Interaction method, device, computer device and storage medium in game

CN117753001BActive Publication Date: 2026-11-03NETEASE (HANGZHOU) NETWORK CO LTD
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Patent Information

Application Number
CN202410037172.X
Authority / Receiving Office
CN · China
Patent Type
Patents(China)
Current Assignee / Owner
Filing Date
2024-01-10
Publication Date
2026-11-03
Estimated Expiration
2044-01-10

AI Technical Summary

Technical Problem

In existing virtual ball games, the interaction methods for players controlling virtual players to shoot penalty kicks are monotonous, resulting in a dull and unrealistic gaming experience that negatively impacts player engagement.

Method used

When a target interaction event occurs, the game guides players to adjust the landing point and force of the virtual ball by displaying landing point indicators and landing point offset indicators, thereby enriching the gameplay and enhancing the variety of interaction methods.

Benefits of technology

The use of landing point indicators and offset markers enhances the game's replayability and immersion, thus improving the overall gaming experience.

✦ Generated by Eureka AI based on patent content.

Smart Images

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Patent Text Reader

Abstract

The application discloses a game interaction method and device, a computer device and a storage medium. The method comprises the following steps: displaying a first game scene, a displacement control and an interaction control on a graphical user interface; in response to a first trigger operation on the displacement control, controlling a target virtual object to perform a displacement behavior in the first game scene, and displaying a landing point indication mark on the graphical user interface; in response to a second trigger operation on the interaction control, displaying a landing point offset mark on the graphical user interface according to the second trigger operation; and in response to the end of the second trigger operation, controlling the target virtual object to perform a target interaction behavior on a first interaction object. In the embodiment of the application, a player can adjust the direction and intensity of an interaction object according to the landing point indication mark and the landing point offset mark, which enriches the game play, greatly improves the game content endurance, and effectively improves the richness of the game interaction mode, improves the game experience, and improves the game immersion of the player during the game.
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Description

Technical Field

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

[0002] To satisfy people's pursuit of spiritual enrichment, entertainment games playable on mobile devices have emerged. These include role-playing games, competitive games, shooting games, and massively multiplayer online role-playing games (MMORPGs) developed using client-server architecture. In these games, players control virtual characters on the screen, performing actions such as walking, running, jumping, picking up items, and fighting from either a first-person or third-person perspective. This immersive experience greatly enhances the game's visual impact and sense of realism. For example, players can control virtual characters to engage in matches against other players' virtual characters or non-player characters (NPCs).

[0003] Currently, in virtual ball games, the virtual stadium contains multiple virtual players. Players can control their chosen virtual player to take penalty kicks, thus interacting with other virtual players. However, in existing games, when players control their virtual players to take penalty kicks, the ball usually flies out immediately after a simple touch input. The interaction between the player and the virtual ball during penalty kicks is relatively simple, and repeatedly performing the same penalty kick operation often becomes tedious and boring for players. This lack of realism results in a poor gaming experience. Summary of the Invention

[0004] This application provides an interactive method, device, computer equipment, and storage medium in a game. By displaying a landing point indicator when a target interactive event occurs, and when the player controls the target virtual object to adjust the virtual sphere, a landing point offset indicator can be used to indicate the impact of the player's adjustment operation on the landing point indicator of the virtual sphere. This guides the player to control the target virtual object to adjust the direction and force of the virtual sphere according to the landing point indicator and the landing point offset indicator, enriching the gameplay, significantly improving the replayability of the game content, effectively increasing the richness of the game interaction methods, enhancing the game experience, and improving the player's immersion in the game.

[0005] This application provides an interactive method in a game, which provides a graphical user interface through a terminal device. The method includes:

[0006] The graphical user interface displays a first game scene, a movement control, and an interaction control, wherein the first game scene includes a first interactive object and a target virtual object controlled by the terminal device;

[0007] In response to a first trigger operation applied to the displacement control, the target virtual object is controlled to perform displacement behavior in the first game scene, and a landing point indicator is displayed in the graphical user interface. The real-time display position of the landing point indicator is determined based on the real-time displacement behavior of the target virtual object, and is used to indicate the real-time landing point position of the first interactive object in the first game scene after the target virtual object performing the real-time displacement behavior has a target interaction behavior with the first interactive object.

[0008] In response to a second triggering operation applied to the interactive control, a landing point offset indicator is displayed on the graphical user interface according to the second triggering operation, wherein the landing point offset indicator is used to indicate the offset effect of the second triggering operation on the real-time landing point position of the first interactive object;

[0009] In response to the end of the second triggering operation, the target virtual object is controlled to perform the target interactive behavior on the first interactive object.

[0010] Accordingly, this application also provides an interactive device for games, which provides a graphical user interface through a terminal device. The interactive device for games includes:

[0011] The first display unit is used to display a first game scene, a displacement control, and an interactive control in the graphical user interface, wherein the first game scene includes a first interactive object and a target virtual object controlled by the terminal device;

[0012] A first control unit is configured to respond to a first trigger operation applied to the displacement control, control the target virtual object to perform displacement behavior in the first game scene, and display a landing point indicator in the graphical user interface, wherein the real-time display position of the landing point indicator is determined based on the real-time displacement behavior of the target virtual object, and is used to indicate the real-time landing point position of the first interactive object in the first game scene after the target virtual object performing the real-time displacement behavior has a target interaction behavior with the first interactive object;

[0013] The second display unit is configured to respond to a second trigger operation applied to the interactive control and display a landing point offset indicator on the graphical user interface according to the second trigger operation, wherein the landing point offset indicator is used to indicate the offset effect of the second trigger operation on the real-time landing point position of the first interactive object;

[0014] The second control unit is configured to, in response to the end of the second triggering operation, control the target virtual object to perform the target interactive behavior on the first interactive object.

[0015] Accordingly, this application also provides a computer device, including a processor, a memory, and a computer program stored in the memory and capable of running on the processor, wherein the computer program, when executed by the processor, implements any one of the steps of the interactive method in the game.

[0016] Accordingly, embodiments of this application also provide a computer-readable storage medium storing a computer program, wherein the computer program, when executed by a processor, implements any one of the steps of the interactive method in the game.

[0017] This application provides an interaction method, apparatus, computer device, and storage medium in a game. The method involves displaying a first game scene, a displacement control, and an interaction control in a graphical user interface (GUI). The first game scene includes a first interactive object and a target virtual object controlled by the terminal device. Then, in response to a first trigger operation applied to the displacement control, the target virtual object is controlled to perform a displacement behavior in the first game scene, and a landing point indicator is displayed in the GUI. The real-time display position of the landing point indicator is determined based on the real-time displacement behavior of the target virtual object, indicating the real-time landing point position of the first interactive object in the first game scene after the target virtual object performs the real-time displacement behavior and interacts with the first interactive object. Next, in response to a second trigger operation applied to the interaction control, a landing point offset indicator is displayed in the GUI according to the second trigger operation. The landing point offset indicator indicates the offset effect of the second trigger operation on the real-time landing point position of the first interactive object. Finally, in response to the end of the second trigger operation, the target virtual object is controlled to perform the target interaction behavior on the first interactive object. This application embodiment can display a landing point indicator when a target interaction event occurs. When the player controls the target virtual object to adjust the virtual sphere, a landing point offset indicator can be used to indicate the impact of the player's adjustment operation on the landing point indicator of the virtual sphere. This guides the player to control the target virtual object to adjust the direction and force of the virtual sphere according to the landing point indicator and the landing point offset indicator, enriching the gameplay, greatly improving the replayability of the game content, effectively increasing the richness of the game interaction methods, enhancing the game experience, and improving the player's immersion in the game. Attached Figure Description

[0018] To more clearly illustrate the technical solutions in the embodiments of this application, the accompanying drawings used in the description of the embodiments will be briefly introduced below. Obviously, the accompanying drawings described below are only some embodiments of this application. For those skilled in the art, other drawings can be obtained based on these drawings without creative effort.

[0019] Figure 1 This is a schematic diagram of a game interaction system provided in an embodiment of this application.

[0020] Figure 2 This is a flowchart illustrating an interaction method in a game provided in an embodiment of this application.

[0021] Figure 3 This is a schematic diagram of a game interaction method provided in an embodiment of this application.

[0022] Figure 4 This is another scenario diagram of the game interaction method provided in the embodiments of this application.

[0023] Figure 5 This is another scenario diagram of the game interaction method provided in the embodiments of this application.

[0024] Figure 6 This is another scenario diagram of the game interaction method provided in the embodiments of this application.

[0025] Figure 7a This is another scenario diagram of the game interaction method provided in the embodiments of this application.

[0026] Figure 7b This is another scenario diagram of the game interaction method provided in the embodiments of this application.

[0027] Figure 8 This is another scenario diagram of the game interaction method provided in the embodiments of this application.

[0028] Figure 9 This is another scenario diagram of the game interaction method provided in the embodiments of this application.

[0029] Figure 10 This is a schematic diagram of a game interaction device provided in an embodiment of this application.

[0030] Figure 11 This is a schematic diagram of the structure of the computer device provided in the embodiments of this application. Detailed Implementation

[0031] 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 only a part of the embodiments of this application, and not all of them. All other embodiments obtained by those skilled in the art based on the embodiments of this application without creative effort are within the scope of protection of this application.

[0032] This application provides an interactive method, apparatus, computer device, and storage medium for games. Specifically, the interactive method in the game according to this application can be executed by a computer device, which can be a terminal or a server. The terminal can be a smartphone, tablet, laptop, touch screen, game console, personal computer (PC), personal digital assistant (PDA), or other terminal device. The terminal can also include a client, which can be a game application client, a browser client carrying a game program, or an instant messaging client. The server can be an independent physical server, a server cluster or distributed system composed of multiple physical servers, or a cloud server that provides basic cloud computing services such as cloud services, cloud databases, cloud computing, cloud functions, cloud storage, network services, cloud communication, middleware services, domain name services, security services, CDN, and big data and artificial intelligence platforms.

[0033] For example, when the interactive methods in the game are running on a terminal, the terminal device stores the game application and uses it to display virtual scenes in the game. The terminal device is used to interact with the user through a graphical user interface (GUI), such as by downloading, installing, and running the game application. The terminal device can provide the GUI to the user in various ways, such as rendering it on the terminal device's display screen or presenting the GUI through holographic projection. For example, the terminal device may include a touch screen and a processor. The touch screen is used to present the GUI and receive user commands applied to the GUI, which includes game visuals. The processor is used to run the game, generate the GUI, respond to commands, and control the display of the GUI on the touch screen.

[0034] For example, when the interactive methods in a game run on a server, it can be considered cloud gaming. Cloud gaming refers to a gaming method based on cloud computing. In the cloud gaming operating mode, the game application and the game screen presentation are separate. The storage and execution of the interactive methods in the game are completed on the cloud gaming server. The game screen presentation is completed on the cloud gaming client. The cloud gaming client is mainly used for receiving and sending game data and presenting the game screen. For example, the cloud gaming client can be a display device with data transmission capabilities close to the user, such as a mobile terminal, television, computer, PDA, personal digital assistant, etc. However, the terminal device for processing game data is the cloud gaming server in the cloud. When playing the game, the user operates the cloud gaming client 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 cloud gaming client through the network, and finally, the cloud gaming client decodes and outputs the game screen.

[0035] Please see Figure 1 , Figure 1 This is a schematic diagram of a game interaction system provided in an embodiment of this application. The system may include at least one terminal, at least one server, at least one database, and a network. A user's terminal can connect to different game servers via the network. The terminal is any device with computing hardware capable of supporting and executing software products corresponding to the game. Furthermore, when the system includes multiple terminals, multiple servers, and multiple networks, different terminals can connect to each other through different networks and servers. The network can be a wireless network or a wired network, such as a wireless local area network (WLAN), local area network (LAN), cellular network, 2G network, 3G network, 4G network, 5G network, etc. Additionally, different terminals can also connect to other terminals or servers using their own Bluetooth networks or hotspot networks. For example, multiple users can connect online through different terminals via appropriate networks and synchronize with each other to support multiplayer games. Furthermore, the system may include multiple databases coupled to different servers, and can continuously store game environment-related information in the databases while different users are playing multiplayer games online.

[0036] This application provides an interaction method in a game, which can be executed by a terminal or a server. This application example illustrates the interaction method executed by a terminal in a game. The terminal may include a touchscreen display and a processor (of course, the terminal can also use peripherals such as a mouse or keyboard as input devices; this example only uses a touchscreen display). The touchscreen display is used to present a graphical user interface (GUI) and receive operation commands generated by the user interacting with the GUI. When the user operates the GUI through the touchscreen display, the GUI can control local content on the terminal in response to the received operation commands, or it can control content on a peer server in response to the received operation commands. For example, the operation commands generated by the user interacting with the GUI may include commands to launch a game application. The processor is configured to launch the game application after receiving the user's command to launch the game application. Furthermore, the processor is configured to render and draw the GUI associated with the game on the touchscreen display. The touchscreen display is a multi-touch sensitive screen capable of sensing touch or swipe operations performed simultaneously by multiple points on the screen. When the user performs touch operations on the GUI using their finger, the GUI, upon detecting the touch operation, controls different virtual objects in the game's GUI to perform actions corresponding to the touch operation. For example, the game can be any of the following: casual game, action game, role-playing game, strategy game, sports game, puzzle game, etc. The game can include a virtual scene drawn on a graphical user interface. Furthermore, the virtual scene can include one or more virtual objects, such as virtual characters, controlled by the user (or player). Additionally, the virtual scene can include one or more obstacles, such as railings, ditches, walls, etc., to restrict the movement of virtual objects, for example, restricting the movement of one or more objects to a specific area within the virtual scene. Optionally, the virtual scene can also include one or more elements, such as skills, scores, character health status, energy, etc., to provide assistance to the player, offer virtual services, increase scores related to player performance, etc. Furthermore, the graphical user interface can present one or more indicators to provide guidance information to the player. For example, the game can include virtual objects controlled by the player and one or more other virtual objects (such as enemy characters). In one embodiment, one or more other virtual objects are controlled by other players in the game. For example, one or more other virtual objects can be controlled by a computer, such as a robot using artificial intelligence (AI) algorithms, to achieve a human-computer interaction mode. For example, the virtual objects possess various skills or abilities that the player uses to achieve objectives. For example, a virtual object may possess one or more weapons, items, tools, etc., that can be used to eliminate other objects in the game. Such skills or abilities can be activated by the player using one of several preset touch operations on the terminal's touchscreen display.The processor can be configured to respond to operation commands generated by the user's touch operation to display the corresponding game screen.

[0037] It should be noted that, Figure 1 The illustrated scene diagram of the game's interactive system is merely an example. The game's interactive system and scene described in this application embodiment are intended to more clearly illustrate the technical solutions of this application embodiment and do not constitute a limitation on the technical solutions provided in this application embodiment. As those skilled in the art will know, with the emergence of new business scenarios, the technical solutions provided in this application embodiment are also applicable to similar technical problems.

[0038] To address the aforementioned issues, this application provides an interactive method, apparatus, computer device, and storage medium for games, which effectively enriches gameplay, significantly enhances game replayability, thereby increasing the richness of game interaction methods, improving the game experience, and enhancing player immersion. These will be described in detail below. It should be noted that the order of description of the following embodiments is not intended to limit the preferred order of embodiments.

[0039] This application provides an interaction method in a game, which can be executed by a terminal or a server. This application example illustrates the interaction method executed by a terminal. A graphical user interface (GUI) can be provided by the terminal device. The GUI displays at least a portion of the game scene, a first interactive object, a second interactive object, and a target virtual object located within the game scene. The first interactive object can be a virtual sphere, the second interactive object can be a virtual goal, and the target virtual object can be a virtual player currently controlled by the player on the terminal device. Part of the game scene is determined based on the visual perspective of the controlled virtual player, or part of the game scene is determined based on preset scene display rules for the current penalty kick stage. The GUI can also display some virtual objects, which are other virtual objects displayed in part of the game scene. These other virtual objects can be friendly virtual objects (e.g., friendly virtual players) belonging to the same faction as the controlled virtual player, or enemy virtual objects belonging to the opposing faction (e.g., virtual goalkeepers), or other ordinary virtual objects without faction affiliation, or non-player characters (NPCs).

[0040] In this embodiment, the game scene is a virtual environment displayed (or provided) by the application when it runs on the terminal. This virtual environment can be a simulation of the real world, a semi-simulated / semi-fictional three-dimensional environment, or a purely fictional three-dimensional environment. This virtual environment is used for virtual environment battles between at least two virtual objects, and it contains virtual resources available for use by at least two virtual objects. One or more virtual objects can be displayed in the game scene. The controlled virtual player mentioned in this application refers to a virtual object. A virtual object (or hero) refers to an active object in the virtual environment, and a virtual object refers to a virtual character controlled by a user or player through a terminal. In this embodiment, the controlled virtual player refers to the virtual object controlled by the current player through the terminal, i.e., the virtual object controlled by the player on this end. Friendly virtual objects can be virtual objects controlled by a player through a terminal device in the game. Friendly and hostile virtual objects can also refer to virtual objects controlled by other players through their terminals in the game, i.e., virtual objects controlled by other players on other ends; friendly and hostile virtual objects can also refer to virtual objects controlled by computer devices (e.g., AI).

[0041] Please see Figure 2 , Figure 2 This is a flowchart illustrating a game interaction method provided in an embodiment of this application. The specific flow of the game interaction method can be summarized in steps 101 to 104 as follows:

[0042] 101, The graphical user interface displays a first game scene, a displacement control, and an interaction control, wherein the first game scene includes a first interactive object and a target virtual object controlled by the terminal device.

[0043] Specifically, the graphical user interface can display a first game scene, a movement control, and an interaction control. The first game scene includes a first interactive object and a target virtual object controlled by the terminal device. The first game scene can be a game scene preset for the penalty kick stage, the first interactive object can be a virtual ball, and the target virtual object can be a controlled virtual player that the player is currently controlling through the terminal device.

[0044] In one embodiment, before the step "the graphical user interface displays the first game scene, movement controls, and interaction controls", the method further includes:

[0045] The graphical user interface displays a second game scene, which includes multiple game factions and the first interactive object. Each game faction includes multiple virtual characters, and the virtual characters of the multiple game factions compete for control of the first interactive object in the second game scene.

[0046] For example, embodiments of this application can display a second game scene in the graphical user interface. The second game scene includes multiple game factions and the first interactive object. The first interactive object can be a virtual sphere. The multiple game factions can include a first game faction and a second game faction. Each game faction includes multiple virtual players. Multiple first virtual players from the first game faction and multiple second virtual players from the second game faction compete for control of the virtual sphere in the second game scene. The second game scene can be a virtual football field, including a first virtual goal corresponding to the first game faction and a second virtual goal corresponding to the second game faction. When a first virtual player from the first game faction kicks the virtual sphere into the second virtual goal, the first game faction scores a point; when a second virtual player from the second game faction kicks the virtual sphere into the first virtual goal, the second game faction scores a point, and so on, until the end of the game. Based on the scores of the two game factions, the game faction with the higher score is determined to be the winner.

[0047] Furthermore, the first game scene can be a partial virtual football field, specifically including a target virtual object, a virtual ball, and a virtual goal corresponding to a game faction different from the target virtual object. For example, when the target virtual object is the first virtual player of the first game faction, the first game scene can be a partial virtual field including a second virtual goal, and a second virtual goalkeeper located in front of the second virtual goal and within the second game faction. As another example, when the target virtual object is the second virtual player of the second game faction, the first game scene can be a partial virtual field including a first virtual goal, and a first virtual goalkeeper located in front of the first virtual goal and within the first game faction.

[0048] In one specific embodiment, during the game battle, the number of players in the first and second game factions competing in the virtual arena can be 11. The first and second game factions can be controlled by different players. Each player can control any one or more of the 11 virtual objects in their game faction. Players can switch between the currently controlled virtual objects at will during the game battle. One of the first and second game factions can also be controlled by a computer device (AI).

[0049] In one embodiment, the method for step "displaying the first game scene, movement controls, and interaction controls on the graphical user interface" may include:

[0050] In response to a target interaction event, the second game scene displayed in the graphical user interface is switched to the first game scene, and displacement controls and interaction controls are displayed in the graphical user interface.

[0051] The target interaction event can be a first target interaction event and a second target interaction event. The first target interaction event is when at least two game factions cannot determine a winner during the normal game duration, that is, when the game factions are tied, a penalty kick event is triggered. Alternatively, the second target interaction event can be a designated foul committed by a virtual object in a certain game faction, triggering a penalty kick event.

[0052] For example, the actual scenario for the first target interaction event can be: when the match between the first game team and the second game team reaches the normal match time of 90 minutes, and the score between the first game team and the second game team is 2:2, then it can be determined that the first game team and the second game team are tied, and the penalty kick event is triggered.

[0053] For example, the actual scenario for the second target interaction event could be: during the normal 90-minute match between the first and second game factions, if the second virtual player of the second game faction commits a designated foul (e.g., a foul in the penalty area), a penalty kick event is triggered.

[0054] In this context, a penalty kick refers to a virtual player from one game faction shooting a virtual ball at the virtual goal of the opposing game faction from within the territory of the opposing game faction.

[0055] In one embodiment, the game perspective corresponding to the first game scene is different from the game perspective corresponding to the second game scene.

[0056] Specifically, the game perspective corresponding to the first game scene is a 2.5D top-down view, and the game perspective corresponding to the second game scene is a first-person view or a third-person view.

[0057] In one embodiment, the first game scene is a game scene where a target virtual object in a first or second game team performs a penalty kick. To allow players to focus on the penalty kick and highlight the penalty kick phase, the game perspective corresponding to the first game scene is typically a 2.5D top-down view. The first game scene is typically a game scene with a partial virtual stadium, and it usually displays the target virtual object, a virtual ball, and a virtual goal and virtual goalkeeper that are not in the same game team as the target virtual object. The 2.5D top-down view can be a game perspective viewed from a fixed angle by a virtual camera. From this perspective, the virtual object can move along the x, y, and z axes, thus mimicking a 3D game environment.

[0058] In another embodiment, the second game scene is a game scene in which virtual objects in the first game faction and virtual objects in the second game faction engage in normal game combat. In order to enable players to perform global operations in the virtual stadium, the game perspective corresponding to the second game scene is a first-person perspective or a third-person perspective. Players can switch the game perspective to a first-person perspective or a third-person perspective according to their own game needs. The second game scene is usually a game scene that displays the entire virtual stadium. The second game scene can usually display all virtual objects, virtual balls, and virtual goals corresponding to all game factions participating in the battle in the virtual stadium.

[0059] For example, please see Figure 3 The computer device displays a graphical user interface on the screen. The content displayed by the graphical user interface includes at least a first game scene, a virtual sphere located in the first game scene, a virtual goal, a virtual goalkeeper of the second game team, and a target virtual object controlled by the terminal device. The target virtual object can be a virtual player in the first game team.

[0060] 102. In response to a first trigger operation applied to the displacement control, the target virtual object is controlled to perform displacement behavior in the first game scene, and a landing point indicator is displayed in the graphical user interface. The real-time display position of the landing point indicator is determined based on the real-time displacement behavior of the target virtual object, and is used to indicate the real-time landing point position of the first interactive object in the first game scene after the target virtual object performs the real-time displacement behavior and interacts with the first interactive object.

[0061] In one embodiment, the first game scene further includes a second interactive object used in conjunction with the first interactive object. Specifically, the method for the step "the response acts on the first trigger operation of the displacement control, controls the target virtual object to perform displacement behavior in the first game scene, and displays a landing point indicator in the graphical user interface" may include:

[0062] In response to a first trigger operation applied to the displacement control, the target virtual object is controlled to perform displacement behavior in the first game scene, and a landing point indicator is displayed at the second interactive object;

[0063] The real-time display position of the landing point indicator is determined based on the real-time displacement behavior of the target virtual object, and is used to indicate the real-time landing point position of the target virtual object at the second interactive object after the target interactive object performs the real-time displacement behavior and interacts with the first interactive object.

[0064] In this embodiment, the first interactive object can be a virtual sphere, and the second interactive object can be a virtual goal. Players can perform a first trigger operation on a displacement control through a graphical user interface. The computer device responds to the first trigger operation acting on the displacement control, controlling the target virtual object to perform displacement behavior in the first game scene and displaying a landing point indicator at the virtual goal. The real-time display position of the landing point indicator is determined based on the real-time displacement behavior of the target virtual object, and is used to indicate the real-time landing point position of the virtual sphere at the virtual goal after the target virtual object performs the real-time displacement behavior and interacts with the virtual sphere.

[0065] For example, please see Figure 4 The target virtual object is a virtual object of the first game faction. The first interactive object can be a virtual sphere, and the second interactive object can be a virtual goal of the second game faction, with a virtual goalkeeper in front of the second game faction's virtual goal. Players can perform a first trigger operation on the displacement control through the graphical user interface. The computer device responds to the first trigger operation on the displacement control, controlling the target virtual object to perform displacement behavior in the first game scene and displaying a landing point indicator at the virtual goal. This landing point indicator is a dashed circle; however, it can also be a solid circle or other shapes. The shape of the landing point indicator can be similar to, the same as, or different from the shape of the first interactive object. This is only an example; more examples are not elaborated here.

[0066] The landing point indicator is used to indicate the landing position of the virtual ball at the virtual goal, which is the landing position of the virtual ball when it enters the virtual goal.

[0067] Furthermore, to indicate the movement trend of the first interactive object in the game to the player, the step "the response acts on the first trigger operation of the displacement control, controls the target virtual object to perform displacement behavior in the first game scene, and displays a landing point indicator in the graphical user interface" can include:

[0068] In response to a first trigger operation applied to the displacement control, the target virtual object is controlled to perform displacement behavior in the first game scene, and a landing point indicator is displayed in the graphical user interface, and a motion trend indicator is displayed near the landing point indicator;

[0069] The real-time display position of the landing point indicator is determined based on the real-time displacement behavior of the target virtual object, and is used to indicate the real-time landing point position of the target virtual object performing the real-time displacement behavior after it has a target interaction behavior with the first interactive object, and the real-time landing point position of the first interactive object in the first game scene; the motion trend indicator is used to indicate the first motion direction and the first motion force of the real-time landing point position of the first interactive object.

[0070] For example, please see Figure 5 The target virtual object is a virtual object of the first game faction. The first interactive object can be a virtual sphere, and the second interactive object can be a virtual goal of the second game faction, which includes a virtual goalkeeper in front of the second game faction's virtual goal. Players can perform a first trigger operation on the displacement control through the graphical user interface. The computer device responds to the first trigger operation on the displacement control, controlling the target virtual object to perform displacement behavior in the first game scene, and displays a landing point indicator and a movement trend indicator near the landing point indicator in the graphical user interface. The landing point indicator is a dashed circle, and the movement trend indicator near the landing point indicator is a prompt indicator composed of multiple triangles of a first color. The direction pointed by the arrow formed by the triangles of the first color is the first movement direction, and the number of triangles of the first color represents the first movement force experienced by the virtual sphere.

[0071] 103. In response to a second trigger operation applied to the interactive control, a landing point offset indicator is displayed on the graphical user interface according to the second trigger operation, wherein the landing point offset indicator is used to indicate the offset effect of the second trigger operation on the real-time landing point position of the first interactive object.

[0072] In this embodiment of the application, the method of "the response acts on the second triggering operation of the interactive control, and displays a landing point offset indicator on the graphical user interface according to the second triggering operation" may include:

[0073] In response to a second trigger operation applied to the interactive control, a landing point offset indicator is displayed on the graphical user interface according to the second trigger operation, wherein the landing point offset indicator is used to indicate the second direction of movement and the second force of movement of the real-time landing point position offset of the first interactive object;

[0074] The motion trend indicator is updated according to the second trigger operation to display the updated motion trend indicator in the graphical user interface.

[0075] For example, please refer to the following: Figure 5 and Figure 6Players can perform a first trigger operation on the displacement control through the graphical user interface. The computer device responds to the first trigger operation on the displacement control, controlling the target virtual object to perform displacement behavior in the first game scene, and displays a landing point indicator and a motion trend indicator near the landing point indicator in the graphical user interface. Then, players can perform a second trigger operation on the interactive control through the graphical user interface. The computer device responds to the second trigger operation on the interactive control, and displays a landing point offset indicator in the graphical user interface according to the second trigger operation. The landing point offset indicator is used to indicate the second direction and second force of the real-time landing point offset of the first interactive object. Furthermore, the computer device updates the motion trend indicator according to the second trigger operation to display the updated motion trend indicator in the graphical user interface. Specifically, the motion trend indicator is a prompt indicator composed of four triangles of a first color, and the updated motion trend indicator is a prompt indicator composed of three triangles of the first color. The landing point offset indicator is a prompt indicator composed of triangles of a second color, and the direction pointed by the arrow formed by the second-colored triangles is the second direction of motion. The number of second-colored triangles represents the second force of motion experienced by the virtual sphere.

[0076] In this embodiment, a landing point offset indicator can be displayed on the graphical user interface according to the second trigger operation, and the motion trend indicator can be updated according to the second trigger operation to display the updated motion trend indicator on the graphical user interface. Specific embodiments are as follows:

[0077] For example, such as Figure 7a and Figure 7bAs shown, the player can perform a first trigger operation on the displacement control through the graphical user interface. The computer device responds to the first trigger operation on the displacement control, controlling the target virtual object to perform displacement behavior in the first game scene, and displays a landing point indicator and a motion trend indicator near the landing point indicator in the graphical user interface. The landing point indicator is a dashed circle, and the motion trend indicator near the landing point indicator is a prompt indicator composed of four triangles of a first color. The direction pointed by the arrow formed by the first-color triangles is the first motion direction, and the number of first-color triangles represents the first motion force experienced by the virtual sphere. Then, the computer device responds to a second trigger operation on the interactive control, displaying a landing point offset indicator in the graphical user interface according to the second trigger operation. At this time, the landing point offset indicator is a prompt indicator composed of one triangle of a second color. The direction pointed by the arrow formed by the second-color triangles is the second motion direction, and the number of second-color triangles represents the second motion force experienced by the virtual sphere. Furthermore, the computer device updates the motion trend indicator according to the second trigger operation to display the updated motion trend indicator in the graphical user interface. Specifically, the motion trend indicator, which used to consist of four triangles of the first color, has been updated to consist of three triangles of the first color to display the updated motion trend indicator.

[0078] For example, such as Figure 8As shown, the player can perform a first trigger operation on the displacement control through the graphical user interface. The computer device responds to the first trigger operation on the displacement control, controlling the target virtual object to perform displacement behavior in the first game scene, and displays a landing point indicator and a motion trend indicator near the landing point indicator in the graphical user interface. The landing point indicator is a dashed circle, and the motion trend indicator near the landing point indicator is a prompt indicator composed of four triangles of a first color. The direction pointed by the arrow formed by the first-color triangles is the first motion direction, and the number of first-color triangles represents the first motion force experienced by the virtual sphere. Then, the computer device responds to a second trigger operation on the interactive control, displaying a landing point offset indicator in the graphical user interface according to the second trigger operation. At this time, the landing point offset indicator is a prompt indicator composed of two triangles of a second color. The direction pointed by the arrow formed by the second-color triangles is the second motion direction, and the number of second-color triangles represents the second motion force experienced by the virtual sphere. Furthermore, the computer device updates the motion trend indicator according to the second trigger operation to display the updated motion trend indicator in the graphical user interface. Specifically, the motion trend indicator, which used to consist of four triangles of the first color, has been updated to consist of two triangles of the first color to display the updated motion trend indicator.

[0079] For example, such as Figure 9As shown, players can perform a first trigger operation on the displacement control through the graphical user interface. The computer device responds to the first trigger operation on the displacement control, controlling the target virtual object to perform displacement behavior in the first game scene, and displays a landing point indicator and a motion trend indicator near the landing point indicator in the graphical user interface. The landing point indicator is a dashed circle, and the motion trend indicator near the landing point indicator is a prompt indicator composed of four triangles of a first color. The direction pointed by the arrow formed by the first-colored triangles is the first motion direction, and the number of first-colored triangles represents the first motion force experienced by the virtual sphere. Then, the computer device responds to a second trigger operation on the interactive control, displaying a landing point offset indicator in the graphical user interface according to the second trigger operation. At this time, the landing point offset indicator is a prompt indicator composed of three triangles of a second color. The direction pointed by the arrow formed by the second-colored triangles is the second motion direction, and the number of second-colored triangles represents the second motion force experienced by the virtual sphere. Furthermore, the computer device updates the motion trend indicator according to the second trigger operation to display the updated motion trend indicator in the graphical user interface. Specifically, the motion trend indicator, which used to consist of four triangles of the first color, has been updated to consist of two triangles of the first color to display the updated motion trend indicator.

[0080] In this embodiment, an offset is also provided. The offset refers to the distance between the preset trajectory of the virtual ball and the actual force when the controlled virtual player shoots. This distance is a feedback value of information mapped from a virtual scene on the screen. Specifically, the larger the offset value, the greater the difference between the actual trajectory of the virtual ball and the initial trend; the smaller the offset value, the closer the virtual ball moves to the expected position under the relative force; when they are close to equal, the basic indicator displays a balanced state. The movement of the virtual ball involves factors such as gravity, which interfere with the ball's movement, thus restoring a realistic experience.

[0081] 104. In response to the end of the second triggering operation, control the target virtual object to perform the target interactive behavior on the first interactive object.

[0082] In this embodiment of the application, the step "responding to the end of the second triggering operation, controlling the target virtual object to perform the target interactive behavior on the first interactive object" may include:

[0083] In response to the end of the second triggering operation, based on the first movement direction, the second movement direction, the first movement force, and the second movement force, the target virtual object is controlled to perform the target interaction behavior on the first interaction object.

[0084] To indicate the player's remaining time to interact with the control, after the step "responding to the first trigger operation acting on the displacement control, controlling the target virtual object to perform displacement behavior in the first game scene, and displaying a landing point indicator in the graphical user interface", the method may include:

[0085] The graphical user interface displays a time indicator, which is used to indicate the remaining time for the player to perform a trigger operation on the interactive control.

[0086] The time indicator is updated in real time throughout the remaining time after the landing point indicator is displayed. The time indicator can be updated according to the current time. The time indicator can be a time indicator for ascending time, a time indicator for countdown, or a progress bar.

[0087] Based on the above description, the following example will further illustrate the game interaction method provided in this application. A specific embodiment of this game interaction method is described below:

[0088] (1) In this embodiment of the application, a second game scene can be displayed in the graphical user interface. The second game scene includes multiple game factions and the first interactive object. The first interactive object can be a virtual sphere, and the second interactive object can be a virtual goal. The multiple game factions can include a first game faction and a second game faction. Each game faction includes multiple virtual players. The multiple first virtual players of the first game faction and the multiple second virtual players of the second game faction can compete for control of the virtual sphere in the second game scene. The second game scene can be a virtual stadium, which includes a first virtual goal corresponding to the first game faction and a second virtual goal corresponding to the second game faction.

[0089] (2) In response to a penalty kick trigger event triggered by the target virtual object, the computer device switches the second game scene displayed in the graphical user interface to the first game scene, and displays displacement controls and interaction controls in the graphical user interface. At this time, the target virtual object is a virtual object in the first game team, and the first game scene is the game scene in which the target virtual object of the first game team performs a penalty kick operation. In order to make players focus on the penalty kick and highlight the penalty kick, the first game scene usually displays the target virtual object, the virtual ball, the virtual goal of the second game team, and the virtual goalkeeper.

[0090] (3) In this embodiment of the application, if the computer device does not detect any triggering operation on the displacement control and / or interactive control within a first specified time period after the penalty kick triggering event, then when the first specified time period is reached, the computer device automatically controls the target virtual object to perform the target interactive behavior on the virtual sphere based on a preset AI algorithm.

[0091] Based on the above description, the following example will further illustrate the game interaction method provided in this application. Another specific embodiment of this game interaction method is described below:

[0092] (1) In this embodiment of the application, a second game scene can be displayed in the graphical user interface. The second game scene includes multiple game factions and the first interactive object. The first interactive object can be a virtual sphere, and the second interactive object can be a virtual goal. The multiple game factions can include a first game faction and a second game faction. Each game faction includes multiple virtual players. The multiple first virtual players of the first game faction and the multiple second virtual players of the second game faction can compete for control of the virtual sphere in the second game scene. The second game scene can be a virtual stadium, which includes a first virtual goal corresponding to the first game faction and a second virtual goal corresponding to the second game faction.

[0093] (2) In response to a penalty kick trigger event triggered by the target virtual object, the computer device switches the second game scene displayed in the graphical user interface to the first game scene, and displays displacement controls and interaction controls in the graphical user interface. At this time, the target virtual object is a virtual object in the first game team, and the first game scene is the game scene in which the target virtual object of the first game team performs a penalty kick operation. In order to make players focus on the penalty kick and highlight the penalty kick, the first game scene usually displays the target virtual object, the virtual ball, the virtual goal of the second game team, and the virtual goalkeeper.

[0094] (3) In this embodiment, the player can perform a first trigger operation on the displacement control through a graphical user interface. The computer device responds to the first trigger operation acting on the displacement control, controls the target virtual object to perform displacement behavior in the first game scene, and displays a landing point indicator at the virtual goal of the second game camp. The real-time display position of the landing point indicator is determined based on the real-time displacement behavior of the target virtual object, and is used to indicate the real-time landing point position of the virtual ball at the virtual goal after the target virtual object performs the real-time displacement behavior and interacts with the virtual ball. The landing point indicator is a dashed circular indicator.

[0095] (4) If the computer device does not detect the second trigger operation for the interactive control within the second specified time period after the landing point indicator is displayed, then when the second specified time period is reached, the computer device automatically controls the target virtual object to perform the target interactive behavior on the virtual sphere based on the real-time displacement behavior of the target virtual object.

[0096] Based on the above description, the following example will further illustrate the game interaction method provided in this application. Another specific embodiment of this game interaction method is described below:

[0097] (1) In this embodiment of the application, a second game scene can be displayed in the graphical user interface. The second game scene includes multiple game factions and the first interactive object. The first interactive object can be a virtual sphere, and the second interactive object can be a virtual goal. The multiple game factions can include a first game faction and a second game faction. Each game faction includes multiple virtual players. The multiple first virtual players of the first game faction and the multiple second virtual players of the second game faction can compete for control of the virtual sphere in the second game scene. The second game scene can be a virtual stadium, which includes a first virtual goal corresponding to the first game faction and a second virtual goal corresponding to the second game faction.

[0098] (2) In response to a penalty kick trigger event triggered by the target virtual object, the computer device switches the second game scene displayed in the graphical user interface to the first game scene, and displays displacement controls and interaction controls in the graphical user interface. At this time, the target virtual object is a virtual object in the first game team, and the first game scene is the game scene in which the target virtual object of the first game team performs a penalty kick operation. In order to make players focus on the penalty kick and highlight the penalty kick, the first game scene usually displays the target virtual object, the virtual ball, the virtual goal of the second game team, and the virtual goalkeeper.

[0099] At this point, the penalty kick phase begins. During the penalty kick phase, players can perform a first trigger operation on the displacement control through the graphical user interface. The computer device responds to the first trigger operation on the displacement control, controlling the target virtual object to perform displacement behavior in the first game scene, and displays a landing point indicator at the virtual goal of the second game team. The real-time display position of the landing point indicator is determined based on the real-time displacement behavior of the target virtual object, indicating the real-time landing point of the virtual ball at the virtual goal after the target virtual object performs the real-time displacement behavior and interacts with the virtual ball. This landing point indicator is a dashed circle.

[0100] (4) When the penalty kick phase ends and the run-up phase begins, a motion trend indicator can be displayed near the landing point indicator on the graphical user interface. The landing point indicator is a dashed circle, and the motion trend indicator displayed near it is a prompt composed of multiple triangles of a first color. The direction pointed by the arrow formed by the triangles of the first color is the first motion direction, and the number of triangles of the first color represents the first motion force applied to the virtual ball.

[0101] Furthermore, players can perform a second trigger operation on the interactive controls through the graphical user interface. For example, players can perform a second trigger operation on the interactive controls (such as a virtual joystick). Specifically, they can determine the second movement direction by dragging the virtual joystick, or determine the second movement force by pressing the virtual joystick. Then, the computer device responds to the second trigger operation applied to the interactive controls and displays a landing point offset indicator on the graphical user interface according to the second trigger operation. The landing point offset indicator is used to indicate the second movement direction and the second movement force of the real-time landing point offset of the first interactive object. The computer device also updates the movement trend indicator according to the second trigger operation to display the updated movement trend indicator on the graphical user interface. Specifically, the movement trend indicator is a prompt indicator composed of four triangles of a first color, and the updated movement trend indicator is a prompt indicator composed of three triangles of the first color. The landing point offset indicator is a prompt indicator composed of one triangle of a second color, and the direction pointed by the arrow formed by the second-colored triangles is the second movement direction. The number of second-colored triangles represents the second movement force experienced by the virtual sphere.

[0102] Optionally, when the penalty kick phase ends and the run-up phase begins, a time indicator can be displayed on the graphical user interface to indicate the remaining time until the end of the run-up phase. The time indicator updates in real time throughout the run-up phase, based on the remaining time. This time indicator can be a forward-clocked time indicator, a countdown time indicator, or a progress bar.

[0103] (5) Upon the end of the second triggering operation, the computer device controls the target virtual object to perform the target interactive behavior on the virtual sphere. Specifically, the computer device determines the trajectory of the virtual sphere based on the landing position of the landing point indicator, the first movement direction and the first movement force associated with the movement trend indicator, and the second movement direction and the second movement force of the landing point offset indicator. Upon the end of the second triggering operation, the computer device controls the target virtual object to perform a penalty kick operation on the virtual sphere, thereby causing the virtual sphere to move according to the trajectory. Specifically, the first movement direction and the first movement force are adjusted according to the second movement direction and the second movement force to obtain the target movement direction and the target movement force. Based on the target movement direction and the target movement force, the computer device controls the target virtual object to perform a penalty kick operation on the virtual sphere, thereby controlling the virtual sphere to move.

[0104] In summary, this application provides an interaction method in a game. It involves displaying a first game scene, a displacement control, and an interaction control in a graphical user interface. The first game scene includes a first interactive object and a target virtual object controlled by the terminal device. Then, in response to a first trigger operation applied to the displacement control, the target virtual object is controlled to perform a displacement behavior in the first game scene, and a landing point indicator is displayed in the graphical user interface. The real-time display position of the landing point indicator is determined based on the real-time displacement behavior of the target virtual object, indicating the real-time landing point position of the first interactive object in the first game scene after the target virtual object performs the real-time displacement behavior and interacts with the first interactive object. Next, in response to a second trigger operation applied to the interaction control, a landing point offset indicator is displayed in the graphical user interface according to the second trigger operation. The landing point offset indicator indicates the offset effect of the second trigger operation on the real-time landing point position of the first interactive object. Finally, in response to the end of the second trigger operation, the target virtual object is controlled to perform the target interaction behavior on the first interactive object. This application embodiment can display a landing point indicator when a target interaction event occurs. When the player controls the target virtual object to adjust the virtual sphere, a landing point offset indicator can be used to indicate the impact of the player's adjustment operation on the landing point indicator of the virtual sphere. This guides the player to control the target virtual object to adjust the direction and force of the virtual sphere according to the landing point indicator and the landing point offset indicator, enriching the gameplay, greatly improving the replayability of the game content, effectively increasing the richness of the game interaction methods, enhancing the game experience, and improving the player's immersion in the game.

[0105] To facilitate better implementation of the game interaction method provided in the embodiments of this application, the embodiments of this application also provide a game interaction device based on the above-described game interaction method. The meanings of the terms used are the same as in the game interaction method described above, and specific implementation details can be found in the descriptions in the method embodiments.

[0106] Please see Figure 10 , Figure 10 This application provides a schematic diagram of the structure of an interactive device in a game, which includes:

[0107] The first display unit 201 is used to display a first game scene, a displacement control, and an interactive control in the graphical user interface, wherein the first game scene includes a first interactive object and a target virtual object controlled by the terminal device;

[0108] The first control unit 202 is configured to respond to a first trigger operation acting on the displacement control, control the target virtual object to perform displacement behavior in the first game scene, and display a landing point indicator on the graphical user interface, wherein the real-time display position of the landing point indicator is determined based on the real-time displacement behavior of the target virtual object, and is used to indicate the real-time landing point position of the first interactive object in the first game scene after the target virtual object performing the real-time displacement behavior has a target interaction behavior with the first interactive object;

[0109] The second display unit 203 is used to respond to a second trigger operation applied to the interactive control and display a landing point offset indicator on the graphical user interface according to the second trigger operation, wherein the landing point offset indicator is used to indicate the offset effect of the second trigger operation on the real-time landing point position of the first interactive object;

[0110] The second control unit 204 is configured to control the target virtual object to perform the target interactive behavior on the first interactive object in response to the end of the second triggering operation.

[0111] In some embodiments, the interactive device in the game includes:

[0112] The first control subunit is used to respond to a first trigger operation applied to the displacement control, control the target virtual object to perform displacement behavior in the first game scene, and display a landing point indicator at the second interactive object;

[0113] The real-time display position of the landing point indicator is determined based on the real-time displacement behavior of the target virtual object, and is used to indicate the real-time landing point position of the target virtual object at the second interactive object after the target interactive object performs the real-time displacement behavior and interacts with the first interactive object.

[0114] In some embodiments, the interactive device in the game includes:

[0115] A first display subunit is used to display a second game scene on the graphical user interface, wherein the second game scene includes multiple game factions and the first interactive object, each game faction includes multiple virtual characters, and the virtual characters of the multiple game factions compete for control of the first interactive object in the second game scene.

[0116] In some embodiments, the interactive device in the game includes:

[0117] The response subunit is used to switch the second game scene displayed on the graphical user interface to the first game scene in response to the target interaction event, and to display displacement controls and interaction controls on the graphical user interface.

[0118] In some embodiments, the interactive device in the game includes a setting subunit, which is used for:

[0119] The game perspective corresponding to the first game scene is different from that corresponding to the second game scene.

[0120] In some embodiments, the interactive device in the game includes a setting subunit, which is used for:

[0121] The first game scene corresponds to a 2.5D top-down view, while the second game scene corresponds to a first-person or third-person view.

[0122] In some embodiments, the interactive device in the game includes:

[0123] The second control subunit is used to respond to the first trigger operation acting on the displacement control, control the target virtual object to perform displacement behavior in the first game scene, and display a landing point indicator in the graphical user interface, and display a motion trend indicator near the landing point indicator;

[0124] The real-time display position of the landing point indicator is determined based on the real-time displacement behavior of the target virtual object, and is used to indicate the real-time landing point position of the target virtual object performing the real-time displacement behavior after it has a target interaction behavior with the first interactive object, and the real-time landing point position of the first interactive object in the first game scene; the motion trend indicator is used to indicate the first motion direction and the first motion force of the real-time landing point position of the first interactive object.

[0125] In some embodiments, the interactive device in the game includes:

[0126] The second display subunit is used to respond to a second trigger operation applied to the interactive control and to display a landing point offset indicator on the graphical user interface according to the second trigger operation. The landing point offset indicator is used to indicate the second movement direction and the second movement force of the real-time landing point position offset of the first interactive object.

[0127] An update subunit is configured to update the motion trend identifier according to the second trigger operation, so as to display the updated motion trend identifier in the graphical user interface.

[0128] In some embodiments, the interactive device in the game includes:

[0129] The third control subunit is used to control the target virtual object to perform the target interactive behavior on the first interactive object in response to the end of the second triggering operation, based on the first motion direction, the second motion direction, the first motion force, and the second motion force.

[0130] In some embodiments, the interactive device in the game includes:

[0131] The third display subunit is used to display a time indicator on the graphical user interface, wherein the time indicator is used to indicate the remaining time for the player to perform a trigger operation on the interactive control.

[0132] This application discloses an interactive device in a game. A first display unit 201 displays a first game scene, a displacement control, and an interactive control on a graphical user interface. The first game scene includes a first interactive object and a target virtual object controlled by the terminal device. A first control unit 202 responds to a first trigger operation applied to the displacement control, controlling the target virtual object to perform a displacement behavior in the first game scene and displaying a landing point indicator on the graphical user interface. The real-time display position of the landing point indicator is determined based on the real-time displacement behavior of the target virtual object, indicating the real-time landing point position of the first interactive object in the first game scene after the target virtual object performs the real-time displacement behavior and interacts with the first interactive object. A second display unit 203 responds to a second trigger operation applied to the interactive control, displaying a landing point offset indicator on the graphical user interface according to the second trigger operation. The landing point offset indicator indicates the offset effect of the second trigger operation on the real-time landing point position of the first interactive object. A second control unit 204 responds to the end of the second trigger operation, controlling the target virtual object to perform the target interactive behavior on the first interactive object. This application embodiment can display a landing point indicator when a target interaction event occurs. When the player controls the target virtual object to adjust the virtual sphere, a landing point offset indicator can be used to indicate the impact of the player's adjustment operation on the landing point indicator of the virtual sphere. This guides the player to control the target virtual object to adjust the direction and force of the virtual sphere according to the landing point indicator and the landing point offset indicator, enriching the gameplay, greatly improving the replayability of the game content, effectively increasing the richness of the game interaction methods, enhancing the game experience, and improving the player's immersion in the game.

[0133] Accordingly, this application also provides a computer device, which can be a terminal or a server. The terminal can be a smartphone, tablet computer, laptop computer, touch screen, game console, personal computer (PC), personal digital assistant (PDA), or other terminal device. Figure 11 As shown, Figure 11This is a schematic diagram of the structure of a computer device provided in an embodiment of this application. The computer device 300 includes a processor 301 with one or more processing cores, a memory 302 with one or more computer-readable storage media, and a computer program stored in the memory 302 and executable on the processor. The processor 301 and the memory 302 are electrically connected. Those skilled in the art will understand that the computer device structure shown in the figure does not constitute a limitation on the computer device, and may include more or fewer components than shown, or combine certain components, or have different component arrangements.

[0134] The processor 301 is the control center of the computer device 300. It connects various parts of the computer device 300 through various interfaces and lines. By running or loading software programs and / or modules stored in the memory 302, and calling data stored in the memory 302, it performs various functions of the computer device 300 and processes data, thereby monitoring the computer device 300 as a whole.

[0135] In this embodiment, the processor 301 in the computer device 300 loads the instructions corresponding to the processes of one or more applications into the memory 302 according to the following steps, and the processor 301 runs the applications stored in the memory 302 to achieve various functions:

[0136] The graphical user interface displays a first game scene, a movement control, and an interaction control, wherein the first game scene includes a first interactive object and a target virtual object controlled by the terminal device;

[0137] In response to a first trigger operation applied to the displacement control, the target virtual object is controlled to perform displacement behavior in the first game scene, and a landing point indicator is displayed in the graphical user interface. The real-time display position of the landing point indicator is determined based on the real-time displacement behavior of the target virtual object, and is used to indicate the real-time landing point position of the first interactive object in the first game scene after the target virtual object performing the real-time displacement behavior has a target interaction behavior with the first interactive object.

[0138] In response to a second triggering operation applied to the interactive control, a landing point offset indicator is displayed on the graphical user interface according to the second triggering operation, wherein the landing point offset indicator is used to indicate the offset effect of the second triggering operation on the real-time landing point position of the first interactive object;

[0139] In response to the end of the second triggering operation, the target virtual object is controlled to perform the target interactive behavior on the first interactive object.

[0140] In one embodiment, the first game scene further includes a second interactive object used in conjunction with the first interactive object;

[0141] The response acts on the first trigger operation of the displacement control, controlling the target virtual object to perform displacement behavior in the first game scene, and displaying a landing point indicator in the graphical user interface, including:

[0142] In response to a first trigger operation applied to the displacement control, the target virtual object is controlled to perform displacement behavior in the first game scene, and a landing point indicator is displayed at the second interactive object;

[0143] The real-time display position of the landing point indicator is determined based on the real-time displacement behavior of the target virtual object, and is used to indicate the real-time landing point position of the target virtual object at the second interactive object after the target interactive object performs the real-time displacement behavior and interacts with the first interactive object.

[0144] In one embodiment, before the graphical user interface displays the first game scene, the movement control, and the interaction control, the method further includes:

[0145] The graphical user interface displays a second game scene, which includes multiple game factions and the first interactive object. Each game faction includes multiple virtual characters, and the virtual characters of the multiple game factions compete for control of the first interactive object in the second game scene.

[0146] In one embodiment, displaying the first game scene, movement controls, and interaction controls in the graphical user interface includes:

[0147] In response to a target interaction event, the second game scene displayed in the graphical user interface is switched to the first game scene, and displacement controls and interaction controls are displayed in the graphical user interface.

[0148] In one embodiment, the game perspective corresponding to the first game scene is different from the game perspective corresponding to the second game scene.

[0149] In one embodiment, the game perspective corresponding to the first game scene is a 2.5D top-down view, and the game perspective corresponding to the second game scene is a first-person view or a third-person view.

[0150] In one embodiment, the response acts on a first trigger operation of the displacement control, controlling the target virtual object to perform displacement behavior in the first game scene, and displaying a landing point indicator in the graphical user interface, including:

[0151] In response to a first trigger operation applied to the displacement control, the target virtual object is controlled to perform displacement behavior in the first game scene, and a landing point indicator is displayed in the graphical user interface, and a motion trend indicator is displayed near the landing point indicator;

[0152] The real-time display position of the landing point indicator is determined based on the real-time displacement behavior of the target virtual object, and is used to indicate the real-time landing point position of the target virtual object performing the real-time displacement behavior after it has a target interaction behavior with the first interactive object, and the real-time landing point position of the first interactive object in the first game scene; the motion trend indicator is used to indicate the first motion direction and the first motion force of the real-time landing point position of the first interactive object.

[0153] In one embodiment, the response acts on a second trigger operation of the interactive control, and displays a landing point offset indicator on the graphical user interface according to the second trigger operation, including:

[0154] In response to a second trigger operation applied to the interactive control, a landing point offset indicator is displayed on the graphical user interface according to the second trigger operation, wherein the landing point offset indicator is used to indicate the second direction of movement and the second force of movement of the real-time landing point position offset of the first interactive object;

[0155] The motion trend indicator is updated according to the second trigger operation to display the updated motion trend indicator in the graphical user interface.

[0156] In one embodiment, the step of controlling the target virtual object to perform the target interactive behavior on the first interactive object in response to the end of the second triggering operation includes:

[0157] In response to the end of the second triggering operation, based on the first movement direction, the second movement direction, the first movement force, and the second movement force, the target virtual object is controlled to perform the target interaction behavior on the first interaction object.

[0158] In one embodiment, after responding to a first trigger operation acting on the displacement control, controlling the target virtual object to perform displacement behavior in the first game scene, and displaying a landing point indicator on the graphical user interface, the method further includes:

[0159] The graphical user interface displays a time indicator, which is used to indicate the remaining time for the player to perform a trigger operation on the interactive control.

[0160] For details on the implementation of each of the above operations, please refer to the previous examples, which will not be repeated here.

[0161] Optional, such as Figure 11 As shown, the computer device 300 also includes: a touch screen display 303, a radio frequency circuit 304, an audio circuit 305, an input unit 306, and a power supply 307. The processor 301 is electrically connected to the touch screen display 303, the radio frequency circuit 304, the audio circuit 305, the input unit 306, and the power supply 307. Those skilled in the art will understand that... Figure 11 The computer device structure shown does not constitute a limitation on the computer device and may include more or fewer components than shown, or combine certain components, or have different component arrangements.

[0162] The touch display screen 303 can be used to display a graphical user interface (GUI) and receive operation commands generated by the user interacting with the GUI. The touch display screen 303 may include a display panel and a touch panel. The display panel can be used to display information input by the user or information provided to the user, as well as various graphical user interfaces of the computer device. These graphical user interfaces can be composed of graphics, text, icons, video, and any combination thereof. Optionally, the display panel can be configured using a liquid crystal display (LCD), organic light-emitting diode (OLED), or other similar technologies. The touch panel can be used to collect touch operations performed by the user on or near it (such as operations performed by the user using a finger, stylus, or any suitable object or accessory on or near the touch panel), generate corresponding operation commands, and execute the corresponding program according to the operation commands. Optionally, the touch panel may include two parts: a touch detection device and a touch controller. The touch detection device detects the user's touch location and the signal generated by the touch operation, transmitting the signal to the touch controller. The touch controller receives touch information from the touch detection device, converts it into touch point coordinates, and sends it to the processor 301. It can also receive and execute commands from the processor 301. The touch panel can cover the display panel. When the touch panel detects a touch operation on or near it, it transmits the information to the processor 301 to determine the type of touch event. Subsequently, the processor 301 provides corresponding visual output on the display panel based on the type of touch event. In this embodiment, the touch panel and the display panel can be integrated into the touch display screen 303 to achieve input and output functions. However, in some embodiments, the touch panel and the touch display screen 303 can be implemented as two independent components to achieve input and output functions. That is, the touch display screen 303 can also be used as part of the input unit 306 to achieve input functions.

[0163] In this embodiment, a game application is executed by processor 301 to generate a graphical user interface (GUI) on touch display screen 303. The touch display screen 303 is used to present the GUI and receive user commands generated by the GUI.

[0164] The radio frequency circuit 304 can be used to transmit and receive radio frequency signals to establish wireless communication with network devices or other computer devices, and to transmit and receive signals with network devices or other computer devices.

[0165] Audio circuitry 305 can be used to provide an audio interface between a user and a computer device via a speaker and a microphone. Audio circuitry 305 converts received audio data into electrical signals, transmits them to the speaker, and the speaker converts them into sound signals for output. Conversely, the microphone converts collected sound signals into electrical signals, which are then received by audio circuitry 305, converted back into audio data, and output to processor 301 for processing. The audio data is then transmitted via radio frequency circuitry 304 to, for example, another computer device, or output to memory 302 for further processing. Audio circuitry 305 may also include an earphone jack to facilitate communication between peripheral headphones and the computer device.

[0166] The input unit 306 can be used to receive input numbers, characters, or user characteristic information (such as fingerprints, iris, facial information, etc.), and to generate keyboard, mouse, joystick, optical, or trackball signal inputs related to user settings and function control.

[0167] Power supply 307 is used to supply power to various components of computer device 300. Optionally, power supply 307 can be logically connected to processor 301 through a power management system, thereby enabling functions such as charging, discharging, and power consumption management through the power management system. Power supply 307 may also include one or more DC or AC power supplies, recharging systems, power fault detection circuits, power converters or inverters, power status indicators, and other arbitrary components.

[0168] although Figure 11 As not shown in the diagram, computer equipment 300 may also include a camera, sensor, wireless fidelity module, Bluetooth module, etc., which will not be described in detail here.

[0169] In the above embodiments, the descriptions of each embodiment have different focuses. For parts not described in detail in a certain embodiment, please refer to the relevant descriptions in other embodiments.

[0170] As can be seen from the above, the computer device provided in this embodiment displays a first game scene, a displacement control, and an interaction control in the graphical user interface. The first game scene includes a first interactive object and a target virtual object controlled by the terminal device. Then, in response to a first trigger operation acting on the displacement control, the target virtual object is controlled to perform a displacement behavior in the first game scene, and a landing point indicator is displayed in the graphical user interface. The real-time display position of the landing point indicator is determined based on the real-time displacement behavior of the target virtual object, indicating the real-time landing point position of the first interactive object in the first game scene after the target virtual object performs the real-time displacement behavior and interacts with the first interactive object. Next, in response to a second trigger operation acting on the interaction control, a landing point offset indicator is displayed in the graphical user interface according to the second trigger operation. The landing point offset indicator indicates the offset effect of the second trigger operation on the real-time landing point position of the first interactive object. Finally, in response to the end of the second trigger operation, the target virtual object is controlled to perform the target interaction behavior on the first interactive object. This application embodiment can display a landing point indicator when a target interaction event occurs. When the player controls the target virtual object to adjust the virtual sphere, a landing point offset indicator can be used to indicate the impact of the player's adjustment operation on the landing point indicator of the virtual sphere. This guides the player to control the target virtual object to adjust the direction and force of the virtual sphere according to the landing point indicator and the landing point offset indicator, enriching the gameplay, greatly improving the replayability of the game content, effectively increasing the richness of the game interaction methods, enhancing the game experience, and improving the player's immersion in the game.

[0171] Those skilled in the art will understand that all or part of the steps in the various methods of the above embodiments can be performed by instructions, or by instructions controlling related hardware. These instructions can be stored in a computer-readable storage medium and loaded and executed by a processor.

[0172] Therefore, embodiments of this application provide a computer-readable storage medium storing a plurality of computer programs that can be loaded by a processor to execute steps in any of the interactive methods in a game provided in embodiments of this application. For example, the computer program can execute the following steps:

[0173] The graphical user interface displays a first game scene, a movement control, and an interaction control, wherein the first game scene includes a first interactive object and a target virtual object controlled by the terminal device;

[0174] In response to a first trigger operation applied to the displacement control, the target virtual object is controlled to perform displacement behavior in the first game scene, and a landing point indicator is displayed in the graphical user interface. The real-time display position of the landing point indicator is determined based on the real-time displacement behavior of the target virtual object, and is used to indicate the real-time landing point position of the first interactive object in the first game scene after the target virtual object performing the real-time displacement behavior has a target interaction behavior with the first interactive object.

[0175] In response to a second triggering operation applied to the interactive control, a landing point offset indicator is displayed on the graphical user interface according to the second triggering operation, wherein the landing point offset indicator is used to indicate the offset effect of the second triggering operation on the real-time landing point position of the first interactive object;

[0176] In response to the end of the second triggering operation, the target virtual object is controlled to perform the target interactive behavior on the first interactive object.

[0177] In one embodiment, the first game scene further includes a second interactive object used in conjunction with the first interactive object;

[0178] The response acts on the first trigger operation of the displacement control, controlling the target virtual object to perform displacement behavior in the first game scene, and displaying a landing point indicator in the graphical user interface, including:

[0179] In response to a first trigger operation applied to the displacement control, the target virtual object is controlled to perform displacement behavior in the first game scene, and a landing point indicator is displayed at the second interactive object;

[0180] The real-time display position of the landing point indicator is determined based on the real-time displacement behavior of the target virtual object, and is used to indicate the real-time landing point position of the target virtual object at the second interactive object after the target interactive object performs the real-time displacement behavior and interacts with the first interactive object.

[0181] In one embodiment, before the graphical user interface displays the first game scene, the movement control, and the interaction control, the method further includes:

[0182] The graphical user interface displays a second game scene, which includes multiple game factions and the first interactive object. Each game faction includes multiple virtual characters, and the virtual characters of the multiple game factions compete for control of the first interactive object in the second game scene.

[0183] In one embodiment, displaying the first game scene, movement controls, and interaction controls in the graphical user interface includes:

[0184] In response to a target interaction event, the second game scene displayed in the graphical user interface is switched to the first game scene, and displacement controls and interaction controls are displayed in the graphical user interface.

[0185] In one embodiment, the game perspective corresponding to the first game scene is different from the game perspective corresponding to the second game scene.

[0186] In one embodiment, the game perspective corresponding to the first game scene is a 2.5D top-down view, and the game perspective corresponding to the second game scene is a first-person view or a third-person view.

[0187] In one embodiment, the response acts on a first trigger operation of the displacement control, controlling the target virtual object to perform displacement behavior in the first game scene, and displaying a landing point indicator in the graphical user interface, including:

[0188] In response to a first trigger operation applied to the displacement control, the target virtual object is controlled to perform displacement behavior in the first game scene, and a landing point indicator is displayed in the graphical user interface, and a motion trend indicator is displayed near the landing point indicator;

[0189] The real-time display position of the landing point indicator is determined based on the real-time displacement behavior of the target virtual object, and is used to indicate the real-time landing point position of the target virtual object performing the real-time displacement behavior after it has a target interaction behavior with the first interactive object, and the real-time landing point position of the first interactive object in the first game scene; the motion trend indicator is used to indicate the first motion direction and the first motion force of the real-time landing point position of the first interactive object.

[0190] In one embodiment, the response acts on a second trigger operation of the interactive control, and displays a landing point offset indicator on the graphical user interface according to the second trigger operation, including:

[0191] In response to a second trigger operation applied to the interactive control, a landing point offset indicator is displayed on the graphical user interface according to the second trigger operation, wherein the landing point offset indicator is used to indicate the second direction of movement and the second force of movement of the real-time landing point position offset of the first interactive object;

[0192] The motion trend indicator is updated according to the second trigger operation to display the updated motion trend indicator in the graphical user interface.

[0193] In one embodiment, the step of controlling the target virtual object to perform the target interactive behavior on the first interactive object in response to the end of the second triggering operation includes:

[0194] In response to the end of the second triggering operation, based on the first movement direction, the second movement direction, the first movement force, and the second movement force, the target virtual object is controlled to perform the target interaction behavior on the first interaction object.

[0195] In one embodiment, after responding to a first trigger operation acting on the displacement control, controlling the target virtual object to perform displacement behavior in the first game scene, and displaying a landing point indicator on the graphical user interface, the method further includes:

[0196] The graphical user interface displays a time indicator, which is used to indicate the remaining time for the player to perform a trigger operation on the interactive control.

[0197] For details on the implementation of each of the above operations, please refer to the previous examples, which will not be repeated here.

[0198] The storage medium may include: read-only memory (ROM), random access memory (RAM), disk or optical disk, etc.

[0199] The computer program stored in the storage medium displays a first game scene, a displacement control, and an interaction control in the graphical user interface. The first game scene includes a first interactive object and a target virtual object controlled by the terminal device. Then, in response to a first trigger operation applied to the displacement control, the target virtual object is controlled to perform a displacement behavior in the first game scene, and a landing point indicator is displayed in the graphical user interface. The real-time display position of the landing point indicator is determined based on the real-time displacement behavior of the target virtual object, indicating the real-time landing point position of the first interactive object in the first game scene after the target virtual object performs the real-time displacement behavior and interacts with the first interactive object. Next, in response to a second trigger operation applied to the interaction control, a landing point offset indicator is displayed in the graphical user interface according to the second trigger operation. The landing point offset indicator indicates the offset effect of the second trigger operation on the real-time landing point position of the first interactive object. Finally, in response to the end of the second trigger operation, the target virtual object is controlled to perform the target interaction behavior on the first interactive object. This application embodiment can display a landing point indicator when a target interaction event occurs. When the player controls the target virtual object to adjust the virtual sphere, a landing point offset indicator can be used to indicate the impact of the player's adjustment operation on the landing point indicator of the virtual sphere. This guides the player to control the target virtual object to adjust the direction and force of the virtual sphere according to the landing point indicator and the landing point offset indicator, enriching the gameplay, greatly improving the replayability of the game content, effectively increasing the richness of the game interaction methods, enhancing the game experience, and improving the player's immersion in the game.

[0200] In the above embodiments, the descriptions of each embodiment have different focuses. For parts not described in detail in a certain embodiment, please refer to the relevant descriptions in other embodiments.

[0201] The foregoing has provided a detailed description of an interactive method, apparatus, computer device, and storage medium in a game, as provided in the embodiments of this application. Specific examples have been used to illustrate the principles and implementation methods of this application. The descriptions of the embodiments above are only for the purpose of helping to understand the technical solutions and core ideas of this application. Those skilled in the art should understand that modifications can still be made to the technical solutions described in the foregoing embodiments, or equivalent substitutions can be made to some of the technical features. These modifications or substitutions do not cause the essence of the corresponding technical solutions to deviate from the scope of the technical solutions of the embodiments of this application.

Claims

1. An interaction method in a game, characterized in that, The method of providing a graphical user interface via a terminal device includes: The graphical user interface displays a first game scene, a movement control, and an interaction control, wherein the first game scene includes a first interactive object and a target virtual object controlled by the terminal device; In response to a first trigger operation applied to the displacement control, the target virtual object is controlled to perform displacement behavior in the first game scene, and a landing point indicator is displayed in the graphical user interface. The real-time display position of the landing point indicator is determined based on the real-time displacement behavior of the target virtual object, and is used to indicate the real-time landing point position of the first interactive object in the first game scene after the target virtual object performing the real-time displacement behavior has a target interaction behavior with the first interactive object. In response to a second triggering operation applied to the interactive control, a landing point offset indicator is displayed on the graphical user interface according to the second triggering operation, wherein the landing point offset indicator is used to indicate the offset effect of the second triggering operation on the real-time landing point position of the first interactive object; In response to the end of the second triggering operation, the target virtual object is controlled to perform the target interactive behavior on the first interactive object; The response acts on the first trigger operation of the displacement control, controlling the target virtual object to perform displacement behavior in the first game scene, and displaying a landing point indicator in the graphical user interface, including: In response to a first trigger operation applied to the displacement control, the target virtual object is controlled to perform displacement behavior in the first game scene, and a landing point indicator and a motion trend indicator are displayed in the graphical user interface. The real-time display position of the landing point indicator is determined based on the real-time displacement behavior of the target virtual object, and is used to indicate the real-time landing point position of the first interactive object in the first game scene after the target virtual object performs the real-time displacement behavior and interacts with the first interactive object. The motion trend indicator is used to indicate the first direction and first force of movement of the real-time landing point position of the first interactive object.

2. The method according to claim 1, characterized in that, The first game scene also includes a second interactive object used in conjunction with the first interactive object; The response acts on the first trigger operation of the displacement control, controlling the target virtual object to perform displacement behavior in the first game scene, and displaying a landing point indicator in the graphical user interface, including: In response to a first trigger operation applied to the displacement control, the target virtual object is controlled to perform displacement behavior in the first game scene, and a landing point indicator is displayed at the second interactive object; The real-time display position of the landing point indicator is determined based on the real-time displacement behavior of the target virtual object, and is used to indicate the real-time landing point position of the target virtual object at the second interactive object after the target interactive object performs the real-time displacement behavior and interacts with the first interactive object.

3. The method according to claim 2, characterized in that, Before the graphical user interface displays the first game scene, movement controls, and interaction controls, the method further includes: The graphical user interface displays a second game scene, which includes multiple game factions and the first interactive object. Each game faction includes multiple virtual characters, and the virtual characters of the multiple game factions compete for control of the first interactive object in the second game scene.

4. The method according to claim 3, characterized in that, The display of the first game scene, movement controls, and interactive controls on the graphical user interface includes: In response to a target interaction event, the second game scene displayed in the graphical user interface is switched to the first game scene, and displacement controls and interaction controls are displayed in the graphical user interface.

5. The method according to claim 4, characterized in that, The game perspective corresponding to the first game scene is different from that corresponding to the second game scene.

6. The method according to claim 4, characterized in that, The first game scene corresponds to a 2.5D top-down view, while the second game scene corresponds to a first-person or third-person view.

7. The method according to claim 1, characterized in that, The response acts on a second trigger operation of the interactive control, and displays a landing point offset indicator on the graphical user interface according to the second trigger operation, including: In response to a second trigger operation applied to the interactive control, a landing point offset indicator is displayed on the graphical user interface according to the second trigger operation, wherein the landing point offset indicator is used to indicate the second direction of movement and the second force of movement of the real-time landing point position offset of the first interactive object; The motion trend indicator is updated according to the second trigger operation to display the updated motion trend indicator in the graphical user interface.

8. The method according to claim 7, characterized in that, The response to the end of the second triggering operation, controlling the target virtual object to perform the target interactive behavior on the first interactive object, includes: In response to the end of the second triggering operation, based on the first movement direction, the second movement direction, the first movement force, and the second movement force, the target virtual object is controlled to perform the target interaction behavior on the first interaction object.

9. The method according to claim 7, characterized in that, After responding to a first trigger operation applied to the displacement control, controlling the target virtual object to perform displacement behavior in the first game scene, and displaying a landing point indicator in the graphical user interface, the method further includes: The graphical user interface displays a time indicator, which is used to indicate the remaining time for the player to perform a trigger operation on the interactive control.

10. An interactive device for a game, characterized in that, A graphical user interface is provided through a terminal device, including: The first display unit is used to display a first game scene, a displacement control, and an interactive control in the graphical user interface, wherein the first game scene includes a first interactive object and a target virtual object controlled by the terminal device; A first control unit is configured to respond to a first trigger operation applied to the displacement control, control the target virtual object to perform displacement behavior in the first game scene, and display a landing point indicator in the graphical user interface, wherein the real-time display position of the landing point indicator is determined based on the real-time displacement behavior of the target virtual object, and is used to indicate the real-time landing point position of the first interactive object in the first game scene after the target virtual object performing the real-time displacement behavior has a target interaction behavior with the first interactive object; The second display unit is configured to respond to a second trigger operation applied to the interactive control and display a landing point offset indicator on the graphical user interface according to the second trigger operation, wherein the landing point offset indicator is used to indicate the offset effect of the second trigger operation on the real-time landing point position of the first interactive object; The second control unit is configured to control the target virtual object to perform the target interactive behavior on the first interactive object in response to the end of the second triggering operation. The second control subunit is configured to respond to a first trigger operation applied to the displacement control, control the target virtual object to perform displacement behavior in the first game scene, and display a landing point indicator and a motion trend indicator near the landing point indicator in the graphical user interface; wherein, the real-time display position of the landing point indicator is determined based on the real-time displacement behavior of the target virtual object, and is used to indicate the real-time landing point position of the first interactive object in the first game scene after the target virtual object performs the real-time displacement behavior and interacts with the first interactive object; the motion trend indicator is used to indicate the first motion direction and the first motion force of the real-time landing point position of the first interactive object.

11. A computer device, characterized in that, It includes a processor and a memory, the memory storing multiple instructions; the processor loads instructions from the memory to perform steps in the interactive method in a game as described in any one of claims 1 to 9.

12. A computer-readable storage medium, characterized in that, The computer-readable storage medium stores a plurality of instructions adapted for loading by a processor to perform steps in the interactive method in a game as described in any one of claims 1 to 9.

Citation Information

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