Game interaction method, device, equipment and storage medium

CN117085320BActive Publication Date: 2026-09-29NETEASE (HANGZHOU) NETWORK CO LTD
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Patent Information

Application Number
CN202311063990.9
Authority / Receiving Office
CN · China
Patent Type
Patents(China)
Current Assignee / Owner
Filing Date
2023-08-22
Publication Date
2026-09-29
Estimated Expiration
2043-08-22

AI Technical Summary

Technical Problem

[0005]本申请的目的在于,针对上述现有技术中的不足,提供一种游戏交互方法、装置、设备及存储介质,以解决现有技术中玩家游戏体验不佳的问题

Benefits of technology

[0019]本申请的有益效果是:采用本申请提供的游戏交互方法,玩家在信息显示窗口内进行滑动时,会根据滑动操作的起点位置与信息显示窗口之间的位置关系,确定当前滑动操作对应的控制目标,并根据滑动操作对控制目标进行控制,其中,控制目标包括信息显示窗口和游戏视野画面,也即,即使当前图形用户界面上显示有信息显示窗口,并且玩家在信息显示窗口内进行滑动操作,也可以根据滑动操作的起点位置与信息显示窗口之间的位置关系,确定控制目标为信息显示窗口/游戏视野画面,使得玩家可以在信息显示窗口内对游戏视野画面进行调整,从而避免了玩家无法在信息显示窗口内调整游戏视野画面,导致玩家无法观察周围环境,影响玩家的游戏体验的问题。

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Abstract

The application provides a game interaction method and device, equipment and storage medium, and relates to the technical field of games. The method comprises the following steps: in response to a sliding operation acting on the information display window, determining a corresponding control target according to the starting point position of the sliding operation and the position relationship of the information display window, wherein the starting point of the sliding operation is located in the area corresponding to the information display window, and the control target comprises the information display window and a game field of view picture; if the control target is the information display window, updating the display content in the information display window according to the sliding operation; if the control target is the game field of view picture, determining a second game perspective, and updating the first game field of view picture displayed in the graphical user interface to a second game field of view picture determined according to the second game perspective. Compared with the prior art, the problem that the game experience of the player is poor is avoided.
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Description

Technical Field

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

[0002] With the development of gaming technology, games are playing an increasingly important role in people's lives, becoming an indispensable part of their leisure and entertainment.

[0003] In current virtual games, multiplayer online games are very popular. For example, in multiplayer online design games, players need to control characters, use various weapons and props, and fight against other players. During the battle, players can pick up props / collect resources while fighting against other players.

[0004] In existing technology, when a player opens a pop-up window with a swipeable list and performs a swipe operation, they can only control the list to slide up / down or left / right based on the swipe operation. They cannot observe the enemy situation by rotating the view, which is very likely to lead to the player being killed and eliminated, and severely affects the player's gaming experience. Summary of the Invention

[0005] The purpose of this application is to address the shortcomings of the prior art by providing a game interaction method, device, equipment, and storage medium to solve the problem of poor player gaming experience in the prior art.

[0006] To achieve the above objectives, the technical solutions adopted in the embodiments of this application are as follows:

[0007] In a first aspect, one embodiment of this application provides a game interaction method, the method comprising:

[0008] A graphical user interface is provided through a terminal device, the graphical user interface including a first game field of view determined according to a first game perspective;

[0009] The graphical user interface displays an information display window;

[0010] In response to a sliding operation applied to the information display window, a corresponding control target is determined based on the relationship between the starting position of the sliding operation and the position of the information display window. The starting point of the sliding operation is located in the area corresponding to the information display window, and the control target includes the information display window and the game view screen.

[0011] If the control target is the information display window, then the display content in the information display window is updated according to the sliding operation;

[0012] If the control target is the game view screen, then a second game view is determined, and the first game view screen displayed in the graphical user interface is updated to the second game view screen determined according to the second game view screen.

[0013] Secondly, another embodiment of this application provides a game interaction device, the device comprising: a determining module, a display module, and an updating module, wherein:

[0014] The determining module is used to provide a graphical user interface through a terminal device, the graphical user interface including a first game field of view determined according to a first game perspective.

[0015] The display module is used to display an information display window on the graphical user interface; in response to a sliding operation applied to the information display window, it determines a corresponding control target based on the relationship between the starting position of the sliding operation and the position of the information display window, wherein the starting point of the sliding operation is located in the area corresponding to the information display window, and the control target includes the information display window and the game view screen;

[0016] The update module is configured to update the displayed content in the information display window according to the sliding operation if the control target is the information display window; and to determine a second game view if the control target is the game view screen, and update the first game view screen displayed in the graphical user interface to the second game view screen determined according to the second game view screen.

[0017] Thirdly, another embodiment of this application provides a game interaction device, including: a processor, a storage medium and a bus, wherein the storage medium stores machine-readable instructions executable by the processor, and when the game interaction device is running, the processor communicates with the storage medium via the bus, and the processor executes the machine-readable instructions to perform the steps of any of the methods described in the first aspect above.

[0018] Fourthly, another embodiment of this application provides a storage medium storing a computer program, which, when executed by a processor, performs the steps of any of the methods described in the first aspect above.

[0019] The beneficial effects of this application are as follows: When a player slides within an information display window, the control target corresponding to the current slide operation is determined based on the positional relationship between the starting position of the slide operation and the information display window. The control target is then controlled according to the slide operation. The control target includes both the information display window and the game view. That is, even if an information display window is displayed on the current graphical user interface and the player slides within it, the control target can still be determined as the information display window / game view based on the positional relationship between the starting position of the slide operation and the information display window. This allows the player to adjust the game view within the information display window, thus avoiding the problem that players cannot adjust the game view within the information display window, which would prevent them from observing their surroundings and affect their gaming experience. Attached Figure Description

[0020] 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.

[0021] Figure 1 A flowchart illustrating a game interaction method provided in an embodiment of this application;

[0022] Figure 2 A schematic diagram of a graphical user interface provided in an embodiment of this application;

[0023] Figure 3 A flowchart illustrating a game interaction method provided in another embodiment of this application;

[0024] Figure 4 A schematic diagram of a graphical user interface provided for another embodiment of this application;

[0025] Figure 5 A schematic diagram of a graphical user interface provided for another embodiment of this application;

[0026] Figure 6 A schematic diagram of a graphical user interface provided for another embodiment of this application;

[0027] Figure 7 A schematic diagram of a graphical user interface provided for another embodiment of this application;

[0028] Figure 8 A flowchart illustrating a game interaction method provided in another embodiment of this application;

[0029] Figure 9 A schematic diagram of a graphical user interface provided for another embodiment of this application;

[0030] Figure 10 A schematic diagram of a graphical user interface provided for another embodiment of this application;

[0031] Figure 11 A schematic diagram of a graphical user interface provided for another embodiment of this application;

[0032] Figure 12 This is a schematic diagram of the structure of a game interaction device provided in an embodiment of this application;

[0033] Figure 13 This is a schematic diagram of the structure of a game interaction device provided in another embodiment of this application;

[0034] Figure 14 This is a schematic diagram of the structure of a game interaction device provided in an embodiment of this application. Detailed Implementation

[0035] To make the objectives, technical solutions, and advantages of the embodiments of this application clearer, the technical solutions of the embodiments of this application will be clearly and completely described below with reference to the accompanying drawings. Obviously, the described embodiments are some embodiments of this application, but not all embodiments.

[0036] The components of the embodiments of this application described and illustrated in the accompanying drawings can be arranged and designed in a variety of different configurations. Therefore, the following detailed description of the embodiments of this application provided in the 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.

[0037] In one embodiment of this application, the game interaction method can run on a local terminal device or a server. When the game interaction method runs on a server, the method can be implemented and executed based on a cloud interaction system, wherein the cloud interaction system includes a server and a client device.

[0038] 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 separate. The storage and execution of game interaction methods are completed on the cloud gaming server. The client device is used for data reception, transmission, and game screen presentation. For example, the client device can be a display device with data transmission capabilities located close to the player, such as a mobile terminal, television, computer, or PDA; however, the information processing is performed by the cloud gaming server in the cloud. When playing the game, the player operates the client device to send operation commands to the cloud gaming server. The cloud gaming server runs the game according to the operation commands, encodes and compresses the game screen and other data, returns it to the client device via the network, and finally, the client device decodes and outputs the game screen.

[0039] In an optional implementation, taking a game as an example, the local terminal device stores the game program and is used to display the game screen. The local terminal device is used to interact with the player through a graphical user interface (GUI), i.e., conventionally by downloading, installing, and running the game program via an electronic device. The local terminal device can provide the GUI to the player in various ways, such as rendering it on the terminal's display screen or providing it to the player via holographic projection. For example, the local terminal device can include a display screen for displaying the GUI, which includes game screens, and a processor for running the game, generating the GUI, and controlling the display of the GUI on the display screen.

[0040] Furthermore, 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 in order or performed simultaneously. Moreover, 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.

[0041] The following explanation, using several specific application examples, illustrates a game interaction method provided in the embodiments of this application. Figure 1 This is a flowchart illustrating a game interaction method provided in one embodiment of this application. Figure 2 A graphical user interface diagram provided in one embodiment of this application is shown below. Figure 2 As shown, a graphical user interface (GUI) is provided via a terminal device. The GUI includes a first game field of view determined according to a first game perspective. An information display window is shown on the GUI. (For example...) Figure 1 As shown, the method includes:

[0042] S101: Respond to a sliding operation applied to the information display window, and determine the corresponding control target based on the relationship between the starting position of the sliding operation and the position of the information display window.

[0043] The starting point of the sliding operation is located in the area corresponding to the information display window, and the control target includes the information display window and the game view screen.

[0044] like Figure 2 As shown, the upper left corner of the graphical user interface displays the name information of the controlled virtual object in the current game, the upper left corner displays the nickname of the currently controlled virtual character in the current game, and the upper right corner displays a thumbnail map of the current game. The lower left and lower right corners of the graphical user interface contain several controllable controls, such as aiming controls, stand-up controls, prone controls, crouch controls, shooting controls, movement controls, and inventory controls. Specifically, the stand-up control controls the current controlled virtual object to a standing position; the prone control controls the current controlled virtual object to a prone position; the crouch control controls the current controlled virtual object to a standing position; and the movement control controls the movement of the controlled virtual object.

[0045] In the embodiments of this application, if the sliding operation is within the information display window, the control target corresponding to the current sliding operation can be determined as the information display window / game view based on the positional relationship between the starting position of the sliding operation and the information display window.

[0046] If the swipe operation is outside the information display window, the control target corresponding to the current swipe operation is directly determined as the game's field of view, and the game's field of view can be adjusted directly based on the swipe operation. For example, the adjustment method can be based on the direction of the swipe operation. If the swipe operation is horizontal, the view is adjusted horizontally according to the swipe operation; if the swipe operation is vertical, the view is adjusted vertically according to the swipe operation. That is, the direction of the view adjustment is consistent with the direction of the swipe operation, and the view will be adjusted synchronously according to the swipe operation to display the game's field of view according to the adjusted view. This allows players to observe the environment around the controlled virtual objects in the game scene by adjusting the view.

[0047] like Figure 2As shown, the right side of the information display window also includes a scroll bar. The length of the scroll bar represents the total length of the content currently displayed in the information display window. The scroll bar includes a scroll control (a solid circle control, but it can also be any other shape, such as an ellipse control, a rectangle control, etc.). The scroll control moves on the scroll bar according to the swipe operation. The current position of the scroll control indicates the corresponding position of the content displayed in the information display window within the total content. That is, the scroll control will move on the scroll bar according to the swipe operation, and the content displayed in the information display window will be updated according to the swipe operation. The position of the scroll control on the scroll bar can indicate the corresponding position of the content currently viewed by the player in the information display window.

[0048] In the embodiments of this application, the first game view screen on the graphical user interface is determined by the orientation of the currently controlled virtual object and the orientation of the virtual camera in the game scene. If the orientation of the currently controlled virtual object changes, or the orientation of the virtual camera in the game scene changes, or the orientation of the currently controlled virtual object and the orientation of the virtual camera change together, the first game view screen will change.

[0049] In some possible embodiments, the type of information display window can be any information display window such as a chat list window, a pick-up pop-up list, a backpack list, or a task list. The specific types of information display windows can be flexibly adjusted according to user needs and are not limited to those given in the above embodiments.

[0050] Taking the information display window as an example of a pick-up pop-up list, the pop-up method of the information display window can be as follows: in response to the distance between the controlled virtual object and at least one virtual prop being less than a preset distance, a pick-up pop-up list is displayed on the graphical user interface. The pick-up pop-up list is used to display at least one virtual prop whose distance from the controlled virtual object is less than a preset threshold.

[0051] The pickup pop-up list usually has a preset size. If there are many virtual items, multiple virtual items will be collapsed and displayed in the pickup pop-up list of the preset size. Players can adjust the currently displayed virtual items in the pickup pop-up list by sliding within the list to view all the virtual items included in the list; or, players can also adjust the size of the pickup pop-up list to display more virtual items.

[0052] If the control target is the information display window, then execute S102.

[0053] S102: Update the content displayed in the information display window based on the sliding operation.

[0054] In other words, when the control target is the information display window, the information display window can be slid by sliding to update the content displayed in the information display window. That is, players can view the content displayed in the information display window by sliding the information display window.

[0055] If the control target is the game's field of view, then execute S103.

[0056] S103: Determine the second game view and update the first game view screen displayed in the graphical user interface to the second game view screen determined according to the second game view.

[0057] In the embodiments of this application, the method of updating the first game view can be, for example, by adjusting the orientation of the controlled virtual object and the virtual camera in the game scene to determine the second game view; or, it can be by adjusting only the orientation of the virtual camera in the game scene to determine the second game view; the specific method of determining the second game view can be flexibly adjusted according to the user's needs and is not limited to the methods given in the above embodiments.

[0058] For example, in some possible embodiments, if the control target corresponding to the starting position of the sliding operation is the game view screen, then the adjustment direction of the game view screen is consistent with the sliding direction of the sliding operation. That is, if the sliding operation is a horizontal sliding, then the viewing angle is adjusted horizontally according to the sliding operation to determine the second game view; if the sliding operation is a vertical sliding, then the viewing angle is adjusted vertically according to the sliding operation to determine the second game view.

[0059] Using the game interaction method provided in this application, when a player slides within the information display window, the control target corresponding to the current slide operation is determined based on the positional relationship between the starting position of the slide operation and the information display window. The control target is then controlled according to the slide operation. The control target includes the information display window and the game view. That is, even if an information display window is displayed on the current graphical user interface and the player slides within the information display window, the control target can still be determined as the information display window / game view based on the positional relationship between the starting position of the slide operation and the information display window. This allows the player to adjust the game view within the information display window, thus avoiding the problem that the player cannot adjust the game view within the information display window, which would prevent the player from observing the surrounding environment and affect the player's gaming experience.

[0060] Optionally, based on the above embodiments, this application embodiment may also provide a game interaction method, and the implementation process of determining the control target in the above method will be illustrated below with reference to the accompanying drawings. Figure 3A flowchart illustrating a game interaction method provided in another embodiment of this application is shown below. Figure 3 As shown, S101 may include:

[0061] S111: Divide the graphical user interface into multiple regions based on the preset positions within the information display window.

[0062] Each region is configured with a corresponding control target.

[0063] Figure 4 A graphical user interface diagram for another embodiment of this application, such as... Figure 4 As shown, in the embodiments of this application, for example, a reference axis can be established with a preset position as the origin, and then the graphical user interface can be divided into at least one first region and at least one second region according to the reference axis and a preset angle threshold.

[0064] In some possible embodiments, for example, the number of the first region and the second region is the same. Of course, the above embodiments are only illustrative examples, and the number of the first region and the second region may also be different, and are not limited thereto. They can be flexibly adjusted according to the user's needs. For example, the graphical user interface may include 1 first region and 2 second regions, or it may include 2 first regions and 3 second regions. The specific settings of the first region and the second region, as well as the number settings, can be flexibly adjusted according to the user's needs, and are not limited to those given in the above embodiments. The first region is configured with the information display window as the corresponding control target; the second region is configured with the game view screen as the corresponding control target.

[0065] In some possible embodiments, the preset position can be, for example, the center of the information display window. A reference axis is established with the center of the information display window as the origin. The reference axis divides the graphical user interface into four quadrants. Based on the reference axis and a preset angle threshold, each quadrant is divided into a first region and a second region. The first region and the second region are set adjacent to each other in each quadrant. That is, the graphical user interface is divided into four first regions and four second regions.

[0066] In some possible embodiments, the division of the first and second regions within each quadrant can be, for example, based on a preset angle threshold and a target axis. The reference axis is composed of two mutually perpendicular axes that both pass through the center of the information display window. For example, the axis perpendicular to the update direction of the information display window can be determined as the target axis. The first and second regions within each quadrant are divided based on a preset angle threshold of 45° for each quadrant.

[0067] In other words, the target axis can be used as a reference to determine the area in each quadrant with an angle of 45°-90° between it and the target axis as the first area. The control target configured in the first area is the information display window, that is, the control target within 45°-90° in each quadrant is the information display window. The area in each quadrant with an angle of 0°-45° between it and the target axis is determined as the second area. The control target in the second preset area is the game view screen, that is, the control target within 0°-45° in each quadrant is the game view screen. It should be understood that the above embodiments are only illustrative examples. The specific way to establish the reference axis can also be to use the upper right corner or upper left corner of the information display window as the center, or the center of the graphical user interface as the preset position. The target axis can also be selected as an axis parallel to the update direction of the information display window. The way to divide each quadrant into the first preset range and the second preset range can be, for example, 50°, 60° or any degree as the dividing basis. The specific method can be flexibly adjusted according to the user's needs and is not limited to the above embodiments.

[0068] In some possible embodiments, Figure 4 The circle in the image may be displayed in the graphical user interface with a preset transparency, allowing players to see it from the image. Figure 4 The quadrant indicator, divided by a circle, allows for sliding operations, while the contents of the information display window shown below the circle can also be viewed.

[0069] Alternatively, in some other possible embodiments, Figure 4 The circles in the image may simply be part of the game's default processing logic, but during the player's gameplay, Figure 4 The circle in the game will not be displayed on the player's graphical user interface. Instead, it will be processed according to the player's swipe gestures on the graphical user interface and the preset processing logic.

[0070] S112: Determine the target area as the region where the starting point of the sliding operation is located.

[0071] Based on the starting position of the sliding operation, it is possible to determine which of the multiple regions the starting position is located in, and directly determine the region where the starting position is located as the target region.

[0072] S113: Determine the corresponding control target based on the target area.

[0073] Figure 5 A schematic diagram of a graphical user interface provided in another embodiment of this application. Figure 6 A graphical user interface diagram for another embodiment of this application, such as... Figure 5As shown, if the starting point of the sliding operation is within the first area of ​​the first quadrant, then the control target is determined to be the information display window; as... Figure 6 As shown, if the starting point of the sliding operation is within the second area of ​​the first quadrant, then the control target is determined to be the game's field of view.

[0074] Figure 7 This is a graphical user interface diagram provided for another embodiment of the present application. In some other possible embodiments, the second region may also include a first sub-region and a second sub-region. If the starting point of the sliding operation is located in the first sub-region, the orientation of the controlled virtual object and the virtual camera in the game scene is adjusted according to the sliding operation to determine the second game perspective.

[0075] If the starting point of the sliding operation is located in the second sub-region, the current orientation of the controlled virtual object remains unchanged, and the orientation of the virtual camera in the game scene is adjusted according to the sliding operation to determine the second game perspective.

[0076] like Figure 7 As shown, for example, the first sub-region can be 20°-45°, and the second sub-region can be 0°-20°. It should be understood that the above embodiments are only illustrative examples. Specifically, the first sub-region can also be 25°-45°, or 30°-45°, etc., and the second sub-region can also be 0°-25°, or 0°-30°, etc. The specific sub-region can be flexibly adjusted according to preset needs and is not limited to the above division method.

[0077] In some possible embodiments, the first region, the first sub-region, and the second sub-region can be displayed in different colors, allowing players to intuitively identify the regions and control targets corresponding to different colors. For example, the first region can be displayed in yellow to indicate that the control target within the yellow region is the information display window; the first sub-region can be displayed in green to indicate that the control target within the green region is the game view, and within the green region, the orientation of the controlled virtual object and the virtual camera in the game scene is adjusted by sliding operations to determine the second game perspective; the second sub-region can be displayed in purple to indicate that the control target within the purple region is the game view, and within the orange region, the orientation of the virtual camera in the game scene is adjusted by sliding operations to determine the second game perspective based on the adjusted virtual camera orientation. It should be understood that the above embodiments are merely illustrative examples, and the display colors corresponding to each region can be flexibly adjusted according to user needs, and can also be red, orange, blue, etc., as long as the different regions display different colors to distinguish them from each other, and are not limited to the embodiments given above.

[0078] If the starting point of the swipe operation is located in the second sub-region, and the orientation of the virtual camera in the game scene is adjusted according to the swipe operation, the orientation of the virtual camera in the game scene will be adjusted again in response to the end of the swipe operation to restore the game view to the first game view. That is, if the starting point of the swipe operation is located in the second sub-region, although the orientation of the virtual camera in the game scene will be adjusted in response to the swipe operation, the orientation of the virtual camera in the game scene will be restored to the state before the swipe operation after the swipe operation ends, that is, the game view will be restored to the first game view. If the starting point of the swipe operation is located in the first sub-region, the game view will remain in the second game view after the swipe operation ends and will not be restored to the first game view.

[0079] Optionally, based on the above embodiments, this application embodiment may also provide a game interaction method, and the implementation process of determining the control target in the above method will be illustrated below with reference to the accompanying drawings. Figure 8 A flowchart illustrating a game interaction method provided in another embodiment of this application is shown below. Figure 8 As shown, S101 may include:

[0080] S121: Determine the line connecting the starting position of the sliding operation and the preset position.

[0081] In some possible embodiments, the preset position may be, for example, the center of the information display window. It should be understood that the preset position may also be the upper right corner, lower left corner of the information display window, or the center of the graphical user interface, etc. The specific preset position can be flexibly adjusted according to the user's needs and is not limited to the above embodiments.

[0082] S122: Determine the angle between the connecting line and the preset reference line.

[0083] In the embodiments of this application, different information display windows may have different update directions. For example, some information display windows may update information vertically, or some information display windows may update information horizontally. When updating the displayed content, the content in the information display window will be updated along the update direction of the information display window according to the sliding operation.

[0084] It is worth noting that, in the embodiments of this application, the preset reference line is a preset reference line corresponding to the information display window determined according to the update direction and preset position of the information display window.

[0085] In some possible embodiments, the preset position may be, for example, the center of the information display window, and the preset reference line may be a reference line parallel to the update direction of the information display window.

[0086] In some possible embodiments, the preset reference line can be, for example, a reference line passing through the center of the information display window and parallel to the update direction of the information display window. That is, if the update direction of the information display window is vertical, the preset reference line can be, for example, a reference line passing through the center of the information display window and perpendicular to the horizontal direction of the graphical user interface; if the update direction of the information display window is horizontal, the preset reference line can be, for example, a reference line passing through the center of the information display window and parallel to the horizontal direction of the graphical user interface. It should be understood that the above embodiments are only illustrative examples. The specific way to determine the preset reference line can also be, for example, a reference line passing through the center of the information display window and perpendicular to the update direction of the information display window; or, the preset position can also be the upper left corner, lower right corner, etc. of the information display window. The specific setting of the preset position and the method of determining the preset reference line can be flexibly adjusted according to the user's needs and are not limited to those given in the above embodiments.

[0087] In some possible embodiments, the angle between the connecting line and a preset reference line is determined, for example, the acute angle between the connecting line and the reference line can be determined.

[0088] S123: Determine the control target corresponding to the sliding operation based on the angle and the preset angle range.

[0089] In the embodiments of this application, the control target corresponding to the sliding operation is determined based on the acute angle between the connecting line and the reference line, and the correspondence between the preset angle range and the control target. Taking angle ranges of 0°-45° and 45°-90° as examples, for instance, if the first preset range is 45°-90° and the second preset range is 0°-45°, then if the acute angle between the connecting line and the reference line is 40°, and within the second preset range of 0°-45°, the current corresponding control target is determined to be the game's field of view; if the acute angle between the connecting line and the reference line is 40°, and within the second preset range of 0°-45°, then the current corresponding control target is determined to be the game's field of view. If the angle is 60°, and within the first preset range of 45°-90°, the current control target is determined to be the information display window. It should be understood that the above embodiments are only illustrative examples, and the angle ranges corresponding to the first and second preset ranges can be flexibly adjusted according to user needs. The first preset range can also be 50°-90°, or 55°-90°, etc.; the second preset range can also be 0°-50°, or 0°-55°, etc. The specific angle range settings of the first and second preset ranges are not limited to those given in the above embodiments.

[0090] In other words, in the above embodiments, a preset reference line is first determined based on the preset position and the update direction of the information display window. Then, the line connecting the starting position of the sliding operation and the preset position is determined. Based on the acute angle between the connecting line and the preset reference line, the control target corresponding to the current sliding operation is determined.

[0091] Figure 9 A schematic diagram of a graphical user interface provided in another embodiment of this application. Figure 10 A graphical user interface diagram for another embodiment of this application, such as... Figure 9 As shown, for example, from left to right and from top to bottom, the quadrants in the graphical user interface divided based on preset positions are the first quadrant, the second quadrant, the third quadrant, and the fourth quadrant. If the starting position of the sliding operation is in the first quadrant, and the angle between the line connecting the starting position of the sliding operation and the preset position and the preset reference line is within the second preset range of 0°-45°, then the control target corresponding to the current sliding operation is determined to be the game view screen, and the game view screen is subsequently adjusted according to the sliding operation.

[0092] like Figure 10 As shown, if the starting position of the sliding operation is in the second quadrant, and the angle between the line connecting the starting position of the sliding operation and the preset position and the preset reference line is within the first preset range of 45°-90°, then the control target corresponding to the current sliding operation is determined to be the information display window, and the display content in the information display window is adjusted according to the sliding operation.

[0093] In other words, in some possible embodiments, the graphical user interface can be divided into quadrants (regions) according to a preset position to obtain multiple regions. Each region is configured with a corresponding control target. When determining the control target corresponding to the sliding position, the target region where the starting position of the sliding position is located can be directly determined, and it can be determined whether the starting position of the sliding position is in a first preset range or a second preset range within the target region. Based on the relationship between the pre-divided preset ranges and the corresponding control targets, the control target corresponding to the sliding operation can be determined.

[0094] In some other possible embodiments, Figure 11 This is a schematic diagram of a graphical user interface provided in another embodiment of this application. The second preset range may also include a first sub-range and a second sub-range. If the angle is within the first sub-range, the orientation of the controlled virtual object and the virtual camera in the game scene is adjusted according to the sliding operation to determine the second game perspective.

[0095] If the angle is within the second sub-range, the current orientation of the controlled virtual object remains unchanged, and the orientation of the virtual camera in the game scene is adjusted according to the sliding operation to determine the second game perspective.

[0096] like Figure 11As shown, for example, the first sub-range can be 20°-45°, and the second sub-range can be 0°-20°. It should be understood that the above embodiments are only illustrative examples. Specifically, the first sub-range can also be 25°-45°, or 30°-45°, etc., and the second sub-range can also be 0°-25°, or 0°-30°, etc. The specific sub-range can be flexibly adjusted according to preset needs and is not limited to the above division method.

[0097] If the angle between the line connecting the starting position of the current sliding operation and the preset position and the preset reference line is 10°, it means that the current angle is within the second sub-range. In this case, the current orientation of the controlled virtual object remains unchanged, and the orientation of the virtual camera in the game scene is adjusted only according to the sliding operation, so as to determine the second game perspective based on the adjusted orientation of the virtual camera.

[0098] In some possible embodiments, the first preset range, the first sub-range, and the second sub-range can be displayed in different colors, allowing players to intuitively identify the areas and control targets corresponding to different colors. For example, the first preset range can be displayed in blue to indicate that the control target within the blue area is the information display window; the first sub-range can be displayed in green to indicate that the control target within the green area is the game view, and within the green area, the orientation of the controlled virtual object and the virtual camera in the game scene is adjusted by sliding operations to determine the second game perspective; the second sub-range can be displayed in orange to indicate that the control target within the orange area is the game view, and within the orange area, the orientation of the virtual camera in the game scene is adjusted by sliding operations to determine the second game perspective based on the adjusted virtual camera orientation. It should be understood that the above embodiments are merely illustrative examples, and the display colors corresponding to each range can be flexibly adjusted according to user needs, and can also be red, yellow, purple, etc., as long as different areas are displayed in different colors to distinguish them from each other, and are not limited to the embodiments given above.

[0099] If the angle is within the second sub-range, and the orientation of the virtual camera in the game scene is adjusted according to the sliding operation, the orientation of the virtual camera in the game scene is adjusted again in response to the end of the sliding operation to restore the game view to the first game view. That is, if the angle is within the second sub-range, although the orientation of the virtual camera in the game scene will be adjusted in response to the sliding operation, the orientation of the virtual camera in the game scene will be restored to the state before the sliding operation after the sliding operation ends, that is, the game view will be restored to the first game view. If the angle is within the first sub-range, the game view will remain in the second game view after the sliding operation ends and will not be restored to the first game view.

[0100] In the embodiments of this application, the size of the information display window is adjustable. For example, the information display window may be scaled; or the display position of the information display window on the graphical user interface may be adjusted; or the information display window may dynamically adjust its size according to the content items currently included in the information display window. For example, if there are many content items currently included in the information display window, the information display window may be enlarged to display as many content items as possible. The information display window may have a preset size limit, and the enlargement of the information display window may not exceed the preset size limit. If the content items currently included in the information display window are exhausted, the information display window may be shrunk. All of the above adjustment operations will trigger the update of the preset position. That is, in response to the size adjustment operation of the information display window, the preset position is updated so that the preset position is in the center of the information display window. The specific ways of triggering the adjustment operation may be flexibly adjusted according to the user's needs and are not limited to those given in the above embodiments.

[0101] Continue as Figure 11 As shown, the information display window also includes a close control. For example, the close control can be displayed in the upper left corner of the information display window. In response to a confirmation operation on the close control, the display of the information display window on the graphical user interface is canceled. It should be understood that the above embodiments are only illustrative examples. The close control can also be displayed in the upper right corner, lower right corner, or other positions of the information display window. It is not limited to these positions and can be flexibly adjusted according to the user's needs.

[0102] In other possible embodiments, if the player clicks on an area other than the information display window in the graphical user interface, a closing operation for the information display window will also be triggered. The specific way to close the information display window can be flexibly adjusted according to the user's needs and is not limited to the embodiments given above.

[0103] Using the game interaction method provided in this application, even when a player opens an information display window on a graphical user interface, they can still determine the control target corresponding to the current sliding operation by considering the relationship between the starting position of the sliding operation in the information display window and a preset position. This allows players to adjust the control target to the information display window / game view based on the different starting positions of the sliding operation. Consequently, players can not only adjust the displayed content in the information display window through sliding operations, but also adjust the game view through sliding operations. This satisfies the player's need to adapt to the game through selective sliding operations, thereby improving the player's gaming experience and operational limits.

[0104] The game interaction device provided in this application will be explained and described below with reference to the accompanying drawings. This game interaction device can perform the above-described functions. Figures 1-11The specific implementation and beneficial effects of any game interaction method are described above and will not be repeated below.

[0105] Figure 12 This is a schematic diagram of the structure of a game interaction device provided in an embodiment of this application, as shown below. Figure 12 As shown, the device includes: a determining module 201, a display module 202, and an updating module 203, wherein:

[0106] The determination module 201 is used to provide a graphical user interface through a terminal device, the graphical user interface including a first game field of view determined according to a first game perspective;

[0107] The display module 202 is used to display an information display window on a graphical user interface; in response to a sliding operation on the information display window, it determines the corresponding control target based on the relationship between the starting position of the sliding operation and the position of the information display window, wherein the starting point of the sliding operation is located in the area corresponding to the information display window, and the control target includes the information display window and the game view screen;

[0108] The update module 203 is used to update the content displayed in the information display window according to the sliding operation if the control target is the information display window; if the control target is the game view screen, it determines the second game view and updates the first game view screen displayed in the graphical user interface to the second game view screen determined according to the second game view.

[0109] Using the game interaction device provided in this application, when a player slides within the information display window, the control target corresponding to the current slide operation is determined based on the positional relationship between the starting position of the slide operation and the information display window. The control target is then controlled according to the slide operation. The control target includes the information display window and the game view screen. That is, even if an information display window is displayed on the current graphical user interface and the player slides within the information display window, the control target can still be determined as the information display window / game view screen based on the positional relationship between the starting position of the slide operation and the information display window. This allows the player to adjust the game view screen within the information display window, thereby avoiding the problem that the player cannot adjust the game view screen within the information display window, which would prevent the player from observing the surrounding environment and affect the player's gaming experience.

[0110] Optionally, the determining module 201 is specifically used to divide the graphical user interface into multiple regions according to the preset position in the information display window, wherein each region is configured with a corresponding control target; determine the region where the starting position of the sliding operation is located as the target region; and determine the corresponding control target according to the target region.

[0111] Optionally, the preset position is the center of the information display window. The determining module 201 is specifically used to divide the graphical user interface into regions based on a preset angle range, with the center of the information display window as the center, to obtain multiple regions and the control targets corresponding to each region.

[0112] Optionally, module 201 is specifically used to establish a reference axis with a preset position as the origin;

[0113] Based on the reference axis and a preset angle threshold, the graphical user interface is divided into at least one first region and at least one second region; the first region is configured with the information display window as the corresponding control target; the second region is configured with the game view screen as the corresponding control target.

[0114] Optionally, the second area also includes: a first sub-area. If the angle is within the first sub-area, then the determining module 201 is specifically used to adjust the orientation of the virtual camera in the game scene according to the sliding operation to determine the second game viewpoint, and to adjust the orientation of the controlled virtual object according to the sliding operation.

[0115] Optionally, the second region also includes a second sub-region. If the angle is within the second sub-region, the determining module 201 is specifically used to keep the current orientation of the controlled virtual object unchanged and adjust the orientation of the virtual camera in the game scene according to the sliding operation to determine the second game perspective.

[0116] Optionally, the determining module 201 is specifically used to determine the line connecting the starting position of the sliding operation and the preset position; determine the angle between the connecting line and the preset reference line; and determine the control target corresponding to the sliding operation based on the angle and the preset angle range.

[0117] Optionally, the update module 203 is specifically used to update the displayed content in the information display window according to the update direction of the information display window based on the sliding operation.

[0118] Optionally, the determining module 201 is specifically used to determine the preset reference line corresponding to the information display window based on the update direction and preset position of the information display window.

[0119] Optionally, the preset position is the center of the information display window, and the preset reference line is a reference line parallel to the update direction of the information display window. The determining module 201 is specifically used to determine the acute angle between the connecting line and the preset reference line; and to determine the control target corresponding to the sliding operation based on the acute angle and the preset angle range.

[0120] Optionally, the update module 203 is specifically used to update the preset position in response to the size adjustment operation of the information display window, so that the preset position is in the center of the information display window.

[0121] Optionally, the determining module 201 is specifically used to determine the control target as the information display window if the angle is within a first preset range, and to determine the control target as the game view screen if the angle is within a second preset range.

[0122] Optionally, the second preset range also includes: a first sub-range. If the angle is within the first sub-range, then the determining module 201 is specifically used to adjust the orientation of the controlled virtual object and the virtual camera in the game scene according to the sliding operation, so as to determine the second game perspective.

[0123] Optionally, the second preset range also includes a second sub-range. If the angle is within the second sub-range, the determining module 201 is specifically used to keep the current orientation of the controlled virtual object unchanged and adjust the orientation of the virtual camera in the game scene according to the sliding operation to determine the second game perspective.

[0124] Optionally, based on the above embodiments, this application embodiment may also provide a game interaction device, as described below with reference to the accompanying drawings. Figure 12 The implementation process of the given device is illustrated with examples. Figure 13 This is a schematic diagram of the structure of a game interaction device provided in another embodiment of this application, as shown below. Figure 13 As shown, the device also includes an adjustment module 204, which adjusts the orientation of the virtual camera in the game scene in response to the end of the sliding operation, so as to restore the game view to the first game view.

[0125] Optionally, the display module 202 is specifically used to cancel the display of the information display window on the graphical user interface in response to a confirmation operation on the close control.

[0126] Optionally, the display module 202 is specifically configured to display a pickup pop-up list on the graphical user interface in response to the distance between the controlled virtual object and at least one virtual prop being less than a preset distance. The pickup pop-up list is used to display at least one virtual prop.

[0127] The above-described device is used to execute the method provided in the foregoing embodiments, and its implementation principle and technical effect are similar, so they will not be described again here.

[0128] These modules can be one or more integrated circuits configured to implement the above methods, such as one or more Application Specific Integrated Circuits (ASICs), one or more microprocessors, or one or more Field Programmable Gate Arrays (FPGAs). Alternatively, when a module is implemented using processing element scheduler code, the processing element can be a general-purpose processor, such as a Central Processing Unit (CPU) or other processor capable of calling program code. Furthermore, these modules can be integrated together as a system-on-a-chip (SOC).

[0129] Figure 14 This is a schematic diagram of the structure of a game interaction device provided in an embodiment of this application. The game interaction device can be integrated into a terminal device or a chip of a terminal device.

[0130] like Figure 14 As shown, the game interaction device includes: processor 501, bus 502 and storage medium 503.

[0131] Processor 501 is used to store programs, and processor 501 calls the programs stored in storage medium 503 to execute the above-mentioned programs. Figures 1-11 The corresponding method implementation example performs the following steps:

[0132] A graphical user interface is provided through a terminal device, the graphical user interface including a first game field of view determined according to a first game perspective;

[0133] The graphical user interface displays an information display window;

[0134] In response to a sliding operation applied to the information display window, a corresponding control target is determined based on the relationship between the starting position of the sliding operation and the position of the information display window. The starting point of the sliding operation is located in the area corresponding to the information display window, and the control target includes the information display window and the game view screen.

[0135] If the control target is the information display window, then the display content in the information display window is updated according to the sliding operation;

[0136] If the control target is the game view screen, then a second game view is determined, and the first game view screen displayed in the graphical user interface is updated to the second game view screen determined according to the second game view screen.

[0137] Using the game interaction device provided in this application, when a player slides within the information display window, the control target corresponding to the current slide operation is determined based on the positional relationship between the starting position of the slide operation and the information display window. The control target is then controlled according to the slide operation. The control target includes the information display window and the game view. That is, even if an information display window is displayed on the current graphical user interface and the player slides within the information display window, the control target can still be determined as the information display window / game view based on the positional relationship between the starting position of the slide operation and the information display window. This allows the player to adjust the game view within the information display window, thus avoiding the problem that the player cannot adjust the game view within the information display window, which would prevent the player from observing the surrounding environment and affect the player's gaming experience.

[0138] In an optional implementation, the processor 501 performs the step of determining the corresponding control target based on the relationship between the starting position of the sliding operation and the position of the information display window, including:

[0139] The graphical user interface is divided into regions based on a preset position within the information display window, resulting in multiple regions, each of which is configured with a corresponding control target.

[0140] The area where the starting point of the sliding operation is located is determined as the target area;

[0141] Based on the target area, determine the corresponding control target.

[0142] In an optional implementation, the processor 501 executes the step of dividing the graphical user interface into multiple regions based on the preset position within the information display window, where the preset position is the center of the information display window. This step includes:

[0143] Using the center of the information display window as the center, the graphical user interface is divided into regions according to a preset angle range to obtain multiple regions and control targets corresponding to each region.

[0144] In an optional implementation, the processor 501 performs the step of dividing the graphical user interface into multiple regions based on a preset position within the information display window, including: establishing a reference axis with the preset position as the origin;

[0145] Based on the reference axis and a preset angle threshold, the graphical user interface is divided into at least one first region and at least one second region; the first region is configured with the information display window as the corresponding control target; the second region is configured with the game view screen as the corresponding control target.

[0146] In an optional implementation, the second region further includes: a first sub-region, wherein if the angle is within the first sub-region, when the processor 501 executes the step of determining the second game perspective, it includes:

[0147] Based on the sliding operation, the orientation of the virtual camera in the game scene is adjusted to determine the second game perspective, and the orientation of the controlled virtual object is adjusted based on the sliding operation.

[0148] In an optional implementation, the second region further includes a second sub-region, wherein if the angle is within the second sub-region, when the processor 501 executes the step of determining the second game perspective, it includes:

[0149] Keep the current orientation of the controlled virtual object unchanged, and adjust the orientation of the virtual camera in the game scene according to the sliding operation to determine the second game perspective.

[0150] In an optional implementation, the processor 501 performs the step of determining the corresponding control target based on the relationship between the starting position of the sliding operation and the position of the information display window, including:

[0151] Determine the line connecting the starting position of the sliding operation and the preset position;

[0152] Determine the angle between the connecting line and the preset reference line;

[0153] Based on the angle and the preset angle range, the control target corresponding to the sliding operation is determined.

[0154] In an optional implementation, the processor 501 performs the step of updating the displayed content in the information display window according to the sliding operation, including:

[0155] The content displayed in the information display window is updated according to the sliding operation, following the update direction of the information display window.

[0156] In an optional implementation, before the processor 501 performs the step of determining the angle between the connecting line and the preset reference line, it further includes:

[0157] Based on the update direction of the information display window and the preset position, a preset reference line corresponding to the information display window is determined.

[0158] In an optional implementation, the preset position is the center of the information display window, and the preset reference line is a reference line parallel to the update direction of the information display window. The processor 501 executes the step of determining the angle between the connecting line and the preset reference line, including:

[0159] Determine the acute angle between the connecting line and the preset reference line;

[0160] The step of determining the control target corresponding to the sliding operation based on the angle and the preset angle range includes:

[0161] The control target corresponding to the sliding operation is determined based on the acute angle.

[0162] In an optional implementation, processor 501 is also configured to perform:

[0163] In response to a resizing operation of the information display window, the preset position is updated so that the preset position is centered in the information display window.

[0164] In an optional implementation, when processor 501 performs the step of determining the control target corresponding to the sliding operation based on the angle and a preset angle range, it includes:

[0165] If the angle is within a first preset range, then the control target is determined to be the information display window;

[0166] If the angle is within the second preset range, then the control target is determined to be the game's field of view.

[0167] In an optional implementation, the second preset range further includes: a first sub-range, wherein if the angle is within the first sub-range, when the processor 501 executes the step of determining the second game perspective, it includes:

[0168] Based on the sliding operation, the orientation of the controlled virtual object and the virtual camera in the game scene is adjusted to determine the second game perspective.

[0169] In an optional implementation, the processor 501 further includes: a second sub-range when executing the second preset range; if the angle is within the second sub-range, then the step of determining the second game viewpoint includes:

[0170] Keep the current orientation of the controlled virtual object unchanged, and adjust the orientation of the virtual camera in the game scene according to the sliding operation to determine the second game perspective.

[0171] In an optional implementation, processor 501 is also configured to perform:

[0172] In response to the end of the sliding operation, the orientation of the virtual camera in the game scene is adjusted to restore the game view to the first game view.

[0173] In an optional implementation, the information display window further includes a close control, and the processor 501 is further configured to perform:

[0174] In response to a confirmation operation on the close control, the display of the information display window on the graphical user interface is canceled.

[0175] In an optional implementation, the information display window is a pop-up list, and the processor 501 is further configured to execute:

[0176] In response to the distance between the controlled virtual object and at least one virtual item being less than a preset distance, a pickup pop-up list is displayed on the graphical user interface, the pickup pop-up list being used to display the at least one virtual item.

[0177] Optionally, this application also provides a program product, such as a storage medium storing a computer program, including a program that, when run by a processor, executes the embodiment corresponding to the above method to perform the following steps:

[0178] A graphical user interface is provided through a terminal device, the graphical user interface including a first game field of view determined according to a first game perspective;

[0179] The graphical user interface displays an information display window;

[0180] In response to a sliding operation applied to the information display window, a corresponding control target is determined based on the relationship between the starting position of the sliding operation and the position of the information display window. The starting point of the sliding operation is located in the area corresponding to the information display window, and the control target includes the information display window and the game view screen.

[0181] If the control target is the information display window, then the display content in the information display window is updated according to the sliding operation;

[0182] If the control target is the game view screen, then a second game view is determined, and the first game view screen displayed in the graphical user interface is updated to the second game view screen determined according to the second game view screen.

[0183] Using the storage medium provided in this application, when a player slides within the information display window, the control target corresponding to the current slide operation is determined based on the positional relationship between the starting position of the slide operation and the information display window. The control target is then controlled according to the slide operation. The control target includes both the information display window and the game view. That is, even if an information display window is currently displayed on the graphical user interface and the player slides within it, the control target can still be determined as the information display window / game view based on the positional relationship between the starting position of the slide operation and the information display window. This allows the player to adjust the game view within the information display window, thus avoiding the problem that players cannot adjust the game view within the information display window, which would prevent them from observing their surroundings and affect their gaming experience.

[0184] In an optional implementation, the processor performs the step of determining the corresponding control target based on the relationship between the starting position of the sliding operation and the position of the information display window, including:

[0185] The graphical user interface is divided into regions based on a preset position within the information display window, resulting in multiple regions, each of which is configured with a corresponding control target.

[0186] The area where the starting point of the sliding operation is located is determined as the target area;

[0187] Based on the target area, determine the corresponding control target.

[0188] In an optional implementation, the processor executes the step of dividing the graphical user interface into regions based on the preset position within the information display window, obtaining multiple regions and control targets corresponding to each region, where the preset position is the center of the information display window.

[0189] Using the center of the information display window as the center, the graphical user interface is divided into regions according to a preset angle range to obtain multiple regions and control targets corresponding to each region.

[0190] In an optional implementation, the processor performs the step of dividing the graphical user interface into multiple regions based on a preset position within the information display window, including: establishing a reference axis with the preset position as the origin;

[0191] Based on the reference axis and a preset angle threshold, the graphical user interface is divided into at least one first region and at least one second region; the first region is configured with the information display window as the corresponding control target; the second region is configured with the game view screen as the corresponding control target.

[0192] In an optional implementation, the second region further includes: a first sub-region, wherein if the angle is within the first sub-region, the processor, when performing the step of determining the second game perspective, includes:

[0193] Based on the sliding operation, the orientation of the virtual camera in the game scene is adjusted to determine the second game perspective, and the orientation of the controlled virtual object is adjusted based on the sliding operation.

[0194] In an optional implementation, the second region further includes: a second sub-region, wherein if the angle is within the second sub-region, the processor, when performing the step of determining the second game perspective, includes:

[0195] Keep the current orientation of the controlled virtual object unchanged, and adjust the orientation of the virtual camera in the game scene according to the sliding operation to determine the second game perspective.

[0196] In an optional implementation, the processor performs the step of determining the corresponding control target based on the relationship between the starting position of the sliding operation and the position of the information display window, including:

[0197] Determine the line connecting the starting position of the sliding operation and the preset position;

[0198] Determine the angle between the connecting line and the preset reference line;

[0199] Based on the angle, the control target corresponding to the sliding operation is determined.

[0200] In an optional implementation, the processor performs the step of updating the displayed content within the information display window according to the sliding operation, including:

[0201] The content displayed in the information display window is updated according to the sliding operation, following the update direction of the information display window.

[0202] In an optional implementation, before the processor performs the step of determining the angle between the connecting line and the preset reference line, it further includes:

[0203] Based on the update direction of the information display window and the preset position, a preset reference line corresponding to the information display window is determined.

[0204] In an optional implementation, the preset position is the center of the information display window, the preset reference line is a reference line parallel to the update direction of the information display window, and the processor executes the step of determining the angle between the connecting line and the preset reference line, including:

[0205] Determine the acute angle between the connecting line and the preset reference line;

[0206] The step of determining the control target corresponding to the sliding operation based on the angle and the preset angle range includes:

[0207] The control target corresponding to the sliding operation is determined based on the acute angle.

[0208] In an alternative implementation, the processor is also configured to perform:

[0209] In response to a resizing operation of the information display window, the preset position is updated so that the preset position is centered in the information display window.

[0210] In an optional implementation, when the processor performs the step of determining the control target corresponding to the sliding operation based on the angle and a preset angle range, it includes:

[0211] If the angle is within a first preset range, then the control target is determined to be the information display window;

[0212] If the angle is within the second preset range, then the control target is determined to be the game's field of view.

[0213] In an optional implementation, the second preset range further includes: a first sub-range, wherein if the angle is within the first sub-range, the processor, when performing the step of determining the second game perspective, includes:

[0214] Based on the sliding operation, the orientation of the controlled virtual object and the virtual camera in the game scene is adjusted to determine the second game perspective.

[0215] In an optional implementation, the processor further includes, within the second preset range, a second sub-range; if the angle is within the second sub-range, then the step of determining the second game perspective includes:

[0216] Keep the current orientation of the controlled virtual object unchanged, and adjust the orientation of the virtual camera in the game scene according to the sliding operation to determine the second game perspective.

[0217] In an alternative implementation, the processor is also configured to perform:

[0218] In response to the end of the sliding operation, the orientation of the virtual camera in the game scene is adjusted to restore the game view to the first game view.

[0219] In an optional implementation, the information display window further includes a close control, and the processor is further configured to perform:

[0220] In response to a confirmation operation on the close control, the display of the information display window on the graphical user interface is canceled.

[0221] In an optional implementation, the information display window is a pick-up pop-up list, and the processor is further configured to execute:

[0222] In response to the distance between the controlled virtual object and at least one virtual item being less than a preset distance, a pickup pop-up list is displayed on the graphical user interface, the pickup pop-up list being used to display the at least one virtual item.

[0223] In the several embodiments provided in this application, it should be understood that the disclosed apparatus and methods can be implemented in other ways. For example, the apparatus embodiments described above are merely illustrative; for instance, the division of units is only a logical functional division, and in actual implementation, there may be other division methods. For example, multiple units or components may be combined or integrated into another system, or some features may be ignored or not executed. Furthermore, the coupling or direct coupling or communication connection shown or discussed may be through some interfaces; the indirect coupling or communication connection between apparatuses or units may be electrical, mechanical, or other forms.

[0224] 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.

[0225] Furthermore, the functional units in the various embodiments of this application can be integrated into one processing unit, or each unit can exist physically separately, or two or more units can be integrated into one unit. The integrated unit can be implemented in hardware or in a combination of hardware and software functional units.

[0226] The integrated units implemented as software functional units described above can be stored in a computer-readable storage medium. These software functional units, stored in a storage medium, include several instructions to cause a computer device (which may be a personal computer, server, or network device, etc.) or processor to execute some 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.

Claims

1. A game interaction method, characterized in that, The method includes: A graphical user interface is provided through a terminal device, the graphical user interface including a first game field of view determined according to a first game perspective; The graphical user interface displays an information display window; In response to a sliding operation applied to the information display window, a corresponding control target is determined based on the relationship between the starting position of the sliding operation and the position of the information display window. The starting point of the sliding operation is located in the area corresponding to the information display window, and the control target includes the information display window and the game view screen. If the control target is the information display window, then the display content in the information display window is updated according to the sliding operation; If the control target is the game view screen, then a second game view is determined, and the first game view screen displayed in the graphical user interface is updated to the second game view screen determined according to the second game view screen; Determining the corresponding control target based on the relationship between the starting position of the sliding operation and the position of the information display window includes: The graphical user interface is divided into multiple regions based on a preset position within the information display window, and each region is configured with a corresponding control target. The area where the starting point of the sliding operation is located is determined as the target area; Based on the target area, determine the corresponding control target.

2. The method as described in claim 1, characterized in that, The preset position is the center of the information display window. The graphical user interface is divided into multiple regions based on the preset position within the information display window, including: Using the center of the information display window as the center, the graphical user interface is divided into multiple regions according to a preset angle range.

3. The method as described in claim 1, characterized in that, The graphical user interface is divided into multiple regions based on preset positions within the information display window, including: A reference axis is established with the preset position as the origin; Based on the reference axis and a preset angle threshold, the graphical user interface is divided into at least one first region and at least one second region; the first region is configured with the information display window as the corresponding control target; the second region is configured with the game view screen as the corresponding control target.

4. The method as described in claim 3, characterized in that, The second region also includes: a first sub-region; if the starting position of the sliding operation is located within the first sub-region, then determining the second game perspective includes: Based on the sliding operation, the orientation of the virtual camera in the game scene is adjusted to determine the second game perspective, and the orientation of the controlled virtual object is adjusted based on the sliding operation.

5. The method as described in claim 3, characterized in that, The second region also includes a second sub-region. If the starting position of the sliding operation is located within the second sub-region, then determining the second game perspective includes: Keep the current orientation of the controlled virtual object unchanged, and adjust the orientation of the virtual camera in the game scene according to the sliding operation to determine the second game perspective.

6. The method as described in claim 1, characterized in that, Determining the corresponding control target based on the relationship between the starting position of the sliding operation and the position of the information display window includes: Determine the line connecting the starting position of the sliding operation and the preset position; Determine the angle between the connecting line and the preset reference line; Based on the angle and the preset angle range, the control target corresponding to the sliding operation is determined.

7. The method as described in claim 1, characterized in that, The step of updating the displayed content in the information display window according to the sliding operation includes: The content displayed in the information display window is updated according to the sliding operation, following the update direction of the information display window.

8. The method as described in claim 6, characterized in that, Before determining the angle between the connecting line and the preset reference line, the method further includes: Based on the update direction of the information display window and the preset position, a preset reference line corresponding to the information display window is determined.

9. The method as described in claim 8, characterized in that, The preset position is the center of the information display window, and the preset reference line is a reference line parallel to the update direction of the information display window. Determining the angle between the connecting line and the preset reference line includes: Determine the acute angle between the connecting line and the preset reference line; The step of determining the control target corresponding to the sliding operation based on the angle and the preset angle range includes: The control target corresponding to the sliding operation is determined based on the acute angle and the preset angle range.

10. The method as described in claim 1 or 8, characterized in that, The method further includes: In response to a resizing operation of the information display window, the preset position is updated so that the preset position is centered in the information display window.

11. The method as described in claim 8, characterized in that, The step of determining the control target corresponding to the sliding operation based on the angle and the preset angle range includes: If the angle is within a first preset range, then the control target is determined to be the information display window; If the angle is within the second preset range, then the control target is determined to be the game's field of view.

12. The method as described in claim 11, characterized in that, The second preset range also includes: a first sub-range; if the angle is within the first sub-range, then determining the second game perspective includes: Based on the sliding operation, the orientation of the virtual camera in the game scene is adjusted to determine the second game perspective, and the orientation of the controlled virtual object is adjusted based on the sliding operation.

13. The method as described in claim 11, characterized in that, The second preset range also includes: a second sub-range; if the angle is within the second sub-range, then determining the second game perspective includes: Keep the current orientation of the controlled virtual object unchanged, and adjust the orientation of the virtual camera in the game scene according to the sliding operation to determine the second game perspective.

14. The method as described in claim 13 or 5, characterized in that, The method further includes: In response to the end of the sliding operation, the orientation of the virtual camera in the game scene is adjusted to restore the game view to the first game view.

15. The method as described in claim 1, characterized in that, The information display window also includes a close control, and the method further includes: In response to a confirmation operation on the close control, the display of the information display window on the graphical user interface is canceled.

16. The method as described in claim 1, characterized in that, The information display window is a pop-up list, and the method further includes: In response to the distance between the controlled virtual object and at least one virtual item being less than a preset distance, a pickup pop-up list is displayed on the graphical user interface, the pickup pop-up list being used to display the at least one virtual item.

17. A game interaction device, characterized in that, The device includes: a determining module, a display module, and an updating module, wherein: The determining module is used to provide a graphical user interface through a terminal device, the graphical user interface including a first game field of view determined according to a first game perspective. The display module is used to display an information display window on the graphical user interface; in response to a sliding operation applied to the information display window, it determines a corresponding control target based on the relationship between the starting position of the sliding operation and the position of the information display window, wherein the starting point of the sliding operation is located in the area corresponding to the information display window, and the control target includes the information display window and the game view screen; The update module is used to update the displayed content in the information display window according to the sliding operation if the control target is the information display window; and to determine a second game view if the control target is the game view screen, and update the first game view screen displayed in the graphical user interface to the second game view screen determined according to the second game view screen. The determination module is specifically used to divide the graphical user interface into multiple regions based on the preset position within the information display window, wherein each region is configured with a corresponding control target; to determine the region where the starting position of the sliding operation is located as the target region; and to determine the corresponding control target based on the target region.

18. A game interaction device, characterized in that, The device includes a processor, a storage medium, and a bus. The storage medium stores machine-readable instructions executable by the processor. When the game interaction device is running, the processor communicates with the storage medium via the bus, and the processor executes the machine-readable instructions to perform the method described in any one of claims 1-16.

19. A storage medium, characterized in that, The storage medium stores a computer program, which, when executed by a processor, performs the method described in any one of claims 1-16.

Citation Information

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