Game interaction method and device, computer readable storage medium and electronic device
Patent Information
- Application Number
- CN202310920788.7
- Authority / Receiving Office
- CN · China
- Patent Type
- Patents(China)
- Current Assignee / Owner
- Filing Date
- 2023-07-25
- Publication Date
- 2026-09-22
- Estimated Expiration
- 2043-07-25
AI Technical Summary
[0004]本公开提供了一种游戏交互方法、游戏交互装置、计算机可读存储介质与电子设备,进而至少在一定程度上克服相关技术中交互准确性和直观性较差的问题
上述游戏交互过程中,在图形用户界面提供用于标识第二虚拟角色的角色标识控件;响应于针对第二虚拟角色的角色标识控件的第一操作,控制将在图形用户界面中显示的通过第一游戏视角观察游戏场景得到的游戏画面切换为显示通过第二游戏视角观察游戏场景得到的游戏画面;其中,第二游戏视角为第二虚拟角色对应的游戏视角。通过将图形用户界面中所显示的游戏画面从第一游戏视角观察游戏场景得到的游戏画面切换为第二游戏视角观察游戏场景得到的游戏画面,实现了在其他虚拟角色的视角观察游戏场景得到的游戏画面,不仅丰富了游戏玩家的交互体验,还有助于游戏玩家间进行更为精准的方位沟通。
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Figure CN116899237B_ABST
Abstract
Description
Technical Field
[0001] This disclosure relates to the field of computer technology, and in particular to a game interaction method, a game interaction device, a computer-readable storage medium, and an electronic device. Background Technology
[0002] In some games, information exchange is necessary for better teamwork. In related technologies, players typically communicate via voice or text. However, since accurate location information within the game environment is difficult to convey through voice or text alone, this method cannot fully meet players' needs for location communication. To address this, some technologies use marking on the game map to transmit location information. However, because the game map is separate from the actual game environment, this method is not accurate or intuitive for teammates.
[0003] It should be noted that the information disclosed in the background section above is only used to enhance the understanding of the background of this disclosure, and therefore may include information that does not constitute prior art known to those skilled in the art. Summary of the Invention
[0004] This disclosure provides a game interaction method, a game interaction device, a computer-readable storage medium, and an electronic device, thereby overcoming, to at least a certain extent, the problems of poor interaction accuracy and intuitiveness in related technologies.
[0005] Other features and advantages of this disclosure will become apparent from the following detailed description, or may be learned in part from practice of this disclosure.
[0006] According to a first aspect of this disclosure, a game interaction method is provided, wherein a graphical user interface is provided through a first terminal device, the graphical user interface displaying a game screen obtained by observing a game scene from a first game perspective corresponding to a first virtual character, the game scene including the first virtual character and a second virtual character, the first virtual character being controlled by the first terminal device, the method comprising: providing a character identification control for identifying the second virtual character in the graphical user interface; and, in response to a first operation on the character identification control of the second virtual character, controlling the display of the game screen obtained by observing the game scene from the first game perspective in the graphical user interface to display a game screen obtained by observing the game scene from the second game perspective; wherein the second game perspective is the game perspective corresponding to the second virtual character.
[0007] According to a second aspect of this disclosure, a game interaction device is provided, which provides a graphical user interface (GUI) via a first terminal device. The GUI displays a game scene viewed from a first game perspective corresponding to a first virtual character. The game scene includes the first virtual character and a second virtual character. The first virtual character is controlled by the first terminal device. The device includes: an identification control providing module, configured to provide a character identification control for identifying the second virtual character in the GUI; and a game scene switching module, configured to, in response to a first operation on the character identification control of the second virtual character, control the switching of the game scene displayed in the GUI from the first game perspective to the second game perspective; wherein the second game perspective is the game perspective corresponding to the second virtual character.
[0008] According to a third aspect of this disclosure, a computer-readable storage medium is provided, on which a computer program is stored, which, when executed by a processor, implements the above-described game interaction method and its possible implementations.
[0009] According to a fourth aspect of this disclosure, an electronic device is provided, comprising: one or more processors; and a storage device for storing one or more programs, which, when executed by the one or more processors, cause the one or more processors to implement the above-described game interaction method and its possible implementations.
[0010] The technical solution disclosed herein has the following beneficial effects: During the aforementioned game interaction, a character identification control for identifying the second virtual character is provided in the graphical user interface. In response to a first operation on the character identification control for the second virtual character, the game screen displayed in the graphical user interface, viewed from the first game perspective, is switched to a game screen viewed from the second game perspective. The second game perspective is the game viewpoint corresponding to the second virtual character. By switching the game screen displayed in the graphical user interface from the first game perspective to the second game perspective, the game screen viewed from the perspective of other virtual characters is realized. This not only enriches the interactive experience for game players but also facilitates more precise location communication between players.
[0011] It should be understood that the above general description and the following detailed description are exemplary and explanatory only, and are not intended to limit this disclosure. Attached Figure Description
[0012] The accompanying drawings, which are incorporated in and form part of this specification, illustrate embodiments consistent with this disclosure and, together with the description, serve to explain the principles of this disclosure. It is obvious that the drawings described below are merely some embodiments of this disclosure, and those skilled in the art can obtain other drawings based on these drawings without any inventive effort.
[0013] Figure 1 A flowchart illustrating one of the exemplary embodiments of the present disclosure of a game interaction method is shown. Figure 2 A schematic diagram of the interface of a role identification control according to one of the exemplary embodiments of this disclosure is shown; Figure 3 This diagram illustrates one of the exemplary embodiments of the present disclosure, where position marking is performed from a second game perspective. Figure 4 A flowchart illustrating one of the exemplary embodiments of this disclosure, showing position marking from a teammate's perspective; Figure 5 This diagram illustrates a structural block diagram of one of the game interaction devices according to an exemplary embodiment of the present invention. Figure 6 This exemplary embodiment shows an electronic device for implementing the above-described game interaction method. Detailed Implementation
[0014] Example embodiments will now be described more fully with reference to the accompanying drawings. However, example embodiments can be implemented in many forms and should not be construed as limited to the examples set forth herein; rather, these embodiments are provided to make this disclosure more comprehensive and complete, and to fully convey the concept of the example embodiments to those skilled in the art. The described features, structures, or characteristics can be combined in any suitable manner in one or more embodiments. In the following description, numerous specific details are provided to give a full understanding of embodiments of this disclosure. However, those skilled in the art will recognize that the technical solutions of this disclosure can be practiced with one or more of the specific details omitted, or other methods, components, apparatus, steps, etc., can be employed. In other instances, well-known technical solutions are not shown or described in detail to avoid obscuring various aspects of this disclosure.
[0015] Furthermore, the accompanying drawings are merely illustrative of this disclosure and are not necessarily drawn to scale. The same reference numerals in the drawings denote the same or similar parts, and therefore repeated descriptions of them will be omitted. Some block diagrams shown in the drawings are functional entities and do not necessarily correspond to physically or logically independent entities. These functional entities may be implemented in software, in one or more hardware modules or integrated circuits, or in different network and / or processor devices and / or microcontroller devices.
[0016] In this article, "first," "second," etc., are labels for specific objects, rather than limiting the number or order of objects.
[0017] In related technologies, voice or text-based interaction methods cannot meet the communication needs of players for location information; and the interaction method of marking on the game map is not accurate or intuitive for teammates because the game map is separate from the game scene.
[0018] In view of one or more of the above-mentioned problems, exemplary embodiments of this disclosure provide a game interaction method, a game interaction device, a computer-readable storage medium, and an electronic device.
[0019] Optionally, this game interaction method can be applied to team-based combat games from a first-person perspective.
[0020] In one embodiment of this disclosure, the game interaction method can run on a local terminal device or a server. When the game interaction method runs on a server, it can be implemented and executed based on a cloud interaction system, wherein the cloud interaction system includes a server and a client device.
[0021] In one alternative 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 separate. The storage and execution of the game interaction method 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 game interaction 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.
[0022] In one alternative 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 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.
[0023] This disclosure provides a game interaction method, which provides a graphical user interface through a first terminal device. The graphical user interface displays a game screen obtained by observing the game scene from a first game perspective corresponding to a first virtual character. The game scene includes a first virtual character and a second virtual character.
[0024] The first and second virtual characters can be any form of game object, such as virtual characters, virtual animals, or anime characters, located in the game scene, and can be in the same game faction. The first virtual character can be controlled through a first terminal device, and the second virtual character can be controlled through a second terminal device.
[0025] The game scene can be a simulation of the real world, a semi-simulated and semi-fictional 3D scene, or a purely fictional 3D scene. This disclosure does not impose any specific limitations on it.
[0026] The first terminal device can provide a graphical user interface (GUI), which, in its initial or default state, displays the game scene as observed from a first game perspective. Specifically, it displays the game scene as observed by a camera model corresponding to the first virtual character. The first game perspective is the game viewpoint corresponding to the first virtual character.
[0027] The second terminal device may also provide a graphical user interface (GUI). This GUI, in its initial or default state, can display the game scene as observed from a second game perspective—that is, the game scene presented when the second virtual character is observed through a camera model corresponding to the second virtual character. The second game perspective refers to the game viewpoint corresponding to the second virtual character.
[0028] like Figure 1 The diagram illustrates a game interaction method, which may include the following steps S110 to S120: Step S110: Provide a character identification control for identifying the second virtual character in the graphical user interface; In step S120, in response to the first operation of the character identification control for the second virtual character, the control switches the game screen displayed in the graphical user interface from the first game perspective to the second game perspective.
[0029] In the aforementioned game interaction process, by switching the game screen displayed in the graphical user interface from the game scene viewed from the first game perspective to the game scene viewed from the second game perspective, it is possible to view the game scene from the perspective of other virtual characters. This not only enriches the interactive experience of game players, but also helps game players to conduct more accurate location communication.
[0030] The following is about Figure 1 Each step is explained in detail.
[0031] In step S110, a character identification control for identifying the second virtual character is provided in the graphical user interface.
[0032] There may be multiple second virtual characters in the game scene. In order to distinguish different virtual characters, the character identification control can display information such as the virtual character's number in the game faction and the virtual character's name.
[0033] For example, such as Figure 2 As shown, a schematic diagram of a character identification control interface is provided. Different virtual character numbers represent different virtual characters. The graphical user interface displays character identification controls corresponding to three virtual characters: Second Virtual Character A, Second Virtual Character B, and Second Virtual Character C. In addition, the graphical user interface also displays a character identification control corresponding to the First Virtual Character; this disclosure does not specifically limit this. Furthermore, to avoid obstructing the game screen, these character identification controls can be displayed in the upper left corner of the graphical user interface.
[0034] In step S120, in response to the first operation of the character identification control for the second virtual character, the control switches the game screen displayed in the graphical user interface from the first game perspective to the second game perspective.
[0035] The first operation for the character identifier control of the second virtual character refers to the viewpoint switching operation for the second virtual character.
[0036] In an optional implementation, step S120 can be achieved by the following steps: in response to a touch operation on the character identifier control of the second virtual character, the game screen displayed in the graphical user interface from the perspective of the first game viewpoint is switched to the game screen from the perspective of the second game viewpoint; during the touch operation, the game screen from the perspective of the second game viewpoint is continuously displayed in the graphical user interface.
[0037] Graphical user interfaces typically display character icons for virtual characters. This disclosure enables game screen switching by utilizing existing character icon elements in the graphical user interface, which not only saves interface space but also provides an operational basis for further location marking operations.
[0038] Optionally, if a second virtual character is inactive, the corresponding character identifier control of the second virtual character can be grayed out to indicate to the player that the corresponding second virtual character is inactive, and touch operations on the grayed-out second virtual character identifier will not be responded to, so as to reduce meaningless response processing and reduce processing overhead.
[0039] Optionally, after displaying the game screen obtained by observing the game scene from the second game perspective, a perspective viewing prompt can be generated in the graphical user interface to indicate to the player whether the game screen switching was successful.
[0040] like Figure 2 As shown, by touching the character identifier control 201 of the second virtual character A, the game screen obtained by observing the game scene through the game perspective of the second virtual character A can be displayed in the graphical user interface, and a perspective viewing prompt message 202 stating "Currently viewing the game perspective screen of the second virtual character A" can be generated.
[0041] In one alternative implementation, when the graphical user interface displays a game scene viewed from a second game perspective, the system can switch the game scene displayed in the graphical user interface from the second game perspective to the game scene viewed from the first game perspective in response to the end of the touch operation.
[0042] By responding to the end of a touch operation, the game screen is restored to its default state so that players can continue playing the game without any additional operations. The operation is simple and easy to implement.
[0043] In one alternative implementation, when the graphical user interface displays a game scene viewed from a second game perspective, it can respond to a sliding operation from the character identifier control of a second virtual character to the character identifier control of another second virtual character, controlling the switching of the game scene viewed from the second game perspective displayed in the graphical user interface to the game scene viewed from the game perspective corresponding to another second virtual character.
[0044] By sliding between character icon controls, players can switch between game screens, allowing them to flexibly view the game screen from the perspectives of different friendly virtual characters as needed.
[0045] In one alternative implementation, prior to the first operation of the character identification control for the second virtual character, the following steps may also be performed: in response to a view adjustment operation acting on the graphical user interface, controlling the graphical user interface to switch the display of game screens obtained by observing the game scene under different first game views determined by the view adjustment operation; during the first operation, the following steps may also be performed: in response to a view adjustment operation acting on the graphical user interface, controlling the graphical user interface to switch the display of game screens obtained by observing the game scene under different second game views determined by the view adjustment operation.
[0046] The viewpoint adjustment operation refers to the operation of adjusting the observation angle of the corresponding game viewpoint. Optionally, the viewpoint adjustment operation can be, for example, sliding up, down, left, or right on the game screen.
[0047] It should be noted that the view adjustment operation can only control the game screen displayed in the graphical user interface of the first terminal device, and does not affect the game screen displayed in the second terminal device.
[0048] By adjusting the viewing angle, players can view the game scene from multiple perspectives, facilitating more precise location communication. Furthermore, during the initial operation, the graphical user interface displays a second game view of the scene. Adjusting the viewing angle in this second view allows players to mark locations as needed, offering high flexibility.
[0049] It should be noted that, in actual application, in order to conform to the player's operating habits, the player can use one hand to perform touch operation on the character icon control of the second virtual character, and the other hand to perform the view adjustment operation, thereby adjusting the game screen by coordinating the left and right hands.
[0050] In one alternative implementation, when the game screen obtained by observing the game scene from the second game perspective is displayed in the graphical user interface, a first location marker information can also be generated in response to a second operation of the character identification control for the second virtual character; the first location marker information is sent to the second terminal device that controls the second virtual character so that the second terminal device generates a first location marker based on the first location marker information.
[0051] The second operation on the character identifier control of the second virtual character refers to the position marking operation on the second virtual character. For example, the second operation could be a sliding operation from the character identifier control to the game screen. The first position marking information refers to the position marking information generated by the first terminal device, which may include, but is not limited to: the position information of the first position mark in the game scene (e.g., directional coordinates), the marking party corresponding to the first position mark (e.g., the first virtual character), and the marked party corresponding to the first position mark (e.g., the second virtual character A), etc.
[0052] After generating the first location marker information, the first terminal device can send this information to the second terminal device controlling the second virtual character. This allows the second terminal device to generate the first location marker in the game screen based on the first location marker information. By marking locations from the perspective of friendly virtual characters, teammates can clearly and accurately identify the marker points from their own viewpoint. This not only improves the accuracy and intuitiveness of marking during interaction but also allows for targeted display of location markers without interfering with information from other unrelated virtual characters.
[0053] In one alternative implementation, the generation of first position marker information in response to the second operation on the character identifier control of the second virtual character can be achieved through the following steps: in response to a sliding operation from the character identifier control of the second virtual character to the game screen obtained by observing the game scene from the second game perspective, the first position marker information is generated based on the end position of the sliding operation in the game screen obtained by observing the game scene from the second game perspective.
[0054] For example, such as Figure 3 As shown, a schematic diagram of position marking in a second game perspective is provided. When the game screen obtained by the game view of the second virtual character A is displayed in the graphical user interface of the first terminal device, the touch point 301 that can respond to the touch operation of the character identification control of the second virtual character A can slide to the game screen, and the first position marking information is generated according to the end position 302 of the sliding operation in the game screen.
[0055] By marking points from the perspective of a friendly virtual character, teammates can clearly and accurately identify the markers from their own viewpoint, thus enhancing the effectiveness of information transmission.
[0056] In one optional implementation, the above-mentioned generation of first position marker information based on the end position in the game screen obtained by observing the game scene from the second game perspective based on the sliding operation can be further implemented through the following steps: determining a first distance based on the mapping position of the end position in the game scene and the position of the first virtual character in the game scene; if the first distance is less than a first preset distance threshold, then generating first position marker information; or determining a second distance based on the mapping position of the end position in the game scene and the position of the second virtual character in the game scene; if the second distance is less than a second preset distance threshold, then generating first position marker information.
[0057] Here, the mapped position refers to the position in the game scene mapped from the end position of the swipe operation. The first distance refers to the positional distance between the mapped position and the first virtual character; the first preset distance threshold refers to the pre-defined markable range for the marking party. The second distance refers to the positional distance between the mapped position and the second virtual character; the second preset distance threshold refers to the pre-defined displayable range of the mark for the marked party.
[0058] By determining the relationship between the first distance and the first preset distance threshold, when the first distance is less than the first preset distance threshold, a first location marker can be generated; when the first distance is greater than or equal to the first preset distance threshold, the current marker can be regarded as an invalid marker, and an invalid marker prompt message can be generated, so that game players can mark locations within a certain range.
[0059] By determining the relationship between the second distance and the second preset distance threshold, when the second distance is less than the second preset distance threshold, the first location marker information can be generated; when the second distance is greater than or equal to the second preset distance threshold, the current marker can be regarded as an invalid marker and an invalid marker prompt message can be generated, so that the location marker can be displayed near the marked party, which can avoid the location marker being too far away from the marked party, making the location marker recognition difficult.
[0060] like Figure 4 As shown, a flowchart for position marking from a teammate's perspective is provided. The graphical user interface provides a character identification control for identifying the second virtual character, and by default displays a game screen viewed from the first game perspective corresponding to the first virtual character. Specifically, it may include the following steps: Step S401: In response to a touch operation on the character identifier control of the second virtual character, the game screen displayed in the graphical user interface from the perspective of the first game viewpoint is switched to the game screen displayed from the perspective of the second game viewpoint. Step S402: During the touch operation, respond to the view adjustment operation applied to the graphical user interface, and control the display of the game screen obtained by observing the game scene under different second game view determined by the view adjustment operation in the graphical user interface. Step S403: In response to the sliding operation from the character identifier control of the second virtual character to the game screen obtained by observing the game scene from the second game perspective, generate first position mark information according to the end position of the sliding operation in the game screen obtained by observing the game scene from the second game perspective; Step S404: Send the first location marker information to the second terminal device that controls the second virtual character, so that the second terminal device generates the first location marker based on the first location marker information.
[0061] Understandably, in practical applications, the graphical user interface of the second terminal device can by default display the game scene viewed from the second game perspective corresponding to the second virtual character. The second terminal device can respond to a first operation on the character identifier control of the first virtual character, switching the game scene displayed in the graphical user interface from the second game perspective to the first game perspective. When displaying the game scene viewed from the first game perspective, the graphical user interface of the second terminal device can respond to a second operation on the character identifier control of the first virtual character, generating second location marker information and sending it to the first terminal device controlling the first virtual character.
[0062] In one alternative implementation, the first terminal device may further perform the following steps: receiving second location marker information, wherein the second location marker information is generated by the second terminal device controlling the second virtual character through a second operation in response to a character identifier control for the first virtual character; and generating a second location marker in the game screen obtained by observing the game scene from the first game perspective based on the second location marker information.
[0063] The second location marker information may include, but is not limited to: the location information of the second location marker in the game scene (e.g., directional coordinates), the marker corresponding to the second location marker (e.g., the second virtual character B), the marked party of the second location marker (e.g., the first virtual character), and other information.
[0064] By synchronizing location marker information with the corresponding terminal devices, game players can accurately and promptly grasp the corresponding marked locations.
[0065] In one alternative implementation, after generating the second location marker, the first terminal device may further perform the following steps: in response to controlling the first virtual character to reach the second location marker, clearing the second location marker.
[0066] For example, when the first virtual character reaches the second location marker, the marking function of the second location marker is completed. At this time, the second location marker can be cleared to avoid interference from invalid information.
[0067] In one optional implementation, after generating the second location marker, the first terminal device may further perform the following steps: determine the role information corresponding to the second virtual character, and display the role information corresponding to the second virtual character at the second location marker.
[0068] The character information may include, but is not limited to, virtual character ID, virtual character name, and virtual character attribute color. For example, the character ID information corresponding to the second virtual character can be displayed at the second location marker so that game players can identify the marker corresponding to the location marker.
[0069] Optionally, after receiving the second location marker information, the first terminal device may also generate marker prompt information in the graphical user interface based on the second location marker information, so that the game player can clearly understand the marker of the second location marker.
[0070] Optionally, after the first terminal device generates the second location marker, it can also generate marker guidance instructions and / or location distance information in the graphical user interface of the first terminal device based on the location of the second location marker in the game scene and the location of the first virtual character in the game scene, so that the game player can quickly identify and reach the marker location.
[0071] Optionally, during the display of the second location marker, if new second location marker information is received again from the second terminal device controlling the second virtual character, the original second location marker displayed in the graphical user interface can be cleared, and a new second location marker can be generated in the game screen obtained by observing the game scene from the first game perspective based on the new second location marker information, so as to update the location marker in real time.
[0072] Figure 5 A game interaction device 500 is shown in an exemplary embodiment of this disclosure. It provides a graphical user interface (GUI) through a first terminal device. The GUI displays a game scene viewed from a first game perspective corresponding to a first virtual character. The game scene includes a first virtual character and a second virtual character. The first virtual character is controlled by the first terminal device. Figure 5 As shown, the game interaction device 500 may include: Identification control providing module 510 is used to provide a character identification control for identifying a second virtual character in a graphical user interface; The game screen switching module 520 is used to respond to the first operation of the character identification control for the second virtual character, and to control the switching of the game screen displayed in the graphical user interface from the game scene viewed from the first game perspective to the game screen viewed from the second game perspective; wherein, the second game perspective is the game perspective corresponding to the second virtual character.
[0073] In an optional implementation, based on the foregoing scheme, before the step of responding to the first operation of the character identifier control for the second virtual character, the game interaction device 500 may further include: a first perspective adjustment module, used to respond to the perspective adjustment operation acting on the graphical user interface, and control the graphical user interface to switch the display of the game screen obtained by observing the game scene under different first game perspectives determined by the perspective adjustment operation; during the first operation, the game interaction device 500 may further include: a second perspective adjustment module, used to respond to the perspective adjustment operation acting on the graphical user interface, and control the graphical user interface to switch the display of the game screen obtained by observing the game scene under different second game perspectives determined by the perspective adjustment operation.
[0074] In an optional implementation, based on the foregoing scheme, the game interaction device 500 may further include: a marker information generation module, used to generate first location marker information in response to a second operation of the character identification control for the second virtual character when displaying a game screen obtained by observing the game scene from a second game perspective in the graphical user interface; and a marker information sending module, used to send the first location marker information to a second terminal device that controls the second virtual character, so that the second terminal device generates a first location marker based on the first location marker information.
[0075] In an optional implementation, based on the aforementioned scheme, the marker information generation module can be configured to: in response to a sliding operation from the character identifier control of the second virtual character to the game screen obtained by observing the game scene from the second game perspective, generate first position marker information according to the end position of the sliding operation in the game screen obtained by observing the game scene from the second game perspective.
[0076] In one optional implementation, based on the aforementioned scheme, the marker information generation module generates first position marker information based on the end position in the game screen obtained by observing the game scene from the second game perspective according to the sliding operation. This includes: determining a first distance based on the mapping position of the end position in the game scene and the position of the first virtual character in the game scene; if the first distance is less than a first preset distance threshold, then generating the first position marker information; or determining a second distance based on the mapping position of the end position in the game scene and the position of the second virtual character in the game scene; if the second distance is less than a second preset distance threshold, then generating the first position marker information.
[0077] In an optional implementation, based on the foregoing scheme, the game interaction device 500 may further include: a marker information receiving module, configured to receive second location marker information, wherein the second location marker information is generated by a second terminal device controlling a second virtual character through a second operation in response to a character identifier control for a first virtual character; and a location marker generation module, configured to generate a second location marker in the game screen obtained by observing the game scene from a first game perspective, based on the second location marker information.
[0078] In an optional implementation, based on the aforementioned scheme, after generating the second location marker, the game interaction device 500 may further include: a marker clearing module, used to clear the second location marker in response to controlling the first virtual character to reach the second location marker.
[0079] In an optional implementation, based on the aforementioned scheme, after generating the second location marker, the game interaction device 500 may further include: a character information display module, used to determine the character information corresponding to the second virtual character and display the character information corresponding to the second virtual character at the second location marker.
[0080] In an optional implementation, based on the aforementioned scheme, the game screen switching module 520 can be configured to: in response to a touch operation on the character identifier control of the second virtual character, control the switching of the game screen displayed in the graphical user interface from the game scene viewed from the first game perspective to the game screen viewed from the second game perspective; during the period when the touch operation is active, the game screen viewed from the second game perspective is continuously displayed in the graphical user interface.
[0081] In an optional implementation, based on the foregoing scheme, the game interaction device 500 may further include: a game screen restoration module, used to switch the game screen displayed in the graphical user interface from the second game perspective to the first game perspective in response to the end of the touch operation.
[0082] In an optional implementation, based on the aforementioned scheme, the game interaction device 500 may further include: a game screen switching submodule, used to control the game screen displayed in the graphical user interface to be switched from the game screen viewed from the second game perspective to the game screen viewed from the game perspective of another second virtual character when the game screen is displayed in the graphical user interface.
[0083] The specific details of each module in the aforementioned game interaction device 500 have been described in detail in the method section of the implementation. Any undisclosed details can be found in the implementation content of the method section, and therefore will not be repeated here.
[0084] Exemplary embodiments of this disclosure also provide a computer-readable storage medium storing a program product capable of implementing the game interaction method described above. In some possible embodiments, various aspects of this disclosure may also be implemented as a program product including program code that, when the program product is run on an electronic device, causes the electronic device to perform the steps described in the "Exemplary Methods" section of this specification according to various exemplary embodiments of this disclosure.
[0085] The program product may be a portable compact disc read-only memory (CD-ROM) and include program code, and may run on an electronic device, such as a personal computer. However, the program product disclosed herein is not limited thereto. In this document, the readable storage medium may be any tangible medium that contains or stores a program that may be used by or in conjunction with an instruction execution system, apparatus, or device.
[0086] The program product may employ any combination of one or more readable media. A readable medium may be a readable signal medium or a readable storage medium. A readable storage medium may be, for example, but not limited to, an electrical, magnetic, optical, electromagnetic, infrared, or semiconductor system, apparatus, or device, or any combination thereof. More specific examples of readable storage media (a non-exhaustive list) include: electrical connections having one or more wires, portable disks, hard disks, random access memory (RAM), read-only memory (ROM), erasable programmable read-only memory (EPROM or flash memory), optical fiber, portable compact disk read-only memory (CD-ROM), optical storage devices, magnetic storage devices, or any suitable combination thereof.
[0087] Computer-readable signal media may include data signals propagated in baseband or as part of a carrier wave, carrying readable program code. Such propagated data signals may take various forms, including but not limited to electromagnetic signals, optical signals, or any suitable combination thereof. A readable signal medium may also be any readable medium other than a readable storage medium, capable of sending, propagating, or transmitting programs for use by or in conjunction with an instruction execution system, apparatus, or device.
[0088] The program code contained on the readable medium may be transmitted using any suitable medium, including but not limited to wireless, wired, optical fiber, RF (Radio Frequency), etc., or any suitable combination thereof.
[0089] Program code for performing the operations of this disclosure can be written in any combination of one or more programming languages, including object-oriented programming languages such as Java and C++, and conventional procedural programming languages such as C or similar languages. The program code can execute entirely on the user's computing device, partially on the user's computing device, as a standalone software package, partially on the user's computing device and partially on a remote computing device, or entirely on a remote computing device or server. In cases involving remote computing devices, the remote computing devices can be connected to the user's computing device via any type of network, including a local area network (LAN) or a wide area network (WAN), or can be connected to an external computing device (e.g., via the Internet using an Internet service provider).
[0090] Exemplary embodiments of this disclosure also provide an electronic device capable of implementing the above-described game interaction method. Referring below... Figure 6 To describe an electronic device 600 according to such an exemplary embodiment of the present disclosure. Figure 6 The electronic device 600 shown is merely an example and should not impose any limitation on the functionality and scope of use of the embodiments disclosed herein.
[0091] like Figure 6 As shown, the electronic device 600 can be represented as a general-purpose computing device. The components of the electronic device 600 may include, but are not limited to: at least one processing unit 610, at least one storage unit 620, a bus 630 connecting different system components (including storage unit 620 and processing unit 610), and a display unit 640.
[0092] The storage unit 620 stores program code that can be executed by the processing unit 610, causing the processing unit 610 to perform the steps described in the "Exemplary Methods" section above according to various exemplary embodiments of this disclosure.
[0093] Specifically, a program product stored on a computer-readable storage medium enables an electronic device to perform the following steps: A character identification control for identifying the second virtual character is provided in the graphical user interface; In response to a first operation on the character identification control of the second virtual character, the control switches the game screen displayed in the graphical user interface from the first game perspective to the second game perspective; wherein, the second game perspective is the game perspective corresponding to the second virtual character.
[0094] In an alternative implementation, based on the foregoing scheme, before the step of responding to the first operation of the character identification control for the second virtual character, the following steps may also be performed: in response to the view adjustment operation acting on the graphical user interface, control the graphical user interface to switch the display of the game screen obtained by observing the game scene under different first game views determined by the view adjustment operation; during the first operation, the following steps may also be performed: in response to the view adjustment operation acting on the graphical user interface, control the graphical user interface to switch the display of the game screen obtained by observing the game scene under different second game views determined by the view adjustment operation.
[0095] In an optional implementation, based on the foregoing scheme, the following steps may also be performed: when the game screen obtained by observing the game scene from the second game perspective is displayed in the graphical user interface, in response to the second operation of the character identification control for the second virtual character, first location marker information is generated; the first location marker information is sent to the second terminal device that controls the second virtual character, so that the second terminal device generates the first location marker based on the first location marker information.
[0096] In an optional implementation, based on the aforementioned scheme, generating first position marker information in response to a second operation on the character identifier control of the second virtual character can be achieved through the following steps: in response to a sliding operation from the character identifier control of the second virtual character to the game screen obtained by observing the game scene from the second game perspective, generating first position marker information according to the end position of the sliding operation in the game screen obtained by observing the game scene from the second game perspective.
[0097] In one optional implementation, based on the aforementioned scheme, the first position marker information is generated by observing the end position of the game scene from the second game perspective based on the sliding operation. This can be achieved through the following steps: determining a first distance based on the mapping position of the end position in the game scene and the position of the first virtual character in the game scene; if the first distance is less than a first preset distance threshold, then generating the first position marker information; or determining a second distance based on the mapping position of the end position in the game scene and the position of the second virtual character in the game scene; if the second distance is less than a second preset distance threshold, then generating the first position marker information.
[0098] In an optional implementation, based on the foregoing scheme, the following steps may also be performed: receiving second location marker information, wherein the second location marker information is generated by a second terminal device controlling the second virtual character through a second operation in response to a character identifier control for the first virtual character; generating a second location marker in the game screen obtained by observing the game scene from the first game perspective based on the second location marker information.
[0099] In one alternative implementation, after generating the second location marker based on the aforementioned scheme, the following steps can also be performed: in response to controlling the first virtual character to reach the second location marker, the second location marker is cleared.
[0100] In one alternative implementation, after generating the second location marker based on the aforementioned scheme, the following steps can also be performed: determining the role information corresponding to the second virtual character, and displaying the role information corresponding to the second virtual character at the second location marker.
[0101] In an optional implementation, based on the aforementioned scheme, the control to switch the game screen displayed in the graphical user interface from the first game viewpoint to the second game viewpoint in response to the first operation on the character identifier control of the second virtual character can be achieved through the following steps: in response to a touch operation on the character identifier control of the second virtual character, the control to switch the game screen displayed in the graphical user interface from the first game viewpoint to the second game viewpoint; during the effective period of the touch operation, the game screen displayed in the graphical user interface from the second game viewpoint continues to be displayed.
[0102] In an alternative implementation, based on the aforementioned scheme, the following steps may also be performed: in response to the end of the touch operation, the control switches the game screen displayed in the graphical user interface from the second game perspective to the game screen displayed from the first game perspective.
[0103] In an optional implementation, based on the aforementioned scheme, the following steps may also be performed: when the game screen obtained by observing the game scene from the second game perspective is displayed in the graphical user interface, in response to the sliding operation from the character identifier control of the second virtual character to the character identifier control of another second virtual character, the game screen obtained by observing the game scene from the second game perspective displayed in the graphical user interface is switched to the game screen obtained by observing the game scene from the game perspective corresponding to another second virtual character.
[0104] In the aforementioned game interaction process, by switching the game screen displayed in the graphical user interface from the game scene viewed from the first game perspective to the game scene viewed from the second game perspective, it is possible to view the game scene from the perspective of other virtual characters. This not only enriches the interactive experience of game players, but also helps game players to conduct more accurate location communication.
[0105] Storage unit 620 may include readable media in the form of volatile storage units, such as random access memory (RAM) 621 and / or cache memory 622, and may further include read-only memory (ROM) 623.
[0106] Storage unit 620 may also include a program / utility 624 having a set (at least one) of program modules 625, including but not limited to: an operating system, one or more application programs, other program modules, and program data, each or some combination of these examples may include an implementation of a network environment.
[0107] Bus 630 can represent one or more of several types of bus structures, including a memory cell bus or memory cell controller, a peripheral bus, a graphics acceleration port, a processing unit, or a local bus using any of the various bus structures.
[0108] Electronic device 600 can also communicate with one or more external devices 700 (e.g., keyboard, pointing device, Bluetooth device, etc.), and with one or more devices that enable a user to interact with the electronic device 600, and / or with any device that enables the electronic device 600 to communicate with one or more other computing devices (e.g., router, modem, etc.). This communication can be performed through input / output (I / O) interface 650. Furthermore, electronic device 600 can also communicate with one or more networks (e.g., local area network (LAN), wide area network (WAN), and / or public networks, such as the Internet) via network adapter 660. Figure 6 As shown, network adapter 660 communicates with other modules of electronic device 600 via bus 630. It should be understood that, although... Figure 6 As not shown, other hardware and / or software modules can be used in conjunction with electronic device 600, including but not limited to: microcode, device drivers, redundant processing units, external disk drive arrays, RAID (Redundant Arrays of Independent Disks) systems, tape drives, and data backup storage systems.
[0109] From the above description of the embodiments, those skilled in the art will readily understand that the exemplary embodiments described herein can be implemented by software or by combining software with necessary hardware. Therefore, the technical solutions according to the embodiments of this disclosure can be embodied in the form of a software product, which can be stored in a non-volatile storage medium (such as a CD-ROM, USB flash drive, external hard drive, etc.) or on a network, including several instructions to cause a computing device (such as a personal computer, server, terminal device, or network device, etc.) to execute the method according to the exemplary embodiments of this disclosure.
[0110] Furthermore, the above figures are merely illustrative representations of the processes included in the methods according to exemplary embodiments of this disclosure, and are not intended to be limiting. It is readily understood that the processes shown in the above figures do not indicate or limit the temporal order of these processes. Additionally, it is readily understood that these processes may be executed synchronously or asynchronously, for example, in multiple modules.
[0111] It should be noted that although several modules or units for the device used to perform actions have been mentioned in the detailed description above, this division is not mandatory. In fact, according to exemplary embodiments of this disclosure, the features and functions of two or more modules or units described above can be embodied in one module or unit. Conversely, the features and functions of one module or unit described above can be further divided and embodied by multiple modules or units.
[0112] Other embodiments of this disclosure will readily occur to those skilled in the art upon consideration of the specification and practice of the invention disclosed herein. This application is intended to cover any variations, uses, or adaptations of this disclosure that follow the general principles of this disclosure and include common knowledge or customary techniques in the art not disclosed herein. The specification and embodiments are to be considered exemplary only, and the true scope and spirit of this disclosure are indicated by the claims.
[0113] It should be understood that this disclosure is not limited to the precise structures described above and shown in the accompanying drawings, and various modifications and changes can be made without departing from its scope. The scope of this disclosure is limited only by the appended claims.
Claims
1. A game interaction method, characterized in that, A graphical user interface is provided through a first terminal device, the graphical user interface displaying a game scene viewed from a first game perspective corresponding to a first virtual character, the game scene including the first virtual character and a second virtual character, the first virtual character being controlled through the first terminal device, the method comprising: The graphical user interface provides a character identification control for identifying the second virtual character; In response to a first operation on the character identification control of the second virtual character, the game screen displayed in the graphical user interface, which is viewed from the first game perspective, is switched to a game screen viewed from the second game perspective; wherein, the second game perspective is the game perspective corresponding to the second virtual character; When displaying the game screen obtained from viewing the game scene through a second game perspective in the graphical user interface, in response to a sliding operation from the character identifier control of the second virtual character to the game screen obtained from viewing the game scene through the second game perspective, a first distance is determined based on the mapping position of the end position of the sliding operation in the game scene and the position of the first virtual character in the game scene. If the first distance is less than a first preset distance threshold, first position marker information is generated; or a second distance is determined based on the mapping position of the end position of the sliding operation in the game scene and the position of the second virtual character in the game scene. If the second distance is less than a second preset distance threshold, first position marker information is generated. The first location marker information is sent to the second terminal device that controls the second virtual character, so that the second terminal device generates a first location marker based on the first location marker information.
2. The method according to claim 1, characterized in that, Prior to the step of responding to the first operation of the character identification control for the second virtual character, the method further includes: In response to a perspective adjustment operation applied to the graphical user interface, the graphical user interface is controlled to switch the display of game screens obtained by observing the game scene from different first game perspectives determined by the perspective adjustment operation. During the period when the first operation is in effect, the method further includes: In response to a perspective adjustment operation applied to the graphical user interface, the graphical user interface is controlled to switch the display of game screens obtained by observing the game scene from different second game perspectives determined by the perspective adjustment operation.
3. The method according to claim 1, characterized in that, The method further includes: Receive second location marker information, wherein the second location marker information is generated by a second terminal device controlling the second virtual character through a second operation in response to a character identifier control for the first virtual character; Based on the second position marker information, a second position marker is generated in the game screen obtained by observing the game scene from the first game perspective.
4. The method according to claim 3, characterized in that, After generating the second position marker, the method further includes: In response to controlling the first virtual character to reach the second location marker, the second location marker is cleared.
5. The method according to claim 3, characterized in that, After generating the second position marker, the method further includes: Determine the character information corresponding to the second virtual character, and display the character information corresponding to the second virtual character at the second location marker.
6. The method according to claim 1, characterized in that, The step of responding to a first operation on the character identifier control of the second virtual character by controlling the switching of the game screen displayed in the graphical user interface from the first game perspective to the second game perspective includes: In response to a touch operation on the character identifier control of the second virtual character, the game screen displayed in the graphical user interface, which is viewed from the first game perspective, is switched to a game screen viewed from the second game perspective. During the period when the touch operation is active, the graphical user interface continuously displays the game screen obtained by observing the game scene from the second game perspective.
7. The method according to claim 6, characterized in that, The method further includes: In response to the end of the touch operation, the control switches the game screen displayed in the graphical user interface from the second game perspective to the first game perspective.
8. The method according to claim 1, characterized in that, The method further includes: When displaying the game scene viewed from the second game perspective in the graphical user interface, in response to a sliding operation from the character identifier control of the second virtual character to the character identifier control of another second virtual character, the game scene viewed from the second game perspective in the graphical user interface is switched to the game scene viewed from the game perspective corresponding to the other second virtual character.
9. A game interaction device, characterized in that, A graphical user interface is provided through a first terminal device, the graphical user interface displaying a game scene viewed from a first game perspective corresponding to a first virtual character, the game scene including the first virtual character and a second virtual character, the first virtual character being controlled by the first terminal device, the device comprising: The identification control providing module is used to provide a character identification control for identifying the second virtual character in the graphical user interface; The game screen switching module is used to respond to a first operation on the character identifier control of the second virtual character, and control the switching of the game screen displayed in the graphical user interface from the game scene viewed from the first game perspective to the game screen viewed from the second game perspective; wherein, the second game perspective is the game perspective corresponding to the second virtual character; A marker information generation module is used to, when displaying a game screen viewed from a second game perspective in the graphical user interface, respond to a sliding operation from the character identifier control of the second virtual character to the game screen viewed from the second game perspective, determine a first distance based on the mapping position of the end position of the sliding operation in the game scene and the position of the first virtual character in the game scene; if the first distance is less than a first preset distance threshold, generate first position marker information; or determine a second distance based on the mapping position of the end position of the sliding operation in the game scene and the position of the second virtual character in the game scene; if the second distance is less than a second preset distance threshold, generate first position marker information. The tag information sending module is used to send the first location tag information to a second terminal device that controls the second virtual character, so that the second terminal device generates a first location tag based on the first location tag information.
10. A computer-readable storage medium having a computer program stored thereon, characterized in that, When the computer program is executed by a processor, it implements the method described in any one of claims 1 to 8.
11. An electronic device, characterized in that, include: One or more processors; A storage device for storing one or more programs, which, when executed by one or more processors, cause the one or more processors to implement the method as described in any one of claims 1 to 8.
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