Interaction control method, device and electronic equipment in game

CN116899217BActive Publication Date: 2026-10-16NETEASE (HANGZHOU) NETWORK CO LTD
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Patent Information

Application Number
CN202310848568.8
Authority / Receiving Office
CN · China
Patent Type
Patents(China)
Current Assignee / Owner
Filing Date
2023-07-11
Publication Date
2026-10-16
Estimated Expiration
2043-07-11

AI Technical Summary

Technical Problem

然而,该方式使玩家的游戏感受较为单一,难以带给玩家较为丰富的游戏体验

Benefits of technology

[0009] The aforementioned interactive control method, device, and electronic device in a game include a first scene object in the game scene; a target scene space corresponding to the first scene object is configured with specific gravity parameters; in response to a first designated trigger event, a controlled virtual object is displayed on the surface of the first scene object; based on the movement control parameters corresponding to the movement control operation for the controlled virtual object and the specific gravity parameters, the controlled virtual object is controlled to move in the target scene space; in response to a prop trigger operation for the controlled virtual object, the prop is controlled to move based on the initial motion parameters of the prop for the controlled virtual object and the specific gravity parameters; in response to the prop and a first non-player object in the scene space satisfying preset interaction conditions, it is determined that the first non-player object is captured by the controlled virtual object. In this method, players can experience controlling the movement of virtual objects in unconventional gravitational fields and controlling the controlled virtual objects to capture non-player objects through props, enriching the player's gaming experience.

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Abstract

The application provides an interactive control method and device in a game and electronic equipment, the game scene includes a first scene object; a target scene space corresponding to the first scene object is configured with a specific gravity parameter; in response to a first specified trigger event, a controlled virtual object is displayed on the surface of the first scene object; based on a movement control operation for the controlled virtual object and the specific gravity parameter, the controlled virtual object is controlled to move in the target scene space; in response to a prop trigger operation for the controlled virtual object, based on initial motion parameters of the prop and the specific gravity parameter, the prop is controlled to move; in response to the prop and a first non-player object in the scene space satisfying a preset interaction condition, it is determined that the first non-player object is captured by the controlled virtual object. In this way, the player can experience the gameplay of controlling the virtual object to move in a non-conventional gravity field and controlling the controlled virtual object to capture the non-player object through the prop, thereby enriching the game experience of the player.
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Description

Technical Field

[0001] This disclosure relates to the field of game technology, and more specifically, to an interactive control method, device, and electronic device in a game. Background Technology

[0002] In a game, players typically control a virtual character to perform one or more specified actions within a designated area to achieve victory. To simulate the movement of creatures in the real world, a downward gravity effect is usually incorporated into the designated area. However, this approach makes the gameplay experience somewhat monotonous and fails to provide players with a richer gaming experience. Summary of the Invention

[0003] In view of this, the present disclosure provides an interactive control method, device and electronic device for games, so that players can experience the gameplay of controlling the movement of virtual objects in different gravitational fields and capturing non-player objects, thereby enriching the player's gaming experience.

[0004] In a first aspect, embodiments of this disclosure provide an interactive control method in a game, the method comprising: providing a graphical user interface through a terminal device, the graphical user interface displaying a preset game scene, the game scene including a first scene object; a target scene space corresponding to the first scene object being configured with preset specific gravity parameters; the gravity center corresponding to the scene space being located inside the first scene object; displaying a controlled virtual object on the surface of the first scene object in response to a first designated triggering event; controlling the controlled virtual object to move in the target scene space based on the movement control parameters corresponding to the movement control operation and the specific gravity parameters in response to a movement control operation on the controlled virtual object; controlling the prop to move in the target scene space based on the initial motion parameters of the prop of the controlled virtual object and the specific gravity parameters in response to a prop and a first non-player object in the scene space satisfying preset interaction conditions, determining that the first non-player object is captured by the controlled virtual object.

[0005] Secondly, embodiments of this disclosure provide an interactive control device for a game, comprising: a scene display module, which provides a graphical user interface via a terminal device, the graphical user interface displaying a preset game scene, the game scene including a first scene object; a target scene space corresponding to the first scene object being configured with preset specific gravity parameters; and the gravity center corresponding to the scene space being located inside the first scene object; a virtual object display module, used to display a controlled virtual object on the surface of the first scene object in response to a first specified trigger event; a first movement control module, used to control the controlled virtual object to move in the target scene space in response to a movement control operation on the controlled virtual object, based on the movement control parameters corresponding to the movement control operation and the specific gravity parameters; a second movement control module, used to control the prop to move in the target scene space in response to an item trigger operation on the controlled virtual object, based on the initial motion parameters of the prop on the controlled virtual object and the specific gravity parameters; and an interaction module, used to determine that the first non-player object is captured by the controlled virtual object in response to the prop and a first non-player object in the scene space satisfying preset interaction conditions.

[0006] Thirdly, embodiments of this disclosure provide an electronic device, including a processor and a memory, wherein the memory stores machine-executable instructions that can be executed by the processor, and the processor executes the machine-executable instructions to implement the above-described interactive control method in the game.

[0007] Fourthly, embodiments of this disclosure provide a machine-readable storage medium storing machine-executable instructions. When the machine-executable instructions are invoked and executed by a processor, the machine-executable instructions cause the processor to implement the aforementioned interactive control method in the game.

[0008] The embodiments disclosed herein bring the following beneficial effects:

[0009] The aforementioned interactive control method, device, and electronic device in a game include a first scene object in the game scene; a target scene space corresponding to the first scene object is configured with specific gravity parameters; in response to a first designated trigger event, a controlled virtual object is displayed on the surface of the first scene object; based on the movement control parameters corresponding to the movement control operation for the controlled virtual object and the specific gravity parameters, the controlled virtual object is controlled to move in the target scene space; in response to a prop trigger operation for the controlled virtual object, the prop is controlled to move based on the initial motion parameters of the prop for the controlled virtual object and the specific gravity parameters; in response to the prop and a first non-player object in the scene space satisfying preset interaction conditions, it is determined that the first non-player object is captured by the controlled virtual object. In this method, players can experience controlling the movement of virtual objects in unconventional gravitational fields and controlling the controlled virtual objects to capture non-player objects through props, enriching the player's gaming experience.

[0010] Other features and advantages of this disclosure will be set forth in the following description and will be apparent in part from the description or may be learned by practicing the disclosure. The objects and other advantages of this disclosure are realized and obtained through the structures particularly pointed out in the description, claims and drawings.

[0011] To make the above-mentioned objects, features and advantages of this disclosure more apparent and understandable, preferred embodiments are described below in detail with reference to the accompanying drawings. Attached Figure Description

[0012] To more clearly illustrate the technical solutions in the specific embodiments of this disclosure or the prior art, the drawings used in the description of the specific embodiments or the prior art will be briefly introduced below. Obviously, the drawings described below are some embodiments of this disclosure. For those skilled in the art, other drawings can be obtained from these drawings without creative effort.

[0013] Figure 1 A flowchart of an interactive control method in a game provided as an embodiment of this disclosure;

[0014] Figure 2 A schematic diagram of a first scene object and its target scene space provided in an embodiment of this disclosure;

[0015] Figure 3 A schematic diagram of another first scene object and its target scene space provided in an embodiment of this disclosure;

[0016] Figure 4 A schematic diagram illustrating the initial movement direction of a prop provided in an embodiment of this disclosure;

[0017] Figure 5 This is a schematic diagram of the movement trajectory of a prop provided in an embodiment of the present disclosure;

[0018] Figure 6 A schematic diagram illustrating the movement of a controlled virtual object from planet A to planet B, provided in an embodiment of this disclosure;

[0019] Figure 7 A schematic diagram of a first designated identifier provided in an embodiment of this disclosure;

[0020] Figure 8 A schematic diagram of an object capture identifier provided in an embodiment of this disclosure;

[0021] Figure 9 A schematic diagram illustrating another object capture identifier provided in an embodiment of this disclosure;

[0022] Figure 10A schematic diagram of the structure of an interactive control device in a game provided in an embodiment of this disclosure;

[0023] Figure 11 This is a schematic diagram of the structure of an electronic device provided in an embodiment of this disclosure.

[0024] Icon: 100 - First specified object. Detailed Implementation

[0025] To make the objectives, technical solutions, and advantages of the embodiments of this disclosure clearer, the technical solutions of this disclosure will be clearly and completely described below with reference to the accompanying drawings. Obviously, the described embodiments are only some embodiments of this disclosure, and not all embodiments. Based on the embodiments of this disclosure, all other embodiments obtained by those skilled in the art without creative effort are within the scope of protection of this disclosure.

[0026] In a game, players typically control a virtual character to perform one or more specified actions within a designated area, such as acquiring in-game items or defeating a non-player character, to achieve victory. To simulate the movement of creatures in the real world, a downward gravity effect is usually introduced within the designated area, allowing players to control the virtual object to walk, jump, and so on. However, this approach makes the player's gaming experience somewhat monotonous and fails to provide a richer gaming experience.

[0027] Based on this, the present disclosure provides an interactive control method, device, and electronic device for games, which can be applied to various virtual game scenarios.

[0028] In one embodiment of this disclosure, the interactive control method in a game can run on a local terminal device or a server. When the interactive control method in a game runs on a server, it can be implemented and executed based on a cloud interactive system, which includes a server and client devices.

[0029] In an optional implementation, various cloud applications, such as cloud gaming, can run under the cloud interaction system. Taking cloud gaming as an example, cloud gaming refers to a gaming method based on cloud computing. In the cloud gaming operating mode, the game program and the game screen presentation are separated. The storage and execution of interactive control methods in the game are completed on the cloud gaming server. The client device is used for receiving and sending data and presenting the game screen. For example, the client device can be a display device with data transmission capabilities located close to the user, such as a mobile terminal, television, computer, or PDA; however, the information processing is performed by the cloud gaming server in the cloud. When playing the game, the player operates the client device to send operation commands to the cloud gaming server. The cloud gaming server runs the game according to the operation commands, encodes and compresses the game screen and other data, returns it to the client device via the network, and finally, the client device decodes and outputs the game screen.

[0030] 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.

[0031] See Figure 1 First, an interactive control method in a game provided by an embodiment of this disclosure will be introduced. The method further includes the following steps:

[0032] Step S102: A graphical user interface is provided through the terminal device. The graphical user interface displays a preset game scene, which includes a first scene object. The target scene space corresponding to the first scene object is configured with preset specific gravity parameters. The gravity center corresponding to the scene space is located inside the first scene object.

[0033] As mentioned above, the terminal devices can be mobile terminals, televisions, computers, PDAs, etc. The first scene object is typically a virtual object such as a building or planet fixed within the game scene. The surface of the scene object can be flat or curved, or both; the specific design can be customized as needed and is not limited here. The surface of the first scene object can also include environmental objects such as grass and trees. This provides a richer visual experience for the player and prevents virtual objects moving on the scene object's surface from entering the surface area where environmental objects are located, thus planning some routes for the movement of virtual objects.

[0034] The aforementioned first scene object resides in the target scene space corresponding to the first scene object. The target scene space is typically the scene space that can encompass the first scene object. For example... Figure 2 As shown, when the first scene object is a sphere, its corresponding scene space has the same center as the first scene object, but its radius is larger than that of the first scene object. The size of the target scene space needs to take into account the extreme cases of the virtual object's movement on the first scene object. For example, when the virtual object can jump on the first scene object, it is necessary to ensure that the virtual object does not jump outside the target scene space and detach from the first scene object.

[0035] Common gravitational fields include parallel gravitational fields, spherical gravitational fields, cylindrical gravitational fields, and disk gravitational fields, as well as other irregularly shaped gravitational fields formed by shearing, splicing, deforming, or superimposing these gravitational fields, such as hemispherical gravitational fields and "donut-shaped" gravitational fields. Among them, the gravitational direction of the "donut-shaped" gravitational field points to the inner central axis of the "donut," and this gravitational field can be regarded as a gravitational field formed by bending a cylindrical gravitational field.

[0036] To allow virtual objects to remain within the target scene space due to gravitational constraints, the center of gravity in the target scene space can be set at the center of the first scene object, with the gravitational force pointing towards the surface of the first scene object. When a virtual object leaves the surface of the first scene object, it will fall back onto the surface under the influence of gravity. For example, when the first scene object is cylindrical, the center of gravity can be the axis of the cylinder, and the gravitational force will point towards the axis of the cylinder. Figure 3 As shown. Therefore, the shape of the gravitational field should match the shape of the first scene object. When the first scene object is "donut" shaped, the gravitational field in the target scene space should also be a "donut" shaped gravitational field, and the central axis of the gravitational field should coincide with the central axis of the first scene object.

[0037] To create a specific type of gravitational field in the target scene space, the aforementioned specific gravitational configuration parameters need to include various gravitational information corresponding to the desired gravitational field, such as the gravitational direction, magnitude, and trend of gravitational variation at the gravitational center in the specific scene space. The specific gravitational configuration parameters typically differ for different types of gravitational fields. Based on the specific gravitational configuration parameters corresponding to the specific scene space, it is necessary to determine the gravitational force corresponding to each spatial location within that specific scene space, thereby enabling the controlled virtual object to move based on this gravitational force when it is located at a certain spatial location.

[0038] Step S104: In response to the first specified triggering event, a controlled virtual object is displayed on the surface of the first scene object.

[0039] The first designated trigger event mentioned above can be a player confirming participation in a game, or a player confirming participation in a game and waiting for a specified time, or a player confirming participation in a game and the number of players participating in the game reaches a specified number, etc. The specific event can be set according to needs and is not limited here.

[0040] When displaying controlled virtual objects, they can be shown in a specified area or randomly on the surface of the first scene object. During a game, multiple controlled virtual objects controlled by multiple terminal devices can be simultaneously displayed on the first scene object to indicate the start of the game.

[0041] Step S106: In response to a movement control operation on the controlled virtual object, the controlled virtual object is controlled to move in the target scene space based on the movement control parameters corresponding to the movement control operation and specific gravity parameters.

[0042] Players can control the movement of virtual objects through the human-computer interaction module on their terminal devices. For example, they can control the virtual objects to walk, run, roll, and jump on the surface of objects in the first scene. In different movement states, the virtual objects can have a movement speed that matches the movement state, while the player mainly needs to control the direction of movement of the virtual objects.

[0043] The direction of gravity typically points towards the surface of the first scene object, allowing the controlled virtual object to move on its surface in a standing position. When the surface of the first scene object is planar, the movement control process for the controlled virtual object is similar to that when it is located in a regular game scene, and will not be elaborated upon here. When the surface of the first scene object is curved, it is necessary to consider whether the gravity acting on the controlled virtual object will cause it to levitate over a portion of the surface area and then land on the surface of the first scene object. For example, if the controlled virtual object is moving from a planar area to a concave area at too high a speed, it may levitate. In this case, it is necessary to determine the gravity acting on the controlled virtual object in the air based on specific gravity parameters, and control the movement of the controlled virtual object based on the gravity acting on it and its current velocity. The specific movement control process can be handled based on mechanical principles and Newton's laws, and will not be elaborated upon here.

[0044] Step S108: In response to the prop triggering operation for the controlled virtual object, the prop is controlled to move in the target scene space based on the initial motion parameters and specific gravity parameters of the prop of the controlled virtual object.

[0045] When a controlled virtual object carries some items, players can trigger the items through the human-computer interaction module. This can be done by clicking the control used to trigger the item, or by directly clicking on items displayed around the controlled virtual object. After an item is triggered, the player needs to control its movement within the target scene space based on the item's initial motion parameters and specific gravity parameters.

[0046] The initial motion parameters mentioned above may include initial motion speed, initial motion direction, and initial position. The prop typically has a preset initial motion speed, and the initial motion direction is usually related to the orientation of the controlled virtual object. It can be consistent with the orientation or at a certain angle, such as rotating 30° in the opposite direction of the controlled virtual object's standing direction. Figure 4 As shown, the Y-axis represents the standing direction of the controlled virtual object, the X-axis represents the orientation of the controlled virtual object, and the direction of the dashed arrow represents the initial movement direction of the prop. These can be set according to requirements and are not limited here. The initial position of the prop can be the location of the controlled virtual object, or the location of a certain body part, such as the head or hand.

[0047] After determining the initial motion parameters of the prop, the gravitational force acting on the prop can be determined based on its position in the target scene space and specific gravitational parameters. Then, the prop can be controlled to move in the target scene space based on mechanical principles and Newton's laws. This motion process is similar to the motion of a javelin during a javelin throw.

[0048] Items can be either consumables or reusable. When an item is consumable, it disappears after moving within the target scene space for a certain period of time, or after colliding with environmental objects or non-player objects in the first scene. When an item is reusable, it can fly back to the vicinity of the controlled virtual object after moving within the target scene space for a certain period of time or colliding with other objects; alternatively, items can be divided into fixed and extendable parts, with only the extendable part moving during item movement, and then the extendable part restored to its original state at the end.

[0049] Step S110: In response to the first non-player object in the prop and scene space satisfying the preset interaction conditions, determine that the first non-player object is captured by the controlled virtual object.

[0050] In the game, colliders that cover the spatial boundaries of items and non-player objects can be pre-defined. A collider is a crucial component for detecting and responding to collisions between objects; it can be used to simulate physical collisions, collision effects, collision detection, and physical behavior. When a collision is detected between the item's collider and the collider corresponding to the first non-player object, the first non-player object can be considered captured by the controlled virtual object.

[0051] After the first non-player object is captured by the controlled virtual object, the model of the first non-player object can be destroyed directly, causing it to disappear from the game scene, and the game behavior can be settled based on the settlement method corresponding to the game behavior.

[0052] The aforementioned interactive control method in a game includes a first scene object in the game scene; a target scene space corresponding to the first scene object is configured with specific gravity parameters; in response to a first designated trigger event, a controlled virtual object is displayed on the surface of the first scene object; based on the movement control parameters corresponding to the movement control operation for the controlled virtual object and the specific gravity parameters, the controlled virtual object is controlled to move in the target scene space; in response to a prop trigger operation for the controlled virtual object, the prop is controlled to move based on the initial motion parameters of the prop for the controlled virtual object and the specific gravity parameters; in response to the prop and a first non-player object in the scene space satisfying preset interaction conditions, it is determined that the first non-player object is captured by the controlled virtual object. In this method, players can experience controlling the movement of virtual objects in unconventional gravitational fields and controlling the controlled virtual objects to capture non-player objects through props, enriching the player's gaming experience.

[0053] The following embodiments provide a method for controlling the movement of a controlled virtual object in a target scene space based on the movement control parameters corresponding to the movement control operation and specific gravity parameters.

[0054] In the specific implementation, the aforementioned first scene object can be located within the target scene space. The surface of the first scene object can be the surface of a sphere, and the center of gravity is located at the center of the first scene object, i.e., the center of the sphere. Specific gravitational parameters can include the direction of gravity; the direction of gravity points towards the center of gravity. Both the aforementioned first scene object and the target scene space can be configured by players with scene editing permissions in the game's scene editing interface.

[0055] The shapes of several common gravitational fields, as well as other gravitational fields generated based on these fields, can be pre-defined as usable shapes for the target scene space. For example, a parallel gravitational field can be considered a cube, a spherical gravitational field a sphere, and shapes such as hemispheres and cylinders can also be set as the shapes of the target scene space. Correspondingly, the relationship between gravity and spatial position in these gravitational fields can also be used as the gravity variation parameters of the target scene space corresponding to these shapes.

[0056] Based on the above approach, various selection controls corresponding to different gravitational fields can be displayed in the game scene editing interface. After the player selects a control, the corresponding scene component will be displayed in the currently editable game scene. The shape of this scene component is the same as the shape of the gravitational field corresponding to the selected control, and the relationship between gravity and spatial position within its internal space is consistent with the relationship between gravity and spatial position in the corresponding gravitational field. To facilitate players in constructing diverse game scenes, players can drag scene components to change their position in the game scene through certain human-computer interaction operations; they can also scale, rotate, and mirror scene components to change the size of the scene space they enclose.

[0057] To set parameters such as the direction and magnitude of gravity in the target scene space, a setting window for the basic gravity direction and value can be displayed on the interface. Typically, the basic gravity direction can have only two options, such as "up" or "down" based on a plane of a scene component as a reference point, or it can be a fixed direction that can only be reversed by the player rotating the scene component in the opposite direction. Alternatively, it can be based on a point as a reference point, offering "inward" or "outward" options, or it can be a fixed direction for that reference point, requiring different scene components to be set for different directions. The basic gravity value can be entered by the player or determined by sliding a preset numerical cursor.

[0058] After the player performs all configuration operations for the scene component and confirms that the configuration is effective, the position of the scene component in the game scene becomes the position of the corresponding target scene space, and the internal region of the scene component becomes the internal region of the target scene space. The basic gravity value, basic gravity direction, and gravity change parameters determined based on the player's configuration operations become the specific gravity configuration parameters for the target scene space.

[0059] You can configure the scene components of the first scene object before or after configuring the scene components corresponding to the target scene space, depending on your needs. There are no restrictions here. After configuring the scene components of the first scene object or the scene components of the target scene space, you need to use it as a reference to configure another one so that the target scene space can completely wrap the first scene object.

[0060] When controlling the movement of a controlled virtual object within the target scene space, to enable the controlled virtual object to walk upright, its feet can be oriented in the same direction as gravity. Then, based on the movement control parameters corresponding to the movement control operation, the controlled virtual object is controlled to move in a standing posture within the target scene space. When the controlled virtual object remains on the surface of the first scene object, the effect of the gravitational field on the controlled virtual object and the supporting force of the first scene object on the controlled virtual object usually cancel each other out, having no impact on the player's control operations. However, when the first scene object leaves its surface, the influence of gravity on its direction and speed needs to be considered to control the movement of the controlled virtual object.

[0061] The game scene displayed in the graphical user interface is usually captured by a preset virtual camera. The shooting angle of the virtual camera and the standing direction of the controlled virtual object can be preset to have specified angular constraints, such as the angle between the shooting angle of the virtual camera and the standing direction of the controlled virtual object in the vertical plane being less than or equal to a preset angle threshold, so as to give players a visual experience of observing the game scene while walking upright.

[0062] When the first scene includes curved surfaces, in response to a controlled virtual object moving in a standing posture on the curved surface of the first scene object, the standing orientation of the controlled virtual object needs to be updated to align with the current surface normal. Based on the updated standing orientation, the shooting angle of the virtual camera needs to be rotated to ensure that the rotated shooting angle and the updated standing orientation satisfy specified angular constraints, thereby maintaining the visual experience provided to the player while observing the game scene while walking upright.

[0063] The following embodiments provide a method for controlling the movement of a prop in a target scene space in response to a prop triggering operation on a controlled virtual object, based on the prop's initial motion parameters and specific gravity parameters.

[0064] In practical implementation, the props used by the controlled virtual object are typically portable props. The initial motion parameters can include the initial motion direction and initial motion speed. The initial motion direction usually has a specified relative relationship with the controlled virtual object's facial orientation. For example, the initial motion direction may be consistent with the controlled virtual object's facial orientation to represent the controlled virtual object projecting the prop parallel to the scene it sees. Alternatively, the initial motion direction may be a rotation of the facial orientation away from the scene surface at a set angle to represent the controlled virtual object throwing the prop forward and upward after seeing the scene.

[0065] When a player triggers an item on a controlled virtual object through the human-computer interaction module of a terminal device, the initial direction of movement of the item is first determined based on the face orientation and specified relative relationship of the controlled virtual object. Then, based on the initial direction of movement, the preset initial speed, and specific gravity parameters, the item's movement within the target scene space is controlled. The item typically begins its movement from the hand or other designated part of the controlled virtual object. To move the item to a greater distance, the initial direction of movement is usually at an angle to the ground, requiring the item to move through the air for a period of time. During this time, the gravitational field of the target scene must be considered. The gravitational force acting on the item at its current position must be determined in real-time based on specific gravity configuration parameters, and the item's movement is controlled based on this gravity and the item's current movement parameters. For example... Figure 5 As shown, when the first scene object is a sphere, the trajectory of the controlled virtual object after throwing the prop is shown by the dotted line. During this process, the prop is always subject to the gravitational force of the center of the sphere, which is indicated by the arrow marked with f.

[0066] To enable reusability of props, portable props can be configured with both fixed and extendable sections. Based on the initial direction of motion, a preset initial velocity, and specific gravitational parameters, only the extendable section can be controlled to extend within the target scene space, effectively displaying the prop's trajectory through the extendable section. Furthermore, extension damping of the extendable section can be configured. Besides considering the initial direction of motion, initial velocity, and specific gravitational parameters, the extension damping must also be considered to control the extension within the target scene space. Specific settings can be customized according to requirements and are not limited here.

[0067] When an item collides with the first non-player object, or when the extension length of the item's extendable portion equals a specified length, the extendable portion of the item can be controlled to return to a preset initial shape, thus enabling the item to be reused.

[0068] The following embodiment provides an implementation method for determining that the first non-player object is captured by a controlled virtual object in response to the first non-player object in the prop and scene space satisfying preset interaction conditions.

[0069] A collider can be pre-set for the prop and / or the first non-player object. This collider is used to detect whether the prop and the first non-player object collide. In response to a collision between a designated part of the prop and the first non-player object in the scene space, it can be determined that the first non-player object has been captured by the controlled virtual object.

[0070] In one specific embodiment, multiple first scene objects can be set in the game scene, such as three spherical first scene objects, which can be named Planet A, Planet B, and Planet C respectively. To provide players with a rich gaming experience, different themes can be set for different planets, such as grassland, rocks, and machinery themes. Additionally, undulating roadblock components, tunnel components connecting the two poles, and stone components moving along fixed routes can be added to the planets to increase the game's difficulty and fun.

[0071] Each first scene object has at least one first designated object corresponding to other first scene objects on its surface. That is, planet A can have one first designated object corresponding to planet B, or two first designated objects corresponding to planets B and C respectively. The first designated object is usually triggerable, and can be set as a door, passage, key, or other shape that symbolizes entering another space.

[0072] The first designated object can always be displayed on the surface of the first scene object, or it can be displayed on the surface of the first scene object after the controlled virtual object has completed the designated game action in the first scene object. The controlled virtual object can reach the location of the first scene object and trigger it. In response to the controlled virtual object triggering at least one target designated object in the first designated object, the controlled virtual object is controlled to move from the current first scene object to the first scene object corresponding to the target designated object along a preset movement trajectory. Specifically, when the controlled virtual object triggers the first designated object corresponding to planet B on planet A, the controlled virtual object will move from planet A to planet B according to the preset movement trajectory, such as... Figure 6 As shown, 100 represents the first scene object.

[0073] In the game, the number and / or attributes of non-player objects captured by a controlled virtual object in the current first scene object can be determined as the settlement data for the controlled virtual object in the current first scene object. In response to the controlled virtual object capturing the attributes and / or number of the first non-player objects meeting specified conditions, a first indicator is displayed on the surface of the first scene object. These specified conditions could be: the first scene object needs to capture three first non-player objects displayed as "sprites" on planet A, or the first scene object needs to capture two "big sprites" and one "little sprite" on planet A, etc. The first indicator is used to indicate the movement trajectory from the controlled virtual object's current position to the first specified object, such as... Figure 7 The image shows the first indicator on planet A, represented by multiple arrows arranged in sequence.

[0074] When a controlled virtual object enters the area marked by the first indicator, it is considered that the controlled virtual object has triggered the first indicator. In response to the controlled virtual object triggering the first indicator, the controlled virtual object is guided to move along a trajectory to a designated location of a first designated object. This designated location is usually close to the first designated object, but the controlled virtual object will not trigger the first designated object when it is at this designated location. This is to prevent the player from accidentally moving to other first scene objects without intending to do so, and also to avoid the situation where the player cannot select the first designated object to trigger when there are multiple first designated objects.

[0075] When the attributes and / or quantity of the first non-player object captured by the controlled virtual object in the target scene space corresponding to the first scene object meet the specified conditions, the triggerability of the first designated object corresponding to the first scene object can be determined as: untriggerable for the controlled virtual object. Specifically, after the controlled virtual object captures enough "sprites" on planet A, if the first designated object corresponding to planet A is set on planets B and C, these designated objects are untriggerable for the controlled virtual object, in order to prevent players from performing invalid game behaviors after entering planet A.

[0076] During the game, multiple controlled virtual objects are placed on the surface of each initial scene object. For example, within the first 5 seconds of the game, 8 controlled virtual objects are displayed on planets A, B, and C. From the player's perspective, these controlled virtual objects spawn on their respective planets. The "job" of these controlled virtual objects on the planets is to capture a set number of "sprites." To instill competition, a smaller number of non-player objects, i.e., "sprites," can be released at the start of the game. During the game, non-player objects are generated on the surface of the initial scene objects at regular intervals until the specified number of non-player objects is reached.

[0077] In the process of generating non-player objects, the target position first needs to be determined on the surface of the first scene object. Specifically, the target position can be determined using a random algorithm. When an environment object is set at the target position, a non-player object is generated on the environment object and controlled to display the non-player object in a preset display posture. For example, a "sprite" can be generated on the tree canopy, and the sprite can lie on the tree canopy in a resting posture.

[0078] If no environment object is set at the target location, a non-player object can be directly generated at that location; the non-player object can then be controlled to move on the surface of the first scene object. During movement, a pathfinding algorithm can be used to determine the movement path of the non-player object, thereby controlling its movement. When a non-player object enters the area of ​​an environment object, it will be occluded by the environment object. For example, when a "sprite" goes into the grass, there will be a shaking effect; after entering, the "sprite" will slow down, only its head will be visible, and the model will be obscured until only the head is visible, testing one's visual acuity.

[0079] To clearly show players the capture status of the first non-player object within a controlled virtual object, an object capture indicator can be displayed in the graphical user interface. This indicator shows the number and / or attributes of the first non-player objects captured by the controlled virtual object. These attributes can include the location where the non-player object was captured, i.e., within which first scene object it was captured. When there are multiple first scene objects, the object capture indicator can be displayed in different formats to represent the capture status of non-player objects in different first scene objects. For example... Figure 8 The image shows the display state of the object capture indicator when the controlled virtual object has not captured any non-player objects; the individual circles are white. In response to the controlled virtual object capturing the first non-player object, the displayed object capture indicator is updated so that it indicates in real-time the number and / or attributes of the first non-player objects captured by the controlled virtual object. For example... Figure 9 As shown, if the controlled virtual object captures the first non-player object on planet A, one of its circular markers will be displayed as a default black; if the controlled virtual object captures two first non-player objects on planet B, both of its circular markers will be displayed as gray. Finally, a settlement trigger event can be set up if the player-controlled virtual object captures two "sprites" on planets A, B, and C respectively.

[0080] For the above method embodiments, see Figure 10 The embodiment of this disclosure shown provides an interactive control device for a game. The device further includes:

[0081] The scene display module 1002 provides a graphical user interface through a terminal device. The graphical user interface displays a preset game scene, which includes a first scene object. The target scene space corresponding to the first scene object is configured with preset specific gravity parameters. The gravity center corresponding to the scene space is located inside the first scene object.

[0082] The virtual object display module 1004 is used to display a controlled virtual object on the surface of a first scene object in response to a first specified triggering event;

[0083] The first motion control module 1006 is used to respond to a motion control operation on a controlled virtual object and control the controlled virtual object to move in the target scene space based on the motion control parameters and specific gravity parameters corresponding to the motion control operation.

[0084] The second motion control module 1008 is used to respond to the prop triggering operation for the controlled virtual object and control the prop to move in the target scene space based on the initial motion parameters and specific gravity parameters of the prop of the controlled virtual object.

[0085] The interaction module 1010 is used to determine that the first non-player object is captured by the controlled virtual object in response to the first non-player object in the prop and scene space meeting the preset interaction conditions.

[0086] The aforementioned interactive control device in a game includes a first scene object in the game scene; a target scene space corresponding to the first scene object is configured with specific gravity parameters; in response to a first designated trigger event, a controlled virtual object is displayed on the surface of the first scene object; based on the movement control parameters corresponding to the movement control operation for the controlled virtual object and the specific gravity parameters, the controlled virtual object is controlled to move in the target scene space; in response to a prop trigger operation for the controlled virtual object, the prop is controlled to move based on the initial motion parameters of the prop for the controlled virtual object and the specific gravity parameters; in response to the prop and a first non-player object in the scene space satisfying preset interaction conditions, it is determined that the first non-player object is captured by the controlled virtual object. In this method, players can experience controlling the movement of virtual objects in unconventional gravitational fields and controlling the controlled virtual objects to capture non-player objects through props, enriching the player's gaming experience.

[0087] The first scene object is located in the target scene space; the surface of the first scene object is a spherical surface, and the center of gravity is located at the center of the first scene object; specific gravity parameters include the direction of gravity; the direction of gravity points to the center of gravity; the first movement control module is also used to: set the foot orientation of the controlled virtual object to be the same as the direction of gravity; and control the controlled virtual object to move in the target scene space in a standing posture based on the movement control parameters corresponding to the movement control operation.

[0088] The aforementioned props are portable props; the initial motion parameters include the initial motion direction and the initial motion speed; the initial motion direction has a specified relative relationship with the face orientation of the controlled virtual object; the second movement control module is also used to: in response to a prop trigger operation on the controlled virtual object, determine the initial motion direction of the prop based on the face orientation of the controlled virtual object and the specified relative relationship; and control the prop to move in the target scene space based on the initial motion direction, the preset initial motion speed, and specific gravity parameters.

[0089] The aforementioned portable prop includes a fixed part and an extendable part; the second movement control module is also used to: control the extendable part of the prop to extend in the target scene space based on the initial movement direction, the preset initial movement speed and specific gravity parameters.

[0090] The aforementioned device further includes: an item restoration module, used to control the extendable part of the item to restore to a preset initial shape in response to the item and a first non-player object in the scene space meeting preset interaction conditions, or the extension length of the extendable part of the item being equal to a specified length.

[0091] The aforementioned interaction module is also used to: determine that the first non-player object is captured by the controlled virtual object in response to a collision between a designated part of the prop and the first non-player object in the scene space.

[0092] The aforementioned specific gravitational parameters include the gravitational direction; the scene of the game scene displayed in the graphical user interface is captured by a preset virtual camera; the shooting angle of the virtual camera and the standing direction of the controlled virtual object have a specified angular constraint; the first scene includes at least a portion of a curved surface; the aforementioned device further includes: an orientation update module, used to update the standing direction of the controlled virtual object in response to the controlled virtual object moving in a standing posture on the curved surface of the first scene object; and a camera rotation module, used to control the shooting angle of the virtual camera to rotate based on the updated standing direction, so that the shooting angle of the rotated virtual camera and the updated standing direction satisfy the specified angular constraint.

[0093] The game scene described above includes multiple first scene objects; each first scene object has at least one first designated object on its surface that corresponds to other first scene objects; the first designated object is triggerable; the device also includes: a third movement control module, used to control the controlled virtual object to move from the current first scene object to the first scene object corresponding to the target designated object in response to the controlled virtual object triggering at least one target designated object in the first scene object.

[0094] The aforementioned device further includes: an indicator display module, used to display a first indicator on the surface of a first scene object in response to the controlled virtual object capturing a first non-player object whose attributes and / or quantity meet specified conditions; the first indicator is used to indicate a movement trajectory from the current position of the controlled virtual object to the first specified object; and a third movement control module, used to control the controlled virtual object to reach the specified position of the first specified object along the movement trajectory in response to the controlled virtual object triggering the first indicator.

[0095] The aforementioned device further includes: a triggerability setting module, used to determine the triggerability of the first specified object corresponding to the first scene object as untriggerable for the controlled virtual object in response to the controlled virtual object capturing the attributes and / or quantity of the first non-player object in the target scene space corresponding to the first scene object meeting specified conditions.

[0096] The aforementioned device further includes: a first object generation module, used to generate a non-player object on the surface of a first scene object in response to a second specified triggering event.

[0097] The aforementioned first object generation module is also used to: determine the target position on the surface of the first scene object; generate a non-player object on the environment object in response to the setting of an environment object at the target position; and control the display of the non-player object in a preset display posture.

[0098] The aforementioned device further includes: a second object generation module, used to generate a non-player object at the target location in response to the absence of an environment object at the target location; and to control the movement of the non-player object on the surface of the first scene object.

[0099] The aforementioned device further includes: an object capture identifier display module for displaying an object capture identifier in a graphical user interface; the object capture identifier is used to indicate the number and / or attributes of the first non-player object captured by the controlled virtual object; and an identifier update module for updating the displayed object capture identifier in response to the controlled virtual object capturing the first non-player object, so that the object capture identifier indicates in real time the number and / or attributes of the first non-player object captured by the controlled virtual object.

[0100] This embodiment also provides an electronic device, including a processor and a memory. The memory stores machine-executable instructions that can be executed by the processor. The processor executes the machine-executable instructions to implement the interactive control method in the aforementioned game. Specifically:

[0101] A graphical user interface (GUI) is provided through a terminal device. The GUI displays a preset game scene, which includes a first scene object. The target scene space corresponding to the first scene object is configured with preset specific gravity parameters. The gravity center of the scene space is located inside the first scene object. In response to a first specified trigger event, a controlled virtual object is displayed on the surface of the first scene object. In response to a movement control operation on the controlled virtual object, the controlled virtual object is controlled to move in the target scene space based on the movement control parameters and specific gravity parameters corresponding to the movement control operation. In response to an item trigger operation on the controlled virtual object, the item is controlled to move in the target scene space based on the initial motion parameters and specific gravity parameters of the item. In response to the item and a first non-player object in the scene space satisfying preset interaction conditions, it is determined that the first non-player object has been captured by the controlled virtual object.

[0102] In the above methods, players can experience controlling virtual objects to move in unconventional gravitational fields and controlling controlled virtual objects to capture non-player objects through props, thus enriching the player's gaming experience.

[0103] Optionally, the first scene object is located in the target scene space; the surface of the first scene object is a spherical surface, and the center of gravity is located at the center of the first scene object; specific gravity parameters include the direction of gravity; the direction of gravity points to the center of gravity; the step of controlling the movement of the controlled virtual object in the target scene space based on the movement control parameters corresponding to the movement control operation and the specific gravity parameters includes: setting the orientation of the feet of the controlled virtual object to be the same as the direction of gravity; and controlling the controlled virtual object to move in the target scene space in a standing posture based on the movement control parameters corresponding to the movement control operation.

[0104] Optionally, the aforementioned props are portable props; the initial motion parameters include the initial motion direction and the initial motion speed; the initial motion direction has a specified relative relationship with the face orientation of the controlled virtual object; in response to a prop triggering operation on the controlled virtual object, the step of controlling the movement of the prop in the target scene space based on the initial motion parameters of the prop on the controlled virtual object and specific gravity parameters includes: in response to a prop triggering operation on the controlled virtual object, determining the initial motion direction of the prop based on the face orientation of the controlled virtual object and the specified relative relationship; and controlling the movement of the prop in the target scene space based on the initial motion direction, the preset initial motion speed, and the specific gravity parameters.

[0105] Optionally, the aforementioned portable prop includes a fixed part and an extendable part; the step of controlling the movement of the prop in the target scene space based on the initial direction of movement, the preset initial speed of movement and specific gravity parameters includes: controlling the extendable part of the prop to extend in the target scene space based on the initial direction of movement, the preset initial speed of movement and specific gravity parameters.

[0106] Optionally, the above method further includes: in response to the prop and a first non-player object in the scene space satisfying a preset interaction condition, or the extension length of the extendable part of the prop being equal to a specified length, controlling the extendable part of the prop to restore to a preset initial shape.

[0107] Optionally, the step of determining that the first non-player object is captured by the controlled virtual object in response to the prop and the first non-player object in the scene space satisfying the preset interaction conditions includes: determining that the first non-player object is captured by the controlled virtual object in response to a collision between a designated part of the prop and the first non-player object in the scene space.

[0108] Optionally, the specific gravity parameters mentioned above include the direction of gravity; the scene of the game scene displayed in the graphical user interface is captured by a preset virtual camera; the shooting angle of the virtual camera and the standing direction of the controlled virtual object have specified angular constraints; the first scene includes at least a portion of a curved surface; the method further includes: updating the standing direction of the controlled virtual object in response to the controlled virtual object moving in a standing posture on the curved surface of the first scene object; and controlling the shooting angle of the virtual camera to rotate based on the updated standing direction so that the shooting angle of the rotated virtual camera and the updated standing direction satisfy the specified angular constraints.

[0109] Optionally, the game scene mentioned above includes multiple first scene objects; the surface of each first scene object is provided with at least one first designated object corresponding to other first scene objects; the first designated object is triggerable; the method further includes: in response to the controlled virtual object triggering the target designated object in at least one first designated object, controlling the controlled virtual object to move from the current first scene object to the first scene object corresponding to the target designated object along a preset movement trajectory.

[0110] Optionally, the above method further includes: in response to the controlled virtual object capturing a first non-player object whose attributes and / or quantity meet specified conditions, displaying a first indicator on the surface of a first scene object; the first indicator is used to indicate a movement trajectory from the current position of the controlled virtual object to a first specified object; in response to the controlled virtual object triggering the first indicator, controlling the controlled virtual object to reach a specified position of the first specified object along the movement trajectory.

[0111] Optionally, the above method further includes: in response to the controlled virtual object capturing the attributes and / or quantity of the first non-player object in the target scene space corresponding to the first scene object satisfying a specified condition, determining the triggerability of the first specified object corresponding to the first scene object as: untriggerable for the controlled virtual object.

[0112] Optionally, the above method further includes: generating a non-player object on the surface of the first scene object in response to a second specified triggering event.

[0113] Optionally, the step of generating a non-player object on the surface of the first scene object includes: determining a target position on the surface of the first scene object; generating a non-player object on the environment object in response to an environment object being set at the target position; and controlling the display of the non-player object in a preset display posture.

[0114] Optionally, the above method further includes: generating a non-player object at the target location in response to the absence of an environment object at the target location; and controlling the movement of the non-player object on the surface of the first scene object.

[0115] Optionally, the above method further includes: displaying an object capture identifier in a graphical user interface; the object capture identifier is used to indicate the number and / or attributes of the first non-player object captured by the controlled virtual object; and updating the displayed object capture identifier in response to the controlled virtual object capturing the first non-player object, so that the object capture identifier indicates in real time the number and / or attributes of the first non-player object captured by the controlled virtual object.

[0116] See Figure 11 As shown, the electronic device includes a processor 100 and a memory 101. The memory 101 stores machine-executable instructions that can be executed by the processor 100. The processor 100 executes the machine-executable instructions to implement the interactive control method in the game described above.

[0117] Furthermore, Figure 11 The electronic device shown also includes a bus 102 and a communication interface 103, with the processor 100, the communication interface 103 and the memory 101 connected via the bus 102.

[0118] The memory 101 may include high-speed random access memory (RAM) or non-volatile memory, such as at least one disk storage device. Communication between this system network element and at least one other network element is achieved through at least one communication interface 103 (which can be wired or wireless), such as the Internet, wide area network, local area network, or metropolitan area network. The bus 102 may be an ISA bus, PCI bus, or EISA bus, etc. The bus can be divided into address bus, data bus, control bus, etc. For ease of representation, Figure 11 The symbol is represented by a single double-headed arrow, but this does not mean that there is only one bus or one type of bus.

[0119] The processor 100 may be an integrated circuit chip with signal processing capabilities. In implementation, each step of the above method can be completed by the integrated logic circuitry in the hardware of the processor 100 or by instructions in software form. The processor 100 may be a general-purpose processor, including a Central Processing Unit (CPU), a Network Processor (NP), etc.; it may also be a Digital Signal Processor (DSP), an Application Specific Integrated Circuit (ASIC), a Field-Programmable Gate Array (FPGA), or other programmable logic devices, discrete gate or transistor logic devices, or discrete hardware components. It can implement or execute the methods, steps, and logic block diagrams disclosed in the embodiments of this disclosure. The general-purpose processor may be a microprocessor or any conventional processor. The steps of the methods disclosed in the embodiments of this disclosure can be directly manifested as execution by a hardware decoding processor, or execution by a combination of hardware and software modules in the decoding processor. The software module can reside in a readily available storage medium in the art, such as random access memory, flash memory, read-only memory, programmable read-only memory, electrically erasable programmable memory, or registers. This storage medium is located in memory 101, and the processor 100 reads the information from memory 101 and, in conjunction with its hardware, completes the steps of the method described in the foregoing embodiments.

[0120] This embodiment also provides a machine-readable storage medium storing machine-executable instructions. When the machine-executable instructions are called and executed by the processor, the machine-executable instructions cause the processor to implement the interactive control method in the above-mentioned game.

[0121] This disclosure provides an interactive control method, apparatus, and electronic device for games, including a computer-readable storage medium storing program code. The instructions included in the program code can be used to execute the methods described in the preceding embodiments. Specifically:

[0122] A graphical user interface (GUI) is provided through a terminal device. The GUI displays a preset game scene, which includes a first scene object. The target scene space corresponding to the first scene object is configured with preset specific gravity parameters. The gravity center of the scene space is located inside the first scene object. In response to a first specified trigger event, a controlled virtual object is displayed on the surface of the first scene object. In response to a movement control operation on the controlled virtual object, the controlled virtual object is controlled to move in the target scene space based on the movement control parameters and specific gravity parameters corresponding to the movement control operation. In response to an item trigger operation on the controlled virtual object, the item is controlled to move in the target scene space based on the initial motion parameters and specific gravity parameters of the item. In response to the item and a first non-player object in the scene space satisfying preset interaction conditions, it is determined that the first non-player object has been captured by the controlled virtual object.

[0123] In the above methods, players can experience controlling virtual objects to move in unconventional gravitational fields and controlling controlled virtual objects to capture non-player objects through props, thus enriching the player's gaming experience.

[0124] Optionally, the first scene object is located in the target scene space; the surface of the first scene object is a spherical surface, and the center of gravity is located at the center of the first scene object; specific gravity parameters include the direction of gravity; the direction of gravity points to the center of gravity; the step of controlling the movement of the controlled virtual object in the target scene space based on the movement control parameters corresponding to the movement control operation and the specific gravity parameters includes: setting the orientation of the feet of the controlled virtual object to be the same as the direction of gravity; and controlling the controlled virtual object to move in the target scene space in a standing posture based on the movement control parameters corresponding to the movement control operation.

[0125] Optionally, the aforementioned props are portable props; the initial motion parameters include the initial motion direction and the initial motion speed; the initial motion direction has a specified relative relationship with the face orientation of the controlled virtual object; in response to a prop triggering operation on the controlled virtual object, the step of controlling the movement of the prop in the target scene space based on the initial motion parameters of the prop on the controlled virtual object and specific gravity parameters includes: in response to a prop triggering operation on the controlled virtual object, determining the initial motion direction of the prop based on the face orientation of the controlled virtual object and the specified relative relationship; and controlling the movement of the prop in the target scene space based on the initial motion direction, the preset initial motion speed, and the specific gravity parameters.

[0126] Optionally, the aforementioned portable prop includes a fixed part and an extendable part; the step of controlling the movement of the prop in the target scene space based on the initial direction of movement, the preset initial speed of movement and specific gravity parameters includes: controlling the extendable part of the prop to extend in the target scene space based on the initial direction of movement, the preset initial speed of movement and specific gravity parameters.

[0127] Optionally, the above method further includes: in response to the prop and a first non-player object in the scene space satisfying a preset interaction condition, or the extension length of the extendable part of the prop being equal to a specified length, controlling the extendable part of the prop to restore to a preset initial shape.

[0128] Optionally, the step of determining that the first non-player object is captured by the controlled virtual object in response to the prop and the first non-player object in the scene space satisfying the preset interaction conditions includes: determining that the first non-player object is captured by the controlled virtual object in response to a collision between a designated part of the prop and the first non-player object in the scene space.

[0129] Optionally, the specific gravity parameters mentioned above include the direction of gravity; the scene of the game scene displayed in the graphical user interface is captured by a preset virtual camera; the shooting angle of the virtual camera and the standing direction of the controlled virtual object have specified angular constraints; the first scene includes at least a portion of a curved surface; the method further includes: updating the standing direction of the controlled virtual object in response to the controlled virtual object moving in a standing posture on the curved surface of the first scene object; and controlling the shooting angle of the virtual camera to rotate based on the updated standing direction so that the shooting angle of the rotated virtual camera and the updated standing direction satisfy the specified angular constraints.

[0130] Optionally, the game scene mentioned above includes multiple first scene objects; the surface of each first scene object is provided with at least one first designated object corresponding to other first scene objects; the first designated object is triggerable; the method further includes: in response to the controlled virtual object triggering the target designated object in at least one first designated object, controlling the controlled virtual object to move from the current first scene object to the first scene object corresponding to the target designated object along a preset movement trajectory.

[0131] Optionally, the above method further includes: in response to the controlled virtual object capturing a first non-player object whose attributes and / or quantity meet specified conditions, displaying a first indicator on the surface of a first scene object; the first indicator is used to indicate a movement trajectory from the current position of the controlled virtual object to a first specified object; in response to the controlled virtual object triggering the first indicator, controlling the controlled virtual object to reach a specified position of the first specified object along the movement trajectory.

[0132] Optionally, the above method further includes: in response to the controlled virtual object capturing the attributes and / or quantity of the first non-player object in the target scene space corresponding to the first scene object satisfying a specified condition, determining the triggerability of the first specified object corresponding to the first scene object as: untriggerable for the controlled virtual object.

[0133] Optionally, the above method further includes: generating a non-player object on the surface of the first scene object in response to a second specified triggering event.

[0134] Optionally, the step of generating a non-player object on the surface of the first scene object includes: determining a target position on the surface of the first scene object; generating a non-player object on the environment object in response to an environment object being set at the target position; and controlling the display of the non-player object in a preset display posture.

[0135] Optionally, the above method further includes: generating a non-player object at the target location in response to the absence of an environment object at the target location; and controlling the movement of the non-player object on the surface of the first scene object.

[0136] Optionally, the above method further includes: displaying an object capture identifier in a graphical user interface; the object capture identifier is used to indicate the number and / or attributes of the first non-player object captured by the controlled virtual object; and updating the displayed object capture identifier in response to the controlled virtual object capturing the first non-player object, so that the object capture identifier indicates in real time the number and / or attributes of the first non-player object captured by the controlled virtual object.

[0137] See Figure 11 As shown, the electronic device includes a processor 100 and a memory 101. The memory 101 stores machine-executable instructions that can be executed by the processor 100. The processor 100 executes the machine-executable instructions to implement the interactive control method in the game described above.

[0138] Those skilled in the art will clearly understand that, for the sake of convenience and brevity, the specific working process of the system and apparatus described above can be referred to the corresponding process in the foregoing method embodiments, and will not be repeated here.

[0139] Furthermore, in the description of the embodiments of this disclosure, unless otherwise expressly specified and limited, the terms "installation," "connection," and "linking" should be interpreted broadly. For example, they can refer to a fixed connection, a detachable connection, or an integral connection; they can refer to a mechanical connection or an electrical connection; they can refer to a direct connection or an indirect connection through an intermediate medium; and they can refer to the internal connection of two components. Those skilled in the art can understand the specific meaning of the above terms in this disclosure based on the specific circumstances.

[0140] If the aforementioned functions are implemented as software functional units and sold or used as independent products, they can be stored in a computer-readable storage medium. Based on this understanding, the technical solutions of this disclosure, in essence, or the parts that contribute to the prior art, or parts of the technical solutions, can be embodied in the form of software products. These computer software products are stored in a storage medium and include several instructions to cause a computer 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 disclosure. 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.

[0141] In the description of this disclosure, it should be noted that the terms "center," "upper," "lower," "left," "right," "vertical," "horizontal," "inner," and "outer," etc., indicate the orientation or positional relationship based on the orientation or positional relationship shown in the accompanying drawings, and are only for the convenience of describing this disclosure and simplifying the description, and do not indicate or imply that the device or element referred to must have a specific orientation, or be constructed and operated in a specific orientation, and therefore should not be construed as a limitation of this disclosure. Furthermore, the terms "first," "second," and "third" are used for descriptive purposes only and should not be construed as indicating or implying relative importance.

[0142] Finally, it should be noted that the above embodiments are merely specific implementations of this disclosure, used to illustrate the technical solutions of this disclosure, and not to limit it. The protection scope of this disclosure is not limited thereto. Although this disclosure 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 disclosure. 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 disclosure, and should all be covered within the protection scope of this disclosure. Therefore, the protection scope of this disclosure should be determined by the protection scope of the claims.

Claims

1. An interactive control method in a game, characterized in that, The method includes: A graphical user interface is provided through a terminal device. The graphical user interface displays a preset game scene. The game scene includes a first scene object. The target scene space corresponding to the first scene object is configured with preset specific gravity parameters. The gravity center corresponding to the scene space is located inside the first scene object. In response to a first specified triggering event, a controlled virtual object is displayed on the surface of the first scene object; In response to a movement control operation on the controlled virtual object, the controlled virtual object is controlled to move in the target scene space based on the movement control parameters corresponding to the movement control operation and the specific gravity parameters; In response to a prop triggering operation on the controlled virtual object, the prop is controlled to move in the target scene space based on the initial motion parameters of the prop on the controlled virtual object and the specific gravity parameters; In response to the prop and the first non-player object in the scene space satisfying the preset interaction conditions, it is determined that the first non-player object is captured by the controlled virtual object; The first scene object is located in the target scene space; the surface of the first scene object is a spherical surface, and the center of gravity is located at the center of the first scene object; specific gravitational parameters include the direction of gravity; the direction of gravity points towards the center of gravity; The steps of controlling the movement of the controlled virtual object in the target scene space based on the movement control parameters corresponding to the movement control operation and the specific gravity parameters include: Set the orientation of the feet of the controlled virtual object to be the same as the direction of gravity; Based on the movement control parameters corresponding to the movement control operation, the controlled virtual object is controlled to move in the target scene space in a standing posture.

2. The method according to claim 1, characterized in that, The prop is a portable prop; the initial motion parameters include the initial motion direction and the initial motion speed; the initial motion direction has a specified relative relationship with the facial orientation of the controlled virtual object; The step of controlling the movement of the prop in the target scene space in response to a prop triggering operation on the controlled virtual object, based on the initial motion parameters of the prop of the controlled virtual object and the specific gravity parameters, includes: In response to a prop triggering operation on the controlled virtual object, the initial movement direction of the prop is determined based on the facial orientation of the controlled virtual object and the specified relative relationship; Based on the initial direction of motion, the preset initial speed of motion, and specific gravity parameters, the prop is controlled to move in the target scene space.

3. The method according to claim 2, characterized in that, The portable prop includes a fixed part and an extendable part; The steps for controlling the movement of the prop in the target scene space based on the initial direction of motion, the preset initial speed of motion, and specific gravity parameters include: Based on the initial direction of motion, the preset initial speed of motion, and specific gravity parameters, the extendable part of the prop is controlled to extend in the target scene space.

4. The method according to claim 3, characterized in that, The method further includes: In response to the prop and the first non-player object in the scene space satisfying a preset interaction condition, or the extension length of the extendable part of the prop being equal to a specified length, the extendable part of the prop is controlled to return to a preset initial shape.

5. The method according to claim 1, characterized in that, The step of determining that the first non-player object is captured by the controlled virtual object in response to the prop and the first non-player object in the scene space satisfying a preset interaction condition includes: In response to a collision between a designated part of the prop and a first non-player object in the scene space, it is determined that the first non-player object has been captured by the controlled virtual object.

6. The method according to claim 1, characterized in that, The specific gravity parameters include the direction of gravity; the scene of the game scene displayed in the graphical user interface is captured by a preset virtual camera; the shooting angle of the virtual camera and the standing direction of the controlled virtual object are subject to specified angular constraints; The first scenario includes at least a partially curved surface; The method further includes: In response to the controlled virtual object moving in a standing posture on the curved surface of the first scene object, the standing orientation of the controlled virtual object is updated; Based on the updated standing direction, the shooting angle of the virtual camera is rotated so that the shooting angle of the rotated virtual camera satisfies the specified angle constraint condition with respect to the updated standing direction.

7. The method according to claim 1, characterized in that, The game scene includes multiple first scene objects; the surface of each first scene object is provided with at least one first designated object corresponding to other first scene objects; The first specified object is triggerable; The method further includes: In response to the controlled virtual object triggering the target specified object among the at least one first specified object, the controlled virtual object is controlled to move from the current first scene object to the first scene object corresponding to the target specified object along a preset movement trajectory.

8. The method according to claim 7, characterized in that, The method further includes: In response to the controlled virtual object capturing a first non-player object whose attributes and / or quantity meet a specified condition, a first indicator is displayed on the surface of the first scene object; the first indicator is used to indicate the movement trajectory from the current position of the controlled virtual object to the first specified object; In response to the controlled virtual object triggering the first indication flag, the controlled virtual object is controlled to move along the movement trajectory to the designated position of the first designated object.

9. The method according to claim 7, characterized in that, The method further includes: In response to the controlled virtual object capturing the attributes and / or quantity of the first non-player object in the target scene space corresponding to the first scene object, the triggerability of the first specified object corresponding to the first scene object is determined to be: untriggerable for the controlled virtual object.

10. The method according to claim 1, characterized in that, The method further includes: In response to a second specified triggering event, a non-player object is generated on the surface of the first scene object.

11. The method according to claim 10, characterized in that, The step of generating a non-player object on the surface of the first scene object includes: Determine the target location on the surface of the first scene object; In response to the presence of an environment object at the target location, a non-player object is generated on top of the environment object; The control displays the non-player object in a preset display pose.

12. The method according to claim 11, characterized in that, The method further includes: In response to the absence of an environment object at the target location, a non-player object is generated at the target location; Control the non-player object to move on the surface of the first scene object.

13. The method according to claim 1, characterized in that, The method further includes: The graphical user interface displays an object capture identifier; the object capture identifier is used to indicate the number and / or attributes of the first non-player objects that the controlled virtual object has captured. In response to the controlled virtual object capturing the first non-player object, the object capture identifier is updated and displayed so that the object capture identifier indicates in real time the number and / or attributes of the first non-player object captured by the controlled virtual object.

14. An interactive control device for a game, characterized in that, The device includes: The scene display module provides a graphical user interface through a terminal device. The graphical user interface displays a preset game scene, which includes a first scene object. The target scene space corresponding to the first scene object is configured with preset specific gravity parameters. The gravity center of the scene space is located inside the first scene object. A virtual object display module is used to display a controlled virtual object on the surface of the first scene object in response to a first specified triggering event; The first motion control module is used to respond to a motion control operation on the controlled virtual object and control the controlled virtual object to move in the target scene space based on the motion control parameters corresponding to the motion control operation and the specific gravity parameters. The second movement control module is used to respond to a prop triggering operation on the controlled virtual object, and control the prop to move in the target scene space based on the initial motion parameters of the prop of the controlled virtual object and the specific gravity parameters; An interaction module is used to determine that the first non-player object is captured by the controlled virtual object in response to the prop and the first non-player object in the scene space satisfying a preset interaction condition. The first scene object is located in the target scene space; the surface of the first scene object is a spherical surface, and the center of gravity is located at the center of the first scene object; specific gravitational parameters include the direction of gravity; the direction of gravity points towards the center of gravity; The first motion control module is also used for: Set the orientation of the feet of the controlled virtual object to be the same as the direction of gravity; Based on the movement control parameters corresponding to the movement control operation, the controlled virtual object is controlled to move in the target scene space in a standing posture.

15. An electronic device, characterized in that, It includes a processor and a memory, the memory storing computer-executable instructions that can be executed by the processor, the processor executing the computer-executable instructions to implement the interactive control method in a game as described in any one of claims 1-13.

16. A computer-readable storage medium, characterized in that, The computer-readable storage medium stores computer-executable instructions, which, when invoked and executed by a processor, cause the processor to implement the interactive control method in the game as described in any one of claims 1-13.

Citation Information

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