Game interaction control method and device, readable storage medium and electronic equipment
Patent Information
- Application Number
- CN202311245411.2
- Authority / Receiving Office
- CN · China
- Patent Type
- Patents(China)
- Current Assignee / Owner
- Filing Date
- 2023-09-25
- Publication Date
- 2026-09-29
- Estimated Expiration
- 2043-09-25
AI Technical Summary
[0004]本公开提供了一种游戏交互控制方法、游戏交互控制装置、计算机可读存储介质与电子设备,进而至少在一定程度上克服相关技术中回流的游戏用户互动方式过于被动,不够直观且关注度较低的问题
[0011]上述游戏交互控制过程中,第一用户处于回流状态时,在第一用户所控制的第一虚拟模型上挂接回流互动道具,第一用户为在终端设备登录游戏的用户;响应于游戏界面中执行的回流互动道具控制操作,控制第一虚拟模型执行与回流互动道具控制操作相匹配的游戏行为。一方面,本公开采用了以场景互动为基础的互动方式,可在一定程度上提升互动行为的直观度,进一步增强了游戏趣味性。另一方面,本公开通过为回流用户挂接回流交互道具,引导回流用户进行更为丰富的交互操作,提升了回流用户的社交特性,可使得位于同一游戏场景中的其他用户能够看到该用户处于的回流状态且能够与之进行互动,在一定程度上增强了回流用户交流互动的关注度。
Smart Images

Figure CN117138342B_ABST
Abstract
Description
Technical Field
[0001] This disclosure relates to the field of computer technology, and in particular to a game interaction control method, a game interaction control device, a computer-readable storage medium, and an electronic device. Background Technology
[0002] Some game users may stop playing for a period of time for various reasons. To prevent user churn, related technologies typically use user interfaces as the interactive display method, and reward-driven, activity- and task-guided approaches to encourage returning game users to actively engage in social interactions with other users. However, since returning game users may have been inactive for a long time, they may lack rank, new skins, or social connections. The interactive methods in these technologies are too passive and not intuitive, making it difficult for returning game users to quickly gain the attention of other game users and impacting their overall user experience.
[0003] It should be noted that the information disclosed in the background section above is only used to enhance the understanding of the background of this disclosure, and therefore may include information that does not constitute prior art known to those skilled in the art. Summary of the Invention
[0004] This disclosure provides a game interaction control method, a game interaction control device, a computer-readable storage medium, and an electronic device, thereby overcoming, to at least a certain extent, the problems of game user interaction methods in related technologies being too passive, not intuitive, and having low attention.
[0005] Other features and advantages of this disclosure will become apparent from the following detailed description, or may be learned in part from practice of this disclosure.
[0006] According to a first aspect of this disclosure, a game interaction control method is provided, which provides a game interface through a terminal device. The method includes: when a first user is in a replay state, attaching a replay interaction item to a first virtual model controlled by the first user, wherein the first user is a user who logs into the game on the terminal device; and controlling the first virtual model to perform game behavior matching the replay interaction item control operation in response to a replay interaction item control operation performed in the game interface.
[0007] According to a second aspect of this disclosure, a game interaction control device is provided, which provides a game interface through a terminal device. The device includes: an item attachment module, used to attach return interaction items to a first virtual model controlled by a first user when the first user is in a return state, wherein the first user is a user who logs into the game on the terminal device; and an item interaction module, used to control the first virtual model to perform game behaviors that match the return interaction item control operation in response to a return interaction item control operation performed in the game interface.
[0008] According to a third aspect of this disclosure, a computer-readable storage medium is provided, on which a computer program is stored, which, when executed by a processor, implements the above-described game interaction control method and its possible implementations.
[0009] According to a fourth aspect of this disclosure, an electronic device is provided, comprising: one or more processors; and a storage device for storing one or more programs, wherein when the one or more programs are executed by the one or more processors, the one or more processors implement the above-described game interaction control method and its possible implementations.
[0010] The technical solution disclosed herein has the following beneficial effects:
[0011] In the aforementioned game interaction control process, when the first user is in a return state, a return interaction item is attached to the first virtual model controlled by the first user. The first user is the user who logged into the game on the terminal device. Responding to the return interaction item control operation executed in the game interface, the first virtual model is controlled to perform game behaviors matching the return interaction item control operation. On the one hand, this disclosure adopts an interaction method based on scene interaction, which can improve the intuitiveness of interactive behavior to a certain extent and further enhance the game's fun. On the other hand, by attaching return interaction items to the returning user, this disclosure guides the returning user to perform richer interactive operations, enhancing the social characteristics of the returning user. This allows other users in the same game scene to see the user's return state and interact with them, thereby increasing the attention given to the returning user's communication and interaction to a certain extent.
[0012] It should be understood that the above general description and the following detailed description are exemplary and explanatory only, and are not intended to limit this disclosure. Attached Figure Description
[0013] The accompanying drawings, which are incorporated in and form part of this specification, illustrate embodiments consistent with this disclosure and, together with the description, serve to explain the principles of this disclosure. It is obvious that the drawings described below are merely some embodiments of this disclosure, and those skilled in the art can obtain other drawings based on these drawings without any inventive effort.
[0014] Figure 1 A flowchart illustrating a game interaction control method according to an exemplary embodiment of this disclosure is shown;
[0015] Figure 2 This diagram illustrates a friend status information display according to an exemplary embodiment of the present disclosure.
[0016] Figure 3A A schematic diagram of the interface of a first virtual model for attaching a return-to-interaction prop is shown in an exemplary embodiment of this disclosure;
[0017] Figure 3B A schematic diagram of an interface showing the jitter of a first virtual model in an exemplary embodiment of this disclosure is shown;
[0018] Figure 3C This diagram illustrates an interface schematic of a game scene where a recycle interactive prop is dropped into the game scene according to an exemplary embodiment of this disclosure;
[0019] Figure 4A This diagram illustrates an interface diagram of a prop-picking control in an exemplary embodiment of the present disclosure.
[0020] Figure 4B This illustration shows an interface diagram of an exemplary embodiment of the present disclosure in which a return-to-interaction prop is attached from the head to the hand of a first virtual model.
[0021] Figure 4C This diagram illustrates the interface of an item discarding control when a second virtual model is not present within the interactive range of a first virtual model, according to an exemplary embodiment of this disclosure.
[0022] Figure 4D This diagram illustrates the interface of an item transfer control when a second virtual model exists within the interactive range of a first virtual model, according to an exemplary embodiment of this disclosure.
[0023] Figure 4E This diagram illustrates an interface for discarding a recycle interactive prop according to an exemplary embodiment of the present disclosure.
[0024] Figure 4F A schematic diagram of an interface for transferring interactive props in an exemplary embodiment of this disclosure is shown.
[0025] Figure 5A schematic diagram of an interface for transferring items is shown in an exemplary embodiment of this disclosure;
[0026] Figure 6 This diagram illustrates a flow chart of interactive prop interaction in an exemplary embodiment of this disclosure.
[0027] Figure 7 This illustration shows a flowchart of another interactive prop interaction in an exemplary embodiment of this disclosure;
[0028] Figure 8 This diagram illustrates a structural block diagram of a game interaction control device according to this exemplary embodiment;
[0029] Figure 9 An electronic device for implementing the above-described game interaction control method is shown in this exemplary embodiment. Detailed Implementation
[0030] Example embodiments will now be described more fully with reference to the accompanying drawings. However, example embodiments can be implemented in many forms and should not be construed as limited to the examples set forth herein; rather, these embodiments are provided to make this disclosure more comprehensive and complete, and to fully convey the concept of the example embodiments to those skilled in the art. The described features, structures, or characteristics can be combined in any suitable manner in one or more embodiments. In the following description, numerous specific details are provided to give a full understanding of embodiments of this disclosure. However, those skilled in the art will recognize that the technical solutions of this disclosure can be practiced with one or more of the specific details omitted, or other methods, components, apparatus, steps, etc., can be employed. In other instances, well-known technical solutions are not shown or described in detail to avoid obscuring various aspects of this disclosure.
[0031] Furthermore, the accompanying drawings are merely illustrative of this disclosure and are not necessarily drawn to scale. The same reference numerals in the drawings denote the same or similar parts, and therefore repeated descriptions of them will be omitted. Some block diagrams shown in the drawings are functional entities and do not necessarily correspond to physically or logically independent entities. These functional entities may be implemented in software, in one or more hardware modules or integrated circuits, or in different network and / or processor devices and / or microcontroller devices.
[0032] In this article, "first," "second," etc., are labels for specific objects, rather than limiting the number or order of objects.
[0033] To prevent players from leaving the game, related technologies often use interface presentation as the interactive display method, and use reward-driven, activity and task guidance to encourage returning players to actively seek out other players for social interaction. This interaction method is too passive, not intuitive enough and has low attention.
[0034] In view of one or more of the above-mentioned problems, exemplary embodiments of this disclosure provide a game interaction control method, a game interaction control device, a computer-readable storage medium, and an electronic device. These can be applied to, but are not limited to, social game scenarios.
[0035] In one embodiment of this disclosure, the game interaction control method can run on a local terminal device or a server. When the game interaction control method runs on a server, it can be implemented and executed based on a cloud interaction system, wherein the cloud interaction system includes a server and a client device.
[0036] In one alternative implementation, various cloud applications, such as cloud gaming, can run under the cloud interaction system. Taking cloud gaming as an example, cloud gaming refers to a gaming method based on cloud computing. In the cloud gaming operating mode, the game program and the game screen presentation are separated. The storage and execution of the game interaction control method are completed on the cloud gaming server. The client device is used for data reception, transmission, and game screen presentation. For example, the client device can be a display device with data transmission capabilities located close to the user, such as a mobile terminal, television, computer, or PDA; however, the game interaction control 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.
[0037] In one alternative implementation, taking a game as an example, the local terminal device stores the game program and is used to display the game screen. The local terminal device is used to interact with the player through a graphical user interface (GUI), i.e., conventionally downloading, installing, and running the game program via an electronic device. The local terminal device can provide the GUI to the player in various ways, such as rendering it on the terminal's display screen or providing it to the player via holographic projection. For example, the local terminal device can include a display screen for displaying the GUI, which includes game screens, and a processor for running the game, generating the GUI, and controlling the display of the GUI on the display screen.
[0038] like Figure 1The diagram illustrates a flowchart of a game interaction control method, which provides a game interface through a terminal device and may include the following steps S110 to S120:
[0039] Step S110: When the first user is in the return state, the return interaction prop is attached to the first virtual model controlled by the first user. The first user is the user who logs into the game on the terminal device.
[0040] Step S120: In response to the return interaction item control operation executed in the game interface, control the first virtual model to perform game behavior that matches the return interaction item control operation.
[0041] The aforementioned game interaction control process adopts an interaction method based on scene interaction, which can improve the intuitiveness of interactive behavior to a certain extent and further enhance the fun of the game. By attaching return interaction props to returning users, returning users are guided to perform richer interactive operations, which enhances the social characteristics of returning users. This allows other users in the same game scene to see the user's return status and interact with them, thereby increasing the attention paid to the interaction of returning users to a certain extent.
[0042] The following is about Figure 1 Each step is explained in detail.
[0043] In step S110, when the first user is in the return state, a return interaction item is attached to the first virtual model controlled by the first user. The first user is the user who logs into the game on the terminal device.
[0044] Among them, "return status" refers to the state of logging back into the game after not logging in for a period of time, and "return interactive items" refers to interactive items that users in the return status can use, such as virtual flowers and virtual grass.
[0045] The first virtual model refers to a virtual character model that can be controlled by the first user in the game scene. It can be a virtual human, virtual animal, anime character, etc. One or more attachment points for attaching interactive props can be pre-set on the first virtual model. For example, the attachment points can be set on the head, hands, waist, back, etc. of the first virtual model.
[0046] Specifically, when the first user is in a return state, return interaction props can be attached to the first virtual model controlled by the first user. For example, a virtual blade of grass can be attached to the head of the first virtual model.
[0047] In one alternative implementation, it can be determined whether the first user is in a return state by responding to the first user's game login operation on the terminal device.
[0048] Specifically, the following steps can be used to determine whether the first user is in a return state: determine whether the time interval between the first user's current login and the previous login is greater than a first preset time threshold; if the time interval between the first user's current login and the previous login is greater than the first preset time threshold, then the first user is in a return state.
[0049] The first preset time threshold is a pre-set time threshold, such as one month. In actual application, it can be set according to actual needs, and no further limitation is made here.
[0050] When logging into the game, the system can determine whether the user is in a returning state, so as to provide returning users with interactive services that are different from those of ordinary users. This allows returning users to gain more attention from other users through specific interactive methods.
[0051] Optionally, after the first user logs into the game, the first virtual model controlled by the first user can enter an open game scene, which can contain multiple game users. As a returning user, the first user can easily identify themselves as a returning user by attaching returning interactive items, thus increasing the attention of other game users to the first user to some extent.
[0052] In one alternative implementation, in response to a touch operation of the friend viewing control in the game interface, the friend status information corresponding to the first user is displayed, including friend return status information.
[0053] Friend status information may include, but is not limited to, friend return status information and friend online information. Friend status information refers to whether a friend is in a return state.
[0054] Specifically, a friend viewing control can be displayed in the game interface, which can respond to touch operations on the friend viewing control in the game interface to display a friend list containing friend return status information.
[0055] Optionally, the above display of the friend status information corresponding to the first user can be achieved through the following steps: determine whether the friend user corresponding to the first user is in a return state; if the friend user corresponding to the first user is in a return state, then display the return user identifier for the friend user corresponding to the first user.
[0056] Among them, the first user's corresponding friend can be any game user added by the first user. For example, the returning user identifier can be a grass or flower icon, etc., without specific limitations.
[0057] like Figure 2The image shows a schematic diagram illustrating the display of a friend's status information. Among them, Figure 2 The game interface displays a friend viewing control 211. In response to the click operation of the friend viewing control 211, a friend list 212 containing friend status information is displayed. Taking friend 1 as an example, a returning user identifier 213 can be added to friend 1's avatar.
[0058] If the return status of the first user's corresponding friend user ends, the return user identifier of the first user's corresponding friend user can be deleted.
[0059] It should be noted that for game users in the return status, their return status will end once their login duration and login frequency meet specific conditions.
[0060] In step S120, in response to the return interaction item control operation executed in the game interface, the first virtual model is controlled to perform game behavior that matches the return interaction item control operation.
[0061] For example, the first virtual model can be controlled to discard or attach the attached interactive props to other virtual models.
[0062] In one alternative implementation, when a recycle interactive prop is attached to the first virtual model, the first virtual model can be controlled to discard the attached recycle interactive prop into the game scene in response to a touch operation on the first virtual model.
[0063] For example, such as Figure 3A The image shows a schematic diagram of the interface for attaching a first virtual model of interactive props. Users can click... Figure 3A The first virtual model 311 in the game throws the return interaction prop 312 attached to the first virtual model into the game scene.
[0064] Optionally, the above-mentioned control of the first virtual model to discard the attached return interaction props into the game scene can be achieved through the following steps: control the first virtual model to discard the attached return interaction props into the game scene while in a shaking state.
[0065] For example, such as Figure 3B The provided interface diagram illustrates a shaking effect for a first virtual model. Responding to touch input on the first virtual model, the interface controls the first virtual model 311 to shake. After a preset shaking duration, the interactive prop 312 on the first virtual model 311 can be moved into the game scene to create an effect where the first virtual model 311 shakes off the interactive prop 312. Figure 3C The provided diagram illustrates an interface for discarding interactive props into the game scene.
[0066] By touching the first virtual model, the interaction of the return-to-interaction props is realized. The operation is simple and the interaction process is relatively intuitive.
[0067] In one optional implementation, the above-mentioned response to the return interaction prop control operation executed in the game interface controls the first virtual model to perform game behavior matching the return interaction prop control operation, which can be achieved through the following steps: when a return interaction prop is attached to the first virtual model, an prop removal control is displayed in the game interface; if the return interaction prop attached to the first virtual model is not in the hand of the first virtual model, in response to the touch operation of the prop removal control, the first virtual model is controlled to attach the attached return interaction prop to the hand of the first virtual model.
[0068] For example, such as Figure 4A The diagram shows an interface for displaying an item pickup control. When the first virtual model 311 has a return-to-interaction item 312 attached to its head, an item pickup control 413 can be displayed on the game interface. In response to touch operations on the item pickup control 413, such as... Figure 4B As shown, the interactive prop can be attached from the head of the first virtual model to its hand.
[0069] By attaching the interactive prop back to the hand of the first virtual model, the action of picking up the prop can be simulated.
[0070] In one alternative implementation, in response to a touch operation of the item picking control, it can be determined whether a second virtual model exists within the interactive range of the first virtual model; if a second virtual model does not exist within the interactive range of the first virtual model, the item picking control is switched to an item dropping control; if a second virtual model exists within the interactive range of the first virtual model, the item picking control is switched to an item transfer control.
[0071] The second virtual model can be any virtual model other than the first virtual model in an open game scene. It can be a virtual model in a reflow state or a virtual model not in a reflow state. This disclosure does not impose any specific limitations on it.
[0072] The interactive area of the first virtual model can be a region centered on the location of the first virtual model. The size of the interactive area of the first virtual model can be set according to the actual situation, and no specific limitation is made here.
[0073] Specifically, when the item pickup control is triggered, if no second virtual model enters the interactive range of the first virtual model, the item pickup control can be switched to an item drop control. For example, such as... Figure 4CAs shown, this is a schematic diagram of an interface for an item discard control 415 when a second virtual model is not present within the interactive range 414 of a first virtual model; when the item pick-up control is triggered, if a second virtual model enters the interactive range of the first virtual model, the item pick-up control can be switched to an item transfer control, for example, as shown in... Figure 4D The diagram illustrates an interface diagram of an item transfer control 417 within an interactive area 414 of a first virtual model and a second virtual model 416. Optionally, to further reduce the information burden on the interface, the interactive area 414 may be hidden by default in practical applications.
[0074] By determining whether a second virtual model exists within the interactive range of the first virtual model, the prop controls can be automatically switched, which facilitates user operation and saves interface space.
[0075] In one alternative implementation, in response to a touch operation of the prop discarding control, the first virtual model is controlled to discard the return interactive prop hanging on its hand into the game scene.
[0076] For example, in Figure 4C On this basis, Figure 4E A schematic diagram of the interface for discarding interactive return props is provided. By clicking the prop discarding control 415 in the game interface, the interactive return prop 312 attached to the hand of the first virtual model 311 can be discarded into the game scene.
[0077] It should be noted that when the first virtual model discards the return interaction prop attached to its hand into the game scene, the return interaction prop is still within the interactive range of the first virtual model. At this time, the prop discard control can be switched to the prop pick-up control.
[0078] In one alternative implementation, if there are discarded recycle interactive items in the game scene, the recycle interactive items can be cleared from the game scene if the time it takes for the recycle interactive items to be discarded into the game scene meets a second preset time threshold.
[0079] The second preset time threshold can be set according to the game scenario, such as 1 minute, but no specific limit is set here.
[0080] By removing useless recycle interaction items from the game scene, we can avoid the game scene becoming too cluttered for a long time and avoid the need to spend a lot of resources to display recycle interaction items.
[0081] Optionally, if a second virtual model exists within the interactive range of the first virtual model, it can be determined whether the second virtual model meets the control switching conditions; if the second virtual model meets the control switching conditions, the prop picking control can be switched to the prop transfer control.
[0082] The switching conditions for controls may include, but are not limited to: the number of interactive props currently attached to the second virtual model does not exceed a preset threshold, and the second virtual model is the original model.
[0083] In one optional implementation, if a second virtual model exists within the interactive range of the first virtual model, the prop-picking control is switched to the prop-transfer control. This can be achieved through the following steps: if a second virtual model exists within the interactive range of the first virtual model, determine whether the number of currently attached return interaction props on the second virtual model exceeds a preset threshold, and whether the second virtual model is the original model; if the number of currently attached return interaction props on the second virtual model does not exceed the preset threshold, and the second virtual model is the original model, then the prop-picking control is switched to the prop-transfer control.
[0084] The preset threshold can be the number of nodes that can be attached to the second virtual model. For example, if the second virtual model has 3 attachable nodes at its head, and 3 interactive return items are already attached to the head of the second virtual model within the interactive range of the first virtual model, then the switching process for the item removal control will not be performed. By limiting the number of interactive return items that can be attached to the virtual model, it is possible to avoid the attachment of interactive return items affecting other game behaviors of the virtual model.
[0085] The original model refers to the original default state of the virtual model. For example, if the virtual model is in a transformed, frozen, or bomber state, the control switching conditions are not met, and the item picking control switching process will not be performed.
[0086] In one alternative implementation, in response to a touch operation of the prop transfer control, the first virtual model can be controlled to attach the return interactive prop attached to the hand to the second virtual model.
[0087] For example, in Figure 4D On this basis, Figure 4F A schematic diagram of the interface for transferring interactive props is provided. By clicking the prop transfer control 417 in the game interface, the interactive prop 312 attached to the hand of the first virtual model 311 can be attached to the head of the second virtual model 416.
[0088] Optionally, after the first virtual model attaches the return interaction props hanging on its hands to the second virtual model, if there are no extra return interaction props available for discarding or transferring at the head of the first virtual model, the prop transfer control in the game interface can be deleted, or the prop transfer control can be switched to other game control controls; if there are still return interaction props available for discarding or transferring at the head of the first virtual model, the prop transfer control can be switched to an prop retrieval control to enable a new round of return interaction prop interaction.
[0089] In an optional implementation, the above-mentioned response to the return interaction item control operation executed in the game interface, controlling the first virtual model to perform game behavior matching the return interaction item control operation, can also be achieved through the following steps: if a second virtual model exists within the interactive range of the first virtual model, display an item transfer control in the game interface; in response to the touch operation of the item transfer control, control the first virtual model to attach the return interaction item to the second virtual model; if a second virtual model does not exist within the interactive range of the first virtual model, display an item discard control in the game interface; in response to the touch operation of the item discard control, control the first virtual model to discard the return interaction item into the game scene.
[0090] Optionally, if a second virtual model exists within the interactive range of the first virtual model, displaying an item transfer control on the game interface can be achieved through the following steps: If a second virtual model exists within the interactive range of the first virtual model, determine whether the number of currently attached return interaction items on the second virtual model exceeds a preset quantity threshold, and whether the second virtual model is the original model; if the number of currently attached return interaction items on the second virtual model does not exceed the preset quantity threshold, and the second virtual model is the original model, then display an item transfer control on the game interface.
[0091] Optionally, the above-mentioned control of the first virtual model to attach the return interaction prop to the second virtual model can be achieved through the following steps: if the return interaction prop attached to the first virtual model is not on the hand of the first virtual model, the first virtual model can be controlled to attach the attached return interaction prop to the hand of the first virtual model; control the first virtual model to attach the return interaction prop attached to the hand to the second virtual model.
[0092] For example, such as Figure 5 The diagram shows an interface for transferring items. By clicking the item transfer control in the game interface, the return interaction item 511 attached to the first virtual model 311 can be changed sequentially from the attachment point 512 of the first virtual model to the attachment point 513, and then from the attachment point 513 of the first virtual model to the attachment point 514 of the second virtual model 416.
[0093] It should be noted that if there is no second virtual model within the interactive range of the first virtual model, an item discard control can be displayed on the game interface.
[0094] Optionally, in response to the touch operation of the item discard control, the first virtual model is controlled to discard the return interaction item into the game scene. This can be achieved through the following steps: if the return interaction item attached to the first virtual model is not in the hand of the first virtual model, the first virtual model can be controlled to attach the attached return interaction item to the hand of the first virtual model; the first virtual model can be controlled to discard the return interaction item attached to its hand into the game scene.
[0095] In the above steps, the item transfer control is displayed adaptively to the game scene, which can meet the diverse operational needs of players.
[0096] In an optional implementation, if there are multiple second virtual models within the interactive range of the first virtual model, the above-mentioned control of the first virtual model to attach the hand-attached interactive prop to the second virtual model can also be achieved through the following steps: determining the target virtual model from the multiple second virtual models located within the interactive range of the first virtual model; controlling the first virtual model to attach the hand-attached interactive prop to the target virtual model.
[0097] Specifically, the target virtual model can be determined from multiple second virtual models located within the interactive range of the first virtual model, based on the orientation of the first virtual model and / or the distance between the first virtual model and each of the second virtual models.
[0098] For example, the second virtual model that is closest to the first virtual model among a plurality of second virtual models located within the interactive range of the first virtual model can be used as the target virtual model.
[0099] For example, the second virtual model that is closest to the front of the first virtual model among a plurality of second virtual models located within the interactive range of the first virtual model can be used as the target virtual model.
[0100] Determining the target virtual model based on distance and orientation can make game interactions more in line with social logic.
[0101] In one alternative implementation, before controlling the first virtual model to attach the interactive prop with its hand attached to the second virtual model, the first virtual model can also be controlled to navigate to the second virtual model until the distance between the second virtual model and the first virtual model is less than a preset distance threshold.
[0102] For example, the preset distance threshold can be less than the radius of the interactive range of the first virtual model. When the interactive range of the first virtual model is large, the process of the first virtual model attaching the interactive props to the second virtual model by navigating to the second virtual model is more in line with real-world logic.
[0103] In one alternative implementation, in response to the presence of a recurring interactive prop in the game scene within the interactive range of the first virtual model, an item pickup control is displayed on the game interface; in response to the triggering operation of the item pickup control, the first virtual model is controlled to attach the recurring interactive prop in the game scene within the interactive range of the first virtual model.
[0104] Optionally, controlling the first virtual model to attach interactive props located within the interactive range of the first virtual model in the game scene can be achieved through the following steps: controlling the first virtual model to attach interactive props located in the game scene to the hand; controlling the first virtual model to attach interactive props attached to the hand to a preset attachment point, such as the head.
[0105] Optionally, in response to the triggering operation of the prop picking control, the first virtual model can be controlled to navigate to the return interactive prop located within the interactive range of the first virtual model until the distance between the two is less than a preset distance threshold, and then the first virtual model can be controlled to attach to the return interactive prop.
[0106] It should be noted that, in response to touch operations on the item pickup control, the item pickup control can be switched to an item pick-up control or an item drop control for further interaction.
[0107] Furthermore, when performing touch operations on items such as item pickup, item pick-up, and item drop controls, if the touch frequency exceeds a preset frequency, a prompt message indicating excessive click frequency can be generated in the game interface to encourage users to reduce their click rate, prevent accidental clicks, and reduce the game's processing load. Optionally, a skill cooldown time can be set for these controls, preventing them from responding to touch operations while on cooldown, thereby limiting the user's click frequency.
[0108] For example, such as Figure 6 The diagram illustrates a process flow for interactive props, which may include the following steps:
[0109] Step S601: When the first user is in the return state, the return interaction prop is attached to the head of the first virtual model controlled by the first user, and the prop removal control is displayed on the game interface.
[0110] Step S602: In response to the touch operation of the prop retrieval control, control the first virtual model to attach the return interactive prop attached to the head to the hand.
[0111] Step S603: In response to the touch operation of the prop retrieval control, determine whether there is a second virtual model within the interactive range of the first virtual model;
[0112] If yes, proceed to step S604; if no, proceed to step S605.
[0113] Step S604: Switch the prop retrieval control to the prop transfer control, and respond to the touch operation of the prop transfer control to control the first virtual model to attach the return interactive prop hanging on the hand to the second virtual model.
[0114] Step S605: Switch the prop picking control to the prop dropping control, and respond to the touch operation of the prop dropping control to control the first virtual model to drop the return interactive prop hanging on the hand into the game scene.
[0115] For example, such as Figure 7 As shown, another flowchart illustrating the interaction with interactive props is provided, which may include the following steps:
[0116] Step S701: When the first user is in the return state, the return interaction prop is attached to the head of the first virtual model controlled by the first user.
[0117] Step S702: Determine whether a second virtual model exists within the interactive range of the first virtual model;
[0118] If yes, proceed to step S703; if no, proceed to step S704.
[0119] Step S703: Display the item transfer control on the game interface, and respond to the touch operation of the item transfer control to control the first virtual model to attach the return interactive item to the second virtual model;
[0120] Step S704: Display the item discard control on the game interface, and respond to the touch operation of the item discard control to control the first virtual model to discard the return interactive item into the game scene.
[0121] Figure 8 A game interaction control device 800 is shown in an exemplary embodiment of this disclosure, which provides a game interface through a terminal device, such as... Figure 8 As shown, the game interaction control device 800 may include:
[0122] The prop attachment module 810 is used to attach return interaction props to the first virtual model controlled by the first user when the first user is in the return state. The first user is the user who logs into the game on the terminal device.
[0123] The prop interaction module 820 is used to respond to the return interaction prop control operation executed in the game interface and control the first virtual model to perform game behavior that matches the return interaction prop control operation.
[0124] In an optional implementation, based on the aforementioned scheme, the game interaction control device 800 may further include: a user status determination module, used to determine whether the first user is in a return state in response to the first user's game login operation on the terminal device.
[0125] In an optional implementation, based on the aforementioned scheme, the user status determination module can be configured to: determine whether the time interval between the first user's current login and the previous login is greater than a first preset time threshold; if the time interval between the first user's current login and the previous login is greater than the first preset time threshold, then the first user is in a return state.
[0126] In an optional implementation, based on the aforementioned scheme, the game interaction control device 800 may further include: a friend information display module, used to respond to the touch operation of the friend viewing control in the game interface, and display the friend status information corresponding to the first user, including friend return status information.
[0127] In an optional implementation, based on the aforementioned scheme, the friend information display module can be configured to: determine whether the friend user corresponding to the first user is in a return state; if the friend user corresponding to the first user is in a return state, then display a return user identifier for the friend user corresponding to the first user.
[0128] In an optional implementation, based on the aforementioned scheme, the game interaction control device 800 may further include: a first item discarding module, used to control the first virtual model to discard the attached return interaction item into the game scene in response to a touch operation on the first virtual model when a return interaction item is attached to the first virtual model.
[0129] In an alternative implementation, based on the aforementioned scheme, the first item discarding module can be configured to: control the first virtual model to discard the attached return interactive item into the game scene while in a shaking state.
[0130] In an optional implementation, based on the aforementioned scheme, the prop interaction module 820 includes: a prop retrieval control display module, used to display a prop retrieval control on the game interface when a return interaction prop is attached to the first virtual model; and a prop retrieval control module, used to control the first virtual model to attach the attached return interaction prop to the hand of the first virtual model in response to a touch operation of the prop retrieval control if the return interaction prop attached to the first virtual model is not in the hand of the first virtual model.
[0131] In an optional implementation, based on the aforementioned scheme, the game interaction control device 800 may further include: an interactive range detection module, used to determine whether a second virtual model exists within the interactive range of the first virtual model in response to a touch operation of the item picking control; a first control switching module, used to switch the item picking control to an item dropping control if the second virtual model does not exist within the interactive range of the first virtual model; and a second control switching module, used to switch the item picking control to an item transfer control if the second virtual model exists within the interactive range of the first virtual model.
[0132] In an alternative implementation, based on the aforementioned scheme, the game interaction control device 800 may further include: a second item discarding module, used to control the first virtual model to discard the return interactive item hanging on the hand into the game scene in response to the touch operation of the item discarding control.
[0133] In an optional implementation, based on the aforementioned scheme, the game interaction control device 800 may further include: an item removal module, used to remove the returned interactive item from the game scene in response to the time when the time when the returned interactive item is discarded into the game scene meets a second preset time threshold.
[0134] In an optional implementation, based on the aforementioned scheme, the second control switching module can be configured to: if a second virtual model exists within the interactive range of the first virtual model, determine whether the number of currently attached return interaction props on the second virtual model exceeds a preset quantity threshold, and whether the second virtual model is the original model; if the number of currently attached return interaction props on the second virtual model does not exceed the preset quantity threshold, and the second virtual model is the original model, then switch the prop retrieval control to the prop transfer control.
[0135] In an optional implementation, based on the aforementioned scheme, the game interaction control device 800 may further include: a first item transfer module, used to control the first virtual model to attach the return interactive item attached to the hand to the second virtual model in response to the touch operation of the item transfer control.
[0136] In an optional implementation, based on the foregoing scheme, the prop interaction module 820 may further include: a transfer control display module, used to display a prop transfer control on the game interface if a second virtual model exists within the interactive range of the first virtual model; a second prop transfer module, used to control the first virtual model to attach the return interactive prop to the second virtual model in response to a touch operation of the prop transfer control; a discard control display module, used to display a prop discard control on the game interface if a second virtual model does not exist within the interactive range of the first virtual model; and a third prop discard module, used to control the first virtual model to discard the return interactive prop into the game scene in response to a touch operation of the prop discard control.
[0137] In an optional implementation, based on the aforementioned scheme, the transfer control display module can be configured to: if a second virtual model exists within the interactive range of the first virtual model, determine whether the number of currently attached return interaction items on the second virtual model exceeds a preset quantity threshold, and whether the second virtual model is the original model; if the number of currently attached return interaction items on the second virtual model does not exceed the preset quantity threshold, and the second virtual model is the original model, then display the item transfer control on the game interface.
[0138] In one optional implementation, based on the aforementioned scheme, the second prop transfer module may include: a first transfer submodule, used to control the first virtual model to attach the attached return interaction prop to the hand of the first virtual model if the return interaction prop attached to the first virtual model is not in the hand of the first virtual model; and a second transfer submodule, used to control the first virtual model to attach the return interaction prop attached to the hand to the second virtual model.
[0139] In an optional implementation, based on the aforementioned scheme, the third prop discarding module can be configured to: if the return interaction prop attached to the first virtual model is not on the hand of the first virtual model, control the first virtual model to attach the attached return interaction prop to the hand of the first virtual model; control the first virtual model to discard the return interaction prop attached to the hand into the game scene.
[0140] In an optional implementation, based on the aforementioned scheme, if multiple second virtual models exist within the interactive range of the first virtual model, the first prop transfer module or the second transfer sub-module may control the first virtual model to attach the hand-attached return interaction prop to the second virtual model. This may include: a target virtual model determination module, which determines a target virtual model from among the multiple second virtual models located within the interactive range of the first virtual model; and a target virtual model attachment module, which controls the first virtual model to attach the hand-attached return interaction prop to the target virtual model.
[0141] In an alternative implementation, based on the aforementioned scheme, the target virtual model determination module can be configured to: determine the target virtual model from a plurality of second virtual models located within the interactive range of the first virtual model, based on the orientation of the first virtual model and / or the distance between the first virtual model and each of the second virtual models.
[0142] In an optional implementation, based on the aforementioned scheme, before controlling the first virtual model to attach the return interaction prop attached to the hand to the second virtual model, the game interaction control device 800 may further include: a model pathfinding module, used to control the first virtual model to pathfind to the second virtual model until the distance between the second virtual model and the first virtual model is less than a preset distance threshold.
[0143] In an optional implementation, based on the aforementioned scheme, the game interaction control device 800 may further include: a pickup control display module, used to display an item pickup control on the game interface in response to the existence of a return interactive item in the game scene located within the interactive range of the first virtual model; and an item pickup module, used to control the first virtual model to attach the return interactive item located within the interactive range of the first virtual model in the game scene in response to the triggering operation of the item pickup control.
[0144] The specific details of each module in the aforementioned game interaction control device 800 have been described in detail in the method section of the implementation. Any undisclosed details can be found in the implementation content of the method section, and therefore will not be repeated here.
[0145] Exemplary embodiments of this disclosure also provide a computer-readable storage medium storing a program product capable of implementing the game interaction control method described above. In some possible embodiments, various aspects of this disclosure may also be implemented as a program product including program code that, when the program product is run on an electronic device, causes the electronic device to perform the steps described in the "Exemplary Methods" section of this specification according to various exemplary embodiments of this disclosure.
[0146] The program product may be a portable compact disc read-only memory (CD-ROM) and include program code, and may run on an electronic device, such as a personal computer. However, the program product disclosed herein is not limited thereto. In this document, the readable storage medium may be any tangible medium that contains or stores a program that may be used by or in conjunction with an instruction execution system, apparatus, or device.
[0147] The program product may employ any combination of one or more readable media. A readable medium may be a readable signal medium or a readable storage medium. A readable storage medium may be, for example, but not limited to, an electrical, magnetic, optical, electromagnetic, infrared, or semiconductor system, apparatus, or device, or any combination thereof. More specific examples (a non-exhaustive list) of readable storage media include: electrical connections having one or more wires, portable disks, hard disks, random access memory (RAM), read-only memory (ROM), erasable programmable read-only memory (EPROM or flash memory), optical fiber, portable compact disk read-only memory (CD-ROM), optical storage devices, magnetic storage devices, or any suitable combination thereof.
[0148] Computer-readable signal media may include data signals propagated in baseband or as part of a carrier wave, carrying readable program code. Such propagated data signals may take various forms, including but not limited to electromagnetic signals, optical signals, or any suitable combination thereof. A readable signal medium may also be any readable medium other than a readable storage medium, capable of sending, propagating, or transmitting programs for use by or in conjunction with an instruction execution system, apparatus, or device.
[0149] The program code contained on the readable medium may be transmitted using any suitable medium, including but not limited to wireless, wired, optical fiber, RF (Radio Frequency), etc., or any suitable combination thereof.
[0150] Program code for performing the operations of this disclosure can be written in any combination of one or more programming languages, including object-oriented programming languages such as Java and C++, and conventional procedural programming languages such as C or similar languages. The program code can execute entirely on the user's computing device, partially on the user's computing device, as a standalone software package, partially on the user's computing device and partially on a remote computing device, or entirely on a remote computing device or server. In cases involving remote computing devices, the remote computing devices can be connected to the user's computing device via any type of network, including a local area network (LAN) or a wide area network (WAN), or can be connected to an external computing device (e.g., via the Internet using an Internet service provider).
[0151] Exemplary embodiments of this disclosure also provide an electronic device capable of implementing the above-described game interaction control method. Referring below... Figure 9 To describe an electronic device 900 according to such an exemplary embodiment of the present disclosure. Figure 9The electronic device 900 shown is merely an example and should not impose any limitation on the functionality and scope of use of the embodiments disclosed herein.
[0152] like Figure 9 As shown, the electronic device 900 can be represented as a general-purpose computing device. The components of the electronic device 900 may include, but are not limited to: at least one processing unit 910, at least one storage unit 920, a bus 930 connecting different system components (including the storage unit 920 and the processing unit 910), and a display unit 940.
[0153] The storage unit 920 stores program code, which can be executed by the processing unit 910, causing the processing unit 910 to perform the steps described in the "Exemplary Methods" section above according to various exemplary embodiments of this disclosure.
[0154] Specifically, electronic device 900 can perform the following steps:
[0155] When the first user is in the return state, the return interaction prop is attached to the first virtual model controlled by the first user. The first user is the user who logs into the game on the terminal device.
[0156] In response to the reflow interactive item control operation performed in the game interface, the first virtual model is controlled to perform game behaviors that match the reflow interactive item control operation.
[0157] In an alternative implementation, based on the above scheme, the following steps can also be performed: in response to the first user's game login operation on the terminal device, determine whether the first user is in a return state.
[0158] In an optional implementation, based on the above scheme, the determination of whether the first user is in a return state can be achieved by the following steps: determining whether the time interval between the first user's current login and the previous login is greater than a first preset time threshold; if the time interval between the first user's current login and the previous login is greater than the first preset time threshold, then the first user is in a return state.
[0159] In an alternative implementation, based on the above scheme, the following steps can also be performed: in response to the touch operation of the friend viewing control in the game interface, display the friend status information corresponding to the first user, including friend return status information.
[0160] In an optional implementation, based on the above scheme, the above-mentioned display of the friend status information corresponding to the first user can be achieved through the following steps: determining whether the friend user corresponding to the first user is in a return state; if the friend user corresponding to the first user is in a return state, then displaying a return user identifier for the friend user corresponding to the first user.
[0161] In an alternative implementation, based on the above scheme, the following steps can also be performed: when a return interaction prop is attached to the first virtual model, in response to a touch operation on the first virtual model, the first virtual model is controlled to discard the attached return interaction prop into the game scene.
[0162] In an optional implementation, based on the above scheme, the control of the first virtual model to discard the attached return interaction props into the game scene can be achieved through the following steps: controlling the first virtual model to discard the attached return interaction props into the game scene while in a shaking state.
[0163] In an optional implementation, based on the above scheme, the control of the first virtual model to perform game behavior matching the control operation of the return interaction prop in response to the return interaction prop control operation can be achieved through the following steps: when the return interaction prop is attached to the first virtual model, an prop removal control is displayed in the game interface; if the return interaction prop attached to the first virtual model is not in the hand of the first virtual model, in response to the touch operation of the prop removal control, the first virtual model is controlled to attach the attached return interaction prop to the hand of the first virtual model.
[0164] In an optional implementation, based on the above scheme, the following steps may also be performed: in response to the touch operation of the prop picking control, determine whether there is a second virtual model within the interactive range of the first virtual model; if there is no second virtual model within the interactive range of the first virtual model, switch the prop picking control to the prop dropping control; if there is a second virtual model within the interactive range of the first virtual model, switch the prop picking control to the prop transfer control.
[0165] In an alternative implementation, based on the above scheme, the following steps can also be performed: in response to a touch operation of the prop discarding control, the first virtual model is controlled to discard the return interactive prop hanging on the hand into the game scene.
[0166] In an alternative implementation, based on the above scheme, the following steps may also be performed: in response to the time when the return interactive item is discarded into the game scene meets a second preset time threshold, the return interactive item is cleared from the game scene.
[0167] In an optional implementation, based on the above scheme, if a second virtual model exists within the interactive range of the first virtual model, the prop-picking control is switched to a prop-transfer control. This can be achieved through the following steps: If a second virtual model exists within the interactive range of the first virtual model, determine whether the number of currently attached return interaction props on the second virtual model exceeds a preset quantity threshold, and whether the second virtual model is the original model; if the number of currently attached return interaction props on the second virtual model does not exceed the preset quantity threshold, and the second virtual model is the original model, then the prop-picking control is switched to a prop-transfer control.
[0168] In an alternative implementation, based on the above scheme, the following steps can also be performed: in response to the touch operation of the prop transfer control, the first virtual model is controlled to attach the return interactive prop attached to the hand to the second virtual model.
[0169] In an optional implementation, based on the above scheme, the control of the first virtual model to perform game behavior matching the control operation of the return interactive prop in response to the return interactive prop control operation can be achieved through the following steps: if a second virtual model exists within the interactive range of the first virtual model, an item transfer control is displayed on the game interface; in response to the touch operation of the item transfer control, the first virtual model is controlled to attach the return interactive prop to the second virtual model; if a second virtual model does not exist within the interactive range of the first virtual model, an item discard control is displayed on the game interface; in response to the touch operation of the item discard control, the first virtual model is controlled to discard the return interactive prop into the game scene.
[0170] In an optional implementation, based on the above scheme, if a second virtual model exists within the interactive range of the first virtual model, displaying an item transfer control on the game interface can be achieved through the following steps: If a second virtual model exists within the interactive range of the first virtual model, determine whether the number of currently attached return interaction items on the second virtual model exceeds a preset quantity threshold, and whether the second virtual model is the original model; if the number of currently attached return interaction items on the second virtual model does not exceed the preset quantity threshold, and the second virtual model is the original model, then display an item transfer control on the game interface.
[0171] In an optional implementation, based on the above scheme, the control of the first virtual model to attach the return interaction prop to the second virtual model can be achieved through the following steps: if the return interaction prop attached to the first virtual model is not on the hand of the first virtual model, control the first virtual model to attach the attached return interaction prop to the hand of the first virtual model; control the first virtual model to attach the return interaction prop attached to the hand to the second virtual model.
[0172] In an optional implementation, based on the above scheme, the control of the first virtual model to discard the return interaction prop into the game scene can be achieved through the following steps: if the return interaction prop attached to the first virtual model is not on the hand of the first virtual model, the control of the first virtual model to attach the attached return interaction prop to the hand of the first virtual model can be achieved; the control of the first virtual model to discard the return interaction prop attached to the hand into the game scene.
[0173] In an optional implementation, based on the above scheme, if there are multiple second virtual models within the interactive range of the first virtual model, controlling the first virtual model to attach the hand-attached interactive prop to the second virtual model can be achieved through the following steps: determining the target virtual model from the multiple second virtual models located within the interactive range of the first virtual model; controlling the first virtual model to attach the hand-attached interactive prop to the target virtual model.
[0174] In an optional implementation, based on the above scheme, the determination of the target virtual model from multiple second virtual models located within the interactive range of the first virtual model can be achieved by the following steps: determining the target virtual model from multiple second virtual models located within the interactive range of the first virtual model according to the orientation of the first virtual model and / or the distance between the first virtual model and each of the second virtual models.
[0175] In an optional implementation, based on the above scheme, before controlling the first virtual model to attach the hand-attached interactive prop to the second virtual model, the following steps can also be performed: controlling the first virtual model to navigate to the second virtual model until the distance between the second virtual model and the first virtual model is less than a preset distance threshold.
[0176] In an optional implementation, based on the above scheme, the following steps may also be performed: in response to the presence of a return-to-interaction prop in the game scene within the interactive range of the first virtual model, an prop pickup control is displayed on the game interface; in response to the triggering operation of the prop pickup control, the first virtual model is controlled to attach the return-to-interaction prop in the game scene within the interactive range of the first virtual model.
[0177] The aforementioned game interaction control process adopts an interaction method based on scene interaction, which can improve the intuitiveness of interactive behavior to a certain extent and further enhance the fun of the game. By attaching return interaction props to returning users, returning users are guided to perform richer interactive operations, which enhances the social characteristics of returning users. This allows other users in the same game scene to see the user's return status and interact with them, thereby increasing the attention paid to the interaction of returning users to a certain extent.
[0178] Storage unit 920 may include readable media in the form of volatile storage units, such as random access memory (RAM) 921 and / or cache memory 922, and may further include read-only memory (ROM) 923.
[0179] The storage unit 920 may also include a program / utility 924 having a set (at least one) of program modules 925, including but not limited to: an operating system, one or more application programs, other program modules, and program data, each or some combination of these examples may include an implementation of a network environment.
[0180] Bus 930 can represent one or more of several types of bus structures, including a memory cell bus or memory cell controller, a peripheral bus, a graphics acceleration port, a processing unit, or a local bus using any of the various bus structures.
[0181] Electronic device 900 can also communicate with one or more external devices 1000 (e.g., keyboard, pointing device, Bluetooth device, etc.), and with one or more devices that enable a user to interact with the electronic device 900, and / or with any device that enables the electronic device 900 to communicate with one or more other computing devices (e.g., router, modem, etc.). This communication can be performed through input / output (I / O) interface 950. Furthermore, electronic device 900 can also communicate with one or more networks (e.g., local area network (LAN), wide area network (WAN), and / or public networks, such as the Internet) via network adapter 960. Figure 9 As shown, network adapter 960 communicates with other modules of electronic device 900 via bus 930. It should be understood that, although... Figure 9 As not shown, other hardware and / or software modules may be used in conjunction with electronic device 900, including but not limited to: microcode, device drivers, redundant processing units, external disk drive arrays, RAID (Redundant Arrays of Independent Disks) systems, tape drives, and data backup storage systems.
[0182] From the above description of the embodiments, those skilled in the art will readily understand that the exemplary embodiments described herein can be implemented by software or by combining software with necessary hardware. Therefore, the technical solutions according to the embodiments of this disclosure can be embodied in the form of a software product, which can be stored in a non-volatile storage medium (such as a CD-ROM, USB flash drive, external hard drive, etc.) or on a network, including several instructions to cause a computing device (such as a personal computer, server, terminal device, or network device, etc.) to execute the method according to the exemplary embodiments of this disclosure.
[0183] Furthermore, the above figures are merely illustrative representations of the processes included in the methods according to exemplary embodiments of this disclosure, and are not intended to be limiting. It is readily understood that the processes shown in the above figures do not indicate or limit the temporal order of these processes. Additionally, it is readily understood that these processes may be executed synchronously or asynchronously, for example, in multiple modules.
[0184] It should be noted that although several modules or units for the device used to perform actions have been mentioned in the detailed description above, this division is not mandatory. In fact, according to exemplary embodiments of this disclosure, the features and functions of two or more modules or units described above can be embodied in one module or unit. Conversely, the features and functions of one module or unit described above can be further divided and embodied by multiple modules or units.
[0185] Other embodiments of this disclosure will readily occur to those skilled in the art upon consideration of the specification and practice of the invention disclosed herein. This application is intended to cover any variations, uses, or adaptations of this disclosure that follow the general principles of this disclosure and include common knowledge or customary techniques in the art not disclosed herein. The specification and embodiments are to be considered exemplary only, and the true scope and spirit of this disclosure are indicated by the claims.
[0186] It should be understood that this disclosure is not limited to the precise structures described above and shown in the accompanying drawings, and various modifications and changes can be made without departing from its scope. The scope of this disclosure is limited only by the appended claims.
Claims
1. A game interaction control method, characterized in that, The method of providing a game interface via a terminal device includes: When the first user is in a return state, a return interaction item is attached to the first virtual model controlled by the first user. The first user is the user who logs into the game on the terminal device. In response to the return interaction item control operation executed in the game interface, the first virtual model is controlled to perform game behavior that matches the return interaction item control operation; The step of responding to the return-to-interaction item control operation executed in the game interface, and controlling the first virtual model to perform game behaviors matching the return-to-interaction item control operation, includes: If a second virtual model exists within the interactive range of the first virtual model, an item transfer control is displayed on the game interface; In response to a touch operation of the prop transfer control, the first virtual model is controlled to attach the return interaction prop to the second virtual model; If there is no second virtual model within the interactive range of the first virtual model, an item discard control is displayed on the game interface; In response to a touch operation of the item discard control, the first virtual model is controlled to discard the return interactive item into the game scene.
2. The method according to claim 1, characterized in that, The method further includes: In response to the first user's game login operation on the terminal device, it is determined whether the first user is in a return state.
3. The method according to claim 2, characterized in that, The step of determining whether the first user is in a return flow state includes: Determine whether the time interval between the first user's current login and the previous login is greater than a first preset time threshold; If the time interval between the first user's current login and the previous login is greater than a first preset time threshold, then the first user is in a return state.
4. The method according to claim 1, characterized in that, The method further includes: In response to a touch operation of the friend viewing control in the game interface, the friend status information corresponding to the first user is displayed, including friend return status information.
5. The method according to claim 4, characterized in that, The step of displaying the friend status information corresponding to the first user includes: Determine whether the friend user corresponding to the first user is in a return flow state; If the friend user corresponding to the first user is in a returning state, then display the returning user identifier for the friend user corresponding to the first user.
6. The method according to claim 1, characterized in that, The method further includes: When a return-to-interaction prop is attached to the first virtual model, in response to a touch operation on the first virtual model, the first virtual model is controlled to discard the attached return-to-interaction prop into the game scene.
7. The method according to claim 6, characterized in that, The control of the first virtual model to discard the attached return interaction props into the game scene includes: Control the first virtual model to discard the attached return interaction props into the game scene while it is shaking.
8. The method according to claim 1, characterized in that, The response to the return-to-interaction item control operation executed in the game interface, controlling the first virtual model to perform game behaviors matching the return-to-interaction item control operation, includes: When a return-to-interaction item is attached to the first virtual model, an item removal control is displayed on the game interface. If the interactive prop attached to the first virtual model is not in the hand of the first virtual model, in response to the touch operation of the prop detachment control, the first virtual model is controlled to attach the interactive prop to the hand of the first virtual model.
9. The method according to claim 8, characterized in that, The method further includes: In response to the touch operation of the prop retrieval control, determine whether there is a second virtual model within the interactive range of the first virtual model; If there is no second virtual model within the interactive range of the first virtual model, then the prop picking control is switched to the prop dropping control; If a second virtual model exists within the interactive range of the first virtual model, then the item picking control is switched to an item transfer control.
10. The method according to claim 9, characterized in that, The method further includes: In response to a touch operation of the item discarding control, the first virtual model is controlled to discard the interactive return item hanging on its hand into the game scene.
11. The method according to claim 10, characterized in that, The method further includes: If the time it takes for the returned interactive item to be discarded into the game scene meets a second preset time threshold, then the returned interactive item is removed from the game scene.
12. The method according to claim 9, characterized in that, If a second virtual model exists within the interactive range of the first virtual model, the item retrieval control is switched to an item transfer control, including: If a second virtual model exists within the interactive range of the first virtual model, determine whether the number of return interaction props currently attached to the second virtual model exceeds a preset threshold, and whether the second virtual model is the original model. If the number of interactive return items currently attached to the second virtual model does not exceed a preset threshold, and the second virtual model is the original model, then the item retrieval control will be switched to the item transfer control.
13. The method according to claim 9, characterized in that, The method further includes: In response to a touch operation of the prop transfer control, the first virtual model is controlled to attach the return interaction prop attached to the hand to the second virtual model.
14. The method according to claim 1, characterized in that, If a second virtual model exists within the interactive range of the first virtual model, an item transfer control is displayed on the game interface, including: If a second virtual model exists within the interactive range of the first virtual model, determine whether the number of return interaction props currently attached to the second virtual model exceeds a preset threshold, and whether the second virtual model is the original model. If the number of return interaction items currently attached to the second virtual model does not exceed a preset threshold, and the second virtual model is the original model, then an item transfer control will be displayed on the game interface.
15. The method according to claim 1, characterized in that, The control of the first virtual model to attach the return interaction prop to the second virtual model includes: If the interactive prop attached to the first virtual model is not in the hand of the first virtual model, control the first virtual model to attach the interactive prop to the hand of the first virtual model. Control the first virtual model to attach the interactive props attached to the hand to the second virtual model.
16. The method according to claim 1, characterized in that, The control of the first virtual model to discard the return interaction prop into the game scene includes: If the interactive prop attached to the first virtual model is not in the hand of the first virtual model, the first virtual model can be controlled to attach the interactive prop to the hand of the first virtual model. Control the first virtual model to drop the interactive props hanging on its hand into the game scene.
17. The method according to claim 13 or 15, characterized in that, If multiple second virtual models exist within the interactive range of the first virtual model, controlling the first virtual model to attach the hand-attached interactive prop to the second virtual model includes: The target virtual model is determined from a plurality of second virtual models located within the interactive range of the first virtual model; Control the first virtual model to attach the interactive props with the hand attached to the target virtual model.
18. The method according to claim 17, characterized in that, The step of determining the target virtual model from a plurality of second virtual models located within the interactive range of the first virtual model includes: A target virtual model is determined from a plurality of second virtual models located within the interactive range of the first virtual model, based on the orientation of the first virtual model and / or the distance between the first virtual model and each of the second virtual models.
19. The method according to claim 13 or 15, characterized in that, Before controlling the first virtual model to attach the interactive prop with the hand attached to the second virtual model, the method further includes: The first virtual model is controlled to find its way to the second virtual model until the distance between the second virtual model and the first virtual model is less than a preset distance threshold.
20. The method according to claim 1, characterized in that, The method further includes: In response to the presence of interactive props in the game scene that are within the interactive range of the first virtual model, an prop pickup control is displayed on the game interface; In response to the triggering operation of the item pickup control, the first virtual model is controlled to attach a return interactive item located within the interactive range of the first virtual model in the game scene.
21. A game interaction control device, characterized in that, The device provides a game interface via a terminal device, comprising: The prop-attaching module is used to attach return interaction props to the first virtual model controlled by the first user when the first user is in the return state. The first user is the user who logs into the game on the terminal device. The prop interaction module is used to respond to the return interaction prop control operation executed in the game interface and control the first virtual model to perform game behavior that matches the return interaction prop control operation; The prop interaction module is configured as follows: If a second virtual model exists within the interactive range of the first virtual model, an item transfer control is displayed on the game interface; In response to a touch operation of the prop transfer control, the first virtual model is controlled to attach the return interaction prop to the second virtual model; If there is no second virtual model within the interactive range of the first virtual model, an item discard control is displayed on the game interface; In response to a touch operation of the item discard control, the first virtual model is controlled to discard the return interactive item into the game scene.
22. A computer-readable storage medium having a computer program stored thereon, characterized in that, When the computer program is executed by a processor, it implements the method according to any one of claims 1 to 20.
23. An electronic device, characterized in that, include: One or more processors; A storage device for storing one or more programs, which, when executed by one or more processors, cause the one or more processors to implement the method as described in any one of claims 1 to 20.
Citation Information
Patent Citations
Film and television artificial intelligence based on SLAM
CN106210450A
Human readable mechanism for communicating binary data
US9606983B1