control parameters also include cumulative events corresponding to the effective time periods of the multiple special effects; each cumulative event includes a cumulative object; the cumulative event is used to trigger the cumulative component to execute the cumulative task corresponding to the cumulative object; The method further includes: Determine multiple historical interaction times of the scene components, and determine multiple effective time periods of historical special effects corresponding to the multiple historical interaction times; In the cumulative events, multiple target cumulative events corresponding to the multiple effective time periods of the multiple historical special effects are determined; Based on the multiple target cumulative events, the cumulative component is triggered to determine multiple cumulative objects corresponding to the multiple target cumulative events, and the multiple cumulative objects are accumulated to obtain the target cumulative result. The target cumulative result is displayed in the cumulative component.

12. The interaction method in a game according to any one of claims 1-11, characterized in that, Before playing the special effects animation in the virtual game scene, the method further includes: Stop playing the default special effects animation.

13. The game interaction method according to claim 3, characterized in that, The method further includes: In response to a selection operation on a target editable attribute, activate the special component corresponding to the selection operation; Establish the association between the special component and the scene component.

14. The game interaction method according to claim 13, characterized in that, Determining the editing parameters corresponding to the attribute editing operation includes: Perform component attribute editing operations on the component attributes of the special component, and determine the editing parameters corresponding to the component attribute editing operations.

15. The game interaction method according to claim 13, characterized in that, When the association between the special component and the scene component is established, the relative position of the default special effect animation with respect to the component origin of the scene component and the display position of the original special effect are automatically obtained.

16. An interactive device for a game, characterized in that, The device provides a graphical user interface for running a game program via a terminal device, the graphical user interface including a virtual game scene, and the device includes: The scene component activation module is configured to respond to game trigger events and control the activation of scene components in the virtual game scene. The default special effects animation module is configured to control the playback of the default special effects animation corresponding to the scene component based on the component control parameters corresponding to the scene component. The default special effects animation is configured with a preset playback duration. The component control parameters include multiple effective time periods for special effects and effect paths corresponding to each of the multiple effective time periods. The component control parameters are determined as follows: A game editing scene and an editing window are displayed in the graphical user interface. The editing window includes multiple scene component selection controls. In response to a selection operation on a target scene component selection control, a scene component corresponding to the target scene component selection control is generated in the game editing scene. In response to an editing operation on the scene component, the component control parameters corresponding to the scene component are determined. A movement control module is configured to respond to control commands for a controlled virtual object and control the movement of the controlled virtual object within the virtual game scene. The module for determining the current interaction time is configured to determine the current interaction time of the scene component in response to the controlled virtual object and the scene component meeting the interaction conditions. The special effects module is configured to determine the target effective time period of the special effects corresponding to the current interaction time among the multiple effective time periods of the special effects, find the target special effects path corresponding to the target effective time period of the special effects path in the special effects path, determine the special effects animation corresponding to the current interaction time based on the target special effects path, and play the special effects animation in the virtual game scene.

17. An electronic device, characterized in that, include: processor; Memory for storing the executable instructions of the processor; The processor is configured to execute the interactive method in the game according to any one of claims 1-15 by executing the executable instructions.

18. A computer-readable storage medium storing a computer program thereon, characterized in that, When the computer program is executed by the processor, it implements the interactive method in the game as described in any one of claims 1-15.

Citation Information

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