A game interaction method and device, electronic equipment and readable storage medium

CN116870470BActive Publication Date: 2026-08-18NETEASE (HANGZHOU) NETWORK CO LTD
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Patent Information

Application Number
CN202310928283.5
Authority / Receiving Office
CN · China
Patent Type
Patents(China)
Current Assignee / Owner
Filing Date
2023-07-26
Publication Date
2026-08-18
Estimated Expiration
2043-07-26

AI Technical Summary

Technical Problem

[0003]现阶段,QTE机制下的交互方式较为单一,需要玩家反复持续性按下同一按键达到一定数量,需要玩家的反应速度和手速非常快,这可能会导致误操作的频率较高;同时,不同难度QTE机制的设置需要在图形用户界面中设置不同的交互控件或者增加交互控件的数量,这将会对图形用户界面的游戏画面造成遮挡,影响正常游戏进程,上述问题均可能会导致当前QTE机制设置存在人机交互效率较低的问题

Benefits of technology

[0015]The game interaction method, apparatus, electronic device, and readable storage medium provided in this application display at least one interactive control in a graphical user interface. In response to the triggering of a rapid click reaction event, the display method of the interactive control is determined based on the game difficulty corresponding to the rapid click reaction event and the combat rhythm of the battle event. Based on the display method of the interactive control, the display form of at least one interactive control is adjusted, and the state of at least one interactive control is adjusted to an interactive state. The interactive control is then moved to the corresponding target attack intersection position, thereby indicating the interaction method of the rapid click reaction event through at least one interactive control. In this way, for the interactive control of the rapid click reaction event, the display of the interactive control can be adjusted according to the game difficulty and the combat rhythm of the battle event. Different display methods of the interactive control reflect different difficulties of the rapid click reaction event, reducing the obstruction of the graphical user interface by the interactive control. Simultaneously, after the rapid click reaction event is triggered and the state of the interactive control is adjusted to an interactive state, it automatically moves to the target attack intersection position, increasing the interaction response time, reducing the frequency of misoperation, and helping to improve human-computer interaction efficiency.

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Abstract

The application provides a game interaction method and device, electronic equipment and a readable storage medium. At least one interaction control is displayed in a graphical user interface. In response to triggering of a fast click reaction event, the display mode of the interaction control is determined according to the game difficulty corresponding to the fast click reaction event and the battle rhythm of the battle event, the display form of the at least one interaction control is adjusted, the state of the at least one interaction control is adjusted to an interactive state, the interaction control is controlled to move to a corresponding object attack intersection position, and the interaction mode of the fast click reaction event is indicated through the at least one interaction control. In this way, the difficulty of different fast click reaction events is embodied through different interaction control display modes, and the occlusion of the interaction control to the graphical user interface is reduced. Meanwhile, the interaction control is automatically moved to the object attack intersection position in response to triggering of the fast click reaction event, the frequency of misoperation is reduced, and the human-computer interaction efficiency is improved.
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Description

Technical Field

[0001] This application relates to the field of game technology, and in particular to a game interaction method, device, electronic device, and readable storage medium. Background Technology

[0002] To enrich the interactive content during gameplay, Quick Time Events (QTEs) can be set up. Once the QTE mechanism is activated, players need to react quickly to the controls that appear on the graphical user interface and press the corresponding buttons. These buttons can be single buttons or combinations of buttons.

[0003] Currently, the interaction method under the QTE mechanism is relatively simple, requiring players to repeatedly and continuously press the same button a certain number of times. This requires players to have very fast reaction speed and hand speed, which may lead to a high frequency of misoperation. At the same time, setting up QTE mechanisms of different difficulties requires setting different interactive controls or increasing the number of interactive controls in the graphical user interface. This will obstruct the game screen of the graphical user interface and affect the normal game process. All of the above issues may lead to the problem of low human-computer interaction efficiency in the current QTE mechanism settings. Summary of the Invention

[0004] In view of this, the purpose of this application is to provide a game interaction method, device, electronic device, and readable storage medium. For interactive controls that respond to rapid click events, the display of the interactive controls can be adjusted according to the game difficulty and the rhythm of the battle events. Different display methods of interactive controls reflect the difficulty of different rapid click events, reducing the obstruction of the graphical user interface by the interactive controls. At the same time, after the rapid click event is triggered and the state of the interactive control is adjusted to an interactive state, it will automatically move to the intersection of the target attack, increasing the interaction response time, reducing the frequency of misoperation, and helping to improve the efficiency of human-computer interaction.

[0005] In a first aspect, embodiments of this application provide a game interaction method, which provides a graphical user interface through a terminal device; the game interaction method includes:

[0006] At least one interactive control is displayed in the graphical user interface;

[0007] In response to the triggering of a quick click response event, the display method of the interactive controls corresponding to the quick click response event is determined based on the game difficulty and combat rhythm of the combat event.

[0008] Based on the interactive control display method, the display form of at least one interactive control in the graphical user interface is adjusted, and the state of at least one interactive control after the display form is adjusted is adjusted to an interactive state. The interactive control is controlled to move to the corresponding object attack intersection position, so as to indicate the interaction method of quick click response event through the at least one interactive control.

[0009] Secondly, embodiments of this application also provide a game interaction device that provides a graphical user interface via a terminal device; the game interaction device includes:

[0010] A control display module is used to display at least one interactive control in the graphical user interface;

[0011] The display mode determination module is used to respond to the triggering of a quick click reaction event and, based on the game difficulty and combat rhythm of the combat event corresponding to the quick click reaction event, determine the display mode of the interactive controls corresponding to the quick click reaction event.

[0012] The control interaction adjustment is used to adjust the display form of at least one interactive control in the graphical user interface based on the display method of the interactive control, and adjust the state of at least one interactive control after the display form is adjusted to an interactive state, and control the interactive control to move to the corresponding object attack intersection position, so as to indicate the interaction mode of the quick click response event through the at least one interactive control.

[0013] Thirdly, embodiments of this application also provide an electronic device, including: a processor, a storage medium, and a bus, wherein the storage medium stores machine-readable instructions executable by the processor, and when the electronic device is running, the processor communicates with the storage medium via the bus, and the processor executes the machine-readable instructions to perform the steps of the game interaction method as described in any of the first aspects.

[0014] Fourthly, embodiments of this application also provide a computer-readable storage medium storing a computer program, which, when executed by a processor, performs the steps of the game interaction method as described in any of the first aspects.

[0015] The game interaction method, apparatus, electronic device, and readable storage medium provided in this application display at least one interactive control in a graphical user interface. In response to the triggering of a rapid click reaction event, the display method of the interactive control is determined based on the game difficulty corresponding to the rapid click reaction event and the combat rhythm of the battle event. Based on the display method of the interactive control, the display form of at least one interactive control is adjusted, and the state of at least one interactive control is adjusted to an interactive state. The interactive control is then moved to the corresponding target attack intersection position, thereby indicating the interaction method of the rapid click reaction event through at least one interactive control. In this way, for the interactive control of the rapid click reaction event, the display of the interactive control can be adjusted according to the game difficulty and the combat rhythm of the battle event. Different display methods of the interactive control reflect different difficulties of the rapid click reaction event, reducing the obstruction of the graphical user interface by the interactive control. Simultaneously, after the rapid click reaction event is triggered and the state of the interactive control is adjusted to an interactive state, it automatically moves to the target attack intersection position, increasing the interaction response time, reducing the frequency of misoperation, and helping to improve human-computer interaction efficiency.

[0016] To make the above-mentioned objectives, features and advantages of this application more apparent and understandable, preferred embodiments are described below in detail with reference to the accompanying drawings. Attached Figure Description

[0017] To more clearly illustrate the technical solutions of the embodiments of this application, the accompanying drawings used in the embodiments will be briefly introduced below. It should be understood that the following drawings only show some embodiments of this application and should not be regarded as a limitation of the scope. For those skilled in the art, other related drawings can be obtained based on these drawings without creative effort.

[0018] Figure 1 A flowchart illustrating a game interaction method provided in an embodiment of this application;

[0019] Figure 2 This is one of the graphical user interface diagrams provided in the embodiments of this application;

[0020] Figure 3 This is a second schematic diagram of the graphical user interface provided in the embodiments of this application;

[0021] Figure 4 This is the third schematic diagram of the graphical user interface provided in the embodiments of this application;

[0022] Figure 5 This is the fourth schematic diagram of the graphical user interface provided in the embodiments of this application;

[0023] Figure 6 This is the fifth schematic diagram of the graphical user interface provided in the embodiments of this application;

[0024] Figure 7 This is one of the structural schematic diagrams of a game interaction device provided in the embodiments of this application;

[0025] Figure 8 This is a second schematic diagram of the structure of a game interaction device provided in an embodiment of this application;

[0026] Figure 9 This is a schematic diagram of the structure of an electronic device provided in an embodiment of this application. Detailed Implementation

[0027] To make the objectives, technical solutions, and advantages of the embodiments of this application clearer, the technical solutions of the embodiments of this application will be clearly and completely described below with reference to the accompanying drawings. Obviously, the described embodiments are only some embodiments of this application, and not all embodiments. The components of the embodiments of this application described and shown in the accompanying drawings can generally be arranged and designed in various different configurations. Therefore, the following detailed description of the embodiments of this application provided in the accompanying drawings is not intended to limit the scope of the claimed application, but merely represents selected embodiments of this application. Based on the embodiments of this application, every other embodiment obtained by those skilled in the art without inventive effort falls within the scope of protection of this application.

[0028] First, let me introduce the terms used in this application:

[0029] (1) Terminal equipment

[0030] The terminal device involved in this application mainly refers to a terminal used to provide a graphical user interface and control virtual characters. The terminal device can be a local terminal device as mentioned below, or a client device in a cloud interaction system. This terminal device can include, but is not limited to, any of the following devices: laptops, smartphones, tablets, desktop computers, game consoles, MP4 players (Moving Picture Experts Group AudioLayer IV), personal digital assistants (PDAs), e-book readers, etc. This terminal device has a game-supporting application installed and running, such as an application supporting 3D or 2D games. In this application embodiment, the application is described as a game application; optionally, this application can be a standalone application, such as a standalone 3D game program, or a network-based application.

[0031] (2) Graphical User Interface

[0032] A graphical user interface (GUI) is a human-computer interaction display format that allows users to manipulate icons, icons, or menu options on the screen using input devices such as a mouse or keyboard. It also allows users to manipulate icons or menu options on the touch screen of a touch terminal by performing touch operations to select commands, launch programs, or perform other tasks.

[0033] (3) Game Scene

[0034] A game scene is a scenario displayed (or provided) by an application while it is running on a terminal or server; that is, the scenario used during normal gameplay. In other words, a game scene refers to the virtual game controls that carry virtual characters during gameplay. These virtual characters can move, release skills, and perform other actions within the game scene under the control of user (i.e., player) commands issued to the terminal device. Optionally, a game scene can be a simulation of the real world, a semi-simulated / semi-fictional virtual environment, or a purely fictional virtual environment. A game scene can be any of a two-dimensional, 2.5-dimensional, or three-dimensional virtual interactive scene. The virtual environment can be sky, land, ocean, etc., where land includes environmental elements such as deserts and cities. The game scene is the scenario where the user controls the complete game logic of the virtual character. Optionally, a game scene can also be used for game scene battles between at least two virtual characters, and the game scene has virtual resources available for use by at least two virtual characters. For example, a game scene can include any one or more of the following elements: game background elements, game object elements, game item elements, and game resource elements.

[0035] (4) Virtual characters:

[0036] This refers to a controllable dynamic object within a game scene. Optionally, this dynamic object can be a virtual character, virtual animal, anime character, etc. The virtual character is a character controlled by the player through an input device (e.g., a terminal device), or an artificial intelligence (AI) trained and set up for virtual scene battles, or a non-player character (NPC) set up for game scene battles. Optionally, the virtual character can include virtual figures competing in the game scene. Optionally, the number of virtual characters in the game scene battle is preset or dynamically determined based on the number of clients joining the battle; this application embodiment does not limit this. In one possible implementation, the user can control the virtual character to move within the virtual scene, for example, controlling the virtual character to run, jump, crawl, etc., and can also control the virtual character to use skills and virtual items provided by the application to fight against other virtual characters.

[0037] Secondly, the applicable scenarios of this application are introduced. This application can be applied to the field of game technology. This application targets the QTE scenario in the game process. In order to enrich the interactive content in the game process, a Quick Time Event (QTE) can be set in the game process. After entering the QTE mechanism, the player needs to react quickly to the controls that appear on the graphical user interface and press the button corresponding to the graphical user interface. The button that appears can be a single button or a combination of buttons.

[0038] Currently, the QTE mechanism suffers from problems such as monotonous and repetitive interaction methods and over-reliance on player reaction speed. Specific interaction methods include: multi-button operation reaction mechanism; flat presentation based on fixed time windows or button sequences; single-button operation reaction mechanism; button press reaction mechanism where a button suddenly appears during plot development or to guide the plot; and repeated pressing of the same button a certain number of times.

[0039] Regardless of the interaction method mentioned above, the QTE mechanism has a relatively simple interaction method, requiring players to repeatedly and continuously press the same button a certain number of times. This requires players to have very fast reaction speed and hand speed, which may lead to a high frequency of misoperations. At the same time, setting up QTE mechanisms of different difficulties requires setting different interactive controls or increasing the number of interactive controls in the graphical user interface. This will obstruct the game screen of the graphical user interface and affect the normal game process. All of the above issues may lead to the current QTE mechanism having low human-computer interaction efficiency.

[0040] Based on this, this application provides a game interaction method to reduce the occlusion of interactive controls on the graphical user interface, reduce interaction response time, reduce the frequency of misoperation, and improve human-computer interaction efficiency.

[0041] In one embodiment of this application, the game interaction method can run on a local terminal device or a server. When the 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.

[0042] 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 game interaction methods are completed on the cloud gaming server. The client device is used for data reception, transmission, and game screen presentation. 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.

[0043] 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.

[0044] In one possible implementation, this invention provides a game interaction method that provides a graphical user interface through a terminal device. The terminal device can be a local terminal device (such as a local touch terminal) or a client device in the aforementioned cloud interaction system. The following description uses the example of the game interaction method running on a local terminal device (hereinafter referred to as the terminal device).

[0045] Please see Figure 1 , Figure 1 This is a flowchart illustrating a game interaction method provided in an embodiment of this application. Figure 1 As shown in the embodiments of this application, the game interaction method includes:

[0046] S101. Display at least one interactive control in the graphical user interface.

[0047] S102. In response to the triggering of the quick click response event, based on the game difficulty and combat rhythm of the combat event corresponding to the quick click response event, determine the display mode of the interactive control corresponding to the quick click response event.

[0048] S103. Based on the interactive control display method, adjust the display form of at least one interactive control in the graphical user interface, and adjust the state of at least one interactive control after adjusting the display form to an interactive state. Control the interactive control to move to the corresponding object attack intersection position, so as to indicate the interaction method of quick click response event through the at least one interactive control.

[0049] The game interaction method provided in this application embodiment, for interactive controls that respond to rapid click events, can adjust the display of interactive controls according to the game difficulty and the rhythm of combat events. Different display methods of interactive controls reflect the difficulty of different rapid click events, reducing the obstruction of interactive controls on the graphical user interface. At the same time, after the rapid click event is triggered and the state of the interactive control is adjusted to an interactive state, it will automatically move to the intersection of the target attack, increasing the interaction reaction time, reducing the frequency of misoperation, and helping to improve the efficiency of human-computer interaction.

[0050] The exemplary steps of the embodiments of this application are described below:

[0051] S101. Display at least one interactive control in the graphical user interface.

[0052] In this application embodiment, for game scenarios involving Quick Time Events (QTEs), if a QTE event is triggered during the game process, the player needs to react quickly to the controls appearing on the graphical user interface and press the button corresponding to the graphical user interface. The button that appears can be a single button or a combination of buttons.

[0053] In one possible implementation, QTE may occur in conjunction with combat events in the game process, that is, in response to the start of a combat event, at least one interactive control is displayed on the graphical user interface.

[0054] The start of a battle event can be either a player-controlled target virtual character initiating an attack on another virtual character, or another virtual character launching an attack on the player-controlled target virtual character, followed by the target virtual character responding to the attack.

[0055] In one possible implementation, in response to the start of a combat event, the control forms of at least one interactive control displayed in the graphical user interface may be the same or different. Different interaction modes are matched by combinations of interactive controls with different forms. At the same time, the number of interactive controls may be positively correlated with the difficulty of the current player's level or the intensity of the combat. That is, the higher the difficulty of the current player's level, the more interactive controls are displayed in the graphical user interface, and the lower the difficulty of the current player's level, the fewer interactive controls are displayed in the graphical user interface. Alternatively, the more intense the current combat, the more interactive controls are displayed in the graphical user interface, and the more relaxed the current combat (at the beginning of the combat or in the preparation phase of the combat), the fewer interactive controls are displayed in the graphical user interface.

[0056] In one possible implementation, the display form of the interactive controls is also matched with the current virtual game scene. For example, if the current virtual game scene is an underwater game scene, the interactive controls can be displayed in the form of "electronic bubbles".

[0057] Furthermore, as the battles between virtual characters intensify, rapid click response events can be triggered during the battles. Based on the game difficulty corresponding to the rapid click response events and the rhythm of the battle events, the display format of interactive controls that can be interacted with can be determined.

[0058] S102. In response to the triggering of the quick click response event, based on the game difficulty and combat rhythm of the combat event corresponding to the quick click response event, determine the display mode of the interactive control corresponding to the quick click response event.

[0059] In one possible implementation, the combat rhythm of a combat event includes combat climaxes and combat troughs; the combat climaxes and combat troughs of the combat rhythm can be set in advance according to the combat nature of the combat event, for example, setting a preset time node after triggering the combat event as the combat climax or a preset time node as the combat trough, and a combat event can contain multiple combat climaxes and multiple combat troughs.

[0060] In another possible implementation, the high points and low points of the battle can be determined in real time based on the combat operations between virtual characters. For example, the high points and low points of the battle can be determined based on the frequency of the virtual characters releasing moves and the timing of using special moves.

[0061] In one possible implementation, when displaying the interactive control corresponding to the rapid click response event, the display of the interactive control needs to be determined according to the game difficulty and the combat rhythm of the combat event corresponding to the rapid click response event. On the one hand, different displays of interactive controls can match different game difficulties to achieve a rich display effect; on the other hand, different display methods of interactive controls in the graphical user interface can also prompt the player with the current combat rhythm and / or game level difficulty, so that the player has a certain accuracy and expectation for the next interactive operation.

[0062] Specifically, the step "in response to the triggering of a quick click event, based on the game difficulty corresponding to the quick click event and the combat rhythm of the combat event, determine the display method of the interactive controls corresponding to the quick click event" includes:

[0063] a1: In response to the triggering of a quick click reaction event, based on the game difficulty corresponding to the quick click reaction event and the combat rhythm of the combat event, determine the number of interactive controls corresponding to the quick click reaction event, the control interaction mode, and the combination method between different control interaction modes.

[0064] a2: Based on the display format of the control corresponding to the control interaction mode and the combination method between different interaction modes, determine the display method of the interactive control corresponding to the quick click response event.

[0065] In this embodiment of the application, after a QTE is triggered, the number of interactive controls, the control interaction mode, and the combination of different interaction modes are determined based on the game difficulty corresponding to the current quick click response event and the combat rhythm of the combat event.

[0066] In one possible implementation, the number of interactive controls is positively correlated with the game difficulty and the combat rhythm of the combat events;

[0067] The complexity of combining the different interaction modes is positively correlated with the game difficulty and the combat rhythm of the combat events.

[0068] For example, the higher the game difficulty and / or the more intense the battle rhythm corresponding to the rapid click response event, the more interactive controls are currently displayed in the graphical user interface, and the more complex the combination of different interaction modes.

[0069] In one possible implementation, when setting up the interactive controls, different basic control interaction modes are set. These basic control interaction modes correspond to different combat events. At the same time, different control interaction modes can be combined and displayed to indicate the current combat event of the player through the display of different control interaction modes. Furthermore, based on the complexity of the combination of different control interaction modes, the player is prompted about the current combat rhythm and game difficulty.

[0070] Furthermore, after determining the control interaction mode, based on the display format of the mode control corresponding to the determined control interaction mode, the number of interactive controls, and the combination method between different interaction modes, the display method of the interactive controls corresponding to the current quick click response event is determined, and the interactive controls are displayed on the graphical user interface according to the determined interactive control display method, so that the player can perform button control according to the number, interaction mode, and position of the interactive controls to complete the quick click response event.

[0071] S103. Based on the interactive control display method, adjust the display form of at least one interactive control in the graphical user interface, and adjust the state of at least one interactive control after adjusting the display form to an interactive state. Control the interactive control to move to the corresponding object attack intersection position, so as to indicate the interaction method of quick click response event through the at least one interactive control.

[0072] In this embodiment, when a battle event has not yet started or has just begun, the interactive controls displayed in the graphical user interface are not in an interactive state. At this time, the interactive controls can be displayed as scene elements in the virtual game scene. After determining the display method of the interactive controls, the display form of at least one interactive control that is idly displayed in the graphical user interface needs to be adjusted according to the display method of the interactive controls, and the state of at least one interactive control needs to be adjusted to an interactive state. When the interactive control is in an interactive state, the player can interact with the interactive control by pressing the corresponding button.

[0073] In one possible implementation, the step "adjusting the state of at least one interactive control after adjusting the display format to an interactive state" includes:

[0074] b1: Adjust the color of at least one interactive control after adjusting the display format to the color corresponding to the interactive state; or...

[0075] b2: Adjust the size of at least one interactive control after the display format adjustment to the size corresponding to the interactive state; or,

[0076] b3: Adjust the transparency of at least one interactive control after adjusting the display format to the transparency corresponding to the interactive state.

[0077] In one possible implementation, adjusting the state of an interactive control to an interactive state can be done by updating the display form of the interactive control. For example, when an interactive control changes from a non-interactive state to an interactive state, parameters such as the color, size, or transparency of the interactive control can be changed.

[0078] It is worth noting that a change in the interactive state of an interactive control can be caused by a change in one of the display parameters of the interactive control, such as its color, size, or transparency; it can also be caused by a change in any combination of the above display parameters; or it can be caused by a change in the color, size, or transparency of the interactive control.

[0079] In one possible implementation, after adjusting the state of at least one interactive control to an interactive state, it is necessary to control the interactive control to move to the corresponding object attack interaction position. By moving the interactive control in the graphical user interface, the player can be further prompted for the upcoming quick click reaction event, so as to reserve a certain amount of trigger reaction time for the player and avoid missing the appropriate trigger interaction opportunity by requiring the player to react quickly.

[0080] In one possible implementation, the intersection of target attacks is the location where interactive controls can be touched. Generally, the interaction modes of controls that respond to quick click events correspond to different game actions of the target virtual character. Therefore, the intersection of target attacks can be set as the location of other virtual characters that interact with the target virtual character in the game (e.g., other virtual characters that interact with the target virtual character in combat); or the location where attacks can be inflicted on other virtual characters (generally a location within the skill's attack range), etc.

[0081] In this application embodiment, different control interaction modes are involved, wherein the control interaction modes include at least one of the following: single-click interaction mode, continuous-click interaction mode, long-press interaction mode, and sensor interaction mode; and the display form of the interactive controls corresponding to different interaction modes is different. Players can determine the current interaction mode by the display form of different interactive controls, so as to prepare the corresponding buttons in advance.

[0082] In one possible implementation, the operation of different interaction modes can be carried out through a game controller. For single-click interaction mode, double-click interaction mode, and long-press interaction mode, the operation can be carried out through different buttons on the game controller. For the sensing interaction mode, the operation is carried out by shaking the game controller. It is worth noting that the sensing interaction mode may only include two interaction operations: horizontal waving and vertical waving.

[0083] The following sections will explain the display and triggering methods for different control interaction modes.

[0084] Firstly, when the control interaction mode includes a click interaction mode, the step "based on the display method of the interactive control, adjust the display form of at least one interactive control in the graphical user interface, and adjust the state of at least one interactive control after adjusting the display form to an interactive state" includes:

[0085] c1: Display the first interactive control corresponding to the click interaction mode in the graphical user interface.

[0086] c2: Control the first interactive control to move to the corresponding object attack intersection position, and adjust the state of the first interactive control to an interactive state.

[0087] In this embodiment of the application, when the control interaction mode includes a click interaction mode, it indicates that the player needs to touch the corresponding button once to complete the current quick click response event.

[0088] In one possible implementation, when the current control interaction mode is determined to be click interaction mode, the first interactive control located in the graphical user interface will continue to move in the graphical user interface until it moves to the corresponding object attack intersection position. After the first interactive control moves to the object attack intersection position, its color and shape will change to indicate that the first interactive control has been adjusted to an interactive state and can be interacted with by control buttons (which can be buttons on game peripherals such as gamepads and keyboards).

[0089] In one possible implementation, the game interaction behavior of the target virtual character corresponding to the click interaction mode can be a single attack or skill release by the target virtual character, that is, the target virtual character is not currently performing continuous or long-term virtual interaction behavior.

[0090] In one possible implementation, the number of first interactive controls displayed in the graphical user interface corresponding to the click-based interaction mode may differ depending on the game difficulty and the pace of combat events. Similarly, the number of first interactive controls is positively correlated with the game difficulty and the pace of combat events.

[0091] Please see Figures 2-3 , Figure 2 This is one of the graphical user interface diagrams provided in the embodiments of this application. Figure 3 This is a second schematic diagram of the graphical user interface provided in the embodiments of this application; as shown Figure 2 As shown, the graphical user interface 200 displays a target virtual character 210, an attack interaction object 220, and multiple interactive controls 230 of different shapes; such as Figure 3As shown, in the single-click interaction mode, the first interactive control 231 moves toward the attack interaction object 220. After the first interactive control 231 reaches the attack interaction object 220, the state of the first interactive control 231 is adjusted to an interactive state (the interactive control becomes smaller), and after the player interacts accurately, the score that the player can obtain corresponding to this quick click reaction event is displayed.

[0092] Secondly, when the control interaction mode includes a combo interaction mode, the step "based on the display method of the interactive control, adjust the display form of at least one interactive control in the graphical user interface, and adjust the state of at least one interactive control after adjusting the display form to an interactive state" includes:

[0093] d1: Control at least one second interactive control corresponding to the combo interaction mode to be displayed sequentially at the intersection of object attacks in the graphical user interface according to the corresponding display arrangement, and adjust the state of each second interactive control to an interactive state.

[0094] In this embodiment of the application, when the control interaction mode includes a combo interaction mode, it indicates that the player needs to continuously touch the corresponding button to complete the current rapid click response event.

[0095] In one possible implementation, when the current control interaction mode is determined to be a combo interaction mode, multiple second interactive controls located in the graphical user interface will continuously move in the graphical user interface until they move to the corresponding object attack intersection position. At the same time, the multiple second interactive controls are arranged in sequence at the object attack intersection position according to the corresponding display arrangement.

[0096] When multiple second interactive controls are arranged sequentially at the intersection of the target attack according to the corresponding display arrangement, the multiple second interactive controls are arranged from near to far in a perspective relationship (the size of each second interactive control decreases or increases sequentially, following the display rule of near larger and far smaller). The shape of the second interactive control can be single (for example, a combination of multiple circular controls) or a combination of multiple shapes (for example, a combination of different circles, rectangles, and crosses).

[0097] In one possible implementation, the game interaction behavior of the target virtual character corresponding to the combo interaction mode can be the target virtual character continuously attacking or releasing skills with a long duration, that is, the target virtual character is currently performing continuous or long-term virtual interaction behavior.

[0098] In one possible implementation, the number of second interactive controls corresponding to combo interaction modes displayed in the graphical user interface, as well as the combination of control shapes between different second interactive controls, may vary depending on the game difficulty and the combat rhythm of the combat events. Similarly, the number of second interactive controls and the combination of control shapes between different second interactive controls are positively correlated with the game difficulty and the combat rhythm of the combat events.

[0099] Please refer to 4. Figure 4 This is the third schematic diagram of the graphical user interface provided in the embodiments of this application; as shown Figure 4 As shown, the graphical user interface 200 displays a target virtual character 210 and an attack interaction object 220. In the combo interaction mode, multiple second interactive controls 232 are arranged sequentially at the attack interaction object 220, and then the states of the multiple second interactive controls 232 are adjusted to an interactive state. For example, Figure 4 As shown, the multiple second interactive controls 232 have different shapes, and the size of the second interactive controls 232 decreases sequentially towards the location of the attack interactive object 220, following the display rule of larger objects appearing closer and smaller objects appearing farther away.

[0100] Thirdly, when the control interaction mode includes a long-press interaction mode, the step "based on the display method of the interactive control, adjust the display form of at least one interactive control in the graphical user interface, and adjust the state of at least one interactive control after adjusting the display form to an interactive state" includes:

[0101] e1: Display at least one interactive sub-control at the preset position of the third interactive control corresponding to the long press interaction mode, and adjust the state of the third interactive control to an interactive state.

[0102] e2: Display the third interactive control and at least one interactive sub-control at the intersection of the objects in the graphical user interface.

[0103] The number of interactive sub-controls is positively correlated with the preset operation time for the third interactive control.

[0104] In this embodiment, when the control interaction mode includes a long press interaction mode, it indicates that the player needs to touch the corresponding button for a long time to complete the current rapid click response event.

[0105] In one possible implementation, when the current control interaction mode is determined to be a long press interaction mode, the third interactive control located in the graphical user interface will continue to move in the graphical user interface until it moves to the corresponding object attack intersection position. At the same time, at least one interactive sub-control is displayed at the preset position of the third interactive control, and the number of interactive sub-controls indicates the operation time required to press the button.

[0106] The interactive sub-controls can have the same display shape as the third interactive control; the transparency of the interactive sub-controls is higher than that of the third interactive sub-controls; the display size of the interactive sub-controls is smaller than that of the third interactive sub-controls; and the interactive sub-controls can be arranged sequentially at the preset positions of the third interactive control, or they can be arranged overlapping each other at the preset positions of the third interactive control.

[0107] In one possible implementation, the game interaction behavior of the target virtual character corresponding to the long press interaction mode can be a relatively passive skill output such as restoring health / charging energy / defense.

[0108] In one possible implementation, the number of third interactive controls and the number of interactive sub-controls displayed in the graphical user interface corresponding to the long-press interaction mode may differ depending on the game difficulty and the pace of combat events. Similarly, the number of third interactive controls and the number of interactive sub-controls are positively correlated with the game difficulty and the pace of combat events.

[0109] It is worth noting that, in the long-press interaction mode, the start and end of the long-press operation need to be indicated to the player based on the number of interactive sub-controls displayed and their disappearance. Therefore, depending on the different operation time and the number of interactive sub-controls, the display of a corresponding number of interactive sub-controls needs to be canceled at different time points within the operation time of the long-press operation. When all interactive sub-controls disappear, the player is prompted that the current long-press operation has ended.

[0110] Please refer to 5. Figure 5 This is the fourth schematic diagram of the graphical user interface provided in the embodiments of this application; as shown Figure 5 As shown, the graphical user interface 200 displays a target virtual character 210 and an attack interaction object 220. In the long-press interaction mode, multiple interactive sub-controls 2331 are displayed at the preset position of the third interactive control 233. After the third interactive control 233 and the multiple interactive sub-controls 2331 are combined and moved to the attack interaction object 220, the state of the third interactive control 233 and the multiple interactive sub-controls 2331 is adjusted to an interactive state. After the player interacts accurately, the score that the player can obtain corresponding to this quick click reaction event is displayed.

[0111] Fourthly, when the control interaction mode includes a sensor-based interaction mode, the step "based on the display method of the interactive control, adjusting the display form of at least one interactive control in the graphical user interface, and adjusting the state of at least one interactive control after adjusting the display form to an interactive state" includes:

[0112] f1: Display the fourth interactive control corresponding to the sensing interaction mode at the intersection of the object attack in the graphical user interface, and adjust the state of the fourth interactive control to an interactive state.

[0113] f2: Based on the received inductive operation input through the input device, adjust the display position and display status of the fourth interactive control in the graphical user interface.

[0114] In this embodiment of the application, when the control interaction mode includes a sensing interaction mode, it indicates that the player needs to complete the current rapid click response event by shaking the controller.

[0115] In one possible implementation, when the current control interaction mode is determined to be a sensor-based interaction mode, the fourth interactive control located in the graphical user interface will continuously move within the graphical user interface until it reaches the corresponding intersection point of the target attack. The display form or display direction of the fourth interactive control is consistent with the direction of the controller's movement.

[0116] The display shape or direction of the fourth interactive control is consistent with the direction of the controller's movement. For example, if the player controls the controller to move to the left, the fourth interactive control can be an arc facing to the left.

[0117] It is worth noting that the controller operation mode corresponding to the inductive interaction mode can be set to two operations: horizontal waving and vertical waving.

[0118] In one possible implementation, the game interaction behavior of the target virtual character corresponding to the sensing interaction mode can be classic interactive actions such as horizontal slashing and vertical slashing.

[0119] In one possible implementation, the number and display method of the fourth interactive control corresponding to the sensor-based interaction mode displayed in the graphical user interface may differ depending on the game difficulty and the pace of combat events. Similarly, the number of the fourth interactive control is positively correlated with the game difficulty and the pace of combat events.

[0120] Please refer to 6. Figure 6 This is the fifth schematic diagram of the graphical user interface provided in the embodiments of this application; as shown Figure 6 As shown, the graphical user interface 200 displays a target virtual character 210 and an attack interaction object 220. In the sensing interaction mode, after the fourth interaction control 234 is moved and displayed at the attack interaction object 220, the state of the fourth interaction control 234 is adjusted to an interactive state. After the player interacts accurately, the shape of the fourth interaction control 234 is adjusted to an arc consistent with the direction of the player's controller shaking for display.

[0121] In this embodiment of the application, the different control interaction modes can be set individually for interaction, or they can be combined for interaction settings. Different interaction modes can be combined in pairs, in groups of three, or include all of the above interaction modes at the same time. The specific combination method and the number of mode combinations are positively correlated with the game difficulty and the combat rhythm of the combat events.

[0122] It is worth noting that, for different control interaction modes, to prevent accidental operation of different button combinations, the single-click interaction mode and the combo interaction mode (both modes are for clicking different buttons, and accidental operation may occur during the operation) are generally not combined; while other control interaction modes can be freely combined according to the game difficulty and the combat rhythm of the combat events.

[0123] Furthermore, interactive controls displayed in the graphical user interface will also be removed from display when the conditions for canceling the display of controls are met, in order to prevent interactive controls from obscuring other game screens displayed in the graphical user interface.

[0124] Specifically, the game interaction method further includes:

[0125] g1: In response to the triggering of a control cancellation condition, cancel the display of the at least one interactive control in the graphical user interface.

[0126] The conditions for canceling the display of the control include at least one of the following:

[0127] If the interactive control does not receive a corresponding interactive operation within a preset time, the interactive operation for the interactive control ends, the quick click response event ends, and the battle event ends.

[0128] In one possible implementation, when at least one interactive control is displayed in the graphical user interface, but no corresponding interactive operation is received within a preset time after the interactive control is adjusted to an interactive state, it is considered that the player has not executed the current quick click response event. In order to reduce the occlusion of the interactive control on the graphical user interface, the display of the interactive control in the graphical user interface will be canceled. The preset time can be the average response time of the player to the quick click response event based on the historical operation data of different players.

[0129] In one possible implementation, if the interaction operation for one or more of the multiple interactive controls has ended, the display of the interactive control that has completed the interaction operation can be canceled in the graphical user interface (for example, at different time points during the long press interaction mode operation period, the display of a corresponding number of interactive sub-controls can be canceled).

[0130] In one possible implementation, there may be multiple different quick-click response events in a single battle event, each corresponding to a different combination of interactive controls. Therefore, to reduce the obstruction of the graphical user interface by the interactive controls, the display of the interactive controls corresponding to the quick-click response event can be canceled after the event ends.

[0131] In one possible implementation, if a battle event ends, the quick click response event associated with the battle event also ends. At this time, it is necessary to cancel the display of interactive controls in the graphical user interface and wait for the next battle event to start before displaying at least one interactive control in the graphical user interface again.

[0132] Furthermore, after a player completes a quick-click reaction event, the triggering result of the quick-click reaction event needs to be reviewed in order to calculate the player's score in the quick-click reaction event.

[0133] Specifically, after the step of "adjusting the state of at least one interactive control after adjusting the display format to an interactive state, so as to indicate the interaction mode of quick click response event through the at least one interactive control", the game interaction method further includes:

[0134] h1: In response to the end of the quick click response event, determine the triggering result of the quick click response event.

[0135] In this embodiment of the application, for each quick click response event, the player's operation is not declared a failure immediately when the player makes an operational mistake. Instead, it is necessary to wait until the quick click response event ends and then review the results to determine the player's operation outcome for the quick click response event.

[0136] Specifically, the step "in response to the end of the quick click response event, determine the triggering result of the quick click response event" includes:

[0137] i1: Determine the triggering result of the quick click response event based on the triggering time of the quick click response event, the triggering button corresponding to the quick click response event, the preset triggering time of the interactive control, and / or the corresponding button to be triggered of the interactive control.

[0138] The triggering result is used to indicate whether the button corresponding to the interactive control was triggered correctly, whether the interactive control was triggered at the correct time, and / or the score of triggering the interactive control.

[0139] In this embodiment of the application, the determination of the triggering result of the quick click response event is based on the triggering time of the quick click response event, the triggering button corresponding to the quick click response event, the preset triggering time of the interactive control, and / or the triggering method of the corresponding button to be triggered of the interactive control.

[0140] Specifically, it is necessary to confirm whether the player has correctly triggered the button corresponding to the interactive control, and whether the correct interactive control has been triggered at the appropriate or correct time, in order to determine whether the player can obtain the score corresponding to the current quick click reaction event. Only if it is confirmed that the player has triggered the correct interactive control at the appropriate or correct time can the player obtain the score corresponding to the quick click reaction event. The score corresponding to different quick click reaction events is different, and the specific triggering result of the player for the quick click reaction event is determined according to the game settings.

[0141] Furthermore, a combat event may include different quick-click reaction events. The player needs to determine whether they have passed the game level where the combat event is located based on the triggering results of all quick-click reaction events.

[0142] Specifically, the game interaction method further includes:

[0143] j1: Determine the interaction result of the battle event based on the triggering result of the quick click response event and preset conditions; the interaction result is used to indicate whether the game level corresponding to the battle event has been passed.

[0144] In this embodiment, the preset condition can be the minimum score required to pass the game level corresponding to the battle event. When determining whether the player-controlled target virtual character has passed the game level corresponding to the battle event, it is necessary to count the scores obtained by the player-controlled target virtual character in all quick click reaction events throughout the entire battle event. At the same time, the scores corresponding to all quick click reaction events are summed to determine the total score. If the total score is greater than the minimum score required for the game level corresponding to the battle event, it is determined that the player-controlled target virtual character has passed the game level corresponding to the battle event; if the total score is not greater than the minimum score required for the game level corresponding to the battle event, it is determined that the player-controlled target virtual character has not passed the game level corresponding to the battle event.

[0145] The game interaction method provided in this application displays at least one interactive control in a graphical user interface. In response to the triggering of a rapid click reaction event, the display method of the interactive control is determined based on the game difficulty and the combat rhythm of the battle event corresponding to the rapid click reaction event. Based on the display method, the display form of at least one interactive control is adjusted, and the state of at least one interactive control is adjusted to an interactive state. The interactive control is then moved to the corresponding target attack intersection position, thereby indicating the interaction method of the rapid click reaction event through at least one interactive control. In this way, for the interactive control of the rapid click reaction event, the display of the interactive control can be adjusted according to the game difficulty and the combat rhythm of the battle event. Different display methods of the interactive control reflect different difficulties of the rapid click reaction event, reducing the obstruction of the graphical user interface by the interactive control. Simultaneously, after the rapid click reaction event is triggered and the state of the interactive control is adjusted to an interactive state, it automatically moves to the target attack intersection position, increasing the interaction response time, reducing the frequency of misoperation, and helping to improve human-computer interaction efficiency.

[0146] Based on the same inventive concept, this application also provides a game interaction device corresponding to the game interaction method. Since the principle of the device in this application is similar to the game interaction method described above in this application, the implementation of the device can refer to the implementation of the method, and the repeated parts will not be described again.

[0147] Please see Figure 7 , Figure 8 , Figure 7 This is one of the structural schematic diagrams of a game interaction device provided in the embodiments of this application. Figure 8 This is a second schematic diagram of the structure of a game interaction device provided in an embodiment of this application. Figure 7 As shown, the game interaction device 700 includes:

[0148] The control display module 710 is used to display at least one interactive control in the graphical user interface;

[0149] The display mode determination module 720 is used to respond to the triggering of the quick click response event and determine the display mode of the interactive control corresponding to the quick click response event based on the game difficulty and the combat rhythm of the combat event.

[0150] The control interaction adjustment module 730 is used to adjust the display form of at least one interactive control in the graphical user interface based on the display method of the interactive control, and adjust the state of at least one interactive control after adjusting the display form to an interactive state, and control the interactive control to move to the corresponding object attack intersection position, so as to indicate the interaction mode of the quick click response event through the at least one interactive control.

[0151] In one possible implementation, such as Figure 8 As shown, the game interaction device 700 further includes a control display cancellation module 740, which is used for:

[0152] In response to the triggering of a condition for canceling the display of a control, the at least one interactive control is canceled from display in the graphical user interface;

[0153] The conditions for canceling the display of the control include at least one of the following:

[0154] If the interactive control does not receive a corresponding interactive operation within a preset time, the interactive operation for the interactive control ends, the quick click response event ends, and the battle event ends.

[0155] In one possible implementation, such as Figure 8 As shown, the game interaction device 700 further includes a trigger result determination module 750, which is used for:

[0156] In response to the end of the quick click response event, determine the triggering result of the quick click response event.

[0157] In one possible implementation, such as Figure 8 As shown, the game interaction device 700 further includes an interaction result determination module 760, which is used for:

[0158] Based on the triggering result of the quick click response event and preset conditions, the interaction result of the battle event is determined; the interaction result is used to indicate whether the game level corresponding to the battle event has been passed.

[0159] In one possible implementation, when the display mode determination module 720 determines the display mode of the interactive control corresponding to the rapid click response event based on the game difficulty corresponding to the rapid click response event and the combat rhythm of the combat event in response to the triggering of the rapid click response event, the display mode determination module 720 is used to:

[0160] In response to the triggering of a quick click response event, based on the game difficulty corresponding to the quick click response event and the combat rhythm of the combat event, determine the number of interactive controls corresponding to the quick click response event, the control interaction mode, and the combination method between different control interaction modes;

[0161] Based on the display format of the control corresponding to the control interaction mode and the combination of different interaction modes, the display format of the interactive control corresponding to the quick click response event is determined.

[0162] In one possible implementation, the number of interactive controls is positively correlated with the game difficulty and the combat rhythm of the combat events;

[0163] The complexity of combining the different interaction modes is positively correlated with the game difficulty and the combat rhythm of the combat events.

[0164] In one possible implementation, the control interaction mode includes at least one of the following: single-click interaction mode, double-click interaction mode, long-press interaction mode, and sensor interaction mode.

[0165] The interactive controls are displayed differently depending on the interaction mode.

[0166] In one possible implementation, when the control interaction mode includes a click interaction mode, the control interaction adjustment module 730, when adjusting the display format of at least one interactive control in the graphical user interface based on the interactive control display method, and adjusting the state of at least one interactive control after the adjustment to an interactive state, is configured to:

[0167] The first interactive control corresponding to the click interaction mode is displayed in the graphical user interface;

[0168] Control the first interactive control to move to the corresponding intersection of the object attack, and adjust the state of the first interactive control to an interactive state.

[0169] In one possible implementation, when the control interaction mode includes a combo interaction mode, the control interaction adjustment module 730, when adjusting the display format of at least one interactive control in the graphical user interface based on the interactive control display method, and adjusting the state of at least one interactive control after the adjustment to an interactive state, is configured to:

[0170] The system controls at least one second interactive control corresponding to the combo interaction mode to be displayed sequentially at the intersection of object attacks in the graphical user interface according to the corresponding display arrangement, and adjusts the state of each second interactive control to an interactive state.

[0171] In one possible implementation, when the control interaction mode includes a long-press interaction mode, the control interaction adjustment module 730, when adjusting the display format of at least one interactive control in the graphical user interface based on the interactive control display method, and adjusting the state of at least one interactive control after adjusting the display format to an interactive state, is configured to:

[0172] Display at least one interactive sub-control at the preset position of the third interactive control corresponding to the long press interaction mode, and adjust the state of the third interactive control to an interactive state.

[0173] The third interactive control and at least one interactive sub-control are displayed at the intersection of the object attacks in the graphical user interface.

[0174] The number of interactive sub-controls is positively correlated with the preset operation time for the third interactive control.

[0175] In one possible implementation, when the control interaction mode includes a sensor-based interaction mode, the control interaction adjustment module 730, when adjusting the display format of at least one interactive control in the graphical user interface based on the interactive control display method, and adjusting the state of at least one interactive control after adjusting the display format to an interactive state, is configured to:

[0176] The fourth interactive control corresponding to the sensing interaction mode is displayed at the intersection of the object attacks in the graphical user interface, and the state of the fourth interactive control is adjusted to an interactive state.

[0177] Based on the received inductive operation input through the input device, the display position and display status of the fourth interactive control in the graphical user interface are adjusted.

[0178] In one possible implementation, when the control interaction adjustment module 730 adjusts the state of at least one interactive control after adjusting the display format to an interactive state, the control interaction adjustment module 730 is used to:

[0179] Adjust the color of at least one interactive control after the display format adjustment to the color corresponding to the interactive state; or...

[0180] Adjust the size of at least one interactive control after adjusting its display format to match the size of the control in the interactive state; or,

[0181] Adjust the opacity of at least one interactive control after adjusting the display format to the opacity corresponding to the interactive state.

[0182] In one possible implementation, when determining the trigger result determination module 750 in response to the end of a quick click response event, the trigger result determination module 750 is configured to:

[0183] The triggering result of the quick click response event is determined based on the triggering time of the quick click response event, the triggering button corresponding to the quick click response event, the preset triggering time of the interactive control, and / or the corresponding button to be triggered of the interactive control.

[0184] The triggering result is used to indicate whether the button corresponding to the interactive control was triggered correctly, whether the interactive control was triggered at the correct time, and / or the score of triggering the interactive control.

[0185] The game interaction device provided in this application displays at least one interactive control in a graphical user interface. In response to the triggering of a rapid click reaction event, the display method of the interactive control is determined based on the game difficulty and the combat rhythm of the battle event corresponding to the rapid click reaction event. Based on the display method, the display form of at least one interactive control is adjusted, and the state of at least one interactive control is adjusted to an interactive state. The interactive control is then moved to the corresponding target attack intersection position, so as to indicate the interaction method of the rapid click reaction event through at least one interactive control. In this way, for the interactive control of the rapid click reaction event, the display of the interactive control can be adjusted according to the game difficulty and the combat rhythm of the battle event. Different display methods of the interactive control reflect the difficulty of different rapid click reaction events, reducing the obstruction of the graphical user interface by the interactive control. Simultaneously, after the rapid click reaction event is triggered and the state of the interactive control is adjusted to an interactive state, it automatically moves to the target attack intersection position, increasing the interaction response time, reducing the frequency of misoperation, and helping to improve human-computer interaction efficiency.

[0186] Please see Figure 9 , Figure 9 This is a schematic diagram of the structure of an electronic device provided in an embodiment of this application. Figure 9 As shown, the electronic device 900 includes a processor 910, a memory 920, and a bus 930.

[0187] The memory 920 stores machine-readable instructions executable by the processor 910. When the electronic device 900 is running, the processor 910 communicates with the memory 920 via the bus 930, causing the processor 910 to execute the following instructions during operation:

[0188] At least one interactive control is displayed in the graphical user interface;

[0189] In response to the triggering of a quick click response event, the display method of the interactive controls corresponding to the quick click response event is determined based on the game difficulty and combat rhythm of the combat event.

[0190] Based on the interactive control display method, the display form of at least one interactive control in the graphical user interface is adjusted, and the state of at least one interactive control after the display form is adjusted is adjusted to an interactive state. The interactive control is controlled to move to the corresponding object attack intersection position, so as to indicate the interaction method of quick click response event through the at least one interactive control.

[0191] In one possible implementation, the instructions executed by the processor 910, in response to the triggering of a quick click event, determine the display method of the interactive control corresponding to the quick click event based on the game difficulty corresponding to the quick click event and the combat rhythm of the combat event, including:

[0192] In response to the triggering of a quick click response event, based on the game difficulty corresponding to the quick click response event and the combat rhythm of the combat event, determine the number of interactive controls corresponding to the quick click response event, the control interaction mode, and the combination method between different control interaction modes;

[0193] Based on the display format of the control corresponding to the control interaction mode and the combination of different interaction modes, the display format of the interactive control corresponding to the quick click response event is determined.

[0194] In one possible implementation, the number of interactive controls is positively correlated with the game difficulty and the combat rhythm of the combat events;

[0195] The complexity of combining the different interaction modes is positively correlated with the game difficulty and the combat rhythm of the combat events.

[0196] In one possible implementation, the control interaction mode includes at least one of the following: single-click interaction mode, double-click interaction mode, long-press interaction mode, and sensor interaction mode.

[0197] The interactive controls are displayed differently depending on the interaction mode.

[0198] In one possible implementation, when the control interaction mode includes a click interaction mode, the instruction executed by the processor 910, which includes adjusting the display format of at least one interactive control in the graphical user interface based on the interactive control display method, and adjusting the state of at least one interactive control after adjusting the display format to an interactive state, includes:

[0199] The first interactive control corresponding to the click interaction mode is displayed in the graphical user interface;

[0200] Control the first interactive control to move to the corresponding intersection of the object attack, and adjust the state of the first interactive control to an interactive state.

[0201] In one possible implementation, when the control interaction mode includes a combo interaction mode, the instruction executed by the processor 910, which includes adjusting the display format of at least one interactive control in the graphical user interface based on the interactive control display method, and adjusting the state of at least one interactive control after adjusting the display format to an interactive state, includes:

[0202] The system controls at least one second interactive control corresponding to the combo interaction mode to be displayed sequentially at the intersection of object attacks in the graphical user interface according to the corresponding display arrangement, and adjusts the state of each second interactive control to an interactive state.

[0203] In one possible implementation, when the control interaction mode includes a long-press interaction mode, the instruction executed by the processor 910, which includes adjusting the display format of at least one interactive control in the graphical user interface based on the interactive control display method, and adjusting the state of at least one interactive control after adjusting the display format to an interactive state, includes:

[0204] Display at least one interactive sub-control at the preset position of the third interactive control corresponding to the long press interaction mode, and adjust the state of the third interactive control to an interactive state.

[0205] The third interactive control and at least one interactive sub-control are displayed at the intersection of the object attacks in the graphical user interface.

[0206] The number of interactive sub-controls is positively correlated with the preset operation time for the third interactive control.

[0207] In one possible implementation, when the control interaction mode includes a sensing interaction mode, the instruction executed by the processor 910, which includes adjusting the display format of at least one interactive control in the graphical user interface based on the interactive control display method, and adjusting the state of at least one interactive control after adjusting the display format to an interactive state, includes:

[0208] The fourth interactive control corresponding to the sensing interaction mode is displayed at the intersection of the object attacks in the graphical user interface, and the state of the fourth interactive control is adjusted to an interactive state.

[0209] Based on the received inductive operation input through the input device, the display position and display status of the fourth interactive control in the graphical user interface are adjusted.

[0210] In one possible implementation, the instruction executed by the processor 910, which adjusts the state of at least one interactive control after adjusting the display format to an interactive state, includes:

[0211] Adjust the color of at least one interactive control after the display format adjustment to the color corresponding to the interactive state; or...

[0212] Adjust the size of at least one interactive control after adjusting its display format to match the size of the control in the interactive state; or,

[0213] Adjust the opacity of at least one interactive control after adjusting the display format to the opacity corresponding to the interactive state.

[0214] In one possible implementation, the instructions executed by the processor 910 further include:

[0215] In response to the triggering of a condition for canceling the display of a control, the at least one interactive control is canceled from display in the graphical user interface;

[0216] The conditions for canceling the display of the control include at least one of the following:

[0217] If the interactive control does not receive a corresponding interactive operation within a preset time, the interactive operation for the interactive control ends, the quick click response event ends, and the battle event ends.

[0218] In one possible implementation, the instructions executed by the processor 910 further include:

[0219] In response to the end of the quick click response event, determine the triggering result of the quick click response event.

[0220] In one possible implementation, the instruction executed by the processor 910, in response to the end of the quick click response event, includes determining the triggering result of the quick click response event, which includes:

[0221] The triggering result of the quick click response event is determined based on the triggering time of the quick click response event, the triggering button corresponding to the quick click response event, the preset triggering time of the interactive control, and / or the corresponding button to be triggered of the interactive control.

[0222] The triggering result is used to indicate whether the button corresponding to the interactive control was triggered correctly, whether the interactive control was triggered at the correct time, and / or the score of triggering the interactive control.

[0223] In one possible implementation, the instructions executed by the processor 910 further include:

[0224] Based on the triggering result of the quick click response event and preset conditions, the interaction result of the battle event is determined; the interaction result is used to indicate whether the game level corresponding to the battle event has been passed.

[0225] By employing the above methods, the display of interactive controls for quick-click response events can be adjusted according to the game difficulty and the rhythm of combat events. Different display methods of interactive controls reflect the varying difficulty of quick-click response events, reducing the obstruction of the graphical user interface by the interactive controls. Simultaneously, once the interactive control's state is adjusted to an interactive state after a quick-click response event is triggered, it automatically moves to the point where the target attacks converge, increasing the interaction reaction time, reducing the frequency of misoperations, and improving human-computer interaction efficiency. Furthermore, quick-click response events occur synchronously with combat events. If the player's operation is incorrect and the action is poorly coordinated with the QTE, no points will be awarded or points will be deducted, but this will not affect normal combat actions or skill releases. Finally, a scoring system is used to determine whether the game level is passed or completed, without interrupting the player's normal game interaction, further improving human-computer interaction efficiency.

[0226] This application embodiment also provides a computer-readable storage medium storing a computer program, which, when executed by a processor, performs the following instructions:

[0227] At least one interactive control is displayed in the graphical user interface;

[0228] In response to the triggering of a quick click response event, the display method of the interactive controls corresponding to the quick click response event is determined based on the game difficulty and combat rhythm of the combat event.

[0229] Based on the interactive control display method, the display form of at least one interactive control in the graphical user interface is adjusted, and the state of at least one interactive control after the display form is adjusted is adjusted to an interactive state. The interactive control is controlled to move to the corresponding object attack intersection position, so as to indicate the interaction method of quick click response event through the at least one interactive control.

[0230] In one possible implementation, the instructions executed by the computer-readable storage medium, in response to the triggering of a rapid click response event, determine the display mode of the interactive control corresponding to the rapid click response event based on the game difficulty corresponding to the rapid click response event and the combat rhythm of the combat event, including:

[0231] In response to the triggering of a quick click response event, based on the game difficulty corresponding to the quick click response event and the combat rhythm of the combat event, determine the number of interactive controls corresponding to the quick click response event, the control interaction mode, and the combination method between different control interaction modes;

[0232] Based on the display format of the control corresponding to the control interaction mode and the combination of different interaction modes, the display format of the interactive control corresponding to the quick click response event is determined.

[0233] In one possible implementation, the number of interactive controls is positively correlated with the game difficulty and the combat rhythm of the combat events;

[0234] The complexity of combining the different interaction modes is positively correlated with the game difficulty and the combat rhythm of the combat events.

[0235] In one possible implementation, the control interaction mode includes at least one of the following: single-click interaction mode, double-click interaction mode, long-press interaction mode, and sensor interaction mode.

[0236] The interactive controls are displayed differently depending on the interaction mode.

[0237] In one possible implementation, when the control interaction mode includes a click interaction mode, the instructions executed by the computer-readable storage medium, which include adjusting the display format of at least one interactive control in the graphical user interface based on the interactive control display method, and adjusting the state of at least one interactive control after adjusting the display format to an interactive state, include:

[0238] The first interactive control corresponding to the click interaction mode is displayed in the graphical user interface;

[0239] Control the first interactive control to move to the corresponding intersection of the object attack, and adjust the state of the first interactive control to an interactive state.

[0240] In one possible implementation, when the control interaction mode includes a combo interaction mode, the instructions executed by the computer-readable storage medium, which include adjusting the display format of at least one interactive control in the graphical user interface based on the interactive control display method, and adjusting the state of at least one interactive control after adjusting the display format to an interactive state, include:

[0241] The system controls at least one second interactive control corresponding to the combo interaction mode to be displayed sequentially at the intersection of object attacks in the graphical user interface according to the corresponding display arrangement, and adjusts the state of each second interactive control to an interactive state.

[0242] In one possible implementation, when the control interaction mode includes a long-press interaction mode, the instructions executed by the computer-readable storage medium, which include adjusting the display format of at least one interactive control in the graphical user interface based on the interactive control display method, and adjusting the state of at least one interactive control after adjusting the display format to an interactive state, include:

[0243] Display at least one interactive sub-control at the preset position of the third interactive control corresponding to the long press interaction mode, and adjust the state of the third interactive control to an interactive state.

[0244] The third interactive control and at least one interactive sub-control are displayed at the intersection of the object attacks in the graphical user interface.

[0245] The number of interactive sub-controls is positively correlated with the preset operation time for the third interactive control.

[0246] In one possible implementation, when the control interaction mode includes a sensor-based interaction mode, the instructions executed by the computer-readable storage medium, which include adjusting the display format of at least one interactive control in the graphical user interface based on the interactive control display method, and adjusting the state of the at least one interactive control after adjusting the display format to an interactive state, include:

[0247] The fourth interactive control corresponding to the sensing interaction mode is displayed at the intersection of the object attacks in the graphical user interface, and the state of the fourth interactive control is adjusted to an interactive state.

[0248] Based on the received inductive operation input through the input device, the display position and display status of the fourth interactive control in the graphical user interface are adjusted.

[0249] In one possible implementation, the instructions executed by the computer-readable storage medium, wherein adjusting the state of at least one interactive control after adjusting its display format to an interactive state, includes:

[0250] Adjust the color of at least one interactive control after the display format adjustment to the color corresponding to the interactive state; or...

[0251] Adjust the size of at least one interactive control after adjusting its display format to match the size of the control in the interactive state; or,

[0252] Adjust the opacity of at least one interactive control after adjusting the display format to the opacity corresponding to the interactive state.

[0253] In one possible implementation, the instructions executed by the computer-readable storage medium further include:

[0254] In response to the triggering of a condition for canceling the display of a control, the at least one interactive control is canceled from display in the graphical user interface;

[0255] The conditions for canceling the display of the control include at least one of the following:

[0256] If the interactive control does not receive a corresponding interactive operation within a preset time, the interactive operation for the interactive control ends, the quick click response event ends, and the battle event ends.

[0257] In one possible implementation, the instructions executed by the computer-readable storage medium further include:

[0258] In response to the end of the quick click response event, determine the triggering result of the quick click response event.

[0259] In one possible implementation, the instructions executable by the computer-readable storage medium, wherein determining the triggering result of the quick click response event in response to its end, includes:

[0260] The triggering result of the quick click response event is determined based on the triggering time of the quick click response event, the triggering button corresponding to the quick click response event, the preset triggering time of the interactive control, and / or the corresponding button to be triggered of the interactive control.

[0261] The triggering result is used to indicate whether the button corresponding to the interactive control was triggered correctly, whether the interactive control was triggered at the correct time, and / or the score of triggering the interactive control.

[0262] In one possible implementation, the instructions executed by the computer-readable storage medium further include:

[0263] Based on the triggering result of the quick click response event and preset conditions, the interaction result of the battle event is determined; the interaction result is used to indicate whether the game level corresponding to the battle event has been passed.

[0264] By employing the above methods, the display of interactive controls for quick-click response events can be adjusted according to the game difficulty and the rhythm of combat events. Different display methods of interactive controls reflect the varying difficulty of quick-click response events, reducing the obstruction of the graphical user interface by the interactive controls. Simultaneously, once the interactive control's state is adjusted to an interactive state after a quick-click response event is triggered, it automatically moves to the point where the target attacks converge, increasing the interaction reaction time, reducing the frequency of misoperations, and improving human-computer interaction efficiency. Furthermore, quick-click response events occur synchronously with combat events. If the player's operation is incorrect and the action is poorly coordinated with the QTE, no points will be awarded or points will be deducted, but this will not affect normal combat actions or skill releases. Finally, a scoring system is used to determine whether the game level is passed or completed, without interrupting the player's normal game interaction, further improving human-computer interaction efficiency.

[0265] Those skilled in the art will understand that, for the sake of convenience and brevity, the specific working processes of the systems, devices, and units described above can be referred to the corresponding processes in the foregoing method embodiments, and will not be repeated here.

[0266] In the several embodiments provided in this application, it should be understood that the disclosed systems, apparatuses, and methods can be implemented in other ways. The apparatus embodiments described above are merely illustrative. For example, the division of units is only a logical functional division, and in actual implementation, there may be other division methods. Furthermore, multiple units or components may be combined or integrated into another system, or some features may be ignored or not executed. Additionally, the shown or discussed mutual couplings, direct couplings, or communication connections may be through some communication interfaces; indirect couplings or communication connections between devices or units may be electrical, mechanical, or other forms.

[0267] The units described as separate components may or may not be physically separate. The components shown as units may or may not be physical units; that is, they may be located in one place or distributed across multiple network units. Some or all of the units can be selected to achieve the purpose of this embodiment according to actual needs.

[0268] In addition, the functional units in the various embodiments of this application can be integrated into one processing unit, or each unit can exist physically separately, or two or more units can be integrated into one unit.

[0269] If the aforementioned functions are implemented as software functional units and sold or used as independent products, they can be stored in a processor-executable, non-volatile, computer-readable storage medium. Based on this understanding, the technical solution of this application, in essence, or the part that contributes to the prior art, or a portion of the technical solution, can be embodied in the form of a software product. This computer software product is stored in a storage medium and includes several instructions to cause a terminal device (which may be a personal computer, server, or network device, etc.) to execute all or part of the steps of the methods described in the various embodiments of this application. The aforementioned storage medium includes various media capable of storing program code, such as USB flash drives, portable hard drives, read-only memory (ROM), random access memory (RAM), magnetic disks, or optical disks.

[0270] Finally, it should be noted that the above-described embodiments are merely specific implementations of this application, used to illustrate the technical solutions of this application, and not to limit them. The scope of protection of this application is not limited thereto. Although this application has been described in detail with reference to the foregoing embodiments, those skilled in the art should understand that any person skilled in the art can still modify or easily conceive of changes to the technical solutions described in the foregoing embodiments, or make equivalent substitutions for some of the technical features, within the scope of the technology disclosed in this application. Such modifications, changes, or substitutions do not cause the essence of the corresponding technical solutions to deviate from the spirit and scope of the technical solutions of the embodiments of this application, and should all be covered within the scope of protection of this application. Therefore, the scope of protection of this application should be determined by the scope of the claims.

Claims

1. A game interaction method, characterized in that, A graphical user interface is provided through the terminal device; The game interaction methods include: At least one interactive control is displayed in the graphical user interface; In response to the triggering of a quick click response event, the display method of the interactive controls corresponding to the quick click response event is determined based on the game difficulty and combat rhythm of the combat event. Based on the interactive control display method, the display form of at least one interactive control in the graphical user interface is adjusted, and the state of at least one interactive control after the display form is adjusted is adjusted to an interactive state. The interactive control is controlled to move to the corresponding object attack intersection position, so as to indicate the interaction method of quick click response event through the at least one interactive control.

2. The game interaction method according to claim 1, characterized in that, The response to the rapid click event, based on the game difficulty corresponding to the rapid click event and the combat rhythm of the combat event, determines the display method of the interactive controls corresponding to the rapid click event, including: In response to the triggering of a quick click response event, based on the game difficulty corresponding to the quick click response event and the combat rhythm of the combat event, determine the number of interactive controls corresponding to the quick click response event, the control interaction mode, and the combination method between different control interaction modes; Based on the display format of the control corresponding to the control interaction mode and the combination of different interaction modes, the display format of the interactive control corresponding to the quick click response event is determined.

3. The game interaction method according to claim 2, characterized in that, The number of interactive controls is positively correlated with the game difficulty and the combat rhythm of the combat events; The complexity of combining the different interaction modes is positively correlated with the game difficulty and the combat rhythm of the combat events.

4. The game interaction method according to claim 2, characterized in that, The control interaction modes include at least one of the following: single-click interaction mode, double-click interaction mode, long-press interaction mode, and sensor interaction mode. The interactive controls are displayed differently depending on the interaction mode.

5. The game interaction method according to claim 4, characterized in that, When the control interaction mode includes a click interaction mode, adjusting the display format of at least one interactive control in the graphical user interface based on the interactive control display method, and adjusting the state of at least one interactive control after adjusting the display format to an interactive state, includes: The first interactive control corresponding to the click interaction mode is displayed in the graphical user interface; Control the first interactive control to move to the corresponding intersection of the object attack, and adjust the state of the first interactive control to an interactive state.

6. The game interaction method according to claim 4, characterized in that, When the control interaction mode includes a combo interaction mode, adjusting the display format of at least one interactive control in the graphical user interface based on the interactive control display method, and adjusting the state of at least one interactive control after adjusting the display format to an interactive state, includes: The system controls at least one second interactive control corresponding to the combo interaction mode to be displayed sequentially at the intersection of object attacks in the graphical user interface according to the corresponding display arrangement, and adjusts the state of each second interactive control to an interactive state.

7. The game interaction method according to claim 4, characterized in that, When the control interaction mode includes a long-press interaction mode, adjusting the display format of at least one interactive control in the graphical user interface based on the interactive control display method, and adjusting the state of at least one interactive control after adjusting the display format to an interactive state, includes: Display at least one interactive sub-control at the preset position of the third interactive control corresponding to the long press interaction mode, and adjust the state of the third interactive control to an interactive state. The third interactive control and at least one interactive sub-control are displayed at the intersection of the object attacks in the graphical user interface. The number of interactive sub-controls is positively correlated with the preset operation time for the third interactive control.

8. The game interaction method according to claim 4, characterized in that, When the control interaction mode includes a sensor-based interaction mode, adjusting the display format of at least one interactive control in the graphical user interface based on the interactive control display method, and adjusting the state of at least one interactive control after adjusting the display format to an interactive state, includes: The fourth interactive control corresponding to the sensing interaction mode is displayed at the intersection of the object attacks in the graphical user interface, and the state of the fourth interactive control is adjusted to an interactive state. Based on the received inductive operation input through the input device, the display position and display status of the fourth interactive control in the graphical user interface are adjusted.

9. The game interaction method according to claim 1, characterized in that, Adjusting the state of at least one interactive control after adjusting its display format to an interactive state includes: Adjust the color of at least one interactive control after the display format adjustment to the color corresponding to the interactive state; or... Adjust the size of at least one interactive control after adjusting its display format to match the size of the control in the interactive state; or, Adjust the opacity of at least one interactive control after adjusting the display format to the opacity corresponding to the interactive state.

10. The game interaction method according to claim 1, characterized in that, The game interaction method also includes: In response to the triggering of a condition for canceling the display of a control, the at least one interactive control is canceled from display in the graphical user interface; The conditions for canceling the display of the control include at least one of the following: If the interactive control does not receive a corresponding interactive operation within a preset time, the interactive operation for the interactive control ends, the quick click response event ends, and the battle event ends.

11. The game interaction method according to claim 1, characterized in that, After adjusting the state of at least one interactive control after adjusting the display format to an interactive state, so as to indicate the interaction mode of a quick click response event through the at least one interactive control, the game interaction method further includes: In response to the end of the quick click response event, determine the triggering result of the quick click response event.

12. The game interaction method according to claim 11, characterized in that, The response to the end of the quick click event, determining the triggering result of the quick click event, includes: The triggering result of the quick click response event is determined based on the triggering time of the quick click response event, the triggering button corresponding to the quick click response event, the preset triggering time of the interactive control, and / or the corresponding button to be triggered of the interactive control. The triggering result is used to indicate whether the button corresponding to the interactive control was triggered correctly, whether the interactive control was triggered at the correct time, and / or the score of triggering the interactive control.

13. The game interaction method according to claim 11, characterized in that, The game interaction method also includes: Based on the triggering result of the quick click response event and preset conditions, the interaction result of the battle event is determined; the interaction result is used to indicate whether the game level corresponding to the battle event has been passed.

14. A game interaction device, characterized in that, A graphical user interface is provided through the terminal device; The game interaction device includes: A control display module is used to display at least one interactive control in the graphical user interface; The display mode determination module is used to respond to the triggering of a quick click reaction event and, based on the game difficulty and combat rhythm of the combat event corresponding to the quick click reaction event, determine the display mode of the interactive controls corresponding to the quick click reaction event. The control interaction adjustment is used to adjust the display form of at least one interactive control in the graphical user interface based on the display method of the interactive control, and adjust the state of at least one interactive control after the display form is adjusted to an interactive state, and control the interactive control to move to the corresponding object attack intersection position, so as to indicate the interaction mode of the quick click response event through the at least one interactive control.

15. An electronic device, characterized in that, include: The device includes a processor, a storage medium, and a bus, wherein the storage medium stores machine-readable instructions executable by the processor, and when the electronic device is running, the processor communicates with the storage medium via the bus, and the processor executes the machine-readable instructions to perform the steps of the game interaction method as described in any one of claims 1 to 13.

16. A computer-readable storage medium, characterized in that, The computer-readable storage medium stores a computer program that, when executed by a processor, performs the steps of the game interaction method as described in any one of claims 1 to 13.

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