Interaction control method and device in game, electronic equipment and readable storage medium
Patent Information
- Application Number
- CN202311747846.7
- Authority / Receiving Office
- CN · China
- Patent Type
- Patents(China)
- Current Assignee / Owner
- Filing Date
- 2023-12-18
- Publication Date
- 2026-09-18
- Estimated Expiration
- 2043-12-18
AI Technical Summary
[0003]但上述方法玩家需要额外学习如何进行鼠标光标的隐藏和显示,或者,记忆各UI控件对应的快捷键,增加了玩家的操作学习成本以及记忆负担
[0016] The interactive control method in this application displays a game interface on the screen of an electronic device. This game interface includes at least one first virtual control, which is permanently displayed on the game interface; that is, the first virtual controls do not hide or show as the game scene changes. Furthermore, no game cursor is displayed on the game interface. It is understood that the game cursor can represent a graphical element corresponding to the player's control position on the game interface; for example, the game cursor is the graphical element displayed on the game interface corresponding to the mouse, an external input device of the electronic device. In response to a display operation on the menu interface, a menu interface and the cursor are displayed on the game interface. The menu interface provides at least one second virtual control on the game interface. The cursor helps the player select either the first or second virtual control to execute the game logic corresponding to the first or second virtual control.
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Figure CN117839207B_ABST
Abstract
Description
Technical Field
[0001] This application relates to the field of computers, and more specifically to an interactive control method, device, electronic device, and computer-readable storage medium for games. Background Technology
[0002] In some PC (Personal Computer) games, the mouse cursor, which is usually displayed in the game interface, is hidden to allow players to better immerse themselves in the game environment. When players need to click on various UI controls in the game interface, the cursor is brought up and displayed in the game interface via a shortcut key or other means, allowing players to click on the UI controls to play the game.
[0003] However, the above methods require players to learn how to hide and show the mouse cursor, or memorize the shortcut keys for each UI control, which increases the learning cost and memory burden for players.
[0004] It should be noted that the information disclosed in the background section above is only used to enhance the understanding of the background of this application, and therefore may include information that does not constitute prior art known to those skilled in the art. Summary of the Invention
[0005] In view of this, this application provides an interactive control method, device, electronic device, and computer-readable storage medium for games, which can reduce the learning cost of game operation for players, reduce the memory burden of players, and improve the player's gaming experience.
[0006] In a first aspect, embodiments of this application provide an interactive control method in a game, the method comprising:
[0007] The game interface is displayed, but the game cursor is not shown in the game interface;
[0008] In response to a display operation on the menu interface, the menu interface and the game cursor are displayed in the game interface; the menu interface is used to provide at least one first virtual control in the game interface, and the game cursor is used to select the first virtual control.
[0009] Secondly, embodiments of this application provide an interactive control device for a game, the device comprising: a first display unit and a second display unit;
[0010] The first display unit is used to display the game interface, in which the game cursor is not displayed;
[0011] The second display unit is configured to display the menu interface and the game cursor in the game interface in response to a display operation on the menu interface; the menu interface is configured to provide at least one first virtual control in the game interface, and the game cursor is configured to select the first virtual control.
[0012] Thirdly, embodiments of this application provide an electronic device, including:
[0013] Processor; and
[0014] The memory is used to store data processing programs, which, when the electronic device is powered on and run by the processor, execute the method as described in the first aspect.
[0015] Fourthly, embodiments of this application provide a computer-readable storage medium storing a data processing program that is executed by a processor to perform the method as described in the first aspect.
[0016] The interactive control method in this application displays a game interface on the screen of an electronic device. This game interface includes at least one first virtual control, which is permanently displayed on the game interface; that is, the first virtual controls do not hide or show as the game scene changes. Furthermore, no game cursor is displayed on the game interface. It is understood that the game cursor can represent a graphical element corresponding to the player's control position on the game interface; for example, the game cursor is the graphical element displayed on the game interface corresponding to the mouse, an external input device of the electronic device. In response to a display operation on the menu interface, a menu interface and the cursor are displayed on the game interface. The menu interface provides at least one second virtual control on the game interface. The cursor helps the player select either the first or second virtual control to execute the game logic corresponding to the first or second virtual control.
[0017] As can be seen, by combining the cursor display operation and the menu interface display operation into one using the above method, compared with the method of setting separate shortcut keys for displaying the menu interface and displaying the cursor in related technologies, players can achieve simultaneous display of the menu interface and cursor after learning the operation of displaying the menu interface. This reduces the learning cost of operation for players in the game and reduces the memory burden on players. At the same time, the above method can reduce the occupation of shortcut keys, which makes it easier to expand the core game functions during the game design stage. Attached Figure Description
[0018] To more clearly illustrate the technical solutions of the embodiments of this application, the drawings used in the description of the embodiments of this application will be briefly introduced below. Obviously, the 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 A schematic diagram of an example game system for implementing an interactive control method in a game, as provided in an embodiment of this application;
[0020] Figure 2 A flowchart illustrating an example of an interactive control method in a game provided in an embodiment of this application;
[0021] Figure 3 This is a schematic diagram illustrating an example of a menu interface and a game cursor provided in an embodiment of this application.
[0022] Figure 4 Another example of a menu interface and game cursor provided in an embodiment of this application;
[0023] Figure 5 A highlighted schematic diagram of an example of the second virtual control provided in the embodiments of this application;
[0024] Figure 6 This is a schematic diagram illustrating an example of moving a game cursor according to a control operation, provided as an embodiment of this application.
[0025] Figure 7 This is an example of a display diagram illustrating the determination of a target virtual control based on the cursor position of a game cursor, provided as an embodiment of this application.
[0026] Figure 8 This is another example of a display diagram showing the determination of a target virtual control based on the cursor position of a game cursor, provided as an embodiment of this application.
[0027] Figure 9 This is an example of a display diagram showing the interface content corresponding to the target virtual control, provided in an embodiment of this application, for the operation of the target virtual control.
[0028] Figure 10 A schematic diagram of an example of an interactive control device in a game provided in an embodiment of this application;
[0029] Figure 11 An example electronic device structural block diagram is provided for implementing an interactive control method in a game, as an embodiment of this application. Detailed Implementation
[0030] Many specific details are set forth in the following description to provide a full understanding of this application. However, this application can be implemented in many other ways different from those described herein, and those skilled in the art can make similar extensions without departing from the spirit of this application; therefore, this application is not limited to the specific embodiments disclosed below.
[0031] It should be noted that the terms "first," "second," "third," etc., in the claims, specification, and drawings of this application are used to distinguish similar objects and are not used to describe a specific order or sequence. Such data are interchangeable where appropriate so that the embodiments of this application described herein can be implemented in a sequence other than that shown or described herein. Furthermore, the terms "comprising," "having," and their variations are intended to cover non-exclusive inclusion; for example, a process, method, system, product, or apparatus that includes a series of steps or units is not necessarily limited to those steps or units explicitly listed, but may include other steps or units not explicitly listed or inherent to these processes, methods, products, or apparatuses.
[0032] It should be understood that in the embodiments of this application, "at least one" means one or more, and "more than one" means two or more. "And / or" is merely a description of the relationship between related objects, indicating that three relationships can exist. For example, A and / or B can represent: A existing alone, A and B existing simultaneously, and B existing alone. The character " / " generally indicates that the related objects before and after it are in an "or" relationship. "Contains A, B and / or C" means containing any one, two, or three of A, B, and C.
[0033] It should be understood that in the embodiments of this application, "B corresponding to A", "B corresponding to A", "A corresponds to B" or "B corresponds to A" means that B is associated with A, and B can be determined based on A. Determining B based on A does not mean that B is determined solely based on A; B can also be determined based on A and / or other information.
[0034] Before detailing the interactive control method in the game provided in this application, the relevant concepts involved in the embodiments of this application will be introduced first.
[0035] 1. Mobile games: Video games that run on mobile devices, such as smartphones or tablets.
[0036] 2. PC games: Video games that run on non-mobile terminals such as computers (desktop computers or laptops) and are usually controlled by a keyboard, mouse or gamepad.
[0037] 3. Mouse: It is an external input device for computer equipment and also an indicator for positioning on the computer screen using the vertical and horizontal coordinates.
[0038] 4. Cursor: This is the graphic element displayed on the computer screen corresponding to the mouse cursor, representing the mouse's position on the screen. When the player moves the mouse, the cursor also moves accordingly on the screen. In this embodiment, the cursor displayed in the game is referred to as the game cursor.
[0039] Before detailing the implementation methods of this application, the relevant technologies will be further introduced first.
[0040] In some PC (Personal Computer) games, the mouse cursor is hidden in the game interface to enhance player immersion. Alternatively, the cursor can be brought up and displayed in the game interface via a shortcut key or other means when the player needs to click on UI controls, allowing them to interact with the game. However, this method requires players to learn how to hide and show the mouse cursor, increasing their learning curve.
[0041] Furthermore, different game functions can be assigned to the mouse depending on whether the cursor is displayed. For example, when the cursor is hidden, players can switch the view of the controlled virtual character by moving the mouse; when the cursor is displayed, the mouse can be used to trigger various UI controls, but the view switching function is not possible. For this type of game, if the cursor is always displayed in the game interface, the function of quickly switching the view using the mouse cannot be implemented. Players need to learn how to hide and show the mouse cursor to achieve different game functions, which increases the learning curve for players.
[0042] Alternatively, in some games, the cursor can be completely hidden, meaning it's not displayed in the game interface. For these games, to implement the functionality of quickly switching perspectives using the mouse, corresponding hotkeys need to be configured for each UI control in the game interface to implement the game logic corresponding to those controls. However, the number of hotkeys on current electronic devices is limited, hindering the expansion of game functionality.
[0043] Alternatively, in some games, the cursor can be kept constantly displayed on the game interface. In this case, you can't switch the game view by moving the mouse; instead, you need to drag the game scene with the mouse to switch the view. This reduces the player's control sensitivity and diminishes the gaming experience, especially in intense combat games.
[0044] Alternatively, for some mobile games running on mobile devices, when players operate on the display screen using a stylus or finger, it is difficult to operate using only a stylus or finger when the target object is small, or when the user wants to accurately locate a specific position, which cannot meet the user's needs.
[0045] In view of the above-mentioned problems, this application provides an interactive control method, device, electronic device and computer-readable storage medium in games.
[0046] The interactive control method in the game provided in this application embodiment can be executed by an electronic device, which can be a terminal or a server. The terminal can be a non-mobile terminal device such as a laptop or desktop computer. 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 storage, network services, cloud communication, middleware services, domain name services, security services, CDN, and big data and artificial intelligence platforms.
[0047] In one alternative embodiment, when the interactive control method in the game is running on a terminal device, the terminal device stores the game application. The terminal device interacts with the player through a graphical user interface (GUI). The terminal device can provide the GUI to the player in various ways, such as rendering it on the terminal device's display screen or presenting the GUI via holographic projection.
[0048] In an optional embodiment, when the interactive control method in the game runs on a server, the method can be implemented and executed based on a cloud gaming system. A cloud gaming system refers to a gaming method based on cloud computing. A cloud gaming system includes a server and client devices. The main body running the game application and the main body presenting the game screen are separate. The storage and execution of the interactive control method in the game are completed on the server. The presentation of the game screen is completed on the client, which is mainly used for receiving and sending game data and presenting the game screen. For example, the client can be a display device with data transmission capabilities located close to the player, such as a television, desktop computer, laptop, personal digital assistant, head-mounted display device, etc. However, the terminal device for processing game data is the server in the cloud. During gameplay, the player operates the client to send commands to the server. The server controls the game operation according to the commands, encodes and compresses game screen data, returns it to the client via the network, and finally, the client decodes and outputs the game screen.
[0049] It should be noted that, in this embodiment, the executing entity of the interactive control method in the game can be a terminal device or a server. The terminal device can be a local terminal device or a client device in the aforementioned cloud gaming. This embodiment does not limit the type of executing entity.
[0050] For example, in conjunction with the above description, Figure 1 This application illustrates a game system 1000 for implementing an interactive control method in a game, as provided in an embodiment of this application. The game system 1000 may include at least one terminal 1001, at least one server 1002, at least one database 1003, and a network. The terminal 1001 held by the player can connect to servers of different games via the network. The terminal is any device with computing hardware capable of supporting and executing software application tools corresponding to the game.
[0051] In the aforementioned game system 1000, terminal 1001 is used to install and run the game application. In some cases, the game application may not need to be pre-installed on terminal 1001, and players can directly access the game through a browser or other client. Players log in to the game application using their registered game account to control the virtual character corresponding to that account and participate in the game. When a player logs in to the game application, terminal 1001 sends a login request to server 1002. Server 1002 verifies the game account used by the player and determines the game mechanics corresponding to the game account based on the login request. If the verification is successful, a login success notification is returned to terminal 1001. During the player's participation in the game through the game application, terminal 1001 and server 1002 exchange data. Terminal 1001 sends various information to server 1002. Server 1002 determines the display data for terminal 1001 based on the stored game mechanics and the received information, and sends the display data back to terminal 1001 so that terminal 1001 can display the display data sent by server 1002 to the player.
[0052] In potential application scenarios, different terminals 1001 may be served by different servers 1002. Therefore, to distinguish the servers 1002 corresponding to different game terminals 1001, the following description will use the first and second methods. In fact, the servers 1002 corresponding to different game terminals 1001 can be the same server 1002. Therefore, without distinguishing between the first and second methods, it can be understood that the terminals 1001 corresponding to virtual characters in the same game scene are served by the same server 1002.
[0053] Furthermore, when the game system 1000 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; for example, wireless networks include Wi-Fi, LAN, cellular networks, 2G, 3G, 4G, and 5G networks. Additionally, different terminals can also connect to other terminals or servers using their own Bluetooth networks or hotspot networks. Moreover, the system 100 can include multiple databases coupled to different servers, and can continuously store game-related information in the databases as different players engage in multiplayer online gaming.
[0054] It should be noted that, in this embodiment of the application, when the electronic device is a server, displaying the game interface through the display screen of the electronic device can be understood as displaying the game interface through the display screen of the terminal device corresponding to the server.
[0055] It should be noted that, Figure 1 The game system diagram shown is merely an example. The game system 1000 described in this application embodiment is intended to more clearly illustrate the technical solutions of this application embodiment and does not constitute a limitation on the technical solutions provided in this application embodiment. As those skilled in the art will know, with the evolution of game systems and the emergence of new business scenarios, the technical solutions provided in this application embodiment are also applicable to similar technical problems.
[0056] The technical solution of this application will be described in detail below through specific embodiments. It should be noted that the following specific embodiments can be combined with each other, and the same or similar concepts or processes may not be described again in some embodiments.
[0057] like Figure 2 As shown, Figure 2 This is an example flowchart of an interactive control method in a game provided in an embodiment of this application. It should be noted that the steps shown may be executed in a different logical order than that shown in the flowchart. The method may include the following steps S210 to S220.
[0058] Step S210: Display the game interface, in which no game cursor is displayed.
[0059] Step S220: In response to a display operation on the menu interface, the menu interface and the game cursor are displayed in the game interface; the menu interface is used to provide at least one first virtual control in the game interface, and the game cursor is used to select the first virtual control.
[0060] The games mentioned above may include mobile games and PC games; this embodiment does not specifically limit them.
[0061] In video games, game interfaces, including different content, can be displayed to players according to the game progress. The game interface is used to provide players with game scenes and various UI controls, allowing players to control virtual characters in the game, obtain information, and enjoy the entire game process.
[0062] A game scene can be understood as a simulation of the real world within a game environment, or it can be a semi-simulated, semi-fictional virtual environment, or a purely fictional virtual environment. A game scene can be any of the following: two-dimensional virtual scene, 2.5-dimensional virtual scene, or three-dimensional virtual scene. A virtual scene typically includes multiple scene elements, which are the various elements required to construct the virtual scene. For example, these may include, but are not limited to, at least one of the following: virtual character elements, virtual item elements, virtual building elements, virtual terrain elements, virtual vegetation elements, etc. Virtual terrain elements may include, but are not limited to, natural landforms such as land, ocean, lakes, and rivers. A virtual scene is the environment in which players control virtual characters to complete game logic.
[0063] The virtual controls in the game interface are configured with corresponding game logic. Players interact with the game by controlling these virtual controls, executing the game logic corresponding to each control. The types of virtual controls include, but are not limited to, skill controls, item controls, and information prompt controls. For example, controls for moving the virtual character, skill controls for attacking enemies, and item controls for using items. Virtual controls can be designed according to the game type and gameplay to make it easier for players to control the game. During the game design phase, designers will design the virtual controls that need to be displayed on the game interface based on the gameplay. These virtual controls will be provided to players in the game so that they can interact with the game.
[0064] The game cursor is a graphical element displayed in the game interface that indicates the player's control position on the game interface. It can be used to select virtual controls displayed in the game interface. This embodiment describes a game scenario where the game cursor is not displayed in the game interface. It is understood that the style of this graphical element can include, but is not limited to, arrows, fingers, hearts, or weapon / item shapes from the game. This embodiment does not impose specific limitations.
[0065] In game interfaces, various interface contents are typically presented in layers. Layers refer to a hierarchical display method in game interfaces, allowing different content to be placed on different layers for better control over the display and hiding of each interface element. For example, in a game, the game scene can be placed on a scene layer, and virtual controls on a control layer. This means that when displaying the game cursor, it can be shown on the control layer. Since virtual controls are interface elements through which players interact with the game, the control layer containing virtual controls usually has a higher display hierarchy than the game scene layer. That is, the display hierarchy of each virtual control is higher than the display hierarchy of the scene. It's important to note that in this embodiment, the scene refers to the game scene; both terms convey the same meaning.
[0066] The menu interface described above is an interface that integrates and displays one or more virtual controls with different game logic settings within the game. In this embodiment, each virtual control located in the menu interface is designated as a first virtual control to distinguish virtual controls located outside the menu interface.
[0067] Understandably, displaying all the primary virtual controls centrally in the menu interface can reduce the obstruction of the game scene by the virtual controls, thus improving the player's visual experience.
[0068] In the game, if a player needs to use a specific virtual control within the menu interface, they must open and display the menu interface in the game interface, and then select the first virtual control from the menu interface to operate it. The above-described operation of displaying the menu interface is the process of showing the menu interface within the game interface.
[0069] It is important to note that this refers to game scenarios where the game cursor is not displayed in the aforementioned game interface. Therefore, in this scenario, if the electronic device is a touchscreen device such as a mobile phone, tablet, or game console, the display operations for the menu interface can include touch operations on the game interface using any suitable object or accessory such as a finger or stylus, shortcut key operations, air gesture operations, or voice command operations.
[0070] If the electronic device is a non-touchscreen device such as a desktop computer or laptop, and it is not possible to perform touch operations on the game interface to display the menu interface using a mouse, then the operation for displaying the menu interface can include triggering preset shortcut keys, air gesture operation, or voice command operation. The specific operation method used can be determined according to the type of electronic device.
[0071] The shortcut key operations for the aforementioned touchscreen devices can be triggered by hardware such as the power button or volume buttons. For non-touchscreen devices, shortcut key operations can be any key on a keyboard or mouse; this embodiment does not impose specific limitations. Air gesture operation can be understood as detecting the player's hand gestures using the electronic device's camera; if the player's gesture matches a preset gesture for displaying the menu interface, then the menu interface is displayed.
[0072] In summary, regardless of whether it is a touchscreen electronic device or a non-touchscreen electronic device, the menu interface can be triggered and displayed by using preset shortcut keys, air gestures, or voice commands.
[0073] It is understandable that, since the need for a cursor is higher in non-touchscreen devices, the preferred application system of this application is a game system when the electronic device running the above-mentioned game is a non-touchscreen device.
[0074] However, operating various virtual controls on a non-touchscreen device's game interface without displaying the game cursor requires players to memorize a large number of keyboard shortcuts, increasing their memory burden. Therefore, in this embodiment, in response to a display operation on the menu interface, both the menu interface and the game cursor are simultaneously displayed on the aforementioned game interface.
[0075] This method combines the cursor display operation and the menu interface display operation into one. Compared with related technologies that set separate shortcut keys for displaying the menu interface and displaying the cursor, players can simultaneously display both the menu interface and the cursor after learning how to display the menu interface. After the game cursor is displayed in the game interface, players can clearly see that they can select the first virtual control through the game cursor, reducing the learning cost of operation in the game and alleviating the memory burden on players. At the same time, the above method can reduce the occupation of shortcut keys, making it easier to expand core game functions during the game design stage.
[0076] Additionally, when the electronic device using the above method is a touchscreen device, by displaying a game cursor in the game interface, players can manipulate the cursor to select smaller virtual controls or precisely locate specific positions. This avoids the problems of difficulty in selection or accidental touches that can occur with larger touch areas when using a stylus or finger.
[0077] like Figure 3 As shown, Figure 3 As shown, Figure 3 A sample screenshot of the game interface is provided. Figure 3The provided game interface 300 displays a game scene 100, which includes a virtual character 10 controlled by the terminal device displaying the game interface 300. Above the display layer of the game scene 100, a control layer also displays various first virtual controls. For example, the first virtual controls may include a thumbnail map control 11, a character attribute control 12, a settings control 13, and a game interface exit control 14. It should be noted that no game cursor is displayed in the game interface 300.
[0078] The minimap control provides players with a global view of the game scene, helping them understand the overall game environment and their position within it. The character attribute control 12 displays detailed information about the virtual character 10, such as their backstory, game level, health, and attack power. The settings control 13 allows players to adjust various game parameters according to their preferences and needs, optimizing their gaming experience. For example, triggering the settings control 13 can display options for adjusting the game interface's resolution, sound settings, or hotkeys. The game interface exit control 14 allows players to exit the currently displayed game interface. Typically, these virtual spaces can be permanently displayed on the game interface for easy player control.
[0079] like Figure 3 As shown, with game interface 300 displayed, assuming the operation to display the menu interface is triggered by the shortcut key "ESC", game interface 300 is switched to game interface 301. Game interface 301 displays menu interface 400 and game cursor 20, while the character attribute control 12, settings control 13, and game interface exit control 14 displayed in game interface 300 are hidden. The game cursor 20 is in the form of an arrow. Menu interface 400 displays menu interface exit control 15, item inventory control 16, mailbox control 17, friend list control 18, settings control 13, chat control 19, and virtual character 10 character identifier control 21.
[0080] Among them, the item backpack control 16 is used to provide players with the function of displaying various game resources that players possess in the game. For example, after triggering the item backpack control 16, it can display a series of virtual resources such as weapons, clothing, and potions that players have acquired in the game; the mailbox control 17 is used to provide players with the function of receiving and viewing system messages, notifications, or other social information in the game; the friend list control 18 is used to provide players with the function of displaying the player's friend list in the game; and the chat control 19 is used to provide players with the function of chatting with other players in the game.
[0081] As can be seen, after the game cursor 20 is displayed in the game interface 301, players can easily realize that they can operate the controls in the game interface 301 with the mouse, which reduces the learning cost for players to learn how to select each virtual control using shortcut keys and reduces the memory burden on players.
[0082] The following is a detailed description of some optional implementation methods provided in this application.
[0083] against Figure 3 In the present invention, when the game interface 301 is displayed, the technical solution of hiding the character attribute control 12, the setting control 13 and the game interface exit control 14 displayed in the game interface 300 means that when the player needs to view the character attributes of the virtual character 10, he / she needs to exit the menu interface 400 first and then view them through the character attribute control 12 in the game interface 300, which is inconvenient for the player's operation.
[0084] Therefore, in an optional embodiment, the game interface further includes at least one second virtual control. When the player does not perform the menu interface display operation, the player needs to memorize the shortcut keys corresponding to each second virtual control in the game interface, which places a memory burden on the player. The interactive control method in the game may also include the following step S230 to solve the above problem.
[0085] Step S230: Adjust the display position of each second virtual control according to the interface layout method indicated by the display operation for the menu interface, so that the display position of the menu interface in the game interface does not overlap with the display position of each second virtual control.
[0086] It is understood that the second virtual control displayed in the game interface is located in the control layer. Furthermore, the second virtual control can be permanently displayed in the game interface, unaffected by the display of other models in the game scene; that is, regardless of changes in the virtual camera's shooting position or angle, the second virtual control remains visible in the game interface. For example, the second virtual control may include, but is not limited to, game settings controls, game exit controls, character attribute controls, game quest controls, tutorial controls, screenshot controls, etc. The virtual controls permanently displayed above the game scene differ depending on the game type; this embodiment does not specifically limit the type of the second virtual control. The display layer of each second virtual control is higher than the display layer of the scene image.
[0087] It should be noted that the game logic corresponding to each first virtual control in the menu interface can be the same as the game logic corresponding to the second virtual control. That is, the aforementioned second virtual controls can also be displayed in the menu interface, for example, settings controls, character attribute controls, game task controls, tutorial controls, screenshot controls, etc., can be displayed in the menu interface. Alternatively, the game logic corresponding to the aforementioned first virtual controls may be different from the game logic corresponding to the second virtual controls. This embodiment does not specifically limit the types of second virtual controls that are permanently displayed in the game interface or the types of first virtual controls that are displayed in the menu interface. The first and second are only used to distinguish the display position of each virtual control.
[0088] Optionally, if there is a second virtual control among the aforementioned second virtual controls that has the same game logic as the game logic corresponding to the first virtual control, the second virtual control can be hidden or displayed when adjusting the display position of each second virtual control, thereby reducing the space occupied by virtual controls with the same game logic on the game interface.
[0089] The aforementioned interface layout is a preset layout associated with the display operations of the menu interface. The principle of this layout is that the display position of the menu interface in the game interface does not overlap with the display positions of the second virtual controls. This embodiment does not specifically limit the adjusted positions of the second virtual controls. In this way, even with the game cursor displayed, the player can still select the first virtual control without exiting the menu interface, simplifying the player's operation.
[0090] like Figure 4 As shown, Figure 4 Another example of a menu interface display is provided. When the game interface 300 is displayed on the screen of an electronic device, and as assumed above, the menu interface display operation is a trigger operation of the shortcut key "ESC". Figure 4 The game interface 302 shown displays a menu interface 400 and a game cursor 20, and... Figure 3 The difference between the game interface 301 and the game interface 302 is that the character attribute control 12, settings control 13, and game interface exit control 14, which were originally located at the top of the game interface 300, are now displayed on the left side of the game interface 302. This allows players to select the character attribute control 12, settings control 13, and game interface exit control 14 using the game cursor without needing to exit the menu interface 400.
[0091] In situations where the game cursor is not displayed and the electronic device is not a touchscreen, players find it difficult to associate the various secondary virtual controls displayed on the game interface with touch functionality. This forces players to learn how to display the game cursor or control the secondary virtual controls using shortcut keys, increasing the learning curve and memory burden. Adjusting the display position of the secondary virtual controls and displaying the game cursor makes it easier for players to associate the displayed game cursor with the control functionality, thus improving the gaming experience.
[0092] In one optional embodiment, after adjusting the display position of each of the first virtual controls, each of the first virtual controls is highlighted. This helps players quickly identify that the game interface includes first virtual controls in addition to the second virtual controls in the menu interface, attracting the player's attention and making it easier for the player to associate the first virtual controls in the game interface with touch, thereby improving the usability of the game interface and the player's gaming experience.
[0093] Highlighting refers to displaying the first virtual control in a way different from its current display. Specifically, highlighting can include one or more of the following exemplary display methods: highlighting, outlining, control style adjustment, or strobe display. Highlighting means displaying the first virtual control after its position is adjusted with a brightness exceeding its original brightness. Outlining means thickening or using a preset color to display the border of the first virtual control after its position is adjusted. Control style adjustment means displaying the control after its position is adjusted in a style different from its original style, such as changing a square control to a circular control; that is, using different shapes to distinguish the first virtual control before and after its position adjustment. Strobe display means flashing the first virtual control after its position is adjusted at a preset frequency for a preset time. In this embodiment, the first virtual control after its position adjustment is illustrated using outlining as an example.
[0094] like Figure 5 As shown, Figure 5 Another example of a menu interface display is provided. When the game interface 300 is displayed on the screen of an electronic device, and as assumed above, the menu interface display operation is a trigger operation of the shortcut key "ESC". Figure 5 The game interface 303 shown displays the menu interface 400 and the game cursor 20, and... Figure 3The difference between the game interface 302 and the game interface 303 is that the borders of the character attribute control 12, the setting control 13, and the game interface exit control 14, which were originally located in the game interface 301, are changed from black to gray.
[0095] This helps players quickly identify that the game interface 303 includes the first virtual control in addition to the second virtual controls in the menu interface 400, enabling players to better associate the first virtual control in the game interface 303 with touch, thus improving the usability of the game interface and the player's gaming experience.
[0096] In an optional embodiment, after displaying the game cursor, the player can control the game cursor to manipulate the first virtual control or the second virtual control. Specifically, the method further includes the following steps S250 and S260.
[0097] Step S250: After displaying the game cursor, in response to the control operation on the game cursor, determine the first or second virtual control selected by the control operation as the target virtual control.
[0098] It is understood that the target virtual control is one or more of the first virtual controls selected by the player through the game cursor, or one or more of the second virtual controls. This embodiment does not specifically limit the number of target virtual controls.
[0099] Referring to the preceding text, when the electronic device is a touchscreen device, the aforementioned control operations on the game cursor refer to touch operations on the game interface, such as clicking, swiping, or pressing the game interface using a finger or stylus. When the electronic device is not a touchscreen device, the aforementioned control operations on the game cursor refer to operations controlled via external devices such as a mouse or keyboard.
[0100] In one optional embodiment, step S250 can be implemented by the following steps S251 to S253.
[0101] Step S251: In response to the control operation on the game cursor, control the game cursor to move within the game interface.
[0102] Step S252: When the cursor position where the game cursor indicated by the control operation ends is located in the control operation area corresponding to the first virtual control, the first virtual control is determined as the target virtual control.
[0103] Step S253: When the cursor position is located in the control operation area corresponding to the second virtual control, the second virtual control is determined as the target virtual control.
[0104] In a specific embodiment, in response to a control operation on the game cursor, the game cursor can be controlled to move in the game interface following the sliding trajectory corresponding to the control operation, and the movement trajectory of the game cursor matches the sliding trajectory.
[0105] For example, players can control the mouse to slide in any direction, and correspondingly, the game cursor can move along the mouse's trajectory within the game interface according to a preset mapping relationship. This preset mapping relationship can be understood as the mapping relationship between the mouse's sliding direction and the game cursor's sliding direction, as well as the mapping relationship between the mouse's sliding distance and the game cursor's movement distance within the game interface. For example, when the player slides the mouse 1 centimeter to the right, the game cursor can move 1 pixel to the right within the game interface. Or, if the player slides their finger 1 pixel to the right within the game interface, the game cursor can move 5 pixels to the right following the player's finger's rightward sliding trajectory. Figure 6 As shown, when the electronic device is a touch screen device, in the game interface 303, the player's finger controls the cursor in the game interface by sliding along the sliding trajectory indicated by the dotted line 21-1, and the associated movement trajectory of the game cursor is the movement trajectory indicated by the dotted line 21-1.
[0106] The cursor position described above is the position of the game cursor after it stops moving. In this embodiment, the cursor position of the game cursor can be represented by coordinate values in a pre-established screen coordinate system for the game interface. That is, the cursor position of the game cursor corresponds one-to-one with the coordinate values in the screen coordinate system. The screen coordinate system provided in this embodiment has two axes, X and Y. Therefore, the cursor position of the game cursor can also be understood as a two-dimensional vector. For example, the cursor position after the game cursor stops moving can be represented as (3,4), which means that the game cursor is located at the position with coordinates (3,4) in the screen coordinate system.
[0107] It is understandable that electronic devices can execute the game logic corresponding to virtual controls by responding to player actions on these controls within the game interface. Therefore, the game interface needs to pre-define a control operation area corresponding to each virtual control, so that players can trigger the execution of the game logic corresponding to the virtual control by operating on that control operation area. In other words, players interact with the game logic corresponding to the virtual control through this control operation area.
[0108] Therefore, the control operation area corresponding to the first virtual control and the control operation area corresponding to the second virtual control can be understood as the area in the game interface that is pre-set for the player to trigger the first virtual control or the second virtual control.
[0109] It is important to note that the control operation areas corresponding to the first and second virtual controls mentioned above can include the display areas of each virtual control in the game interface, or they can include specific areas pre-set in the game interface where the first or second virtual control can be selected. For example, players can select the first or second virtual control by controlling the position where the game cursor ends its movement to be in the lower left or left half of the game interface. In this case, even if the player does not control the position where the game cursor ends its movement to not exactly coincide with the display area of the virtual control, as long as the movement position is within the specific area where the first or second virtual control can be selected, the first or second virtual control can still be selected.
[0110] like Figure 6 As shown, in the game interface 303, the game cursor 20 moves along the trajectory indicated by the dotted line 21 and moves to the display position where the setting control 13 is located, indicating that the setting control 13 is identified as the target virtual control. Figure 6 The arrow in gray indicates the game cursor 20 moving to the settings control 13.
[0111] Combination Figure 5 The game interface in the middle is 303, such as Figure 7 As shown, in the game interface 303, the game cursor 20 moves along the trajectory indicated by the dotted line 21 and stops at the control operation area 22 corresponding to the setting control 13, indicating that the setting control 13 has been identified as the target virtual control. Figure 7 The gray-filled arrows indicate the game cursor 20 moving to the settings control 13, and the dashed boxes indicate the control operation area corresponding to the settings control 13. It should be noted that the game cursor 20 moves along the trajectory indicated by the dashed line 21, and the cursor position after the movement does not coincide with the display area of the settings control 13, but is only within the control operation area corresponding to the settings control, thus enabling the selection of the settings control 13.
[0112] Or, such as Figure 8 As shown, in the game interface 303, the game cursor 20 moves along the trajectory indicated by the dotted line 23 and moves to the control operation area 24 corresponding to the character attribute control 12, indicating that the character attribute control 12 is identified as the target virtual control. Figure 8 The arrow in gray indicates the game cursor 20 moving to the control operation area 24.
[0113] Or, suppose Figure 8The control operation area 24 in the game is the control operation area corresponding to both the character attribute control 12 and the setting control 13. When the game cursor is moved to the control operation area 24, both the character attribute control 12 and the setting control 13 can be identified as target virtual controls at the same time.
[0114] After determining the target virtual control using the above method, the following step S260 can be executed.
[0115] Step S260: Respond to the trigger operation for the target virtual control and display the interface content corresponding to the target virtual control.
[0116] It is understood that the interface content corresponding to the aforementioned target virtual control is the interface element that needs to be displayed in the game logic corresponding to each virtual control. In an optional embodiment, the aforementioned display of the interface content corresponding to the target virtual control can be shown as the interface content of the game interface itself, i.e., adding content to the original game interface; or, the game interface can be switched to the game interface corresponding to the target virtual control, i.e., either the original game interface or the game interface corresponding to the target virtual control can be displayed. This embodiment does not specifically limit the above display methods.
[0117] For example, combining the examples above and Figure 7 When the target virtual control is setting control 13, when the player applies a trigger operation to the target virtual control, the electronic device can respond to the trigger operation, such as... Figure 9 As shown, the game interface 303 is switched to the settings interface 304 corresponding to the settings control 13. The settings interface 304 includes, but is not limited to, graphics setting controls 24, sound effect setting controls 25, and control method setting controls 26. Among them, the graphics setting controls 24 are used to adjust the game's graphics and effects to obtain a better visual effect; the sound effect setting controls 25 are used to adjust the game's sound effects and music to obtain a better auditory effect; and the control method setting controls 26 are used to adjust the game's control method, such as touch screen, virtual joystick, or gravity sensor operation, to obtain a better operating experience.
[0118] In an optional embodiment, step S270 may also be included.
[0119] Step S270: After displaying the game cursor, hide and display the game cursor and menu interface.
[0120] Hide / show can be understood as a method of controlling the visibility of interface elements in a game interface. Hide / show the game cursor means removing the game cursor from the game interface, making it invisible. This can improve the player's immersion in the game and make it easier for the player to trigger game logic when the game cursor is invisible.
[0121] In one optional embodiment, in response to a hide / show operation on the menu interface, the menu interface and the game cursor are hidden / shown; or, in response to the display duration of the menu interface meeting a preset duration and no control is detected on the menu interface or the game cursor, the menu interface and the game cursor are hidden / shown.
[0122] It is understood that the above-mentioned hiding and showing operations for the menu interface may include triggering operations for the exit control of the menu interface. These triggering operations may include touch operations, shortcut key operations, voice command operations, or air gesture operations, etc., and this embodiment does not specifically limit them.
[0123] This embodiment links the display and hiding of the menu interface with the display and hiding of the game cursor, allowing both to be displayed or hidden simultaneously. This reduces the use of hotkeys and lowers the learning curve for players. For example, refer to... Figure 4 When the player triggers the exit control 15 in the menu interface, the menu interface 400 and the game cursor 20 are hidden to display... Figure 4 The game interface shown is 300.
[0124] Alternatively, if the display duration of the menu interface or game cursor meets the preset duration and no control over the menu interface or game cursor is detected, the game cursor and menu interface will be hidden. For example, if the preset duration is 1 minute, and the player leaves the position without controlling the game cursor and menu interface within that 1 minute, the game cursor and menu interface can be hidden after the 1 minute display duration has been met.
[0125] In an optional embodiment, the game interface further includes a first scene captured by a virtual camera from a first shooting perspective; when the game cursor is hidden or displayed, in response to the perspective adjustment operation, the shooting perspective of the virtual camera is adjusted from the first shooting perspective to a second shooting perspective, and the second scene captured by the virtual camera during the process of adjusting from the first shooting perspective to the second shooting perspective is displayed.
[0126] It is understood that this embodiment is intended to provide players with the ability to adjust the virtual camera's shooting angle to display different perspectives of the scene when the game cursor is hidden. The scene image is a portion of the game scene captured by the virtual camera.
[0127] When the electronic device is a touchscreen device, the virtual camera's shooting angle can be adjusted by swiping on the game interface. The swipe distance is related to the rotation angle of the shooting angle. For example, a swipe distance of 1 pixel will rotate the virtual camera's shooting angle by 15°.
[0128] When the electronic device is not a touchscreen device, it's not easy to conveniently identify when to control the game cursor and when to control the virtual camera's shooting angle by simply moving the mouse while the game cursor is displayed. In this case, the game interface is usually dragged by pressing the left or right mouse button to adjust the virtual camera's shooting angle. However, this method is suitable for games with less intense combat. In more intense combat scenarios, if adjusting the shooting angle by dragging the game interface is not responsive, it reduces the player's operating experience.
[0129] Therefore, in this embodiment, when the game cursor is hidden, the shooting angle of the virtual camera can be adjusted by sliding the mouse or clicking a preset shortcut key on the keyboard. It is understood that the sliding parameters of the mouse are related to the rotation parameters of the shooting angle. The sliding parameters may include, but are not limited to, sliding distance and sliding direction, and the associated rotation parameters are rotation direction and rotation distance, respectively. For example, when the game cursor is hidden, sliding the mouse 1cm to the right will rotate the shooting angle of the virtual camera 15° to the right. Similarly, when the game cursor is hidden, clicking the right arrow key on the keyboard will rotate the shooting angle of the virtual camera to the right; for example, each click will rotate the shooting angle of the virtual camera by 15°.
[0130] By quickly sliding the mouse, the shooting angle of the virtual camera can be adjusted rapidly, which can enhance the player's immersion in the game, improve the player's operation efficiency, help the player better observe the game environment, and reduce the player's visual fatigue.
[0131] It should be noted that, Figures 3-9 The dotted lines shown are fictitious lines created for ease of understanding; these dotted lines do not exist on the game interface displayed on electronic devices.
[0132] This concludes the description of the method provided in this embodiment. As can be seen, this method combines the cursor display operation and the menu interface display operation into one. Compared with related technologies that set separate shortcut keys for displaying the menu interface and displaying the cursor, players can simultaneously display both the menu interface and the cursor after learning how to display the menu interface. After the game cursor is displayed in the game interface, players can clearly see that they can select the first virtual control using the game cursor, reducing the learning cost for players and alleviating their memory burden. Simultaneously, the above method reduces the use of shortcut keys, facilitating the expansion of core game functions during the game design phase.
[0133] Additionally, when the electronic device using the above method is a touchscreen device, by displaying a game cursor in the game interface, players can manipulate the cursor to select smaller virtual controls or precisely locate specific positions. This avoids the problems of difficulty in selection or accidental touches that can occur with larger touch areas when using a stylus or finger.
[0134] Corresponding to the interactive control method in a game provided in this application embodiment, this application embodiment also provides an interactive control device 500 in a game, such as... Figure 10 As shown, the device 500 includes: a first display unit 501 and a second display unit 502;
[0135] The first display unit 501 is used to display the game interface, in which the game cursor is not displayed;
[0136] The second display unit 502 is configured to display the menu interface and the game cursor in the game interface in response to a display operation on the menu interface; the menu interface is configured to provide at least one first virtual control in the game interface, and the game cursor is configured to select the first virtual control.
[0137] Optionally, the game interface also provides at least one second virtual control, and each second virtual control is permanently displayed in the game interface;
[0138] The aforementioned device 500 also includes a position adjustment unit 503;
[0139] The position adjustment unit 503 is used to adjust the display position of each of the second virtual controls according to the interface layout method indicated by the display operation on the menu interface, so that the display position of the menu interface in the game interface does not overlap with the display position of each of the second virtual controls.
[0140] Optionally, the above-mentioned device 500 further includes a control selection unit 504;
[0141] The control selection unit 504 is used to, after displaying the game cursor, in response to a control operation on the game cursor, determine the first virtual control or the second virtual control selected by the control operation as the target virtual control.
[0142] The second display unit 502 described above is also used to respond to a trigger operation on the target virtual control and display the interface content corresponding to the target virtual control.
[0143] Optionally, the control selection unit 504 is specifically used to respond to a control operation on the game cursor and control the game cursor to move in the game interface; when the cursor position indicated by the control operation where the game cursor ends its movement is located in the control operation area corresponding to the first virtual control, the first virtual control is determined as the target virtual control; when the cursor position is located in the control operation area corresponding to the second virtual control, the second virtual control is determined as the target virtual control.
[0144] Optionally, the control selection unit 504 is further configured to respond to a control operation on the game cursor, control the game cursor to move in the game interface following the sliding trajectory corresponding to the control operation, and the movement trajectory of the game cursor matches the sliding trajectory.
[0145] Optionally, the second display unit 502 described above is also used to hide the display of the game cursor and the menu interface after the game cursor is displayed.
[0146] Optionally, the second display unit 502 is further configured to hide and display the game cursor and the menu interface in response to a hide / show operation on the menu interface; or, in response to the display duration of the menu interface meeting a preset duration and no control is detected on the menu interface or the game cursor, to hide and display the game cursor and the menu interface.
[0147] Optionally, the game interface also includes a first scene image captured by a virtual camera from a first shooting perspective; the device 500 also includes a perspective adjustment unit 505;
[0148] The perspective adjustment unit 505 is used to adjust the shooting perspective of the virtual camera from a first shooting perspective to a second shooting perspective in response to the perspective adjustment operation when the game cursor is hidden or displayed, and to display the second scene image captured by the virtual camera during the process of adjusting from the first shooting perspective to the second shooting perspective.
[0149] Optionally, the second display unit 502 is further configured to highlight each of the first virtual controls after adjusting their display positions.
[0150] Optionally, the display layer of each of the first virtual controls and each of the second virtual controls is higher than the display layer of the scene screen in the game interface.
[0151] Optionally, the game logic corresponding to each of the first virtual controls is different from the game logic corresponding to each of the second virtual controls.
[0152] Optionally, the second display unit 502 is further configured to hide and display the second virtual control whose corresponding game logic is the same as that of each of the first virtual controls when there is a second virtual control in each of the second virtual controls whose corresponding game logic is the same as that of each of the first virtual controls.
[0153] Corresponding to the interactive control method in a game provided in the embodiments of this application, the embodiments of this application also provide an electronic device for implementing the interactive control method in a game, such as... Figure 11 As shown, the electronic device includes: a processor 601; and a memory 602 for storing a program for interactive control methods in a game. After the device is powered on and the processor runs the program for interactive control methods in the game, it performs the following steps:
[0154] The game interface is displayed, but the game cursor is not shown in the game interface;
[0155] In response to a display operation on the menu interface, the menu interface and the game cursor are displayed in the game interface; the menu interface is used to provide at least one first virtual control in the game interface, and the game cursor is used to select the first virtual control.
[0156] Corresponding to the interactive control method in the game provided in the embodiments of this application, the embodiments of this application also provide a computer-readable storage medium storing a program of the interactive control method in the game, which is executed by a processor to perform the following steps:
[0157] The game interface is displayed, but the game cursor is not shown in the game interface;
[0158] In response to a display operation on the menu interface, the menu interface and the game cursor are displayed in the game interface; the menu interface is used to provide at least one first virtual control in the game interface, and the game cursor is used to select the first virtual control.
[0159] It should be noted that for a detailed description of the apparatus, electronic device and computer-readable storage medium provided in the embodiments of this application, please refer to the relevant description of the interactive control method in the game provided in the embodiments of this application, which will not be repeated here.
[0160] Although this application discloses preferred embodiments as described above, it is not intended to limit this application. Any person skilled in the art can make possible changes and modifications without departing from the spirit and scope of this application. Therefore, the scope of protection of this application should be determined by the scope defined in the claims of this application.
[0161] In a typical configuration, an electronic device includes one or more processors (CPU), input / output interfaces, network interfaces, and memory.
[0162] Memory may include non-persistent storage in computer-readable media, such as random access memory (RAM) and / or non-volatile memory, such as read-only memory (ROM) or flash RAM. Memory is an example of computer-readable media.
[0163] 1. Computer-readable media includes both permanent and non-permanent, removable and non-removable media that can store information by any method or technology. Information can be computer-readable operations, data structures, program modules, or other data. Examples of computer storage media include, but are not limited to, phase-change memory (PRAM), static random access memory (SRAM), dynamic random access memory (DRAM), other types of random access memory (RAM), read-only memory (ROM), electrically erasable programmable read-only memory (EEPROM), flash memory or other memory technologies, CD-ROM, digital versatile optical disc (DVD) or other optical storage, magnetic tape, magnetic magnetic disk storage or other magnetic storage devices, or any other non-transferable medium that can be used to store information accessible by a computing device. As defined herein, computer-readable media does not include non-transitory computer-readable media, such as modulated data signals and carrier waves.
[0164] 2. Those skilled in the art will understand that embodiments of this application can be provided as methods, systems, or computer program products. Therefore, this application can take the form of a completely hardware embodiment, a completely software embodiment, or an embodiment combining software and hardware aspects. Furthermore, this application can take the form of a computer program product embodied on one or more computer-usable storage media (including but not limited to disk storage, CD-ROM, optical storage, etc.) containing computer-usable program code.
[0165] Although this application discloses preferred embodiments as described above, it is not intended to limit this application. Any person skilled in the art can make possible changes and modifications without departing from the spirit and scope of this application. Therefore, the scope of protection of this application should be determined by the scope defined in the claims of this application.
Claims
1. A method for controlling interaction in a game, characterized by, The method includes: The game interface is displayed, but the game cursor is not displayed in the game interface; wherein, the game interface also provides at least one second virtual control, and each second virtual control is permanently displayed in the game interface; in response to a display operation on the menu interface, the menu interface and the game cursor are displayed in the game interface; the menu interface is used to provide at least one first virtual control in the game interface, and the game cursor is used to select the first virtual control; According to the interface layout method indicated by the display operation for the menu interface, adjust the display position of each of the second virtual controls so that the display position of the menu interface in the game interface does not overlap with the display position of each of the second virtual controls.
2. The method of claim 1, wherein, The method further includes: After the game cursor is displayed, in response to the control operation on the game cursor, the first virtual control or the second virtual control selected by the control operation is determined as the target virtual control; In response to a trigger operation on the target virtual control, the interface content corresponding to the target virtual control is displayed.
3. The method of claim 2, wherein, The step of determining the first or second virtual control selected by the control operation as the target virtual control in response to the control operation includes: In response to a control operation on the game cursor, the game cursor is controlled to move within the game interface; When the cursor position indicated by the control operation ends the movement of the game cursor is located in the control operation area corresponding to the first virtual control, the first virtual control is determined as the target virtual control; When the cursor position is located in the control operation area corresponding to the second virtual control, the second virtual control is determined as the target virtual control.
4. The method of claim 3, wherein, The step of controlling the game cursor to move within the game interface in response to a control operation on the game cursor includes: In response to a control operation on the game cursor, the game cursor is controlled to move on the game interface following the sliding trajectory corresponding to the control operation, and the movement trajectory of the game cursor matches the sliding trajectory.
5. The method according to any one of claims 1 to 4, characterized in that, The method further includes: After displaying the game cursor, hide and show both the game cursor and the menu interface.
6. The method according to claim 5, wherein hiding and displaying the game cursor and the menu interface includes: In response to a hide / show operation on the menu interface, the game cursor and the menu interface are hidden / shown. or, If the display duration of the menu interface meets the preset duration and no control over the menu interface or the game cursor is detected, then the game cursor and the menu interface are hidden and displayed.
7. The method according to claim 5, characterized in that, The game interface also includes a first scene image captured by a virtual camera from a first shooting perspective; the method further includes: When the game cursor is hidden or displayed, in response to the view adjustment operation, the shooting view of the virtual camera is adjusted from the first shooting view to the second shooting view, and the second scene image captured by the virtual camera during the process of adjusting from the first shooting view to the second shooting view is displayed.
8. The method according to claim 1, characterized in that, The method further includes: After adjusting the display position of each of the first virtual controls, each of the first virtual controls is highlighted.
9. The method according to claim 1, characterized in that, The display layer of each of the first virtual controls and each of the second virtual controls is higher than the display layer of the scene screen in the game interface.
10. The method according to claim 1, characterized in that, The game logic corresponding to each of the first virtual controls is different from the game logic corresponding to each of the second virtual controls.
11. The method according to claim 1, characterized in that, The method further includes: When there is a second virtual control in each of the second virtual controls whose corresponding game logic is the same as that of each of the first virtual controls, the second virtual control whose corresponding game logic is the same as that of each of the first virtual controls is hidden and displayed.
12. An interactive control device for a game, characterized in that, The device includes: a first display unit, a second display unit, and a position adjustment unit; The first display unit is used to display the game interface, in which no game cursor is displayed; wherein, the game interface also provides at least one second virtual control, and each second virtual control is permanently displayed in the game interface; The second display unit is configured to display the menu interface and the game cursor in the game interface in response to a display operation on the menu interface; the menu interface is configured to provide at least one first virtual control in the game interface, and the game cursor is configured to select the first virtual control; The position adjustment unit is used to adjust the display position of each of the second virtual controls according to the interface layout method indicated by the display operation on the menu interface, so that the display position of the menu interface in the game interface does not overlap with the display position of each of the second virtual controls.
13. An electronic device, characterized in that, include: processor; as well as A memory for storing a data processing program, which, when powered on and run by the processor, executes the method as described in any one of claims 1 to 11.
14. A computer-readable storage medium, characterized in that, The system contains a data processing program that is executed by a processor to perform the method as described in any one of claims 1 to 11.
Citation Information
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