Interaction control method and device in game, electronic equipment and readable storage medium
Patent Information
- Application Number
- CN202410018641.3
- Authority / Receiving Office
- CN · China
- Patent Type
- Patents(China)
- Current Assignee / Owner
- Filing Date
- 2024-01-05
- Publication Date
- 2026-08-28
- Estimated Expiration
- 2044-01-05
AI Technical Summary
该方法受到玩家性格的影响,大部分玩家不愿意添加不认识的玩家,容易降低游戏对该部分玩家的吸引力
[0018] 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.
Smart Images

Figure CN117861205B_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] With the rapid development of online games, the difficulty of game levels is increasing, and the game storylines are becoming more complex and unpredictable. This places higher demands on players' strategic planning, operational skills, and spatial awareness.
[0003] Currently, when players encounter difficult levels in the game, they usually need to ask other players who have already passed the level for help—that is, add other players as friends and ask for their walkthrough. This method is influenced by player personality; most players are unwilling to add strangers, which can reduce the game's appeal to that group of players. Alternatively, players often choose to search for game tutorials to learn how to pass the level. However, searching for tutorials lacks interaction between players, is cumbersome, easily interrupts gameplay, and results in a poor gaming experience.
[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 interactive control methods, devices, electronic devices, and readable storage media in games, enabling players in the game to achieve asynchronous message interaction effects through game props placed in the game scene, which can improve the interactive experience of players in the game and increase the players' immersion in the game.
[0006] In a first aspect, embodiments of this application provide an interactive control method in a game, the method comprising: displaying an item display interface through the graphical user interface, the item display interface including at least one game item;
[0007] In response to a selection operation, a target game item is determined from the at least one game item;
[0008] In response to a placement command for the target game item, the target game item is displayed in the game scene;
[0009] The graphical user interface displays a first message and / or a second message contained in the target game item. The first message is generated by the first terminal for the target game item, and the second message is generated by the second terminal for the target game item.
[0010] Secondly, embodiments of this application provide an interactive control device for a game, which provides a graphical user interface through a first terminal. The graphical user interface includes at least a portion of the game scene, and the game scene includes a first virtual character controlled by the first terminal and a second virtual character controlled by a second terminal. The device includes: a display unit and a determination unit.
[0011] The display unit is used to display an item display interface through the graphical user interface, the item display interface including at least one game item;
[0012] The determining unit is configured to determine a target game item among the at least one game item in response to a selection operation;
[0013] The display unit is also configured to display the target game item in the game scene in response to a placement command for the target game item;
[0014] The display unit is further configured to display, through the graphical user interface, a first message and / or a second message contained in the target game item, wherein the first message is generated by the first terminal for the target game item, and the second message is generated by the second terminal for the target game item.
[0015] Thirdly, embodiments of this application provide an electronic device, including:
[0016] Processor; and
[0017] 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.
[0018] 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.
[0019] The interactive control method in the game provided in this application provides a graphical user interface (GUI) through a first terminal. This GUI includes at least a portion of the game scene, which includes a first virtual character controlled by the first terminal and a second virtual character controlled by a second terminal. In this method, an item display interface can be displayed through the GUI, including at least one game item. In response to a selection operation, a target game item is determined from the at least one game item. Then, in response to a placement instruction for the target game item, the target game item is displayed in the game scene. After displaying the target game item, a first message and / or a second message contained in the target game item can also be displayed through the GUI. The first message is generated by the first terminal for the target game item, and the second message is generated by the second terminal for the target game item.
[0020] As can be seen, this application allows players to leave messages using target game items placed within the game scene, with the messages displayed in the graphical user interface. This provides players with an asynchronous messaging method closely integrated with the game environment, enhancing their immersion. Furthermore, the ability for players to interact and leave messages for the same target game item makes the interactions more engaging and topical, improving the overall player experience and thus enhancing the game's social attributes. Attached Figure Description
[0021] 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.
[0022] Figure 1 A schematic diagram of a game system provided in an embodiment of this application;
[0023] Figure 2 A flowchart illustrating an example of an interactive control method in a game provided in an embodiment of this application;
[0024] Figure 3 This is a schematic diagram of an example graphical user interface for displaying target game items, first message information and / or second message information in a graphical user interface, as provided in an embodiment of this application.
[0025] Figure 4 Some graphical user interface diagrams for the message information interface provided in the embodiments of this application;
[0026] Figure 5 This application provides an example of a graphical user interface diagram showing how to configure first message information for a target game item through an editing interface;
[0027] Figure 6 This is a schematic diagram illustrating another example of an editing interface provided in an embodiment of this application.
[0028] Figure 7 This is a schematic diagram of the display area for the support indicator provided in an embodiment of this application;
[0029] Figure 8 A schematic diagram showing the floating interface illustrating the support activities provided in this application embodiment;
[0030] Figure 9 A schematic diagram illustrating an example of a message interface for a target game item of the assist type provided in this application embodiment;
[0031] Figure 10 This is a schematic diagram illustrating an example of a graphical user interface for replying to messages in a message interface, provided in an embodiment of this application.
[0032] Figure 11 This is a schematic diagram illustrating an example of the response information provided in an embodiment of this application.
[0033] Figure 12 This is a schematic diagram illustrating another example of a graphical user interface for replying to messages in a message interface, provided in an embodiment of this application.
[0034] Figure 13 A schematic diagram of an example graphical user interface for displaying character information of a virtual character corresponding to a publisher identifier, provided in an embodiment of this application;
[0035] Figure 14 A schematic diagram of an example graphical user interface for deleting a target game item provided in an embodiment of this application;
[0036] Figure 15 A schematic diagram illustrating an example of a graphical user interface for leaving messages for a target game item, provided in an embodiment of this application;
[0037] Figure 16 A schematic diagram illustrating an example of a graphical user interface for displaying collapsed and expanded message information according to an embodiment of this application;
[0038] Figure 17 This is a schematic diagram of the structure of the interactive control device in the game provided in the embodiments of this application;
[0039] Figure 18This application provides a block diagram of an electronic device for implementing an interactive control method in a game. Detailed Implementation
[0040] 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.
[0041] 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.
[0042] 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.
[0043] 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.
[0044] In view of the above-mentioned problems, this application provides an interactive control method, device, electronic device and computer-readable storage medium in games.
[0045] The interactive control method in the game provided in this application can be executed by an electronic device, which can be a terminal or a server. The terminal can be a smartphone, tablet, laptop, or other terminal device. 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.
[0046] In one optional embodiment, when the interactive control method in the game runs on a terminal device, the terminal device may include a display screen and a processor. The display screen is used to present game visuals and receive commands generated by the player interacting with the game visuals. The game visuals may include a portion of a virtual game scene, which is a virtual world where virtual characters interact. The processor is used to store the game application, run the game, generate game visuals, respond to commands, and control the display of the game visuals on the display screen. When the player interacts with the game visuals through the display screen, the game visuals can control the local content of the terminal device in response to the received operation commands. The terminal device can provide the graphical user interface to the player in various ways, such as rendering the display on the terminal device's screen or presenting the graphical user interface through holographic projection.
[0047] 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 mobile terminal, television, computer, PDA, 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.
[0048] 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.
[0049] For example, in conjunction with the above description, Figure 1 This application illustrates a game system 1000 for implementing interactive control within a game, as provided in an embodiment. 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 user-held terminal 1001 can connect to different servers via the network. The terminal is any device with computing hardware capable of supporting and executing software applications corresponding to the game.
[0050] 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.
[0051] In possible application scenarios, different terminals 1001 may be served by different servers 1002. Therefore, in order to distinguish the servers 1002 corresponding to different game terminals 1001, the embodiments of this application will use the terms "first" and "second" to describe them. In fact, the servers 1002 corresponding to different game terminals 1001 can be the same server 1002. Therefore, without distinguishing between "first" and "second", it can be understood that the terminals 1001 corresponding to virtual characters in the same game scene are served by the same server 1002.
[0052] 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 while different users are playing multiplayer games online.
[0053] It should be noted that in this embodiment, multiple terminal devices are running the same virtual game. Therefore, data interaction between the multiple terminal devices can be achieved through the virtual game's server. Thus, sending data from terminal device 1 to terminal device 2 can be understood as: terminal device 1 sends data to the virtual game's server, and the server sends the data to terminal device 2. Receiving data from terminal device 2 can be understood as: terminal device 1 receives data sent by the virtual game's server, which is the data sent by terminal device 2 to the server. Alternatively, there may be no game server, and terminal device 1 directly sends game data to terminal device 2.
[0054] 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.
[0055] It should be noted that the triggering operations mentioned in the subsequent detailed description of the interactive control method in the game provided in the embodiments of this application can all be regarded as triggering operations performed by the player through a finger or by controlling a medium such as a mouse, keyboard, or stylus. The specific medium used can be determined according to the type of electronic device. For example, when the electronic device is a touch screen device such as a mobile phone, tablet computer, or game console, the player can operate on the touch screen using any suitable object or accessory such as a finger or stylus. When the terminal device is a non-touch screen terminal device such as a desktop computer or laptop computer, the player can operate using an external device such as a mouse or keyboard.
[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] In this embodiment of the application, a graphical user interface is provided through a first terminal. The graphical user interface displays at least a portion of the game scene of the virtual game. The game scene includes a first virtual character controlled by the first terminal and a second virtual character controlled by a second terminal.
[0058] The game scene described above can be understood as a simulation of the real world within a game environment, a semi-simulated / semi-fictional virtual environment, or a purely fictional virtual environment. A game scene can be any of three dimensions: two-dimensional, 2.5-dimensional, or three-dimensional. A virtual scene typically includes multiple scene elements, which are the various elements required to construct the virtual scene. 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, and virtual vegetation elements. Virtual terrain elements may include, but are not limited to, natural landforms such as land, ocean, lakes, and rivers. A virtual scene is a scenario where players control virtual characters to complete game logic.
[0059] As can be understood, a virtual character is a game character controlled by the player in a game. The player manipulates this virtual character to perform various game activities within the game environment, such as picking up items, engaging in combat, exploring, or solving puzzles. This virtual character can represent the player's image, and each virtual character can be implemented using a 3D or 2D virtual model; this embodiment does not specifically limit this. Virtual characters include, but are not limited to, at least one of the following: virtual human, virtual animal, and virtual machine.
[0060] In this embodiment, the first terminal provides a graphical user interface displaying a first virtual character controlled by the first terminal device and a second virtual character controlled by the second terminal device. The number of the first virtual character and the second virtual character is not specifically limited in this embodiment and may include one or more.
[0061] The virtual games in this application embodiment may include open-world adventure games, allowing players to freely explore and adventure in the game world. In such games, each player corresponds to their own game world, and players in the same game world can be considered teammates. That is, the first virtual character and the second virtual character can be virtual characters in the same faction.
[0062] It should be noted that the method description in this application embodiment takes the display control on the terminal side controlling the first virtual character as an example. That is, the above game scene is displayed through the display screen provided by the terminal device controlling the first virtual character.
[0063] 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 S240.
[0064] Step S210: Display the item display interface through the graphical user interface, which includes at least one game item.
[0065] Understandably, in virtual games, players can control virtual characters to complete game tasks using various game items. Game items can be understood as objects that players acquire in the game to complete tasks. For example, game items can help players understand game tasks (such as newspapers, blackboards, signs, etc. in the game that contain introductions to game tasks and guidance on game scenes), virtual items that maintain the survival of virtual characters in the game scene, virtual items that help defeat other virtual characters, or virtual items that are used to upgrade various virtual items, etc.
[0066] It's understandable that graphical user interfaces (GUIs) typically use layers to present various interface content. A layer is a hierarchical display method in GUIs, 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. The scene layer primarily renders the game world and its objects, including characters, environment, and dynamic elements. The icons for game items in the inventory are placed on an item layer. Since these item icons are the interface elements through which players interact with the game, the item layer typically has a higher display hierarchy than the scene layer of the game scene. In other words, the icons for each game item have a higher display hierarchy than the scene itself. It's important to note that in this embodiment, "scene" refers to the game scene; both convey the same meaning.
[0067] Similarly, in the embodiments of this application, each virtual control displayed in the graphical user interface is located in a separate control layer, which is displayed at a higher level than the scene layer of the game scene.
[0068] During gameplay, the aforementioned item display interface is a layer provided within the graphical user interface (GUI) for displaying game items. Various game items can be displayed in the GUI through this interface for players to select.
[0069] like Figure 3 As shown, the graphical user interface 300 includes a game scene 100 and an item display interface 20. The game scene 100 includes a first virtual character 10 and a second virtual character 11; the item display interface 20 can include several game items, and the display position of each game item can also show the quantity of that game item possessed by the player. For example, the item display interface includes 5 road sign items, 3 potion items, and 1 weapon item.
[0070] Step S220: In response to the selection operation, determine the target game item among the at least one game item.
[0071] It is understood that this selection operation refers to the player choosing a game item to use in the item display interface. This operation can include contact-based triggering operations such as clicking or dragging game items, or non-contact triggering operations such as hotkey operations, voice command operations, or air gesture operations. This embodiment does not limit this.
[0072] By selecting the game item, the game item selected by the selection operation is used as the target game item mentioned above. It can be understood that there is no specific limit to the number of the target game items, and there can be one or more.
[0073] like Figure 3 In the graphical user interface 300 shown, when a player clicks on a road sign (indicated by a gray fill), the road sign becomes the target game item.
[0074] Step S230: In response to the placement command for the target game item, display the target game item in the game scene.
[0075] The above placement instructions for target game items can be understood as instructions used to place and display the selected target game item in the game scene.
[0076] The placement command can be generated through the selection operation described above. For example, when the player lifts their finger, a placement command is generated to place the target game item in the game scene for display.
[0077] Alternatively, the placement command could be generated after a preset time has elapsed since the player selected the target game item, or it could be generated by touch on the placement control after selecting the target game item. This embodiment does not limit this. In response to the placement command, the target game item located on the item display interface can be placed in the game scene. At this time, a new target game item element is added to the scene layer of the game scene and rendered and displayed in the graphical user interface.
[0078] Step S240: Display the first message information and / or the second message information contained in the target game item through the graphical user interface, wherein the first message information is generated by the first terminal for the target game item, and the second message information is generated by the second terminal for the target game item.
[0079] The first and second messages can be players' experiences with the game, strategies for clearing levels, or messages of mutual challenge within the game scene. In other words, players can share their game experiences and other information by placing target game items within the game scene.
[0080] It should be noted that the number of the first message information mentioned above may include one or more messages, and the number of the second message information may include one or more messages. This embodiment does not specifically limit this.
[0081] The following is an example illustrating the timing of the display of the first and second message information.
[0082] In some embodiments, after a player controlling a first virtual character selects a target game item and places it in the game scene, a first message is configured for the target game item displayed in the game scene, and then the first message is displayed in the game scene. Alternatively, the player can pre-configure the first message for the target game item, and when the target game item is placed in the game scene, the pre-configured first message for the target game item by the first virtual character is displayed near the target game item. This allows players to leave messages using the target game item to provide assistance to other players and share strategies. This increases personalized gameplay and enhances player engagement and a sense of belonging. Other players can quickly learn game mechanics and techniques by reading the message, reducing the difficulty for new players.
[0083] When a second virtual character enters the game world (i.e., the game scene) of the first virtual character, the second virtual character can leave a message on a target game item within the first virtual character's game world. Of course, once the target game item is placed in the first virtual character's game world, it will also be synchronized to the corresponding location in the game worlds of other virtual characters. Therefore, the second virtual character can also leave messages on target game items within their own game world.
[0084] like Figure 3 As shown, when a player clicks on the icon of the road sign prop displayed in the graphical user interface 300, the graphical user interface 300 can be switched to the graphical user interface 301. The target game prop 12 is displayed in the game scene 100 displayed in the graphical user interface 301, and the first message "There is a trap ahead" is displayed above the target game prop 12.
[0085] In some embodiments, in addition to displaying the first message information described above, a second message information may also be displayed. The second message information is generated by the second terminal in response to the target game item. This second message information is displayed after the target game item is displayed in the game scene where the second virtual character is located, and after the second virtual character leaves a message regarding the target game item, it is displayed on the graphical user interface provided by the first terminal. In this way, players can interact by leaving messages based on the target game item, helping each other or showing off to each other, which can enhance the fun and competitiveness of the game.
[0086] Then as Figure 3 As shown, when a player clicks on the icon of the road sign prop displayed in the graphical user interface 300, the graphical user interface 300 can be switched to the graphical user interface 302. In addition to displaying the first message "There is a trap ahead" configured by the first virtual character for the target game prop 12 in the game scene 100, if the second virtual character leaves a message for the target game prop, a second message "Thanks for sharing, I have liked, liked, and shared" can also be displayed above the target game prop.
[0087] Alternatively, in some implementations, when a player places a target game item without leaving a message, i.e., the target game item does not contain the first message information, the second virtual character, upon seeing the target game item in the game scene, can leave a message on the target game item to generate the second message information. Referring to the above examples, such as... Figure 3As shown, when a player clicks on the icon of the road sign prop displayed in the graphical user interface 300, the graphical user interface 300 can be switched to the graphical user interface 303. In the graphical user interface 303, only the second message information "What do you want to say" can be displayed, which can improve the fun of the game.
[0088] It is understood that the display location of the first and / or second message information in the game scene is not specifically limited here. It can be near the target game item or in a fixed position in the graphical user interface. The display method of the first and second message information is also not specifically limited. Both the first and second message information can be displayed in their entirety, or a preset number of characters can be displayed for each message. The complete first and second message information can be displayed in response to the player's viewing action.
[0089] As can be seen, this application allows players to leave messages using target game items placed within the game scene, with the messages displayed in the graphical user interface. This provides players with an asynchronous messaging method closely integrated with the game environment, enhancing their immersion. Furthermore, the ability for players to interact and leave messages for the same target game item makes the interactions more engaging and topical, improving the overall player experience and thus enhancing the game's social attributes.
[0090] Optionally, the aforementioned first message information or the aforementioned second message information may include at least one of the following: text message information, image message information, video message information, and voice message information. That is, players can use target game items to leave text messages, voice messages, image messages, and / or video messages. The diverse message formats can meet the needs of different players and improve player satisfaction with the interactive methods of the virtual game.
[0091] In one embodiment, when a first virtual character places a target game item in the game scene, the item information corresponding to the target game item can be synchronized to at least one second terminal, so that each second terminal displays the target game item according to the item information; wherein, the item information includes the item attribute information of the target game item and the placement position of the target game item in the game scene. By synchronizing the item information of the target game item placed by the first virtual character in the game scene to the second terminals, when a player on a second terminal controls a second virtual character to enter the game scene, the target game item is displayed at the same position in the game scene where the second virtual character is located. This achieves synchronization of the game scenes corresponding to each player, enabling interaction between players and enhancing the social attributes of open-world games.
[0092] It should be noted that, in the embodiments of this application, the synchronization process of synchronizing the item information of the target game item to each second terminal is a continuous process. That is, when different terminals interact with the target game item, thereby changing the item attribute information of the target game item, the synchronization mechanism can be triggered, so that each virtual character in the same game scene can see the same message information.
[0093] In one optional implementation, step S240 can be specifically implemented by step S241.
[0094] Step S241: In response to the viewing command for the target game item, display the message information interface corresponding to the target game item through the graphical user interface, the message information interface including the first message information and / or the second message information.
[0095] After the electronic device receives a placement instruction for the target game item, it first places and displays the target game item in the game scene. Then, it can control a first virtual character to view the target game item at different times to view the first message and / or second message information contained in the target game item.
[0096] The aforementioned viewing instructions for target game items can be understood as viewing instructions for the various message information contained in the target game items. These viewing instructions can be generated through viewing operations on the target game items. These operations can include contact-based triggering operations such as clicking, dragging, and pressing, as well as non-contact triggering operations such as shortcut key operations, voice commands, or air gestures. This application does not impose any limitations on this.
[0097] The above message information interface is used to display the first message information and / or the second message information.
[0098] In an optional embodiment, in addition to the first message information and / or the second message information, the message information interface may also include at least one of the following information:
[0099] The following are provided: an evaluation control corresponding to the first or second message; a deletion control corresponding to the first or second message; the number of all messages in the message interface; the role identifier of each message; the posting time of the message; the item identifier of the target game item; the remaining display time of the target game item in the game scene; the remaining display time of the target game item in the game scene being the difference between the preset display time and the already displayed time; and an interaction control for interacting with the target game item.
[0100] In this embodiment, the first message information is generated by the first terminal for the target game item, and the second message information is generated by the second terminal for the target game item. The evaluation controls may include like and / or dislike controls; the character identifier for posting each message may include an avatar identifier and / or a name identifier; the interactive controls for interacting with the target game item may include releasing preset game skills to change the item's attributes, such as reinforcing the target game item to increase its display time in the game scene; or adding special effects to the target game item to present a variety of game items and increase the game's enjoyment. Specific interactive controls can be set according to the gameplay, and this embodiment is not specifically limited.
[0101] like Figure 4 As shown, after the player selects the target game item in the item display interface 20 displayed in the graphical user interface 300 and places it in the game scene 100, the graphical user interface 300 is switched to graphical user interface 301. In this example, the first message information and / or the second message information are not displayed in the graphical user interface 301.
[0102] Then, in the graphical user interface 301, after a viewing operation that generates a viewing command is applied to the target game item 12 displayed in the graphical user interface 301 (in this embodiment, the state of the target game item 12 after the viewing operation is applied is represented by a gray fill state), the graphical user interface 301 can be switched to display as graphical user interface 304, graphical user interface 305, or graphical user interface 306.
[0103] When the first message information generated by the first terminal for the target game item 12 is a text message, the graphical user interface 301 is switched to display the graphical user interface 304; when the first message information is an image message or a video message, the graphical user interface 301 is switched to display the graphical user interface 305; when the first message information is both a text message and an image message, the graphical user interface 301 is switched to display the graphical user interface 306.
[0104] The graphical user interfaces 304, 305, and 306 display a message interface 21. The message interface 21 displays the target game item's item icon 29, the first virtual character's character icon 23, the first message "There's a trap ahead!", a delete control 24 for deleting the first message, the target game item's remaining display time in the game scene 25, an evaluation control 26, various second messages 27, and a message icon 28. In the graphical user interface 304, the second virtual character with the character icon "YYY1" posts a second message for the target game item 12: "Thanks for sharing! I've liked, commented, and subscribed!"; the second virtual character with the character icon "YYY2" posts a second message for the target game item 12: "Master!"; and the second virtual character with the character icon "YYY3" posts a second message for the target game item 12: "Master! Are you taking on apprentices?!"
[0105] The type of the first message information displayed in the graphical user interface can be selected based on the player's specific configuration; this embodiment does not impose any specific limitations. In the subsequent method description, a text message will be used as an example for illustrating the first message information.
[0106] Optionally, the messages in the message information interface are arranged and displayed in a preset sorting manner; in this embodiment of the application, the preset sorting manner includes any one of the following: sorting by publication time; sorting by number of likes; sorting by number of replies.
[0107] In an optional embodiment, step S230 can be implemented by steps S231 to S233.
[0108] Step S231: After receiving the placement instruction for the target game item, determine the placement area.
[0109] Step S232: Determine the target type of the target game item based on the area to be placed, wherein the target type includes assistable type and non-assistable type.
[0110] Step S233: Display the target game item of the target type in the game scene.
[0111] The aforementioned placement area is the area in the game scene where the target game item will be placed. Typically, this placement area is the current location of the first virtual character.
[0112] In this embodiment, the game scene can be divided into areas where players can invite friends to team up and fight, based on the gameplay. Areas where players can invite friends to team up and fight can be understood as game scenes where players cannot invite friends to team up and fight.
[0113] When placing a target game item, the target type of the game item can be determined based on the type of the area to be placed. If the area to be placed is a support type, then the target type of the game item is a support type; if the area to be placed is a non-support type, then the target type of the game item is a non-support type.
[0114] After determining the target type of the game item, the target game item of that type is placed and displayed in the game scene. This allows for the placement of target game items with different functions in different types of scene areas, enriching the gameplay and enhancing the enjoyment.
[0115] It is understandable that different appearances can be used to display different target game items, so that players can intuitively understand the type of the target game item when they see it.
[0116] In an optional embodiment, after step S230 "places and displays the target game item in the game scene", the following steps S250 to S260 can also be performed.
[0117] Step S250: In response to the trigger command for the target game item, display the editing interface corresponding to the target game item in the graphical user interface.
[0118] Step S260: In response to the message operation in the editing interface, configure the first message information for the target game item.
[0119] It is understood that the aforementioned trigger command for the target game item is generated through a trigger operation different from the viewing operation that generated the aforementioned viewing command. This command is used to display the editing interface corresponding to the target game item. This trigger operation can include, but is not limited to, contact-based trigger operations such as clicking, dragging, and pressing; and non-contact trigger operations such as shortcut key operations, voice command operations, or air gesture operations. This application does not impose any restrictions on this; different trigger methods can be used depending on the different functions to be implemented.
[0120] The above editing interface is for configuring the first message information for the target game item.
[0121] In an optional embodiment, the editing interface may include at least one of the following: a text editing area, an image editing area, a video editing area, a voice input area, and a support icon display area. Players can configure text messages for target game items through the text editing area, image messages through the image editing area, video messages through the video editing area, and voice messages through the voice input area. The image editing area and video editing area can be combined into one.
[0122] The aforementioned support icon display area is used to display support icons, which indicate the type of area a player should place a target game item in. Through this icon, players can understand the type of the scene area when leaving a message, and then enter message information that matches the type of the area to be placed. For example, as described above, in a support scene, a player can leave a message about their strengths on the target game item, and other players will invite them to help when they see the message on the target game item.
[0123] As described above, in this embodiment, the game scene can be divided into a support-enabled scene and a non-support-enabled scene based on the gameplay. Specifically, if the game scene is a support-enabled scene, the support icon display area includes a support icon; if the game scene is a non-support-enabled scene, the support icon display area does not include a support icon. In an optional embodiment, if the game scene is a non-support-enabled scene, a non-support-enabled icon can also be displayed in the support icon display area.
[0124] The above message operation can be understood as the input of the first message information for the target game item in the editing interface.
[0125] like Figure 5As shown, in the graphical user interface 301, after the player places the target game item 12 in the game scene 100, a trigger operation can be applied to the target game item 12 to generate a trigger command. In response to the trigger command, the graphical user interface 301 is switched to the graphical user interface 307. The graphical user interface 307 displays the game scene 100 and the editing interface 40. The editing interface 40 displays a text editing area 41, an image or video editing area 42, a support icon display area 43, and a placement control 45.
[0126] For example, when a player enters the first message "There is a trap ahead" in the text editing area 41, the placement control 45 is triggered, and the graphical user interface 304 is switched to the graphical user interface 301, where the first message "There is a trap ahead" is displayed.
[0127] In an optional embodiment, step S250 is further implemented by steps S251 to S253.
[0128] Step S251: In response to the trigger command for the target game item, determine the current scene area where the target game item is located.
[0129] Step S252: Determine the type of editing interface to be displayed based on the scene area where the target game item is currently located. The type of editing interface includes editing interfaces with a support icon and editing interfaces without a support icon.
[0130] Step S253: Display the editing interface that matches the determined editing interface type through the graphical user interface.
[0131] When a player applies a trigger operation to a target game item, generating a command to display an editing interface, the first step is to determine the current scene area where the target game item is located, and then determine whether the scene area is a support-enabled or non-support-enabled scene. Based on the determination result, the type of editing interface to be displayed is determined. If the scene area is a support-enabled scene, the type of editing interface to be displayed is an editing interface with a support icon; if the scene area is a non-support-enabled scene, the type of editing interface to be displayed is an editing interface without a support icon.
[0132] like Figure 5 The graphical user interface 307 shown includes an editing interface 40, which includes an assist icon display area 43 where assist icons can be displayed. For example... Figure 6 As shown, Figure 6 An example of an editing interface without the support icon is provided. That is, in Figure 6The graphical user interface 307 shown only displays text editing areas and image / video editing areas.
[0133] Alternatively, in an optional embodiment, if the scene area is a scene where assistance is available, the type of editing interface to be displayed is an editing interface with an assistance indicator; if the scene area where the target game item is located is a scene where assistance is not available, the type of editing interface to be displayed is an editing interface with a non-assistance indicator.
[0134] like Figure 7 As shown in (a), when game scene 100 is a scene where assistance is available, an assistance icon is displayed in the assistance icon display area 43. For example, the assistance icon could be "Assist Enabled". When game scene 100 is a scene where assistance is not available, as shown in (a), the assistance icon is displayed in (b). Figure 7 As shown in (b), a non-support indicator is displayed in the support indicator display area 43, such as "Not in the support area". Optionally, the non-support indicator "Not in the support area" can be grayed out to enrich the player's visual experience.
[0135] In an optional embodiment, when a support icon display area is displayed, a support description control may also be displayed in the support icon display area. The support description control is used to display a description of the support activity specific to the game scene in response to a trigger command. That is, in this embodiment, the electronic device, in response to a trigger operation on the support description control, displays a floating interface of the support activity description in the game scene within the graphical user interface. Figure 8 As shown, a support instruction control 44 is displayed in the support indicator display area 43 of the graphical user interface 307. When the player applies a trigger operation to the support instruction control 44, a floating interface 46 of the support instruction in the scene area is displayed in the graphical user interface 307.
[0136] Based on any of the above embodiments, in an optional implementation, if the target type of the target game item is a support type, a support invitation icon is also displayed in the message information interface. The support invitation icon is used to indicate that a first virtual character can be invited to provide support.
[0137] like Figure 9 As shown, Figure 9 This provides an example of a message interface displayed in response to a view command for a game item when the target item's target type is a support item. Figure 9The graphical user interface 308 shows a game scene 100, which is a support-enabled scene. The target game item 12 placed in this game scene 100 is of the support-enabled type. In response to a viewing command for the target game item 12, a support invitation icon 30 is displayed in the message information interface 29 shown in the graphical user interface 308. This support invitation icon can be used to indicate that a first virtual character can be invited to provide support.
[0138] In an optional embodiment, when the first virtual character places a target game item of the assist type in the game scene, the assist invitation icon may not be displayed in the message information interface displayed when the first virtual character views the target game item. Instead, the assist invitation icon may be displayed only in the graphical user interface provided by the second terminal corresponding to each second virtual character, so that each second virtual character can invite the first virtual character to assist in the battle through the assist invitation icon.
[0139] Accordingly, in some embodiments, in response to receiving a support invitation sent by the second terminal through the aforementioned support invitation identifier, the support invitation is displayed in the graphical user interface, wherein the support invitation is an instruction triggered by the support invitation identifier contained in the target game item in the game scene where the second virtual character is located; in response to confirmation of the support invitation, the first virtual character is controlled to enter the game scene where the second virtual character is located.
[0140] In some embodiments, the above method may further include steps S270 to S280.
[0141] Step S270: In response to a reply trigger command for any message in the message information interface, display the message reply interface, which is used to receive reply information;
[0142] Step S280: In response to the reply completion command, display the reply information in the message information interface.
[0143] The above reply trigger command is generated based on the reply operation for any message, which can reply to any message in the message information interface.
[0144] The aforementioned reply completion command is generated after the player completes their reply to the message in the message reply interface. In response to this reply completion command, the reply is displayed in the message interface. It is understood that there are multiple ways to display the reply in the message interface, and this embodiment does not impose any specific limitations. For example, it can be displayed below the replied message; or, the reply can be displayed as the latest message at the bottom of the already displayed messages, while the replied message is displayed below it.
[0145] Below, we will use specific examples to illustrate the process of replying to each message in the message information interface.
[0146] In an optional specific embodiment, the above-mentioned reply instruction for the message information can be generated by a trigger operation for the message information. For example, a reply instruction for the message information can be generated by a click operation on the message information, and a message reply interface can be displayed in response to the reply instruction. The player can then input reply information based on the message reply interface.
[0147] like Figure 10 As shown, in the graphical user interface 304, when a player clicks on the second message "Master! Taking apprentices!" posted by the second virtual character identified as "YYY3", in... Figure 10 The gray-filled state indicates that the second message, "Master! Taking on apprentices!", has been clicked. In response to this click, the graphical user interface 304 switches to the graphical user interface 309, where the message reply interface 32 is displayed.
[0148] The message reply interface 32 includes a message input control 33, a cancel input control 34, and a publish control 35. The message input control 33 is for players to input reply information; the cancel input control 34 is used to delete information entered by the player in the message input control 33; and the publish control is used to publish the information entered in the message input control 33 to the aforementioned message interface.
[0149] Optionally, the character identifier of the second virtual character to be replied to can be displayed in the information input control. This helps the player entering the reply to further confirm whether the second virtual character being replied to is accurate. For example, in Figure 10 The graphical user interface 309 shown displays the text message "Reply to YYY3's message" in the information input control 33.
[0150] like Figure 10In the graphical user interface 309 shown, when a player enters the reply message "Is it the kind of service that helps with daily tasks?" in the information input control 33, the post control 35 is triggered, and the graphical user interface 309 is switched to the graphical user interface 310. In the message information interface 21 displayed in the graphical user interface 310, the reply message "Is it the kind of service that helps with daily tasks?" entered by the player controlling the first virtual character is displayed as the latest message message at the bottom of all the displayed message messages, and the second reply message "Master! Taking on apprentices!" is displayed under the branch of this reply message.
[0151] For example, such as Figure 11 As shown, the reply message “Is it the kind of job that helps with daily tasks?” can also be displayed under the branch of the second message message “Master! Do you accept apprentices!” in the graphical user interface 310.
[0152] certainly, Figure 10 and Figure 11 The display format of the reply information and the second message information being replied to in the graphical user interface 310 shown is only an example and is not intended as a specific limitation.
[0153] In one optional specific embodiment, the above response to the reply trigger instruction for any message in the message information interface, and the display of the message reply interface, are specifically implemented in the following manner.
[0154] In response to a contactless action on a message, a message reply control is displayed at the corresponding location in the message. Then, in response to a trigger action on the message reply control, the message reply interface is displayed.
[0155] It is understandable that the above-mentioned contactless operation can be understood as an operation method that does not involve physical contact with the second message information. For example, in PC games, the cursor is hovered over the second message information by sliding the mouse (without clicking or pressing); or in mobile games, operation without touching the screen is achieved by detecting the player's gestures.
[0156] Optionally, based on the aforementioned contactless operation, the selected message information can be highlighted. This allows players to intuitively see which message to perform the subsequent operation on.
[0157] It should be noted that the highlighting mentioned in the embodiments of this application refers to displaying interface elements in a way that differs from the current display method of interface elements. Specifically, highlighting may include one or more of the following exemplary display methods: highlighting, outlining, or strobe display. Highlighting refers to displaying the interface element with a brightness exceeding its original brightness. Outlining refers to thickening the border of the interface element or displaying it in a preset color. Strobe display refers to flashing the interface element at a preset frequency for a preset time. In this embodiment, a gray fill state is used as the highlighting method for description.
[0158] The aforementioned message reply control is a control for replying to messages corresponding to contactless operations. The position corresponding to the message message is a preset position for displaying the reply control for that message message; for example, it could be to the right of the second message message, but this embodiment is not specifically limited to this.
[0159] The triggering operation for the information reply control can be understood as a contact-based interaction with the information reply control, which can be a click operation, a drag operation, etc., without specific limitations.
[0160] like Figure 12 As shown, in the graphical user interface 304, when the player controls the mouse to hover the cursor above the message "Master! Looking for apprentices!" displayed in the graphical user interface 304, the message "Master! Looking for apprentices?" is displayed in light gray to indicate that the cursor has selected the message. A message reply control 36 is displayed to the right of the selected message. When the cursor is hovered and moved along the direction indicated by the dotted arrow to the location of the message reply control 36, and the player clicks the message reply control 36, the graphical user interface 304 switches to the graphical user interface 311, which displays the message reply interface 32. The message reply interface 32 displays a message input control 33, a cancel input control 34, and a post control 35.
[0161] In an optional embodiment, as described above, the message information interface includes the publisher identifier of each message information, and the method further includes: in response to a trigger operation on the first publisher identifier among the publisher identifiers in the message information interface, displaying the role information of the virtual character corresponding to the first publisher identifier.
[0162] It is understandable that the aforementioned publisher identifier is the role identifier of the virtual character who posts each message. The first publisher identifier is any one of the publisher identifiers.
[0163] The aforementioned character information may include, but is not limited to, the character name, character avatar, account level, experience points, and personal signature of the virtual character corresponding to the first publisher identifier.
[0164] like Figure 13 As shown, in the graphical user interface 304, a trigger operation is applied to the publisher identifier "YYY1", and the graphical user interface 304 is switched to the graphical user interface 312. The graphical user interface 312 displays the character information interface 37 of the virtual character corresponding to the publisher identifier "YYY1". The character information interface 37 shows that the virtual character with the character name "YYY1" has a character level of 1, an experience value of 256987, and a personal signature of "AAAAA".
[0165] Optionally, the character information interface 37 may also include an add friend control 38. If a player wants to add a friend, they can trigger the add friend control 38 to send an add friend request to the terminal device where the virtual character corresponding to the publisher is located.
[0166] In some embodiments, after placing a target game item in the game scene, the target game item can also be deleted. This can be achieved through the following step S290.
[0167] Step S290: In response to the deletion command for the target game item, delete the target game item in the game scene.
[0168] In a specific embodiment, the above deletion instruction can be generated in any of the following ways.
[0169] In response to a deletion operation targeting the target game item, a deletion command for the target game item is generated;
[0170] When the display duration of the target game item in the game scene reaches a preset duration, a deletion command is generated for the target game item.
[0171] The aforementioned deletion operation targeting a game item can be triggered by a set deletion control. In response to the trigger operation on the deletion control, a deletion command for the target game item is generated.
[0172] In some specific embodiments, such as Figure 14 As shown, the message information interface 21 displayed in the graphical user interface 304 displays a delete control 24 for the target game item. By triggering the delete control 24, a delete command for the target game item is generated. In response to the delete command, the graphical user interface 304 is switched to the graphical user interface 313, and the target game item 12 in the game scene 100 is deleted.
[0173] In some embodiments, the message information interface displays the remaining display time of the target game item in the game scene. When the remaining display time is less than or equal to 0, the target game item is deleted from the game scene. That is, when the display time of the target game item reaches a preset time, the target game item is deleted.
[0174] In some embodiments, the message information interface further includes a message identifier, which is configured with message logic. In response to a trigger operation on the message identifier, the preset message logic for that message identifier is executed to display an information input control in the message information interface. This information input control is used to receive message information. In response to a publishing instruction for the message information received by the information input control, the message information received by the information input control is displayed in the message information interface.
[0175] The aforementioned publishing instruction for the message information received in the information input control can be generated by triggering the publishing control that is displayed simultaneously with the information input control, or by generating the publishing instruction when the duration of receiving the message information reaches a preset duration.
[0176] like Figure 15 As shown, a message identifier 28 is displayed in the graphical user interface 304. In response to a trigger operation on the message identifier 28, the graphical user interface 304 is switched to the graphical user interface 314, where the information input control 33 is displayed, and the input control 34 and the post control 35 are canceled.
[0177] Optionally, a prompt message for receiving messages about target game items can be displayed in the information input control. For example, the information input control displayed in the graphical user interface 314 can display a prompt message "Enter Item Message" to distinguish it from the information input control used to reply to messages. After displaying the information input control, the player can enter a message. Upon receiving the message, in response to the trigger operation of the publishing control 35, the message is displayed in the message interface.
[0178] In some optional embodiments, when the message information interface includes image messages, video messages, or support invitation icons, the display space in the message information interface is limited, and the messages in the message information interface can be collapsed. In other words, only messages that meet preset conditions are displayed in the message information interface, and it is not possible to view all messages by scrolling up and down. The preset conditions may include at least one of the following: the number of replies reaches a preset number; the number of likes reaches a preset number; or the message is ranked in a preset position.
[0179] like Figure 9 As shown, when the assist invitation icon 30 is displayed in the message information interface 29, the display space in the message information interface 29 is limited. Therefore, only the message information that meets the preset conditions can be displayed in the message information interface. For example, there are 10 message messages for the target game item 12 displayed in the graphical user interface 308, but only the message messages posted by the second virtual character with the character identifier "YYY1" and the message messages posted by the second virtual character with the character identifier "YYY2" are displayed in the message information interface 29 to save the display space of the message information interface 29.
[0180] In an optional embodiment, based on the above-described folded display of each message message, the message message interface may include a message viewing control; in response to a trigger operation on the message viewing control, a message display interface is displayed in the graphical user interface; the message display interface is used to expand and display each message message.
[0181] like Figure 16 As shown, in response to the triggering operation of the message viewing control 31 displayed in the graphical user interface 308, the graphical user interface 308 is switched to the graphical user interface 315, in which a message display interface 37 is displayed. This message display interface 37 can expand to show various message messages generated for the target game item 12. Due to the limited screen size of the electronic device, only a preset number of message messages can usually be displayed in the message display interface 37. However, by triggering the sliding control 38 displayed on the right side of the message display interface 37, users can slide up and down to display other message messages.
[0182] It should be noted that, it should be noted that, Figure 4 Chinese graphical user interface 304 Figure 10 The graphical user interface 309 and Figure 12 The dashed lines in the image are fictional lines created for ease of understanding; these dashed lines do not actually exist on the graphical user interface displayed on the terminal device.
[0183] It should be noted that, for the above-mentioned similar examples... Figures 3 to 16 The dimensions, appearance, layout, and text of the elements in the graphical user interface shown are exemplary and should not be construed as limiting the actual display.
[0184] This concludes the description of the method provided in this embodiment. By placing a target game item in the game scene, players can leave messages using that item, and the messages are displayed in the graphical user interface. This provides players with an asynchronous messaging method closely integrated with the game scene, increasing player immersion. Furthermore, the ability for players to interact and leave messages for the same target game item makes interactions more engaging and topical, enhancing the player experience and thus improving the game's social attributes.
[0185] Corresponding to the interactive control method in the game provided in the embodiments of this application, the embodiments of this application also provide an interactive control device 400 in the game. This device 400 provides a graphical user interface through a first terminal. The graphical user interface includes at least a portion of the game scene, and the game scene includes a first virtual character controlled through the first terminal and a second virtual character controlled through a second terminal; for example... Figure 17 As shown, the device 400 includes: a display unit 401 and a determination unit 402;
[0186] The display unit 401 is used to display an item display interface through the graphical user interface, the item display interface including at least one game item;
[0187] The determining unit 402 is configured to determine a target game item among the at least one game item in response to a selection operation;
[0188] The display unit 401 is also configured to display the target game item in the game scene in response to a placement command for the target game item;
[0189] The display unit 401 is further configured to display, through the graphical user interface, first message information and / or second message information contained in the target game item, wherein the first message information is information generated by the first terminal for the target game item, and the second message information is information generated by the second terminal for the target game item.
[0190] Optionally, the display unit 401 is specifically used to respond to a viewing command for the target game item and display a message information interface corresponding to the target game item through the graphical user interface, wherein the message information interface includes the first message information and / or the second message information.
[0191] Optionally, the display unit 401 is further configured to display the editing interface corresponding to the target game item in the graphical user interface in response to a trigger command for the target game item;
[0192] The aforementioned device 400 also includes a configuration unit 403;
[0193] Configuration unit 403 is configured to configure the first message information for the target game item in response to a message operation in the editing interface.
[0194] Optionally, the display unit 401 is further configured to, in response to a placement instruction for the target game item, determine a placement area; determine the target type of the target game item based on the placement area, the target type including a support type and a non-support type; and display the target game item of the target type in the game scene.
[0195] Optionally, the display unit 401 is further configured to, in response to a trigger command for the target game item, determine the current scene area where the target game item is located; determine the type of editing interface to be displayed based on the current scene area where the target game item is located, wherein the type of editing interface includes an editing interface with a support icon and an editing interface without a support icon; and display an editing interface matching the determined type of editing interface through the graphical user interface.
[0196] Optionally, if the target type of the target game item is a battle-assist type, the message information interface also includes a battle-assist invitation icon, which indicates that the first virtual character can be invited to assist in battle.
[0197] Optionally, the display unit 401 is further configured to respond to receiving a support invitation sent by the second terminal and display the support invitation, wherein the support invitation is an instruction triggered by the target game item in the game scene where the second virtual character is located;
[0198] The aforementioned device 400 also includes a control unit 404;
[0199] Control unit 404 is used to respond to the confirmation of the assist invitation and control the first virtual character to enter the game scene where the second virtual character is located.
[0200] Optionally, the first message information or the second message information includes at least one of the following: text message information, image message information, video message information, and voice message information.
[0201] Optionally, the editing interface includes at least one of the following: a text editing area, an image editing area, a video editing area, a voice input area, and a support icon display area.
[0202] Optionally, the above-mentioned device 400 further includes a synchronization unit 405;
[0203] The aforementioned synchronization unit 405 is used to synchronize the item information corresponding to the target game item to at least one second terminal, so that each second terminal displays the target game item according to the item information; the item information includes the item attribute information of the target game item and the placement position of the target game item in the game scene.
[0204] Optionally, the message information interface further includes at least one of the following: an evaluation control corresponding to the first message information or the second message information; a deletion control corresponding to the first message information or the second message information; the number of all message information in the message information interface; the posting time of the message information; the item identifier of the target game item; the remaining display time of the target game item in the game scene; the remaining display time of the target game item in the game scene is the difference between the preset display time and the already displayed time.
[0205] Optionally, the message information in the message information interface is displayed in a preset sorting manner; the preset sorting manner includes any of the following: sorted by posting time; sorted by number of likes; sorted by number of replies.
[0206] Optionally, the display unit 401 is further configured to respond to a reply trigger command for any message in the message information interface, display a message reply interface, the message reply interface being used to receive reply information; and respond to a reply completion command, display the reply information in the message information interface.
[0207] Optionally, the message information interface includes the publisher identifier of each message;
[0208] The aforementioned display unit 401 is also configured to respond to a trigger operation on the first publisher identifier among the publisher identifiers in the message information interface, and display the character information of the virtual character corresponding to the first publisher identifier.
[0209] Optionally, the above-mentioned device further includes a deletion unit 406;
[0210] The deletion unit 406 is configured to delete the target game item in the game scene in response to a deletion command for the target game item.
[0211] Optionally, the deletion instruction is generated in any of the following ways: in response to a deletion operation on the target game item, a deletion instruction for the target game item is generated; in response to the target game item's display duration in the game scene reaching a preset duration, a deletion instruction for the target game item is generated.
[0212] Optionally, the message information interface includes a message identifier;
[0213] The aforementioned display unit 401 is further configured to, in response to a trigger operation on the message identifier, display an information input control in the message information interface, the information input control being used to receive message information; and, in response to a publishing instruction on the message information received in the information input control, display the message information received by the information input control in the message information interface.
[0214] 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 18 As shown, the electronic device includes: a processor 501; and a memory 502 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:
[0215] The graphical user interface displays an item display interface, which includes at least one game item.
[0216] In response to a selection operation, a target game item is determined from the at least one game item;
[0217] In response to a placement command for the target game item, the target game item is displayed in the game scene;
[0218] The graphical user interface displays a first message and / or a second message contained in the target game item. The first message is generated by the first terminal for the target game item, and the second message is generated by the second terminal for the target game item.
[0219] 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:
[0220] The graphical user interface displays an item display interface, which includes at least one game item.
[0221] In response to a selection operation, a target game item is determined from the at least one game item;
[0222] In response to a placement command for the target game item, the target game item is displayed in the game scene;
[0223] The graphical user interface displays a first message and / or a second message contained in the target game item. The first message is generated by the first terminal for the target game item, and the second message is generated by the second terminal for the target game item.
[0224] 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.
[0225] 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.
[0226] In a typical configuration, an electronic device includes one or more processors (CPU), input / output interfaces, network interfaces, and memory.
[0227] 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.
[0228] 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.
[0229] 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.
[0230] 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. An interactive control method in a game, characterized in that, A graphical user interface is provided via a first terminal, the graphical user interface including at least a portion of a game scene, the game scene including a first virtual character controlled via the first terminal and a second virtual character controlled via a second terminal; the method includes: The graphical user interface displays an item display interface, which includes at least one game item. In response to a selection operation, a target game item is determined from the at least one game item; In response to a placement command for the target game item, a placement area is determined; the target type of the target game item is determined based on the placement area, the target type including assist type and non-assist type; the target game item of the target type is displayed in the game scene. The graphical user interface displays the first message information and / or the second message information contained in the target game item. The first message information is generated by the first terminal for the target game item, and the second message information is generated by the second terminal for the target game item. If the target type of the target game item is a support type, the message information interface also includes a support invitation icon, which indicates that the first virtual character can be invited to provide support. Upon receiving a support invitation from the second terminal, the support invitation is displayed, wherein the support invitation is an instruction triggered by the target game item in the game scene where the second virtual character is located; In response to the confirmation of the assistance invitation, the first virtual character is controlled to enter the game scene where the second virtual character is located.
2. The interactive control method in a game according to claim 1, characterized in that, The step of displaying the first message information and / or the second message information contained in the target game item through the graphical user interface includes: In response to a viewing command for the target game item, a message information interface corresponding to the target game item is displayed through the graphical user interface, the message information interface including the first message information and / or the second message information.
3. The interactive control method in a game according to claim 2, characterized in that, After displaying the target game item in the game scene, the method further includes: In response to a trigger command for the target game item, the editing interface corresponding to the target game item is displayed in the graphical user interface; In response to the message operation in the editing interface, the first message information is configured for the target game item.
4. The interactive control method in a game according to claim 3, characterized in that, The step of displaying the editing interface corresponding to the target game item in the graphical user interface in response to a trigger command for the target game item includes: In response to a trigger command for the target game item, determine the current scene area where the target game item is located; The type of editing interface to be displayed is determined based on the scene area where the target game item is currently located. The type of editing interface includes editing interfaces with a support icon and editing interfaces without a support icon. The graphical user interface displays an editing interface that matches the determined editing interface type.
5. The interactive control method in a game according to claim 3, characterized in that, The editing interface includes at least one of the following: a text editing area, an image editing area, a video editing area, a voice input area, and a support icon display area.
6. The interactive control method in a game according to claim 2, characterized in that, The message information interface also includes at least one of the following information: The evaluation control corresponding to the first message information or the second message information; The delete control corresponding to the first message information or the second message information; The number of all messages in the message information interface; The posting time of the message; The item identifier of the target game item; The remaining display time of the target game item in the game scene; the remaining display time of the target game item in the game scene is the difference between the preset display time and the already displayed time.
7. The interactive control method in a game according to claim 2, characterized in that, The message information in the message information interface is displayed in a preset sorting manner; The preset sorting method includes any one of the following: Sort by publication time; Sort by the number of likes; Sort by the number of times a response was received.
8. The interactive control method in a game according to claim 2, characterized in that, The method further includes: In response to a reply trigger command for any message in the message information interface, a message reply interface is displayed, which is used to receive reply information; Upon receiving the reply completion command, the reply information is displayed on the message information interface.
9. The interactive control method in a game according to claim 2, characterized in that, The message information interface includes the publisher identifier for each message, and the method further includes: In response to a trigger operation targeting the first publisher identifier among the publisher identifiers in the message information interface, the character information of the virtual character corresponding to the first publisher identifier is displayed.
10. The interactive control method in a game according to claim 2, characterized in that, The message information interface includes a message identifier; the method further includes: In response to a trigger operation on the message identifier, an information input control is displayed in the message information interface, the information input control being used to receive message information; In response to a command to publish a message received in the information input control, the message received by the information input control is displayed in the message information interface.
11. The interactive control method in a game according to claim 1, characterized in that, The first message information or the second message information includes at least one of the following: text message information, image message information, video message information, and voice message information.
12. The interactive control method in a game according to claim 1, characterized in that, The method further includes: The item information corresponding to the target game item is synchronized to at least one second terminal, so that each second terminal displays the target game item according to the item information; The item information includes the item attribute information of the target game item and the placement position of the target game item in the game scene.
13. The interactive control method in a game according to claim 1, characterized in that, The method further includes: In response to a deletion command for the target game item, the target game item is deleted from the game scene.
14. The interactive control method in a game according to claim 13, characterized in that, The deletion instruction is generated in any of the following ways: In response to a deletion operation targeting the target game item, a deletion command for the target game item is generated; When the display duration of the target game item in the game scene reaches a preset duration, a deletion command is generated for the target game item.
15. An interactive control device for a game, characterized in that, The device provides a graphical user interface via a first terminal, the graphical user interface including at least a portion of the game scene, the game scene including a first virtual character controlled by the first terminal and a second virtual character controlled by a second terminal; the device includes: a display unit, a determination unit, and a control unit; The display unit is used to display an item display interface through the graphical user interface, the item display interface including at least one game item; The determining unit is used to determine the target game item among the at least one game item in response to the selection operation; The display unit is further configured to respond to a placement command for the target game item, determine a placement area, determine the target type of the target game item based on the placement area, the target type including a support type and a non-support type, and display the target game item of the target type in the game scene; The display unit is further configured to display, through the graphical user interface, first message information and / or second message information contained in the target game item, wherein the first message information is information generated by the first terminal for the target game item, and the second message information is information generated by the second terminal for the target game item; if the target type of the target game item is a support type, the message information interface further includes a support invitation icon, wherein the support invitation icon is used to indicate that the first virtual character can be invited to provide support; The display unit is also used to respond to a support invitation sent by the second terminal and display the support invitation, wherein the support invitation is an instruction generated by triggering the target game item in the game scene where the second virtual character is located; The control unit is used to respond to the confirmation of the assist invitation and control the first virtual character to enter the game scene where the second virtual character is located.
16. 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 14.
17. 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 14.
Citation Information
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Information interaction method and device, electronic equipment and storage medium
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