A method, apparatus, device, and storage medium for interactive control of a game.

By predicting the landing state of virtual characters in the game and displaying it on the graphical user interface, the problem of inaccurate landing state of virtual equipment after being hit is solved, reducing waste and improving human-computer interaction efficiency.

CN117085317BActive Publication Date: 2026-07-17NETEASE (HANGZHOU) NETWORK CO LTD

Patent Information

Authority / Receiving Office
CN · China
Patent Type
Patents(China)
Current Assignee / Owner
NETEASE (HANGZHOU) NETWORK CO LTD
Filing Date
2022-05-13
Publication Date
2026-07-17

AI Technical Summary

Technical Problem

In existing games, players cannot accurately predict the landing state of virtual characters based on virtual equipment, resulting in wasted virtual equipment and low human-computer interaction efficiency.

Method used

By responding to the aiming actions of the virtual equipment equipped by the player's virtual character, the target location is determined, and the landing state is predicted based on the positional relationship. The prediction results are displayed on the graphical user interface, allowing the player to adjust the landing state to improve accuracy.

Benefits of technology

It reduces the waste of virtual equipment and improves the accuracy of players' control over the movement of virtual characters and the efficiency of human-computer interaction.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

This application provides a game interactive control method, apparatus, device, and storage medium. The interactive control method includes: responding to an aiming operation of a first virtual equipment equipped on a player's virtual character; determining a target position point on a first virtual object aimed at by the first virtual equipment from the game scene; predicting the landing state of the player's virtual character after moving to the target position point based on the positional relationship of the target position point on the first virtual object; and displaying the predicted landing state on a graphical user interface. Through this interactive control method, this application can predict the landing state of the player's virtual character before the player uses the first virtual equipment to control the player's virtual character's movement, reducing the waste of the first virtual equipment, improving the accuracy of the player's control over the player's virtual character's movement, and thus improving the efficiency of human-computer interaction.
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Description

Technical Field

[0001] This application relates to the field of game technology, and more specifically, to a game interactive control method, device, equipment, and storage medium. Background Technology

[0002] In existing games, players can use a first virtual device as a virtual vehicle to control a target virtual character to move within the game scene. When the player uses the first virtual device to hit a virtual object in the game scene, the landing posture of the player's virtual character on the virtual object may differ depending on the point of impact. For example, if the first virtual device hits a point on the roof of a virtual building, the player's virtual character will land on the roof in a standing position; if the first virtual device hits a point on the eaves of a virtual building, the player's virtual character will land on the eaves in a suspended position.

[0003] Currently, in existing games, once the first virtual equipment is launched, it cannot be recalled. When launching the first virtual equipment, players cannot be completely certain whether the landing state of their virtual character after moving based on the launched virtual equipment will meet their expectations. This can easily lead to the waste of the first virtual equipment, reduce the accuracy of the player's control over the virtual character's movement, and reduce the efficiency of human-computer interaction. Summary of the Invention

[0004] In view of this, the purpose of this application is to provide a game interaction control method, device, equipment and storage medium, so as to predict the landing state of the player's virtual character before the player uses the first virtual equipment to control the player's virtual character to move, reduce the waste of the player's first virtual equipment, improve the accuracy of the player's control of the player's virtual character to move, and help improve the efficiency of the player's human-computer interaction.

[0005] In a first aspect, embodiments of this application provide an interactive control method for a game, wherein the game includes a virtual player character, and a graphical user interface is provided through a terminal device, the graphical user interface displaying at least a portion of the game scene, and the interactive control method includes:

[0006] In response to an aiming operation of a first virtual device equipped on the player's virtual character, the system determines a target location on a first virtual object that the first virtual device is aiming at from the game scene; wherein, the first virtual device is used to establish and display a movement trajectory between the player's virtual character and the target location after being triggered and released, and to control the player's virtual character to move along the movement trajectory to the target location.

[0007] Based on the positional relationship of the target location point on the first virtual object, predict the landing state of the player's virtual character after moving to the target location point based on the first virtual equipment;

[0008] The predicted landing status is displayed on the graphical user interface.

[0009] In one optional implementation, displaying the predicted landing state on the graphical user interface includes:

[0010] The predicted landing state is displayed in the associated location area of ​​the target location point, and / or the predicted landing state is displayed in the associated location area of ​​the trigger control of the first virtual equipment.

[0011] In one optional implementation, predicting the landing state of the player's virtual character after moving to the target location point based on the positional relationship of the target location point on the first virtual object includes:

[0012] In response to the first virtual object being in a moving state in the game scene, the relative distance between the first virtual object and the player's virtual character is obtained from the game scene;

[0013] When the relative distance is detected to be within the hit distance range of the first virtual equipment, the landing state of the player's virtual character after moving to the target location point based on the positional relationship of the target location point on the first virtual object is predicted.

[0014] In one optional implementation, the landing state includes: the virtual landing point and / or virtual landing posture of the player's virtual character after moving to the target location point based on the first virtual equipment; wherein, the virtual landing point is predicted based on the first position coordinates of the target location point on the first virtual object; and the virtual landing posture is predicted based on the positional relationship of the target location point on the first virtual object.

[0015] In one optional implementation, predicting the landing state of the player's virtual character after moving to the target location point based on the positional relationship of the target location point on the first virtual object includes:

[0016] From the game scene, determine the relative height between the target location point and the vertex of the first virtual object;

[0017] Based on the determined relative height, from the multiple height distance intervals associated with the first virtual object, the height distance interval to which the relative height belongs is determined as the target height distance interval; wherein, the multiple height distance intervals are divided according to the display height of the first virtual object in the game scene;

[0018] From the multiple virtual poses associated with the first virtual object, obtain the first virtual pose associated with the target height distance range, and use the first virtual pose as the predicted virtual landing pose.

[0019] In one alternative implementation, after displaying the predicted landing state on the graphical user interface, the interactive control method further includes:

[0020] Display status control controls on the graphical user interface;

[0021] In response to a control operation on the state control control, the predicted landing state is adjusted to obtain a target landing state and / or the target landing state is determined from multiple predicted landing states;

[0022] The graphical user interface displays a dynamic game screen showing the player's virtual character moving along the movement trajectory to the target location and landing in the game scene according to the target landing state.

[0023] In one optional implementation, the step of displaying a dynamic game screen on the graphical user interface showing the player's virtual character moving along the movement trajectory to the target location and landing in the game scene according to the target landing state includes:

[0024] The rendering data for one or more frames of the dynamic game screen at the end is determined based on the target landing state.

[0025] The rendered data shows a dynamic game screen where the player's virtual character lands according to the target landing state.

[0026] In one alternative implementation, after displaying the predicted landing state on the graphical user interface, the interactive control method further includes:

[0027] In response to the first virtual equipment being triggered and released, the player's virtual character is controlled to move along the movement trajectory toward the target location point, and a dynamic game screen showing the player's virtual character moving along the movement trajectory toward the target location point is displayed;

[0028] As the player's virtual character moves toward the target location along the movement trajectory, the target landing state is determined in response to the adjustment and / or selection operation of the predicted landing state;

[0029] Based on the target landing state, the rendering data of one or more frames of the dynamic game screen at the end is determined, and the dynamic game screen of the player's virtual character landing according to the target landing state is displayed based on the rendering data.

[0030] In one alternative implementation, after displaying the predicted landing state on the graphical user interface, the interactive control method further includes:

[0031] The landing point control controls are displayed on the graphical user interface.

[0032] In response to a control operation on the landing point control control, the predicted virtual landing point is adjusted to obtain a target landing point and / or the target landing point is determined from a plurality of predicted virtual landing points;

[0033] The graphical user interface displays a dynamic game screen showing the player's virtual character moving along the movement trajectory to the target landing point, and landing at the target landing point according to the predicted virtual landing posture.

[0034] In one alternative implementation, after displaying the predicted landing state on the graphical user interface, the interactive control method further includes:

[0035] The attitude control controls are displayed on the graphical user interface.

[0036] In response to a control operation on the attitude control control, the predicted virtual landing attitude is adjusted to obtain a target landing attitude and / or the target landing attitude is determined from a plurality of predicted virtual landing attitudes;

[0037] The graphical user interface displays a dynamic game screen showing the player's virtual character moving along the movement trajectory to the virtual landing point, and landing at the virtual landing point according to the target landing posture.

[0038] In one alternative implementation, the target landing point is determined from a plurality of predicted virtual landing points in response to a control operation on the landing point control control by the following method:

[0039] In response to a control operation on the landing point control control, multiple candidate landing points that satisfy the aiming conditions of the first virtual equipment are determined from the first display area associated with the first virtual posture; wherein, the first display area is used to characterize the display area corresponding to the target height distance range on the first virtual object;

[0040] The plurality of candidate landing points are displayed on the graphical user interface;

[0041] In response to a first selection operation for the plurality of candidate landing points, the candidate landing point selected by the first selection operation is determined from the plurality of candidate landing points as the target landing point.

[0042] In one alternative implementation, the target landing posture is determined from a plurality of predicted virtual landing postures in response to a control operation on the attitude control control by the following method:

[0043] In response to the control operation of the attitude control control, other virtual attitudes besides the first virtual attitude are obtained from the multiple virtual attitudes associated with the first virtual object as candidate landing attitudes;

[0044] The acquired candidate landing postures are displayed on the graphical user interface;

[0045] In response to a second selection operation for a plurality of candidate landing postures, the candidate landing posture selected by the second selection operation is determined from the plurality of candidate landing postures as the target landing posture.

[0046] In one alternative implementation, the plurality of virtual poses associated with the first virtual object include at least: a standing pose on the first virtual object, a hanging pose on the first virtual object, and a leaping pose over the first virtual object.

[0047] Secondly, embodiments of this application provide an interactive control device for a game, wherein the game includes a virtual player character, and a graphical user interface is provided through a terminal device, the graphical user interface displaying at least a portion of the game scene, and the interactive control device includes:

[0048] The first response module is used to respond to the aiming operation of the first virtual equipment equipped on the player's virtual character, and to determine the target position point on the first virtual object that the first virtual equipment is aiming at from the game scene; wherein, the first virtual equipment is used to establish and display a movement trajectory between the player's virtual character and the target position point after being triggered and released, and to control the player's virtual character to move along the movement trajectory to the target position point.

[0049] The first prediction module is used to predict the landing state of the player's virtual character after moving to the target location point based on the positional relationship of the target location point on the first virtual object.

[0050] The first display module is used to display the predicted landing status on the graphical user interface.

[0051] Thirdly, embodiments of this application provide a computer device, including a memory, a processor, and a computer program stored in the memory and executable on the processor, wherein the processor executes the computer program to implement the steps of the interactive control method of the above-mentioned game.

[0052] Fourthly, embodiments of this application provide a computer-readable storage medium storing a computer program, wherein the computer program, when executed by a processor, performs the steps of the interactive control method of the aforementioned game.

[0053] The technical solutions provided by the embodiments of this application may include the following beneficial effects:

[0054] This application provides a game interaction control method, apparatus, device, and storage medium. By responding to an aiming operation of a first virtual equipment equipped on a player's virtual character, it determines a target position on a first virtual object aimed at by the first virtual equipment in the game scene. Based on the positional relationship of the target position on the first virtual object, it predicts the landing state of the player's virtual character after moving to the target position using the first virtual equipment. The predicted landing state is then displayed on a graphical user interface. Through this interaction control method, this application can predict the landing state of the player's virtual character before the player uses the first virtual equipment to control the character's movement, reducing the waste of the first virtual equipment, improving the accuracy of the player's control over the virtual character's movement, and ultimately improving the efficiency of human-computer interaction.

[0055] To make the above-mentioned objectives, features and advantages of this application more apparent and understandable, preferred embodiments are described below in detail with reference to the accompanying drawings. Attached Figure Description

[0056] To more clearly illustrate the technical solutions of the embodiments of this application, the accompanying drawings used in the embodiments will be briefly introduced below. It should be understood that the following drawings only show some embodiments of this application and should not be regarded as a limitation of the scope. For those skilled in the art, other related drawings can be obtained based on these drawings without creative effort.

[0057] Figure 1A flowchart illustrating an interactive control method for a game provided in an embodiment of this application is shown.

[0058] Figure 2a This illustration shows a first display position of the landing posture on a graphical user interface provided in an embodiment of this application;

[0059] Figure 2b This illustration shows a second display position of the landing posture on the graphical user interface provided in an embodiment of this application;

[0060] Figure 3 The illustration shows a flowchart of a method for detecting whether a target virtual character can move to a target location point based on a first virtual device, according to an embodiment of this application.

[0061] Figure 4 A flowchart illustrating a method for predicting the landing posture of a player's virtual character, as provided in an embodiment of this application, is shown.

[0062] Figure 5a This illustration shows a schematic diagram of a first virtual object displayed on a graphical user interface according to an embodiment of this application;

[0063] Figure 5b This illustration shows a schematic diagram of multiple virtual poses associated with a first virtual object, as provided in an embodiment of this application.

[0064] Figure 6 A flowchart illustrating a method for adjusting the predicted landing state of a player's virtual character, as provided in an embodiment of this application, is shown.

[0065] Figure 7 The illustration shows a flowchart of a method for adjusting the predicted virtual landing point of a player's virtual character, as provided in an embodiment of this application.

[0066] Figure 8 This illustration shows an interactive diagram of adjusting a virtual landing point provided in an embodiment of this application;

[0067] Figure 9 A flowchart illustrating a method for adjusting the virtual landing posture of a player's virtual character, as provided in an embodiment of this application, is shown.

[0068] Figure 10 This illustration shows an interactive diagram of adjusting a virtual landing posture according to an embodiment of this application;

[0069] Figure 11 The illustration shows a flowchart of a method for adjusting the predicted landing state of a player's virtual character during movement, according to an embodiment of this application.

[0070] Figure 12 A schematic diagram of the structure of a game interactive control device provided in an embodiment of this application is shown;

[0071] Figure 13 This is a schematic diagram of the structure of an electronic device 1300 provided in an embodiment of this application. Detailed Implementation

[0072] To make the objectives, technical solutions, and advantages of the embodiments of this application clearer, the technical solutions of the embodiments of this application will be clearly and completely described below with reference to the accompanying drawings. It should be understood that the accompanying drawings in this application are for illustrative and descriptive purposes only and are not intended to limit the scope of protection of this application. Furthermore, it should be understood that the schematic drawings are not drawn to scale. The flowcharts used in this application illustrate operations implemented according to some embodiments of this application. It should be understood that the operations in the flowcharts may not be implemented in sequence, and steps without logical contextual relationships may be reversed or implemented simultaneously. In addition, those skilled in the art, guided by the content of this application, may add one or more other operations to the flowcharts, or remove one or more operations from the flowcharts.

[0073] Furthermore, the described embodiments are merely some, not all, of the embodiments of this application. The components of the embodiments of this application described and illustrated herein can typically be arranged and designed in various different configurations. Therefore, the following detailed description of the embodiments of this application provided in the accompanying drawings is not intended to limit the scope of the claimed application, but merely to illustrate selected embodiments of the application. All other embodiments obtained by those skilled in the art based on the embodiments of this application without inventive effort are within the scope of protection of this application.

[0074] It should be noted that the term "comprising" will be used in the embodiments of this application to indicate the presence of the features declared thereafter, but does not exclude the addition of other features.

[0075] In existing games, when a player uses a first virtual weapon to hit a virtual object in the game scene, the landing posture of the player's virtual character on the virtual object may vary depending on the point of impact. However, once the first virtual weapon is launched, it cannot be recalled. When launching the first virtual weapon, the player cannot be completely certain whether the landing state of the player's virtual character after moving based on the launched virtual weapon will meet their expectations. This can easily lead to the waste of the first virtual weapon, reduce the accuracy of the player's control over the virtual character's movement, and reduce the efficiency of the player's human-computer interaction.

[0076] Based on this, embodiments of this application provide an interactive control method, apparatus, device, and storage medium for games. By responding to an aiming operation of a first virtual equipment equipped on a player's virtual character, the method determines a target location on a first virtual object aimed at by the first virtual equipment from the game scene; based on the positional relationship of the target location on the first virtual object, it predicts the landing state of the player's virtual character after moving to the target location using the first virtual equipment; and displays the predicted landing state on a graphical user interface. Through this interactive control method, this application can predict the landing state of the player's virtual character before the player uses the first virtual equipment to control the character's movement, reducing the waste of the first virtual equipment, improving the accuracy of the player's control over the virtual character's movement, and thus improving the efficiency of human-computer interaction.

[0077] In one embodiment of this application, a game interaction control method can run on a terminal device or a server. The terminal device can be a local terminal device. When the game interaction control method runs on a server, it can be implemented and executed based on a cloud interaction system, which includes a server and client devices (i.e., terminal devices).

[0078] 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 the game's interactive control methods are completed on the cloud gaming server. The client device is used for data reception, transmission, and game screen presentation. For example, the client device can be a display device with data transmission capabilities located close to the user, such as a mobile terminal, television, computer, or PDA; however, the terminal device for information processing is the cloud gaming server in the cloud. When playing the game, the player operates the client device to send operation 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.

[0079] In an alternative implementation, the terminal device can be a local terminal device. 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, that is, conventionally downloading, installing, and running the game program via an electronic device. The local terminal device can provide the graphical user interface to the player in various ways, such as rendering it on the terminal's display screen, or providing it to the player through holographic projection. For example, the local terminal device can include a display screen for displaying the graphical user interface, which includes game screens, and a processor for running the game, generating the graphical user interface, and controlling the display of the graphical user interface on the display screen.

[0080] To facilitate understanding of this embodiment, a game interaction control method provided in this application embodiment will be described in detail below.

[0081] Reference Figure 1 As shown, Figure 1 The diagram illustrates a flowchart of an interactive control method for a game according to an embodiment of this application. The game includes a virtual player character, and a graphical user interface (GUI) is provided via a terminal device. The GUI displays at least a portion of the game scene. The interactive control method includes steps S101-S103; specifically:

[0082] S101, in response to the aiming operation of the first virtual equipment equipped for the player's virtual character, determine the target position point on the first virtual object that the first virtual equipment is aiming at from the game scene.

[0083] S102, based on the positional relationship of the target location point on the first virtual object, predict the landing state of the player's virtual character after moving to the target location point based on the first virtual equipment.

[0084] S103, The predicted landing status is displayed on the graphical user interface.

[0085] The interactive control method for games provided in this application, in response to the aiming operation of a first virtual equipment equipped on a player's virtual character, determines a target position point on a first virtual object aimed at by the first virtual equipment in the game scene; predicts the landing state of the player's virtual character after moving to the target position point based on the positional relationship of the target position point on the first virtual object; and displays the predicted landing state on a graphical user interface. Through this interactive control method, this application can predict the landing state of the player's virtual character before the player uses the first virtual equipment to control the player's virtual character to move, reducing the waste of the first virtual equipment, improving the accuracy of the player's control over the player's virtual character's movement, and thus improving the efficiency of human-computer interaction.

[0086] The following describes each step of the interactive control method for the game provided in this application embodiment, taking an application to a terminal device as an example:

[0087] S101, in response to the aiming operation of the first virtual equipment equipped for the player's virtual character, determine the target position point on the first virtual object that the first virtual equipment is aiming at from the game scene.

[0088] In this embodiment of the application, after the terminal device runs the game, it displays at least a portion of the game scenes on the provided graphical user interface; wherein, the game can be a competitive game, such as a martial arts game, a shooting game, etc.

[0089] Here, the game includes various types of selectable humanoid virtual characters, with the player's virtual character being the one controlled by the player. The first virtual equipment equipped by the player's virtual character is usually picked up by the player during gameplay. When the player's virtual character is equipped with the first virtual equipment, the player's activation actions for the first virtual equipment may differ depending on the type of terminal device.

[0090] Specifically, when the terminal device is a personal computer (PC), players can activate the first virtual equipment using a specific key on the keyboard (such as the Q key); when the terminal device is a mobile terminal such as a mobile phone or tablet, the terminal device displays the equipment icon of the first virtual equipment on the graphical user interface (for example, displaying the equipment icon in the middle of the graphical user interface near the bottom), and players activate the first virtual equipment by operating the equipment icon (for example, clicking the equipment icon).

[0091] After the player's virtual character equips the first virtual equipment, in response to the aiming operation targeting the first virtual equipment, the system (specifically, the system of the terminal device running the game or the server's system) automatically selects the first virtual object that meets the aiming conditions of the first virtual equipment from all virtual objects included in the game scene (such as virtual buildings, virtual plants, virtual decorations, other virtual characters, etc.) as the aiming target of the first virtual equipment; and uses the aiming point of the first virtual equipment on the first virtual object as the target location point (that is, the landing point of the player's virtual character after moving based on the first virtual equipment after the player fires the first virtual equipment towards the first virtual object). Here, meeting the aiming conditions of the first virtual equipment means: being configured to be grabbed by the first virtual equipment and having a distance between itself and the target virtual character that is less than or equal to the maximum grabbing distance of the first virtual equipment; that is, automatically selecting the first virtual object in the game scene that can be grabbed by the first virtual equipment and is within the maximum grabbing distance range of the first virtual equipment as the aiming target of the first virtual equipment.

[0092] Specifically, in this embodiment, after the first virtual device fired by the player hits the target location on the first virtual object, the first virtual device is used to establish and display a movement trajectory between the player's virtual character and the target location after being triggered and released, and to control the player's virtual character to move along the movement trajectory to the target location. For example, after aiming the first virtual device at the target location on the top of a virtual building, a movement trajectory can be established and displayed between the player's virtual character and the target location on the top of the virtual building, so as to control the player's virtual character to quickly fly along the movement trajectory to the target location on the top of the virtual building.

[0093] It should be noted that, in the embodiments of this application, the first virtual object may be other virtual characters included in the game scene, or it may be some virtual objects included in the game scene that can be grabbed by the first virtual equipment (such as virtual buildings, virtual plants, virtual decorations, etc.); the embodiments of this application do not limit the specific type of the first virtual object.

[0094] S102, based on the positional relationship of the target location point on the first virtual object, predict the landing state of the player's virtual character after moving to the target location point based on the first virtual equipment.

[0095] Here, the predicted landing state includes: the virtual landing point and / or virtual landing posture of the player's virtual character after moving to the target location point based on the first virtual equipment; that is, according to the positional relationship of the target location point on the first virtual object, in this embodiment of the application, step S102 can be specifically executed in the following three different situations, specifically:

[0096] Scenario 1: Prediction can be made only for the virtual landing point of the player's virtual character after moving to the target location point based on the first virtual equipment.

[0097] Scenario 2: It is also possible to predict only the virtual landing posture of the player's virtual character after moving to the target location point based on the first virtual equipment.

[0098] Scenario 3 can also simultaneously predict the virtual landing point and virtual landing posture of the player's virtual character after moving to the target location point based on the first virtual equipment.

[0099] Here, this application embodiment does not limit the specific circumstances under which step S102 is performed.

[0100] Specifically, in this embodiment, the virtual landing point is predicted based on the first position coordinates of the target location point on the first virtual object; the virtual landing posture is predicted based on the positional relationship of the target location point on the first virtual object.

[0101] S103, The predicted landing status is displayed on the graphical user interface.

[0102] Here, based on the description of step S102 above, it can be seen that the predicted landing state includes: the virtual landing point and / or virtual landing posture of the player's virtual character after moving to the target location point based on the first virtual equipment.

[0103] Based on this, regarding the specific display content of the above landing status, it should be noted that: one or more predicted virtual landing points can be displayed on the graphical user interface, one or more predicted virtual landing postures can be displayed on the graphical user interface; and the predicted virtual landing points and the predicted virtual landing postures of the player's virtual character at each virtual landing point can also be displayed on the graphical user interface simultaneously.

[0104] Specifically, as an optional embodiment, the virtual landing point can be displayed on the graphical user interface by highlighting the virtual landing point. The specific marking form of the highlighting mark may include, but is not limited to, one of the following: color highlighting mark, coordinate point highlighting mark, or marking form of geometric circle around coordinate point. This application embodiment does not limit the specific marking form of the highlighting mark.

[0105] Specifically, regarding the display of the aforementioned virtual landing posture: as an optional embodiment, the predicted virtual landing posture can be displayed in the form of text information on the graphical user interface; for example, a prediction prompt message can be displayed on the graphical user interface as: "The virtual landing posture of the player's virtual character after moving to the target location point based on the first virtual equipment is: standing posture," to prompt the player that the currently predicted virtual landing posture is a standing posture; as another optional embodiment, the predicted virtual landing posture can also be displayed in the form of animation on the graphical user interface; for example, an animation can be displayed on the graphical user interface showing the player's virtual character standing on the first virtual object after moving to the target location point based on the first virtual equipment, to more intuitively prompt the player that the currently predicted virtual landing posture is a standing posture.

[0106] Here, regarding the display position of the predicted landing state on the graphical user interface, it should be noted that: in this embodiment, the predicted landing state can be displayed in the associated location area of ​​the target location point (i.e., the display area on the graphical user interface where the distance between the target location point and the target location point is less than a preset distance threshold), and / or, the predicted landing state can be displayed in the associated location area of ​​the trigger control of the first virtual equipment (i.e., the display area on the graphical user interface where the distance between the equipment identifier of the first virtual equipment and the trigger control is less than a preset distance threshold).

[0107] Specifically, taking the display position of the landing status on the graphical user interface as the associated location area of ​​the target location point as an example, Figure 2a This illustration shows a first display position of the landing posture on a graphical user interface provided in an embodiment of this application, such as... Figure 2a As shown, taking the predicted landing state as an example where the player's virtual character lands in a standing posture at the target position point on the first virtual object, the graphical user interface 200 uses the associated position area 202 of the target position point x on the first virtual object 201 as the display position of the landing state. The predicted landing state of the player's virtual character 210 landing in a standing posture is displayed in the associated position area 202 of the target position point x.

[0108] Specifically, taking the display location of the landing state on the graphical user interface as the associated location area of ​​the trigger control of the first virtual equipment as an example, Figure 2b This illustration shows a second display position of the landing posture on the graphical user interface provided in an embodiment of this application, as shown in the diagram. Figure 2bAs shown, taking the predicted landing state as follows: the player's virtual character lands in a standing posture at the target position point on the first virtual object, the landing state is displayed in the graphical user interface 200 with the associated position area 204 of the trigger control 203 of the first virtual equipment as the display position. The predicted landing state of the player's virtual character 210 landing in a standing posture is displayed in the associated position area 204 of the trigger control 203.

[0109] The specific implementation process of each of the above steps in the embodiments of this application will be described in detail below:

[0110] Considering that the first virtual object targeted by the first virtual equipment in step S101 may be in a stationary state (such as virtual buildings, virtual plants, etc.) or in a moving or waiting-to-be-moved state (such as other virtual characters controlled by other players, movable virtual objects in the game scene, etc.); in this case, for the first virtual object in different states, the execution conditions of step S102 above are explained in detail as follows:

[0111] (1) When the first virtual object targeted by the first virtual equipment in step S101 is in a static state in the game scene:

[0112] At this point, after executing step S101, no other additional judgment steps are required, and step S102 can be executed directly. That is, when the first virtual object is stationary in the game scene, after the terminal device determines the target location point, it can directly predict the landing state of the player's virtual character after moving to the target location point based on the positional relationship of the target location point on the first virtual object.

[0113] (2) When the first virtual object targeted by the first virtual equipment in step S101 is in a moving state in the game scene:

[0114] At this point, based on the description of the first virtual equipment in step S101, it can be seen that the condition for the first virtual object to still be used as the aiming target of the first virtual equipment while in motion is that the distance between the first virtual object and the target virtual character is less than or equal to the maximum grab distance of the first virtual equipment.

[0115] Based on this, in one alternative implementation, such as Figure 3 As shown, Figure 3 This document illustrates a flowchart of a method for detecting whether a target virtual character can move to a target location point based on a first virtual device, according to an embodiment of this application. Specifically, when executing step S102, the method includes steps S301-S302.

[0116] S301, in response to the first virtual object being in a moving state in the game scene, obtain the relative distance between the first virtual object and the player's virtual character from the game scene.

[0117] Here, in the game scene, the first virtual object that may be in a moving state can be another virtual character controlled by other players; it can also be an NPC (non-player character) in the game scene; or it can be a movable virtual object in the game scene, such as a virtual carriage or a virtual animal. This application embodiment does not limit the specific type of the first virtual object that may be in a moving state in the game scene.

[0118] For example, taking a virtual carriage m in the game scene as the first virtual object, the virtual carriage m is moving in front of the player's virtual character a in the game scene. The player wants to control the player's virtual character a to move onto the virtual carriage m based on the first virtual equipment, so as to reduce the movement control operation of the player's virtual character a by using the movement of the virtual carriage m; then after the player uses the first virtual equipment to aim at the target position point x on the virtual carriage m, in response to the movement of the virtual carriage m in the game scene, the relative distance L1 between the virtual carriage m and the player's virtual character a during the movement is obtained in real time.

[0119] S302, when the relative distance is detected to be within the hit distance range of the first virtual equipment, the landing state of the player virtual character after moving to the target location point based on the positional relationship of the target location point on the first virtual object is predicted.

[0120] Here, the hit distance range of the first virtual device can be the maximum grabbing distance range of the first virtual device in step S101 above.

[0121] For example, if the hit distance of the first virtual equipment is 0 to 5 meters, then during the travel time when the relative distance L1 between the virtual carriage m and the player's virtual character a does not exceed 5 meters, based on the positional relationship of the target position point x on the virtual carriage m (such as the target position point x being on the horse or carriage of the virtual carriage m), the landing state of the player's virtual character a on the virtual carriage m after moving to the target position point x based on the first virtual equipment is predicted (such as standing or sitting at the target position point x).

[0122] Regarding the specific implementation process of step S102 above, in one optional implementation, such as... Figure 4 As shown, Figure 4The diagram illustrates a flowchart of a method for predicting the landing posture of a player's virtual character according to an embodiment of this application. Specifically, during step S102, the method includes steps S401-S403.

[0123] S401, determine the relative height between the target location point and the vertex of the first virtual object from the game scene.

[0124] Here, as another optional embodiment, the relative height between the target location point and the bottom point of the first virtual object (such as the point where the first virtual object meets the virtual ground in the game scene) can also be determined from the game scene; that is, the positional relationship of the target location point on the first virtual object in step S102 represents the relative positional relationship between the target location point and the first virtual object. This application embodiment does not limit the specific method of determining the relative positional relationship.

[0125] An exemplary description, Figure 5a This illustration shows a schematic diagram of a first virtual object displayed on a graphical user interface according to an embodiment of this application, such as... Figure 5a As shown, in the game scene displayed on the graphical user interface 200, the target position point 501 that the first virtual equipment is aiming at is located on the first virtual object 201, wherein the first virtual object 201 is a virtual tree in the game scene. From the game scene, the relative height between the target position point 501 and the vertex of the first virtual object 201 is determined to be 6 meters.

[0126] S402, based on the determined relative height, determine the height distance interval to which the relative height belongs as the target height distance interval from among the multiple height distance intervals associated with the first virtual object.

[0127] Here, the aforementioned multiple height distance intervals are divided according to the display height of the first virtual object in the game scene; that is, the merged interval of the multiple height distance intervals corresponds to the display height of the first virtual object in the game scene.

[0128] Specifically, in this embodiment of the application, the first virtual object can be associated with at least three height distance intervals. Here, these three associated height distance intervals correspond to the upper, middle and lower display areas of the first virtual object, respectively.

[0129] The exemplary description is still based on Figure 5aTaking the first virtual object 201 as an example, the display height of the first virtual object 201 in the game scene is 15 meters. As an optional embodiment, the display height of the first virtual object 201 in the game scene can be divided into the following three height distance intervals based on a unit height distance of 5 meters: [0, 5] meters, (5, 10] meters, and (10, 15] meters. Based on the relative height between the target position point 501 and the vertex of the first virtual object 201 being 6 meters, the height distance interval to which 6 meters belongs is determined from the above three height distance intervals associated with the first virtual object 201: (5, 10] meters is taken as the target height distance interval.

[0130] It should be noted that the aforementioned multiple height distance intervals can be obtained by uniformly dividing the display height of the first virtual object in the game scene (such as uniformly dividing it according to a unit height distance of 5 meters in the above example); or they can be obtained by unevenly dividing the display height of the first virtual object in the game scene. For example, taking the display height of the first virtual object 402 in the game scene as 15 meters in the above example, the display height of the first virtual object 201 in the game scene can also be divided into the following three height distance intervals by uneven division: [0, 6] meters, (6, 10] meters, and (10, 15] meters. The specific interval length and specific division method of the above multiple height distance intervals are not limited in this application embodiment.

[0131] S403, from the multiple virtual postures associated with the first virtual object, obtain the first virtual posture associated with the target height distance range, and use the first virtual posture as the predicted virtual landing posture.

[0132] Here, the multiple virtual poses associated with the first virtual object include at least: a standing pose on the first virtual object, a hanging pose on the first virtual object, and a leaping pose over the first virtual object.

[0133] Here, as an optional embodiment, the number of virtual poses associated with the first virtual object can be consistent with the number of height distance intervals associated with the first virtual object. That is, each height distance interval is associated with a virtual pose, and different height distance intervals are associated with different virtual poses.

[0134] Here, as another optional embodiment, the number of virtual poses associated with the first virtual object may not be consistent with the number of height distance intervals associated with the first virtual object. That is, each virtual pose may be associated with one height distance interval, or each virtual pose may be associated with multiple height distance intervals. This application embodiment does not impose any limitations on the specific number or type of virtual poses associated with the first virtual object.

[0135] Specifically, taking a virtual tree in the game scene as an example, the first virtual object is... Figure 5b The illustration shows a schematic diagram of multiple virtual poses associated with a first virtual object, as provided in an embodiment of this application. Figure 5b As shown, in Figure 5a The first virtual object 201 shown is based on a virtual tree in the game scene. The three virtual postures associated with the first virtual object 201 are: standing posture 510, hanging posture 520, and flying posture 530.

[0136] Exemplary illustrations, such as Figure 5b As shown, based on the three height distance intervals associated with the first virtual object 201 in the above example, the virtual posture associated with the height distance interval [0, 5] meters is: standing posture 510, the virtual posture associated with the height distance interval (5, 10] meters is: hanging posture 520, and the virtual posture associated with the height distance interval (10, 15] meters is: flying posture 530; when the target height distance interval is determined to be (5, 10] meters, the virtual landing posture of the player's virtual character after moving to the target location point based on the first virtual equipment is predicted to be hanging posture 520.

[0137] After step S103 is executed, the player may not be satisfied with the predicted landing state displayed on the graphical user interface. In this case, this embodiment of the application also provides the following method to allow the player to control and adjust the predicted landing state, thereby determining an accurate landing state that meets the player's actual movement needs:

[0138] In one alternative implementation, such as Figure 6 As shown, Figure 6 The diagram illustrates a flowchart of a method for adjusting the predicted landing state of a player's virtual character, as provided in an embodiment of this application. After step S103, the method includes steps S601-S603; specifically:

[0139] S601, Display status control controls on the graphical user interface.

[0140] It should be noted that the state control control in the graphical user interface may exist in at least one of the following forms: virtual indicator icon, virtual button, operation window; the specific form of the state control control is not limited in this application embodiment.

[0141] S602, in response to a control operation on the state control control, adjust the predicted landing state to obtain a target landing state and / or determine the target landing state from among a plurality of predicted landing states.

[0142] In one alternative implementation, the terminal device can adjust the landing state displayed on the current graphical user interface in response to the player's control operation on the status control controls; for example, in response to the player's control operation on the status control controls, the landing state displayed on the current graphical user interface can be adjusted from a standing virtual posture to a hanging virtual posture.

[0143] In another alternative implementation, the terminal device, in response to the player's control operation on the status control controls, can also display multiple predicted landing states on the graphical user interface, allowing the player to select one of the target landing states displayed when the player's virtual character actually lands.

[0144] Specifically, the above control may include two different types of control sub-operations: a first control sub-operation and a second control sub-operation; wherein, the first control sub-operation is used to adjust the predicted virtual landing point; and the second control sub-operation is used to correct the predicted virtual landing attitude.

[0145] Based on this, the terminal device can respond to different types of touch operations on the target virtual control, and can respectively realize the functions of correcting the predicted virtual landing point and correcting the predicted virtual landing posture.

[0146] In this embodiment of the application, on different types of terminal devices, players can perform control operations on the status control controls through different operation methods, specifically:

[0147] When the terminal device is a personal computer, players can use specific keys on the keyboard (such as the R and L keys) or the left and right mouse buttons to perform control operations on the status control controls. For example, players can use different specific keys on the keyboard (such as the R and L keys) to trigger different control sub-operations on the status control controls, thereby adjusting the virtual landing point and virtual landing posture in the predicted landing state respectively.

[0148] When the terminal device is a mobile terminal such as a mobile phone or tablet, the terminal device displays the control icon of the state control control on the graphical user interface. Players can perform control operations on the state control control by touching the control icon. For example, players can trigger different control sub-operations on the state control control by touching the control icon for different durations (such as long press or short press). This allows for adjustments to the virtual landing point and virtual landing posture in the predicted landing state.

[0149] Therefore, it should be noted that the above control operation can be either a touch-type operation or a non-touch-type operation, and the embodiments of this application do not impose any limitations on this.

[0150] S603, the graphical user interface displays a dynamic game screen showing the player's virtual character moving along the movement trajectory to the target location point and landing in the game scene according to the target landing state.

[0151] Here, when performing step S603 above, the terminal device can display the above dynamic game screen according to the following steps 1-2, specifically:

[0152] Step 1: Determine the rendering data of one or more frames at the end of the dynamic game screen based on the target landing state.

[0153] Step 2: Based on the rendered data, display the dynamic game screen of the player's virtual character landing according to the target landing state.

[0154] For example, the predicted virtual landing point is x1, and the predicted virtual landing posture is a standing posture. Taking a mobile phone as an example, the control operations for the status control control include: a left swipe operation and a right swipe operation. The left swipe operation corresponds to adjusting the predicted virtual landing point, and the right swipe operation corresponds to adjusting the predicted virtual landing posture. If the player responds to the left swipe operation of the status control control, the predicted virtual landing point x1 is adjusted to obtain the adjusted target landing point x2. At this time, the target landing state can be determined as follows: at the target landing point x2 on the first virtual object, the player's virtual character lands in a standing posture. Based on this target landing state, the terminal device displays a dynamic game screen on the graphical user interface showing the player's virtual character moving from the current position to the target landing point x2 based on the first virtual equipment, and landing in a standing posture at the target landing point x2.

[0155] In this embodiment, in addition to the adjustment methods shown in steps S601-S603 above, players can also use different types of control controls to respectively realize the control and adjustment functions of the virtual landing point and virtual landing posture, specifically:

[0156] In one alternative implementation, such as Figure 7 As shown, Figure 7 The diagram illustrates a flowchart of a method for adjusting the predicted virtual landing point of a player's virtual character, as provided in an embodiment of this application. After step S103, the method includes steps S701-S703; specifically:

[0157] S701, The landing point control controls are displayed on the graphical user interface.

[0158] It should be noted that, similar to the status control controls mentioned above, the landing point control controls in the graphical user interface may exist in the form of at least one of the following: virtual indicator icons, virtual buttons, and operation windows; the specific form of the landing point control controls is not limited in this application embodiment.

[0159] S702, in response to a control operation on the landing point control control, adjust the predicted virtual landing point to obtain a target landing point and / or determine the target landing point from among a plurality of predicted virtual landing points.

[0160] It should be noted that the description of the control operation for the landing point control control can be found in step S602 above, which describes the control operation for the status control control. The repetition will not be repeated here.

[0161] In this embodiment of the application, in conjunction with the landing state prediction method shown in steps S401-S403 above, step S702 can be executed according to the following sub-steps a1-a3, specifically:

[0162] Sub-step a1: In response to the control operation of the landing point control control, determine a plurality of candidate landing points that meet the aiming conditions of the first virtual equipment from the first display area associated with the first virtual posture.

[0163] Here, the first display area is used to characterize the display area corresponding to the target height distance range on the first virtual object.

[0164] Exemplary illustrations, such as Figure 5a As shown, if the target height distance range is (5, 10) meters, then the first display area can be determined to be the display area on the first virtual object 201 between 5 and 10 meters from the vertex.

[0165] Here, the aiming conditions for the first virtual equipment can be referred to in step S101 above, and the repeated parts will not be repeated here.

[0166] Sub-step a2: Display the multiple candidate landing points on the graphical user interface.

[0167] Here, candidate landing points can be multiple candidate landing points located on or around the first virtual object that are less than a preset distance threshold from the target location point.

[0168] Sub-step a3: In response to the first selection operation for the plurality of candidate landing points, determine the candidate landing point selected by the first selection operation as the target landing point from the plurality of candidate landing points.

[0169] S703, the graphical user interface displays a dynamic game screen showing the player's virtual character moving along the movement trajectory to the target landing point, and landing at the target landing point according to the predicted virtual landing posture.

[0170] An exemplary description, Figure 8 This illustration shows an interactive diagram of adjusting a virtual landing point provided in an embodiment of this application; as shown... Figure 8 As shown, the target location point 501 on the first virtual object 201 is the predicted virtual landing point. Since the target height distance range is (5, 10) meters, it can be determined that the first display area 800 is the display area on the first virtual object 201 between 5 and 10 meters from the vertex. In response to the control operation of the landing point control control 801, multiple candidate landing points that can be captured by the first virtual equipment are determined from the first display area 800: x3, x4, x5, x6. In the first location selection operation 802, when the player selects candidate landing point x3 as the target landing point, the first virtual equipment is launched towards candidate landing point x3 in response to the end of the first selection operation 802. This establishes and displays a movement trajectory between the player's virtual character and candidate landing point x3. The graphical user interface 200 displays a dynamic game screen showing the player's virtual character moving along the movement trajectory to candidate landing point x3 (i.e., the target landing point) and landing at candidate landing point x3 in a suspended posture 520 (i.e., the unadjusted virtual landing posture).

[0171] In another alternative implementation, such as Figure 9 As shown, Figure 9 The diagram illustrates a flowchart of a method for adjusting the virtual landing posture of a player's virtual character according to an embodiment of this application. After step S103, the method includes steps S901-S903; specifically:

[0172] S901, The attitude control controls are displayed on the graphical user interface.

[0173] It should be noted that the posture control control in the graphical user interface may exist in the form of at least one of the following: virtual indicator icon, virtual button, operation window; the specific form of the posture control control is not limited in this application embodiment.

[0174] S902, in response to the control operation of the attitude control control, adjust the predicted virtual landing attitude to obtain the target landing attitude and / or determine the target landing attitude among a plurality of predicted virtual landing attitudes.

[0175] It should be noted that the description of the control operations for the attitude control control can be found in step S602 above, which describes the control operations for the state control control. The repetitions will not be repeated here.

[0176] In this embodiment of the application, in conjunction with the landing state prediction method shown in steps S401-S403 above, step S902 can be executed according to the following sub-steps b1-b3, specifically:

[0177] Sub-step b1: In response to the control operation of the attitude control control, obtain other virtual attitudes besides the first virtual attitude from the multiple virtual attitudes associated with the first virtual object as candidate landing attitudes.

[0178] Exemplary illustrations, such as Figure 5b As shown, if the target height distance range is (5, 10) meters, then the first virtual posture can be determined to be the hanging posture 520. From the multiple virtual postures associated with the first virtual object 201, the standing posture 510 and the flying posture 530 are obtained as candidate landing postures.

[0179] Sub-step b2: Display the acquired candidate landing postures on the graphical user interface.

[0180] Sub-step b3: In response to a second selection operation for a plurality of candidate landing postures, determine the candidate landing posture selected by the second selection operation as the target landing posture from the plurality of candidate landing postures.

[0181] S903, the graphical user interface displays a dynamic game screen showing the player's virtual character moving along the movement trajectory to the virtual landing point, and landing at the virtual landing point according to the target landing posture.

[0182] An illustrative example is provided to predict the virtual landing posture of player character a after moving to target location point 501 based on the first virtual equipment. Figure 5b Taking the suspension posture 520 shown as an example, Figure 10 This illustration shows an interactive diagram of adjusting virtual landing posture provided in an embodiment of this application; as shown... Figure 10As shown, since the target height distance range is (5, 10) meters, it can be determined that the first display area 800 is the display area on the first virtual object 201 between 5 and 10 meters from the vertex; in response to the control operation on the posture control control 1000, from the three virtual postures associated with the first virtual object 201, the standing posture 510 and the leaping posture 530, excluding the hanging posture 520, are determined as candidate landing postures; in response to the second selection operation 1001 for the above multiple candidate landing postures, when the player selects the leaping posture... When 530 is the target landing posture, in response to the end of the second selection operation 1001, the first virtual equipment is launched towards the target location 501 (i.e., the unadjusted virtual landing point) to establish and display a movement trajectory between the player's virtual character and the target location 501. The graphical user interface 200 displays a dynamic game screen showing the player's virtual character moving along the movement trajectory to the target location 501 (i.e., the target landing point) and landing at the target location 501 in a leap posture 530 (i.e., the adjusted target virtual landing posture).

[0183] After step S103 is executed, regarding the timing of adjusting the predicted landing state, in addition to adjusting the predicted landing state before the player actually releases the first virtual equipment through the methods described above, so as to control the player's virtual character to land according to the adjusted target landing state after the first virtual state is released; in this embodiment of the application, the player can also adjust the predicted landing state during the player's virtual character's movement based on the first virtual equipment in the following way, so as to improve the efficiency of the player's adjustment of the landing state; specifically:

[0184] In one alternative implementation, such as Figure 11 As shown, Figure 11 The diagram illustrates a method for adjusting the predicted landing state of a player's virtual character during movement, as provided in an embodiment of this application. After step S103, the method includes steps S1101-S1103; specifically:

[0185] S1101, in response to the first virtual equipment being triggered and released, control the player virtual character to move along the movement trajectory toward the target location point, and display a dynamic game screen showing the player virtual character moving along the movement trajectory toward the target location point.

[0186] Specifically, in response to the first virtual equipment being triggered and released, while controlling the player's virtual character to move along the movement trajectory towards the target location, the terminal device can simultaneously execute the steps S601-S603 above, which show the steps for adjusting the landing state, and display the state control controls on the graphical user interface so that the player can adjust the target landing state of the player's virtual character during the movement, thereby improving the efficiency of the player's adjustment of the target landing state.

[0187] S1102, during the process of the player's virtual character moving towards the target location along the movement trajectory, in response to the adjustment and / or selection operation of the predicted landing state, the target landing state is determined.

[0188] Specifically, the specific implementation method for adjusting and / or selecting the predicted landing state in step S1102 can refer to the execution method of the aforementioned step S602, and the repeated parts will not be repeated here.

[0189] It should be noted that if the player does not adjust the predicted landing state or has not completed the step of adjusting the predicted landing state when the player's virtual character moves towards the target location along the movement trajectory, the final target landing state of the player's virtual character can be determined to be the landing state predicted in step S102.

[0190] S1103, determine the rendering data of one or more frames of the dynamic game screen when the target landing state ends based on the target landing state, and display the dynamic game screen of the player virtual character landing according to the target landing state based on the rendering data.

[0191] Here, the specific implementation of step S1103 is the same as the way of displaying dynamic game screen in step S603 above, and the repetition will not be repeated here.

[0192] The interactive control method for games provided in this application, in response to the aiming operation of a first virtual equipment equipped on a player's virtual character, determines a target position point on a first virtual object aimed at by the first virtual equipment in the game scene; predicts the landing state of the player's virtual character after moving to the target position point based on the positional relationship of the target position point on the first virtual object; and displays the predicted landing state on a graphical user interface. Through this interactive control method, this application can predict the landing state of the player's virtual character before the player uses the first virtual equipment to control the player's virtual character to move, reducing the waste of the first virtual equipment, improving the accuracy of the player's control over the player's virtual character's movement, and thus improving the efficiency of human-computer interaction.

[0193] Based on the same inventive concept, this application also provides an interactive control device corresponding to the interactive control method of the above-mentioned game. Since the principle of solving the problem by the interactive control device of the game in the embodiments of this application is similar to that of the interactive control method of the above-mentioned game in the embodiments of this application, the implementation of the interactive control device can be referred to the implementation of the above-mentioned interactive control method, and the repeated parts will not be described again.

[0194] Reference Figure 12 As shown, Figure 12 This illustration shows a schematic diagram of the structure of an interactive control device for a game according to an embodiment of this application. The game includes a virtual player character and a graphical user interface provided by a terminal device. The graphical user interface displays at least a portion of the game scene. The display device includes:

[0195] The first response module 1201 is used to respond to the aiming operation of the first virtual equipment equipped on the player's virtual character, and to determine the target position point on the first virtual object that the first virtual equipment is aiming at from the game scene; wherein, the first virtual equipment is used to establish and display a movement trajectory between the player's virtual character and the target position point after being triggered and released, and to control the player's virtual character to move along the movement trajectory to the target position point.

[0196] The first prediction module 1202 is used to predict the landing state of the player's virtual character after moving to the target location point based on the positional relationship of the target location point on the first virtual object.

[0197] The first display module 1203 is used to display the predicted landing status on the graphical user interface.

[0198] In one alternative implementation, the first display module 1203 is configured to display the predicted landing state on the graphical user interface using the following method:

[0199] The predicted landing state is displayed in the associated location area of ​​the target location point, and / or the predicted landing state is displayed in the associated location area of ​​the trigger control of the first virtual equipment.

[0200] In an optional implementation, when predicting the landing state of the player's virtual character after moving to the target location point based on the positional relationship of the target location point on the first virtual object, the first prediction module 1202 is configured to:

[0201] In response to the first virtual object being in a moving state in the game scene, the relative distance between the first virtual object and the player's virtual character is obtained from the game scene;

[0202] When the relative distance is detected to be within the hit distance range of the first virtual equipment, the landing state of the player's virtual character after moving to the target location point based on the positional relationship of the target location point on the first virtual object is predicted.

[0203] In one optional implementation, the landing state includes: the virtual landing point and / or virtual landing posture of the player's virtual character after moving to the target location point based on the first virtual equipment; wherein, the virtual landing point is predicted based on the first position coordinates of the target location point on the first virtual object; and the virtual landing posture is predicted based on the positional relationship of the target location point on the first virtual object.

[0204] In an optional implementation, when predicting the landing state of the player's virtual character after moving to the target location point based on the positional relationship of the target location point on the first virtual object, the first prediction module 1202 is further configured to:

[0205] From the game scene, determine the relative height between the target location point and the vertex of the first virtual object;

[0206] Based on the determined relative height, from the multiple height distance intervals associated with the first virtual object, the height distance interval to which the relative height belongs is determined as the target height distance interval; wherein, the multiple height distance intervals are divided according to the display height of the first virtual object in the game scene;

[0207] From the multiple virtual poses associated with the first virtual object, obtain the first virtual pose associated with the target height distance range, and use the first virtual pose as the predicted virtual landing pose.

[0208] In one optional implementation, the interactive control device further includes:

[0209] The second display module is used to display status control controls on the graphical user interface;

[0210] The second response module is used to respond to the control operation of the state control control to adjust the predicted landing state to obtain the target landing state and / or determine the target landing state among multiple predicted landing states.

[0211] The first control module is used to display a dynamic game screen on the graphical user interface in which the player's virtual character moves along the movement trajectory to the target location point and lands in the game scene according to the target landing state.

[0212] In one optional implementation, the first control module shown is specifically used for:

[0213] The rendering data for one or more frames of the dynamic game screen at the end is determined based on the target landing state.

[0214] The rendered data shows a dynamic game screen where the player's virtual character lands according to the target landing state.

[0215] In one optional implementation, the interactive control device further includes:

[0216] The third response module is used to respond to the first virtual equipment being triggered and released, control the player's virtual character to move along the movement trajectory toward the target location point, and display the dynamic game screen of the player's virtual character moving along the movement trajectory toward the target location point;

[0217] The second control module is used to determine the target landing state in response to the adjustment and / or selection operation of the predicted landing state during the process of the player's virtual character moving towards the target location along the movement trajectory;

[0218] The third display module is used to determine the rendering data of one or more frames of the dynamic game screen when the target landing state ends, based on the target landing state, and to display the dynamic game screen of the player's virtual character landing according to the target landing state based on the rendering data.

[0219] In one optional implementation, the interactive control device further includes:

[0220] The fourth display module is used to display landing point control controls on the graphical user interface;

[0221] The fourth response module is used to adjust the predicted virtual landing point to obtain the target landing point and / or determine the target landing point from multiple predicted virtual landing points in response to the control operation of the landing point control control.

[0222] The third control module is used to display a dynamic game screen on the graphical user interface in which the player's virtual character moves along the movement trajectory to the target landing point and lands at the target landing point according to the predicted virtual landing posture.

[0223] In one optional implementation, the interactive control device further includes:

[0224] The fifth display module is used to display attitude control controls on the graphical user interface;

[0225] The fifth response module is used to adjust the predicted virtual landing posture to obtain the target landing posture and / or determine the target landing posture among multiple predicted virtual landing postures in response to the control operation of the posture control control.

[0226] The fourth control module is used to display a dynamic game screen on the graphical user interface in which the player's virtual character moves along the movement trajectory to the virtual landing point and lands at the virtual landing point according to the target landing posture.

[0227] In one alternative implementation, the fourth response module is configured to determine the target landing point from among multiple predicted virtual landing points in response to a control operation on the landing point control control by:

[0228] In response to a control operation on the landing point control control, multiple candidate landing points that satisfy the aiming conditions of the first virtual equipment are determined from the first display area associated with the first virtual posture; wherein, the first display area is used to characterize the display area corresponding to the target height distance range on the first virtual object;

[0229] The plurality of candidate landing points are displayed on the graphical user interface;

[0230] In response to a first selection operation for the plurality of candidate landing points, the candidate landing point selected by the first selection operation is determined from the plurality of candidate landing points as the target landing point.

[0231] In an optional implementation, the fifth response module is configured to determine the target landing posture from a plurality of predicted virtual landing postures in response to a control operation on the attitude control control by:

[0232] In response to the control operation of the attitude control control, other virtual attitudes besides the first virtual attitude are obtained from the multiple virtual attitudes associated with the first virtual object as candidate landing attitudes;

[0233] The acquired candidate landing postures are displayed on the graphical user interface;

[0234] In response to a second selection operation for a plurality of candidate landing postures, the candidate landing posture selected by the second selection operation is determined from the plurality of candidate landing postures as the target landing posture.

[0235] In one alternative implementation, the plurality of virtual poses associated with the first virtual object include at least: a standing pose on the first virtual object, a hanging pose on the first virtual object, and a leaping pose over the first virtual object.

[0236] The interactive control device for the game provided in this application responds to the aiming operation of the first virtual equipment equipped on the player's virtual character, determines the target position point on the first virtual object aimed at by the first virtual equipment from the game scene; predicts the landing state of the player's virtual character after moving to the target position point based on the positional relationship of the target position point on the first virtual object; and displays the predicted landing state on the graphical user interface. Through this interactive control method, this application can predict the landing state of the player's virtual character before the player uses the first virtual equipment to control the player's virtual character to move, reducing the waste of the first virtual equipment, improving the accuracy of the player's control over the player's virtual character's movement, and thus improving the efficiency of human-computer interaction.

[0237] Based on the same inventive concept, this application also provides an electronic device corresponding to the interactive control method of the above-mentioned game. Since the principle of solving the problem by the electronic device in the embodiments of this application is similar to the interactive control method of the above-mentioned game in the embodiments of this application, the implementation of the electronic device can refer to the implementation of the above-mentioned interactive control method, and the repeated parts will not be described again.

[0238] Figure 13 A schematic diagram of an electronic device 1300 provided in this application embodiment includes: a processor 1301, a memory 1302, and a bus 1303. The memory 1302 stores machine-readable instructions executable by the processor 1301. When the electronic device runs an interactive control method for a game as described in the embodiment, the processor 1301 communicates with the memory 1302 via the bus 1303, and the processor 1301 executes the machine-readable instructions. The game includes a virtual player character and provides a graphical user interface (GUI) through a terminal device, displaying at least a portion of the game scene. When the processor 1301 executes the machine-readable instructions, it performs the following steps:

[0239] In response to an aiming operation of a first virtual device equipped on the player's virtual character, the system determines a target location on a first virtual object that the first virtual device is aiming at from the game scene; wherein, the first virtual device is used to establish and display a movement trajectory between the player's virtual character and the target location after being triggered and released, and to control the player's virtual character to move along the movement trajectory to the target location.

[0240] Based on the positional relationship of the target location point on the first virtual object, predict the landing state of the player's virtual character after moving to the target location point based on the first virtual equipment;

[0241] The predicted landing status is displayed on the graphical user interface.

[0242] In an alternative implementation, the processor 1301 is configured to display the predicted landing state on the graphical user interface by means of:

[0243] The predicted landing state is displayed in the associated location area of ​​the target location point, and / or the predicted landing state is displayed in the associated location area of ​​the trigger control of the first virtual equipment.

[0244] In an optional implementation, when predicting the landing state of the player's virtual character after moving to the target location point based on the positional relationship of the target location point on the first virtual object, the processor 1301 is configured to:

[0245] In response to the first virtual object being in a moving state in the game scene, the relative distance between the first virtual object and the player's virtual character is obtained from the game scene;

[0246] When the relative distance is detected to be within the hit distance range of the first virtual equipment, the landing state of the player's virtual character after moving to the target location point based on the positional relationship of the target location point on the first virtual object is predicted.

[0247] In one optional implementation, the landing state includes: the virtual landing point and / or virtual landing posture of the player's virtual character after moving to the target location point based on the first virtual equipment; wherein, the virtual landing point is predicted based on the first position coordinates of the target location point on the first virtual object; and the virtual landing posture is predicted based on the positional relationship of the target location point on the first virtual object.

[0248] In an optional implementation, when predicting the landing state of the player's virtual character after moving to the target location point based on the positional relationship of the target location point on the first virtual object, the processor 1301 is configured to:

[0249] From the game scene, determine the relative height between the target location point and the vertex of the first virtual object;

[0250] Based on the determined relative height, from the multiple height distance intervals associated with the first virtual object, the height distance interval to which the relative height belongs is determined as the target height distance interval; wherein, the multiple height distance intervals are divided according to the display height of the first virtual object in the game scene;

[0251] From the multiple virtual poses associated with the first virtual object, obtain the first virtual pose associated with the target height distance range, and use the first virtual pose as the predicted virtual landing pose.

[0252] In an alternative implementation, after displaying the predicted landing state on the graphical user interface, the processor 1301 is further configured to:

[0253] Display status control controls on the graphical user interface;

[0254] In response to a control operation on the state control control, the predicted landing state is adjusted to obtain a target landing state and / or the target landing state is determined from multiple predicted landing states;

[0255] The graphical user interface displays a dynamic game screen showing the player's virtual character moving along the movement trajectory to the target location and landing in the game scene according to the target landing state.

[0256] In one alternative implementation, the processor 1301 is configured to display, on the graphical user interface, a dynamic game screen showing the player's virtual character moving along the movement trajectory to the target location point and landing in the game scene according to the target landing state, using the following method:

[0257] The rendering data for one or more frames of the dynamic game screen at the end is determined based on the target landing state.

[0258] The rendered data shows a dynamic game screen where the player's virtual character lands according to the target landing state.

[0259] In an alternative implementation, after displaying the predicted landing state on the graphical user interface, the processor 1301 is further configured to:

[0260] In response to the first virtual equipment being triggered and released, the player's virtual character is controlled to move along the movement trajectory toward the target location point, and a dynamic game screen showing the player's virtual character moving along the movement trajectory toward the target location point is displayed;

[0261] As the player's virtual character moves toward the target location along the movement trajectory, the target landing state is determined in response to the adjustment and / or selection operation of the predicted landing state;

[0262] Based on the target landing state, the rendering data of one or more frames of the dynamic game screen at the end is determined, and the dynamic game screen of the player's virtual character landing according to the target landing state is displayed based on the rendering data.

[0263] In an alternative implementation, after displaying the predicted landing state on the graphical user interface, the processor 1301 is further configured to:

[0264] The landing point control controls are displayed on the graphical user interface.

[0265] In response to a control operation on the landing point control control, the predicted virtual landing point is adjusted to obtain a target landing point and / or the target landing point is determined from a plurality of predicted virtual landing points;

[0266] The graphical user interface displays a dynamic game screen showing the player's virtual character moving along the movement trajectory to the target landing point, and landing at the target landing point according to the predicted virtual landing posture.

[0267] In an alternative implementation, after displaying the predicted landing state on the graphical user interface, the processor 1301 is further configured to:

[0268] The attitude control controls are displayed on the graphical user interface.

[0269] In response to a control operation on the attitude control control, the predicted virtual landing attitude is adjusted to obtain a target landing attitude and / or the target landing attitude is determined from a plurality of predicted virtual landing attitudes;

[0270] The graphical user interface displays a dynamic game screen showing the player's virtual character moving along the movement trajectory to the virtual landing point, and landing at the virtual landing point according to the target landing posture.

[0271] In one alternative implementation, the processor 1301 is configured to determine a target landing point from a plurality of predicted virtual landing points in response to a control operation on the landing point control control by:

[0272] In response to a control operation on the landing point control control, multiple candidate landing points that satisfy the aiming conditions of the first virtual equipment are determined from the first display area associated with the first virtual posture; wherein, the first display area is used to characterize the display area corresponding to the target height distance range on the first virtual object;

[0273] The plurality of candidate landing points are displayed on the graphical user interface;

[0274] In response to a first selection operation for the plurality of candidate landing points, the candidate landing point selected by the first selection operation is determined from the plurality of candidate landing points as the target landing point.

[0275] In one alternative implementation, the processor 1301 is configured to determine a target landing posture from a plurality of predicted virtual landing postures in response to a control operation on the attitude control control by:

[0276] In response to the control operation of the attitude control control, other virtual attitudes besides the first virtual attitude are obtained from the multiple virtual attitudes associated with the first virtual object as candidate landing attitudes;

[0277] The acquired candidate landing postures are displayed on the graphical user interface;

[0278] In response to a second selection operation for a plurality of candidate landing postures, the candidate landing posture selected by the second selection operation is determined from the plurality of candidate landing postures as the target landing posture.

[0279] In one alternative implementation, the plurality of virtual poses associated with the first virtual object include at least: a standing pose on the first virtual object, a hanging pose on the first virtual object, and a leaping pose over the first virtual object.

[0280] The electronic device provided in this application embodiment responds to the aiming operation of the first virtual equipment equipped on the player's virtual character, determines the target position point on the first virtual object aimed at by the first virtual equipment from the game scene; predicts the landing state of the player's virtual character after moving to the target position point based on the positional relationship of the target position point on the first virtual object; and displays the predicted landing state on the graphical user interface. Through this interactive control method, this application can predict the landing state of the player's virtual character before the player uses the first virtual equipment to control the player's virtual character to move, reducing the waste of the first virtual equipment, improving the accuracy of the player's control over the player's virtual character's movement, and thus improving the efficiency of human-computer interaction.

[0281] Based on the same inventive concept, embodiments of this application also provide a computer-readable storage medium storing a computer program, which is executed by a processor, wherein the processor performs the following steps:

[0282] In response to an aiming operation of a first virtual device equipped on the player's virtual character, the system determines a target location on a first virtual object that the first virtual device is aiming at from the game scene; wherein, the first virtual device is used to establish and display a movement trajectory between the player's virtual character and the target location after being triggered and released, and to control the player's virtual character to move along the movement trajectory to the target location.

[0283] Based on the positional relationship of the target location point on the first virtual object, predict the landing state of the player's virtual character after moving to the target location point based on the first virtual equipment;

[0284] The predicted landing status is displayed on the graphical user interface.

[0285] In one alternative implementation, the processor is configured to display the predicted landing state on the graphical user interface using the following method:

[0286] The predicted landing state is displayed in the associated location area of ​​the target location point, and / or the predicted landing state is displayed in the associated location area of ​​the trigger control of the first virtual equipment.

[0287] In an optional implementation, when predicting the landing state of the player's virtual character after moving to the target location point based on the positional relationship of the target location point on the first virtual object, the processor is configured to:

[0288] In response to the first virtual object being in a moving state in the game scene, the relative distance between the first virtual object and the player's virtual character is obtained from the game scene;

[0289] When the relative distance is detected to be within the hit distance range of the first virtual equipment, the landing state of the player's virtual character after moving to the target location point based on the positional relationship of the target location point on the first virtual object is predicted.

[0290] In one optional implementation, the landing state includes: the virtual landing point and / or virtual landing posture of the player's virtual character after moving to the target location point based on the first virtual equipment; wherein, the virtual landing point is predicted based on the first position coordinates of the target location point on the first virtual object; and the virtual landing posture is predicted based on the positional relationship of the target location point on the first virtual object.

[0291] In an optional implementation, when predicting the landing state of the player's virtual character after moving to the target location point based on the positional relationship of the target location point on the first virtual object, the processor is configured to:

[0292] From the game scene, determine the relative height between the target location point and the vertex of the first virtual object;

[0293] Based on the determined relative height, from the multiple height distance intervals associated with the first virtual object, the height distance interval to which the relative height belongs is determined as the target height distance interval; wherein, the multiple height distance intervals are divided according to the display height of the first virtual object in the game scene;

[0294] From the multiple virtual poses associated with the first virtual object, obtain the first virtual pose associated with the target height distance range, and use the first virtual pose as the predicted virtual landing pose.

[0295] In an alternative implementation, after displaying the predicted landing state on the graphical user interface, the processor is further configured to:

[0296] Display status control controls on the graphical user interface;

[0297] In response to a control operation on the state control control, the predicted landing state is adjusted to obtain a target landing state and / or the target landing state is determined from multiple predicted landing states;

[0298] The graphical user interface displays a dynamic game screen showing the player's virtual character moving along the movement trajectory to the target location and landing in the game scene according to the target landing state.

[0299] In one optional implementation, the processor is configured to display, on the graphical user interface, a dynamic game screen showing the player's virtual character moving along the movement trajectory to the target location point and landing in the game scene according to the target landing state, using the following method:

[0300] The rendering data for one or more frames of the dynamic game screen at the end is determined based on the target landing state.

[0301] The rendered data shows a dynamic game screen where the player's virtual character lands according to the target landing state.

[0302] In an alternative implementation, after displaying the predicted landing state on the graphical user interface, the processor is further configured to:

[0303] In response to the first virtual equipment being triggered and released, the player's virtual character is controlled to move along the movement trajectory toward the target location point, and a dynamic game screen showing the player's virtual character moving along the movement trajectory toward the target location point is displayed;

[0304] As the player's virtual character moves toward the target location along the movement trajectory, the target landing state is determined in response to the adjustment and / or selection operation of the predicted landing state;

[0305] Based on the target landing state, the rendering data of one or more frames of the dynamic game screen at the end is determined, and the dynamic game screen of the player's virtual character landing according to the target landing state is displayed based on the rendering data.

[0306] In an alternative implementation, after displaying the predicted landing state on the graphical user interface, the processor is further configured to:

[0307] The landing point control controls are displayed on the graphical user interface.

[0308] In response to a control operation on the landing point control control, the predicted virtual landing point is adjusted to obtain a target landing point and / or the target landing point is determined from a plurality of predicted virtual landing points;

[0309] The graphical user interface displays a dynamic game screen showing the player's virtual character moving along the movement trajectory to the target landing point, and landing at the target landing point according to the predicted virtual landing posture.

[0310] In an alternative implementation, after displaying the predicted landing state on the graphical user interface, the processor is further configured to:

[0311] The attitude control controls are displayed on the graphical user interface.

[0312] In response to a control operation on the attitude control control, the predicted virtual landing attitude is adjusted to obtain a target landing attitude and / or the target landing attitude is determined from a plurality of predicted virtual landing attitudes;

[0313] The graphical user interface displays a dynamic game screen showing the player's virtual character moving along the movement trajectory to the virtual landing point, and landing at the virtual landing point according to the target landing posture.

[0314] In one alternative implementation, the processor is configured to determine a target landing point from a plurality of predicted virtual landing points in response to a control operation on the landing point control control by:

[0315] In response to a control operation on the landing point control control, multiple candidate landing points that satisfy the aiming conditions of the first virtual equipment are determined from the first display area associated with the first virtual posture; wherein, the first display area is used to characterize the display area corresponding to the target height distance range on the first virtual object;

[0316] The plurality of candidate landing points are displayed on the graphical user interface;

[0317] In response to a first selection operation for the plurality of candidate landing points, the candidate landing point selected by the first selection operation is determined from the plurality of candidate landing points as the target landing point.

[0318] In one alternative implementation, the processor is configured to determine a target landing posture from a plurality of predicted virtual landing postures in response to a control operation on the attitude control control:

[0319] In response to the control operation of the attitude control control, other virtual attitudes besides the first virtual attitude are obtained from the multiple virtual attitudes associated with the first virtual object as candidate landing attitudes;

[0320] The acquired candidate landing postures are displayed on the graphical user interface;

[0321] In response to a second selection operation for a plurality of candidate landing postures, the candidate landing posture selected by the second selection operation is determined from the plurality of candidate landing postures as the target landing posture.

[0322] In one alternative implementation, the plurality of virtual poses associated with the first virtual object include at least: a standing pose on the first virtual object, a hanging pose on the first virtual object, and a leaping pose over the first virtual object.

[0323] The computer-readable storage medium provided in this application embodiment responds to an aiming operation of a first virtual equipment equipped on a player's virtual character, determines a target position on a first virtual object aimed at by the first virtual equipment from the game scene; predicts the landing state of the player's virtual character after moving to the target position based on the positional relationship of the target position on the first virtual object; and displays the predicted landing state on a graphical user interface. Through this interactive control method, this application can predict the landing state of the player's virtual character before the player uses the first virtual equipment to control the player's virtual character's movement, reducing the waste of the first virtual equipment, improving the accuracy of the player's control over the player's virtual character's movement, and thus improving the efficiency of human-computer interaction.

[0324] In this embodiment, the computer-readable storage medium can also execute other machine-readable instructions when the processor runs, to perform the interactive control method of the game as described in other embodiments. For the specific interactive control method steps and principles, please refer to the description of the method-side embodiment, which will not be repeated here.

[0325] In the embodiments provided in this application, it should be understood that the disclosed apparatus and methods can be implemented in other ways. The apparatus embodiments described above are merely illustrative. For example, the division of units is only a logical functional division, and in actual implementation, there may be other division methods. Furthermore, multiple units or components may be combined or integrated into another system, or some features may be ignored or not executed. Additionally, the displayed or discussed mutual couplings, direct couplings, or communication connections may be through some communication interfaces; indirect couplings or communication connections between devices or units may be electrical, mechanical, or other forms.

[0326] The units described as separate components may or may not be physically separate. The components shown as units may or may not be physical units; that is, they may be located in one place or distributed across multiple network units. Some or all of the units can be selected to achieve the purpose of this embodiment according to actual needs.

[0327] In addition, the functional units in the embodiments provided in this application can be integrated into one processing unit, or each unit can exist physically separately, or two or more units can be integrated into one unit.

[0328] 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 solution of this application, in essence, or the part that contributes to the prior art, or a portion of the technical solution, can be embodied in the form of a software product. This computer software product is stored in a storage medium and includes several instructions to cause a 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 application. The aforementioned storage medium includes various media capable of storing program code, such as USB flash drives, portable hard drives, read-only memory (ROM), random access memory (RAM), magnetic disks, or optical disks.

[0329] It should be noted that similar labels and letters in the following figures indicate similar items. Therefore, once an item is defined in one figure, it does not need to be further defined and explained in subsequent figures. In addition, the terms "first", "second", "third", etc. are used only to distinguish descriptions and should not be construed as indicating or implying relative importance.

[0330] Finally, it should be noted that the above-described embodiments are merely specific implementations of this application, used to illustrate the technical solutions of this application, and not to limit them. The protection scope of this application is not limited thereto. Although this application has been described in detail with reference to the foregoing embodiments, those skilled in the art should understand that any person skilled in the art can still modify or easily conceive of changes to the technical solutions described in the foregoing embodiments, or make equivalent substitutions for some of the technical features, within the scope of the technology disclosed in this application; and these modifications, changes, or substitutions do not cause the essence of the corresponding technical solutions to deviate from the spirit and scope of the technical solutions of the embodiments of this application. All should be covered within the protection scope of this application. Therefore, the protection scope of this application should be determined by the protection scope of the claims.

Claims

1. A method for interactive control of a game, characterized in that, The game includes a virtual player character and provides a graphical user interface (GUI) via a terminal device. The GUI displays at least a portion of the game scene, and the interactive control method includes: In response to an aiming operation of a first virtual device equipped on the player's virtual character, the system determines a target location on a first virtual object that the first virtual device is aiming at from the game scene; wherein, the first virtual device is used to establish and display a movement trajectory between the player's virtual character and the target location after being triggered and released, and to control the player's virtual character to move along the movement trajectory to the target location. Based on the positional relationship of the target location point on the first virtual object, predict the landing state of the player's virtual character after moving to the target location point based on the first virtual equipment; The predicted landing status is displayed on the graphical user interface.

2. The interactive control method according to claim 1, characterized in that, Displaying the predicted landing status on the graphical user interface includes: The predicted landing state is displayed in the associated location area of ​​the target location point, and / or the predicted landing state is displayed in the associated location area of ​​the trigger control of the first virtual equipment.

3. The interactive control method according to claim 1, characterized in that, The step of predicting the landing state of the player's virtual character after moving to the target location point based on the positional relationship of the target location point on the first virtual object includes: In response to the first virtual object being in a moving state in the game scene, the relative distance between the first virtual object and the player's virtual character is obtained from the game scene; When the relative distance is detected to be within the hit distance range of the first virtual equipment, the landing state of the player's virtual character after moving to the target location point based on the positional relationship of the target location point on the first virtual object is predicted.

4. The interactive control method according to claim 1, characterized in that, The landing state includes: the virtual landing point and / or virtual landing posture of the player's virtual character after moving to the target location point based on the first virtual equipment; wherein, the virtual landing point is predicted based on the first position coordinates of the target location point on the first virtual object; and the virtual landing posture is predicted based on the positional relationship of the target location point on the first virtual object.

5. The interactive control method according to claim 4, characterized in that, The step of predicting the landing state of the player's virtual character after moving to the target location point based on the positional relationship of the target location point on the first virtual object includes: From the game scene, determine the relative height between the target location point and the vertex of the first virtual object; Based on the determined relative height, from the multiple height distance intervals associated with the first virtual object, the height distance interval to which the relative height belongs is determined as the target height distance interval; wherein, the multiple height distance intervals are divided according to the display height of the first virtual object in the game scene; From the multiple virtual poses associated with the first virtual object, obtain the first virtual pose associated with the target height distance range, and use the first virtual pose as the predicted virtual landing pose.

6. The interactive control method according to claim 1, characterized in that, After displaying the predicted landing state on the graphical user interface, the interactive control method further includes: Display status control controls on the graphical user interface; In response to a control operation on the state control control, the predicted landing state is adjusted to obtain a target landing state and / or the target landing state is determined from multiple predicted landing states; The graphical user interface displays a dynamic game screen showing the player's virtual character moving along the movement trajectory to the target location and landing in the game scene according to the target landing state.

7. The interactive control method according to claim 6, characterized in that, The dynamic game screen displaying the player's virtual character moving along the movement trajectory to the target location point in the graphical user interface, and landing in the game scene according to the target landing state, includes: The rendering data for one or more frames of the dynamic game screen at the end is determined based on the target landing state. The rendered data shows a dynamic game screen where the player's virtual character lands according to the target landing state.

8. The interactive control method according to claim 1, characterized in that, After displaying the predicted landing state on the graphical user interface, the interactive control method further includes: In response to the first virtual equipment being triggered and released, the player's virtual character is controlled to move along the movement trajectory toward the target location point, and a dynamic game screen showing the player's virtual character moving along the movement trajectory toward the target location point is displayed; As the player's virtual character moves toward the target location along the movement trajectory, the target landing state is determined in response to the adjustment and / or selection operation of the predicted landing state; Based on the target landing state, the rendering data of one or more frames of the dynamic game screen at the end is determined, and the dynamic game screen of the player's virtual character landing according to the target landing state is displayed based on the rendering data.

9. The interactive control method according to claim 5, characterized in that, After displaying the predicted landing state on the graphical user interface, the interactive control method further includes: The landing point control controls are displayed on the graphical user interface. In response to a control operation on the landing point control control, the predicted virtual landing point is adjusted to obtain a target landing point and / or the target landing point is determined from a plurality of predicted virtual landing points; The graphical user interface displays a dynamic game screen showing the player's virtual character moving along the movement trajectory to the target landing point, and landing at the target landing point according to the predicted virtual landing posture.

10. The interactive control method according to claim 5, characterized in that, After displaying the predicted landing state on the graphical user interface, the interactive control method further includes: The attitude control controls are displayed on the graphical user interface. In response to a control operation on the attitude control control, the predicted virtual landing attitude is adjusted to obtain a target landing attitude and / or the target landing attitude is determined from a plurality of predicted virtual landing attitudes; The graphical user interface displays a dynamic game screen showing the player's virtual character moving along the movement trajectory to the virtual landing point, and landing at the virtual landing point according to the target landing posture.

11. The interactive control method according to claim 9, characterized in that, The target landing point is determined from multiple predicted virtual landing points in response to a control operation on the landing point control control: In response to a control operation on the landing point control control, multiple candidate landing points that satisfy the aiming conditions of the first virtual equipment are determined from the first display area associated with the first virtual posture; wherein, the first display area is used to characterize the display area corresponding to the target height distance range on the first virtual object; The plurality of candidate landing points are displayed on the graphical user interface; In response to a first selection operation for the plurality of candidate landing points, the candidate landing point selected by the first selection operation is determined from the plurality of candidate landing points as the target landing point.

12. The interactive control method according to claim 10, characterized in that, The target landing posture is determined from multiple predicted virtual landing postures in response to a control operation on the attitude control control: In response to the control operation of the attitude control control, other virtual attitudes besides the first virtual attitude are obtained from the multiple virtual attitudes associated with the first virtual object as candidate landing attitudes; The acquired candidate landing postures are displayed on the graphical user interface; In response to a second selection operation for a plurality of candidate landing postures, the candidate landing posture selected by the second selection operation is determined from the plurality of candidate landing postures as the target landing posture.

13. The interactive control method according to claim 5, characterized in that, The multiple virtual poses associated with the first virtual object include at least: a standing pose on the first virtual object, a hanging pose on the first virtual object, and a leaping pose over the first virtual object.

14. An interactive control device for a game, characterized in that, The game includes a virtual player character and provides a graphical user interface (GUI) via a terminal device. The GUI displays at least a portion of the game scene, and the interactive control device includes: The first response module is used to respond to the aiming operation of the first virtual equipment equipped on the player's virtual character, and to determine the target position point on the first virtual object that the first virtual equipment is aiming at from the game scene; wherein, the first virtual equipment is used to establish and display a movement trajectory between the player's virtual character and the target position point after being triggered and released, and to control the player's virtual character to move along the movement trajectory to the target position point. The first prediction module is used to predict the landing state of the player's virtual character after moving to the target location point based on the positional relationship of the target location point on the first virtual object. The first display module is used to display the predicted landing status on the graphical user interface.

15. An electronic device, characterized in that, include: The device includes a processor, a memory, and a bus. The memory stores machine-readable instructions executable by the processor. When the electronic device is running, the processor communicates with the memory via the bus. When the machine-readable instructions are executed by the processor, they perform the steps of the interactive control method as described in any one of claims 1 to 13.

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