Game interaction method and device, computer equipment and computer readable storage medium
By displaying the interaction range on the game interface and adjusting the relative size, the problem of players missed selections in multiple game object interfaces is solved, and the accuracy and efficiency of interaction are improved.
Patent Information
- Application Number
- CN202411244438.4
- Authority / Receiving Office
- CN · China
- Patent Type
- Applications(China)
- Current Assignee / Owner
- Filing Date
- 2024-09-05
- Publication Date
- 2024-12-31
AI Technical Summary
In the game interface of multiple game objects, players are prone to misselecting other game objects, resulting in difficulty in interacting with the target game objects.
By displaying the interaction range corresponding to each interactive object on the game interface and responding to the object interaction instructions, the first interactive object is determined from the multiple interactive objects, and the relative sizes of the first interactive range and the second interactive range are adjusted, The controlled virtual role is given priority to enter the first interaction range to trigger the corresponding interaction behavior.
It improves the accuracy and interaction efficiency of players in choosing game objects, reduces the interference of mistakenly selecting other game objects, and enhances the accuracy of interaction.
Smart Images

Figure CN119215408A_ABST
Abstract
Description
Technical Field
[0001] The present application relates to the field of game technology, and in particular to a game interaction method, device, computer equipment and computer-readable storage medium. Background Art
[0002] In current games, if there are multiple game objects in the game interface, when a player wants to control a controlled virtual character to interact with a game object on the game interface, it is easy to mistakenly select other game objects, making it difficult to interact with the game object. Summary of the invention
[0003] The embodiments of the present application provide a game interaction method, apparatus, computer device and computer-readable storage medium to improve the accuracy of a player's selection of a first game object and improve the efficiency of interaction between a controlled virtual character and the first game object.
[0004] A game interaction method provided in an embodiment of the present application displays a game scene through a graphical user interface, wherein the game scene includes a plurality of interactive objects and a controlled virtual character controlled by a terminal device, wherein each interactive object corresponds to an interactive range, and the interactive range is used to trigger an interactive behavior of the corresponding interactive object, and the method includes:
[0005] In response to the object interaction instruction, determining a first interactable object from the plurality of interactable objects, wherein the first interactable object corresponds to a first interaction range;
[0006] In response to the first interaction range partially overlapping with a second interaction range corresponding to a second interactable object among the multiple interactable objects, the relative sizes between the first interaction range and the second interaction range are adjusted so that when the controlled virtual character moves into the first interaction range, a first interaction behavior corresponding to the first interactable object is preferentially triggered.
[0007] Accordingly, an embodiment of the present application also provides a game interaction device, which displays a game scene through a graphical user interface, wherein the game scene includes a plurality of interactive objects and a controlled virtual character controlled by a terminal device, wherein each interactive object corresponds to an interactive range, and the interactive range is used to trigger an interactive behavior of the corresponding interactive object, and the device includes:
[0008] A selection unit, configured to determine, in response to the object interaction instruction, a first interactive object from the plurality of interactive objects, wherein the first interactive object corresponds to a first interaction range;
[0009] A range processing unit is used to adjust the relative sizes between the first interaction range and the second interaction range in response to the first interaction range partially overlapping with the second interaction range corresponding to the second interactive object among the multiple interactive objects, so that when the controlled virtual character moves into the first interaction range, a first interaction behavior corresponding to the first interactive object is preferentially triggered.
[0010] Correspondingly, an embodiment of the present application also provides a computer device, including a memory and a processor; the memory stores a computer program, and the processor is used to run the computer program in the memory to execute any game interaction method provided in the embodiment of the present application.
[0011] Correspondingly, an embodiment of the present application also provides a computer-readable storage medium, which is used to store a computer program, and the computer program is loaded by a processor to execute any game interaction method provided in the embodiment of the present application.
[0012] An embodiment of the present application displays a game scene through a graphical user interface, wherein the game scene includes multiple interactable objects and a controlled virtual character controlled by a terminal device, wherein each interactable object corresponds to an interaction range, and the interaction range is used to trigger the interaction behavior of the corresponding interactable object, and in response to an object interaction instruction, a first interactable object is determined from the multiple interactable objects, wherein the first interactable object corresponds to a first interaction range; in response to the first interaction range partially overlapping with a second interaction range corresponding to a second interactable object among the multiple interactable objects, the relative size between the first interaction range and the second interaction range is adjusted so that when the controlled virtual character moves into the first interaction range, the first interaction behavior corresponding to the first interactable object is preferentially triggered, thereby reducing the interference of the second game object on the player controlling the controlled virtual character to select the first game object for interaction, improving the accuracy of the player selecting the first game object, and improving the efficiency of the interaction between the controlled virtual character and the first game object. BRIEF DESCRIPTION OF THE DRAWINGS
[0013] In order to more clearly illustrate the technical solutions in the embodiments of the present application, the drawings required for use in the description of the embodiments will be briefly introduced below. Obviously, the drawings described below are only some embodiments of the present application. For those skilled in the art, other drawings can be obtained based on these drawings without creative work.
[0014] Figure 1 is a flowchart of a game interaction method provided by an embodiment of the present application;
[0015] Figure 2 is a schematic diagram of selecting a first game object according to a character orientation provided by an embodiment of the present application;
[0016] Figure 3 is another schematic diagram of selecting a first game object according to a character orientation provided by an embodiment of the present application;
[0017] Figure 4 It is a schematic diagram of interaction range processing provided by an embodiment of the present application;
[0018] Figure 5 This is a schematic diagram of an object identification display provided in an embodiment of the present application;
[0019] Figure 6 It is a schematic diagram of range identification provided in an embodiment of the present application;
[0020] Figure 7 is a schematic diagram of a game interaction device provided in an embodiment of the present application;
[0021] Figure 8 It is a schematic diagram of the structure of a computer device provided in an embodiment of the present application. DETAILED DESCRIPTION
[0022] The following will be combined with the drawings in the embodiments of the present application to clearly and completely describe the technical solutions in the embodiments of the present application. Obviously, the described embodiments are only part of the embodiments of the present application, not all of the embodiments. Based on the embodiments in the present application, all other embodiments obtained by those skilled in the art without creative work are within the scope of protection of this application.
[0023] The embodiments of the present application provide a game interaction method, device, computer equipment and computer readable storage medium. The game interaction device can be integrated in a computer equipment, which can be a server or a terminal.
[0024] The terminal may include a mobile phone, a wearable smart device, a tablet computer, a laptop computer, a personal computer (PC), and a vehicle-mounted computer.
[0025] Among them, the server can be an independent physical server, a server cluster or distributed system composed of multiple physical servers, or a cloud server that provides basic cloud computing services such as cloud services, cloud databases, cloud computing, cloud functions, cloud storage, network services, cloud communications, middleware services, domain name services, security services, content delivery networks (CDN), as well as big data and artificial intelligence platforms.
[0026] It should be noted that the description order of the following embodiments is not intended to limit the preferred order of the embodiments.
[0027] First, some of the terms involved in the embodiments of the present application are explained:
[0028] A virtual scene (or game scene) is a virtual scene displayed (or provided) when an application is running on a terminal or server. Optionally, the virtual scene is a simulation environment of the real world, or a semi-simulation and semi-fictitious virtual environment, or a purely fictitious virtual environment. A virtual scene is any one of a two-dimensional virtual scene and a three-dimensional virtual scene. The virtual environment can be the sky, land, ocean, etc., wherein the land includes environmental elements such as deserts and cities. Among them, a virtual scene is a scene with complete game logic of virtual objects such as user control. For example, in a sandbox 3D shooting game, a virtual scene is a 3D game world for players to control virtual objects for battle. An exemplary virtual scene may include at least one element of mountains, plains, rivers, lakes, oceans, deserts, skies, plants, buildings, and vehicles.
[0029] The game interface refers to the interface corresponding to the application provided or displayed through a graphical user interface, which includes a UI interface and a game screen for players to interact. In an optional embodiment, the UI interface may include interface elements, such as game controls (such as skill controls, movement controls, function controls, etc.), indicators (such as character indicators, etc.), information display areas (such as the number of kills, match time, etc.), or game setting controls (such as system settings, stores, gold coins, etc.). In an optional embodiment, the game screen is a display screen corresponding to the virtual scene displayed by the terminal device, and the game screen may include virtual objects such as game characters, NPC characters, AI characters, etc. that execute game logic in the virtual scene.
[0030] A virtual character refers to a dynamic object that can be controlled in a virtual scene. The virtual character may include a controlled virtual character that a player controls through an input device, and may also include an artificial intelligence (AI) that is set in a virtual environment battle through training, or a non-player character (NPC) that is set in a virtual scene battle. Optionally, the virtual character is a virtual person competing in a virtual scene. Optionally, the number of virtual characters in the virtual scene battle is pre-set, or is dynamically determined according to the number of clients that join the battle, and the embodiment of the present application does not limit this. In a possible implementation, a user can control the virtual character to move in the virtual scene, for example, control the virtual character to run, jump, crawl, etc., and can also control the virtual character to fight with other virtual characters using skills, virtual props, etc. provided by the application.
[0031] Game objects may include game characters other than the controlled virtual character, and virtual items scattered in the virtual scene, such as treasure chests, map scrolls, gems, and game clues.
[0032] This embodiment will be described from the perspective of a game interaction device, which may be integrated into a computer device, which may be a server or a terminal.
[0033] A game interaction method provided in an embodiment of the present application displays a game scene through a graphical user interface, wherein the game scene includes multiple interactive objects and a controlled virtual character controlled by a terminal device, wherein each interactive object corresponds to an interactive range, and the interactive range is used to trigger the interactive behavior of the corresponding interactive object, such as Figure 1 As shown, the specific process of the game interaction method can be as follows:
[0034] 101. In response to an object interaction instruction, determine a first interactable object from a plurality of interactable objects, wherein the first interactable object corresponds to a first interaction range.
[0035] For example, a game interface is displayed on a screen through a graphical user interface, and the game interface includes at least part of a virtual scene. There are multiple interactive objects in the virtual scene, and a controlled virtual character controlled by the player through a terminal. Therefore, the game interface also displays the controlled virtual character and the game character in the virtual scene displayed on the game interface.
[0036] Interactive objects are interactive, and may include at least one of non-player characters (NPCs), artificial intelligence, or virtual items. Each interactive object may correspond to an interactive range, and when the controlled virtual character moves to the interactive range corresponding to the interactive object, the player may interact with the interactive object. For example, if the virtual object is an NPC, the player controls the controlled virtual character to move to the interactive range corresponding to the NPC, and the player may talk to the NPC, hand over virtual items to the NPC, or obtain virtual items from the NPC. For another example, if the virtual object is a virtual treasure chest, the player controls the controlled virtual character to move to the interactive range corresponding to the virtual treasure chest, and the player may open the virtual treasure chest.
[0037] The interaction range corresponding to the interactive object may be visible or invisible on the game interface. A visible interaction range can indicate the range within which the player can interact with the interactive object.
[0038] Among them, the first interactive object is different from the second interactive object. The first interactive object can be considered as the main interactive object of the current game. For example, the first interactive object is an interactive object related to the game victory and the advancement of the game task progress in the current game. For another example, the first interactive object is an interactive object that the player needs more in the current game, or in the current game, the probability of the player controlling the controlled virtual character to interact is greater than the probability of the interactive object interacting.
[0039] For example, the current task node of the game task of the controlled virtual character is to talk to the grocery store owner "Meimei" to get clues, and the first interactive object can be "Meimei" on the game interface. The player controls the controlled virtual character to talk to "Meimei" to promote the progress of the game task. After the progress of the game task is updated, the first interactive object may still be "Meimei" or may be another interactive object, depending on which interactive object needs to be interacted with to complete the game task.
[0040] In another example, the first interactable object may be a virtual object that the player can set as needed, or a virtual item that the controlled virtual character needs to collect.
[0041] The object interaction instruction may be triggered by the controlled virtual character moving to the target position. If the controlled virtual character moves to a distance less than a preset distance threshold from multiple interactive objects on the game interface, the object interaction instruction is triggered. In response to the object interaction instruction, a first interactive object is determined from multiple interactive objects. Specifically, the first interactive object (i.e., the interactive object set by the player) may be determined from multiple interactive objects displayed on the game interface based on the interactive objects set by the player. Alternatively, the interaction probability between the controlled virtual character controlled by the player and each interactive object in the game interface may be predicted by a neural network model, and the interactive object with the highest interaction probability in the game interface may be determined as the first interactive object. Optionally, the first interactive object is determined based on the virtual items currently owned by the controlled virtual character. For example, the interactive object that the virtual items owned by the controlled virtual character act on is the first interactive object. For example, the controlled virtual character owns a bottle of magic potion, and the magic potion acts on a certain plant, which is the first interactive object. For another example, the virtual items that the controlled virtual character lacks can be determined based on the virtual items currently owned by the controlled virtual character, and the missing virtual items are the first interactive object.
[0042] The object interaction instruction can also be triggered by the player's selection operation of an interactive object on the game interface. The player can select an interactive object in the game interface through touch operations such as clicking and long pressing, gestures or voice control (i.e., selection operation). The terminal responds to the interaction instruction and determines the interactive object operated by the player as the first interactive object.
[0043] Optionally, the selection operation may also include the player controlling the character orientation (or line of sight direction) of the controlled virtual character. The player may also select the first game character by controlling the character orientation of the controlled virtual character. For example, if the player wants to select interactive object A as the first interactive object, the player may control the character orientation of the controlled virtual character toward interactive object A and may also mark the selected interactive object A to prompt the player of the selected interactive object, thereby helping the player to accurately select the first interactive object.
[0044] For example, Figure 2 As shown, there are interactive objects A, B, C and a controlled virtual character on the game interface. The interactive range of each interactive object is the elliptical area under the feet. Assume that the direction of the controlled virtual character is as follows: Figure 2 As shown by the arrow in , if the character direction of the controlled virtual character is directed toward the interactive object B, the interactive object B is determined as the first interactive object, and the interaction range of the interactive object B is expanded; if the character direction of the controlled virtual character is directed toward the interactive object C, the interactive object C is determined as the first interactive object, and the interaction range of the interactive object C is expanded.
[0045] The object interaction instruction may also be triggered by a task tracking event. The task tracking event may indicate tracking of a certain game task in the game tasks of the controlled virtual character. For the game task in the tracking state, the terminal may mark the interactive object that needs to be interacted with by the game task. That is, in one embodiment, before the step of "determining a first interactive object from multiple interactive objects in response to the object interaction instruction", the information prompt method provided in the embodiment of the present application may also include:
[0046] Receive task tracking events for target game tasks and trigger object interaction instructions;
[0047] The step of “determining a first interactive object from a plurality of interactive objects in response to the object interaction instruction” includes:
[0048] In response to the object interaction instruction, an interactive object associated with the target game task indicated by the task tracking event is determined from a plurality of interactive objects as a first interactive object.
[0049] Among them, the task tracking event indicates a game task in a tracking state among the game tasks of the controlled virtual character. The game task in the tracking state can be a game task currently executed by the controlled virtual character, or a game task set by the player.
[0050] In response to the object interaction instruction, an interactive object associated with the target game task is determined from the multiple interactive objects displayed on the game interface, that is, the first interactive object is determined. The first interactive object associated with the target game task may be an interactive object that promotes the progress of the target game task. For example, controlling the controlled virtual character to interact with the first interactive object may obtain the props or clues needed to complete the target game task.
[0051] In one implementation, the controlled virtual character can be controlled to move in the game scene in response to a movement control instruction. When the distance between the controlled virtual character and multiple interactive objects meets a first preset condition, an object interaction instruction is triggered. In response to the object interaction instruction, it is determined whether there is a target game task. If there is a target game task, the interactive object associated with the target game task indicated by the task tracking event is determined from multiple interactive objects as the first interactive object. Alternatively, a task tracking event for the target game task is received, and an object interaction instruction is triggered. In response to the object interaction instruction, it is detected whether the distance between the controlled virtual character and multiple interactive objects meets the first preset condition. If the distance between the controlled virtual character and the multiple interactive objects meets the first preset condition, the interactive object associated with the target game task is determined from multiple interactive objects as the first interactive object.
[0052] Optionally, the object interaction instruction may also be triggered when the controlled virtual character moves to a specified position, and the position of the controlled virtual character and the position of the interactive object may be combined to determine a first interactive object whose position relationship satisfies the condition. That is, in one embodiment, before the step of “determining the first interactive object from multiple interactive objects in response to the object interaction instruction”, the method further includes:
[0053] In response to the movement control instruction, controlling the controlled virtual character to move in the game scene;
[0054] In response to the distance between the controlled virtual character and the plurality of interactable objects satisfying a first preset condition, triggering an object interaction instruction;
[0055] In response to the object interaction instruction, determining a first interactive object from a plurality of interactive objects includes:
[0056] In response to the object interaction instruction, an interactive object whose positional relationship with the controlled virtual character meets a second preset condition is determined from among the multiple interactive objects as a first interactive object.
[0057] For example, in response to a movement control instruction, the controlled virtual character is controlled to move in the game scene. When the distance between the controlled virtual character and a plurality of interactive objects meets a first preset condition, an object interaction instruction is triggered. The first preset condition may be that the distance between the controlled virtual character and the interactive object is less than a first preset distance threshold. Determining whether the distance between the controlled virtual character and the plurality of interactive objects meets the first preset condition may specifically be by respectively obtaining position information of the controlled virtual character and the interactive object in the virtual scene (the position information may include coordinates or other data that may indicate the position). For each interactive object on the game interface, the position information of the controlled virtual character in the virtual scene may be used to determine whether the distance between the controlled virtual character and the plurality of interactive objects meets the first preset condition. and the position information of the interactive objects, calculate the distance between the controlled virtual character and each interactive object, and determine whether the distance between the controlled virtual character and the multiple interactive objects meets the first preset condition based on the distance; or, the multiple interactive objects correspond to an area, and whether the distance between the controlled virtual character and the multiple interactive objects meets the first preset condition can be determined by whether the controlled virtual character enters the area; or, the controlled virtual character corresponds to a range, and when the controlled virtual character moves in the virtual scene to the interactive object actively or passively enters the range corresponding to the controlled virtual character, the distance between the controlled virtual character and the multiple interactive objects meets the first preset condition, triggering the object interaction instruction.
[0058] In response to the fact that the distance between the controlled virtual character and multiple interactive objects within the preset range meets the first preset condition, an object interaction instruction is triggered, and the object interaction instruction is used to trigger the selection of a first interactive object from multiple interactive objects in the game interface.
[0059] In response to an object interaction instruction, an interactive object whose positional relationship satisfies a second preset condition can be determined from multiple interactive objects as a first interactive object. The second preset condition can be used to select the first interactive object from multiple interactive objects on the game interface. For example, the second preset condition can be an interactive object related to a game task of the controlled virtual object (such as a game task in a tracking state). Then, the object identifier of the interactive object related to the game task can be determined, and then the interactive object corresponding to the object identifier can be selected from the game interface as the first interactive object. For another example, the second preset condition can also be to determine the interactive object among the multiple interactive objects on the game interface that is closest to the controlled virtual character and whose distance is less than a second distance threshold (the second distance threshold is less than the first distance threshold) as the first interactive object. Then, the distance between the controlled virtual character and each interactive object on the game interface can be obtained, and based on the distance, the interactive object with the smallest distance and less than the second distance threshold is selected as the first interactive object.
[0060] Optionally, the second preset condition may also be a condition related to the character orientation of the controlled virtual character. According to the orientation of the controlled virtual character, a first interactive object satisfying the second preset condition is determined from a plurality of interactive objects displayed on the game interface. For example, an interactive object having the smallest angle between a line connecting the controlled virtual character and the orientation of the controlled virtual character may be determined as the first interactive object. Optionally, in order to reduce the number of interactive objects to be screened, a detection area may be determined according to the orientation of the controlled virtual character, and the first interactive object may be determined from the interactive objects located in the detection area. That is, in one embodiment, the step of "determining from a plurality of interactive objects an interactive object whose positional relationship with the controlled virtual character satisfies the second preset condition as the first interactive object" includes:
[0061] Determine the character orientation of the controlled virtual character;
[0062] From the interactable objects located within the preset range corresponding to the character's orientation, an interactable object whose position relationship satisfies a second preset condition is determined as a first interactable object.
[0063] The preset area may be an area determined based on preset area parameters and the character orientation of the controlled virtual character. The shape of the preset area may be a rectangular area, a sector area, or a triangular area, etc. The size and shape of the preset area may be flexibly set as needed and are not limited here. If the preset area is a triangular area, according to the position information of the controlled virtual character and the preset area parameters, it may be determined as follows: Figure 3 The preset area of the controlled virtual character is shown.
[0064] The preset area may be located right in front of the controlled virtual character, so after the character orientation of the controlled virtual character is determined, the corresponding preset area may be determined according to the character orientation of the controlled virtual character.
[0065] Among them, the second preset condition may include a first sub-condition and a second sub-condition, the first sub-condition may be an interactive object located within a preset area, and the second sub-condition may be related to the position of the interactive object, such as the interactive object closest to the controlled virtual character.
[0066] To determine the first interactive object from the interactive objects located in the preset area, you can refer to the above content related to determining the first interactive object from multiple interactive objects on the game interface, for example, determine the interactive object in the preset area that is closest to the controlled virtual character as the first interactive object.
[0067] Optionally, the first interactive object may be determined according to the relative orientation of the interactive object and the controlled virtual character in the preset area. That is, in one embodiment, "determining an interactive object located within a preset range of the character's orientation from multiple interactive objects as the first interactive object" may include:
[0068] Based on the character orientation of the controlled virtual character, a range within a preset angle of the character orientation is determined as a preset area;
[0069] According to the relative position between the interactive object and the controlled virtual character, the interactive object located in the preset area and whose relative position meets the second preset condition is determined as the first interactive object.
[0070] For example, the range within a preset angle can be determined as the preset area according to the character orientation of the controlled virtual character. For example, the range within 15° on both sides of the character orientation of the controlled virtual character can be determined as the preset area. The determined preset area can be as follows: Figure 3 shown.
[0071] Based on the position information of the interactive objects, the interactive objects (hereinafter referred to as candidate interactive objects for distinction) located in the preset area can be determined. For each candidate interactive object, the relative orientation of the candidate interactive object with respect to the controlled virtual character is calculated based on the position information of the candidate interactive object and the position information and character orientation of the controlled virtual character. The relative orientation may include the directional relationship between the controlled virtual character and the candidate interactive object. For example, it may include the angle between the object direction corresponding to the candidate interactive object and the character orientation of the controlled virtual character. Assuming that the position of the controlled virtual character is A and the position of the candidate interactive object is B, the direction from the position of the controlled virtual character to the candidate interactive object is
[0072] The second preset condition may include a first sub-condition and a second sub-condition. The first sub-condition may be an interactive object located within a preset area. The second sub-condition may be a condition related to relative orientation, for example, it may be a candidate interactive object with the smallest angle between the object direction and the character direction of the controlled virtual character. Based on the second preset condition, the candidate interactive object with the smallest angle corresponding to the preset area may be determined as the first interactive object. For example, Figure 3 As shown, the game interface has interactive objects A, interactive objects B, interactive objects C and controlled virtual characters, and the preset area is Figure 3 The gray triangle area in , where the interactive objects B and C are located in the preset area, assuming that the direction of the controlled virtual character is as follows Figure 3 As shown by the solid arrows in , the object directions corresponding to each interactive object are as follows Figure 3As shown by the dotted arrow in , the angle between the object direction of the interactive object C and the orientation of the controlled virtual character is greater than the angle between the object direction of the interactive object B and the orientation of the controlled virtual character, so the interactive object B is determined as the first interactive object.
[0073] The second preset condition can be flexibly set according to application needs. For example, it can be a candidate interactive object with the largest angle between the object direction and the orientation of the controlled virtual character, etc. The second preset condition is not limited here.
[0074] 102. In response to a partial overlap between the first interaction range and a second interaction range corresponding to a second interactable object among the multiple interactable objects, adjust the relative sizes between the first interaction range and the second interaction range so that when the controlled virtual character moves into the first interaction range, a first interaction behavior corresponding to the first interactable object is preferentially triggered.
[0075] Among them, the second interactable object is an interactive object whose interactive range on the game interface overlaps with the interactive range of the first interactable object. To determine whether the interactive range of the interactable object overlaps with the interactive range of the first interactable object, it can be judged by the distance between the interactable object and the first interactable object. For example, if the distance between the interactable object and the first interactable object is less than a preset threshold, it is determined that the interactive range of the interactable object overlaps with the interactive range of the first interactable object. The preset threshold may be the diameter of the interactive range.
[0076] Adjusting the relative size between the first interaction range and the second interaction range may enlarge the first interaction range of the first interactive object; or reduce the second interaction range of the second interactive object; or enlarge the first interaction range of the first interactive object and reduce the second interaction range of the second interactive object. That is, in one embodiment, the step of "adjusting the relative size between the first interaction range and the second interaction range" may include:
[0077] The first interaction range is expanded, and / or the second interaction range is reduced.
[0078] The first interaction range of the first interactive object is expanded. For example, the first interaction range may be expanded based on the position of the first interactive object without changing the shape of the first interaction range, so that the first interactive object is always located at the center of the first interaction range before and after the expansion of the first interaction range.
[0079] It is also possible to determine the directional relationship between the first interactive object and the controlled virtual character based on the location of the first interactive object and the location of the controlled virtual character, and control the first interactive range to expand in the direction of the controlled virtual character object. For example, an additional interactive range can be added on the basis of the original first interactive range, and the additional interactive range is tangent to or partially overlaps with the original interactive range.
[0080] The second interaction range of the second interactive object is reduced. For example, the second interaction range may be reduced based on the position of the second interactive object without changing the shape of the second interaction range, so that the second interactive object is always located at the center of the second interaction range before and after the second interaction range is expanded.
[0081] In one embodiment, the first interaction range can be expanded. After the first interaction range is expanded, there is a larger range in the virtual scene for triggering interaction with the first interactive object, and the first interactive object also has a larger separate interaction range area, which can reduce the difficulty for the player to select the first interactive object for interaction and improve the accuracy of selecting the first interactive object for interaction from the game interface.
[0082] Optionally, the probability of the controlled virtual character triggering interaction with the second interactive object during movement can be reduced by narrowing the second interaction range of the second interactive object. There is an overlap between the first interaction range of the first interactive object and the initial second interaction range of the second interactive object. Narrowing the second interaction range can increase the interaction range area exclusively for the first interactive object, thereby reducing the difficulty of selecting the first interactive object for interaction and improving the accuracy of selecting the first interactive object for interaction from the game interface.
[0083] Optionally, the first interaction range can be expanded, and the second interaction range of the second interactive object can be reduced, so that the first interactive object also has a larger separate interaction range area, reducing the probability of the controlled virtual character triggering interaction with the second interactive object during movement, thereby reducing the difficulty of selecting the first interactive object for interaction and improving the accuracy of selecting the first interactive object for interaction from the game interface.
[0084] For example, before the interactive range of the interactive object on the game interface is expanded or reduced, the interactive range of each interactive object on the game interface can be as follows: Figure 4As shown in (1), the interactive object B is the first interactive object, the interactive objects A and C are the second interactive objects, and after the interactive range of the interactive object B is expanded and the interactive range of the interactive objects A and C is reduced, the interactive ranges of the interactive objects A, B and C can be as follows: Figure 4 As shown in (2) in .
[0085] After the relative sizes of the first interactive range of the first interactive object and the second interactive range of the second interactive object on the game interface are adjusted, if the controlled virtual character moves into any interactive range, the interactive behavior of the interactive object corresponding to the interactive range can be triggered, that is, in one embodiment, after the step of "adjusting the relative size between the first interactive range and the second interactive range in response to the first interactive range partially overlapping with the second interactive range corresponding to the second interactive object among the multiple interactive objects", the game interaction method provided in the embodiment of the present application may also include:
[0086] In response to the movement control instruction, controlling the controlled virtual character to move in the game scene;
[0087] In response to the controlled virtual character moving into the first interaction range, a first interaction behavior of the first interactable object is triggered.
[0088] The interactive behavior may be the behavior of the controlled virtual character interacting with the interactive object, such as having a conversation with the interactive object, or obtaining game items from the interactive object.
[0089] The first interaction range may be an interaction range where the controlled virtual character is located. In response to the controlled virtual character moving to the first interaction range among multiple interaction ranges, the controlled virtual character is directly controlled to interact with the first interactable object corresponding to the first interaction range.
[0090] Alternatively, a character identifier corresponding to the first interactive range is displayed for the player to select an interactive object to be interacted with. In response to the player's selection operation on the character identifier, the interactive object to be interacted with is determined. The character identifier may indicate the corresponding interactive object, for example, it may be an object name, picture or icon of the interactive object, or for another example, it may be a first interactive control corresponding to the first interactive object. That is, in one embodiment, the step of "triggering a first interactive behavior of the first interactive object in response to the controlled virtual character moving into the first interactive range" includes:
[0091] In response to the controlled virtual character moving into the first interaction range, displaying a first interaction control corresponding to the first interactable object on the graphical user interface;
[0092] In response to a selection operation on the first interactive control, a first interactive behavior of the first interactive object is triggered.
[0093] Among them, the interactive control is configured to trigger the interactive behavior of the interactive object corresponding to the interactive control after being operated. Different interactive objects correspond to different interactive behaviors. For example, the interactive behavior corresponding to interactive object A is the interaction between interactive object A and the controlled virtual character, and the interactive behavior corresponding to interactive object B is the interaction between interactive object B and the controlled virtual character.
[0094] In response to the controlled virtual character moving into the first interactive range, the object identifier of the interactive object corresponding to the first interactive range can be displayed on the game interface. For example, the game interface includes three interactive objects, and the interactive range corresponding to each interactive object is as follows: Figure 5 As shown in Figure 5 As shown in (1), it is located within the interaction range of the interactive object B, and the interaction controls of the interactive object B are displayed on the game interface.
[0095] The first interactive control of the first interactive object is displayed on the game interface. The player can use touch operations such as clicking and long pressing, gestures or voice control (i.e., selection operation) to control the first interactive control. The terminal responds to the selection operation on the first interactive control and triggers the interactive behavior of the first interactive object.
[0096] In one embodiment, the controlled virtual character may be located in a non-overlapping area of the first interaction range and the second interaction range or in an overlapping area of the first interaction range and the second interaction range, that is, the step of “in response to the controlled virtual character moving into the first interaction range, displaying a first interactive control corresponding to the first interactive object on the graphical user interface” may include:
[0097] In response to the controlled virtual character moving to a non-overlapping area between the first interaction range and the second interaction range, displaying a first interaction control on the graphical user interface;
[0098] In response to the controlled virtual character moving to the overlapping area of the first interaction range and the second interaction range, the first interaction control and the second interaction control corresponding to the second interactable object are displayed on the graphical user interface, wherein the second interaction control is used to trigger the second interaction behavior of the second interactable object.
[0099] For example, there are overlapping areas in the interaction ranges of multiple interactive objects displayed on the game interface. Suppose there are interactive objects A, B and C on the game interface, where there is an overlap between the interaction ranges of interactive objects A and B. If the controlled virtual character is located in the overlapping area of the interaction ranges of interactive objects A and B, then the controlled virtual character is located in the overlapping area of the two interaction ranges; otherwise, the controlled virtual character is located in the non-overlapping area of one interaction range.
[0100] If the position of the controlled virtual character is Figure 5 As shown in (2), in the overlapping area of the interaction ranges of interactive object A, interactive object B and interactive object C, the corresponding interaction controls of interactive object A, interactive object B and interactive object C are displayed on the game interface.
[0101] For example, in response to a movement operation on the controlled virtual character, the controlled virtual character can be controlled to move in the virtual scene. When the controlled virtual character moves to a non-overlapping area in the first interaction range with the second interaction range, a first interaction control is displayed. When the controlled virtual character moves to an overlapping area of the first interaction range and the second interaction range, that is, is located within multiple (more than one) interaction ranges, in response to multiple target interaction ranges hit by the moved position of the controlled virtual character, interaction controls of interactive objects corresponding to the multiple target interaction ranges are displayed through a second display mode, that is, the first interaction control and the second interaction control are displayed.
[0102] Displaying the object identifier of the interactive object on the game interface can be by displaying the interactive control in a position that is convenient for the player to operate. If the player plays the game by holding the device with both hands, the interactive control can be displayed in an area that is easily accessible to the player's fingers, such as the lower left or lower right corner of the game interface, so that the player can select the target object identifier with his fingers; or the object identifier can be displayed near the interactive object, for example, above the head of the interactive object or next to the interactive object; or it can be displayed near the controlled virtual character, that is, the interactive control is displayed based on the position information of the controlled virtual character.
[0103] When the controlled virtual character is located in the non-overlapping area, the interactive controls may be displayed in the interface area that is easily accessible to the player's fingers. For example, the interactive controls are displayed in the lower left or lower right corner of the game interface. When the controlled virtual character is located in the overlapping area, the interactive controls may be displayed near the interactive objects corresponding to each target interactive range, so that the player can determine the interactive objects corresponding to each character identifier. For another example, when the controlled virtual character is located in the non-overlapping area, the interactive controls may be displayed in the interface area that is easily accessible to the player's fingers. When the controlled virtual character is located in the overlapping area, the interactive controls list may be displayed near the controlled virtual character.
[0104] The first interactive control and the second interactive control may be displayed in different ways to distinguish the first interactive control from the second interactive control and assist the user in quickly selecting the interactive control. That is, in one embodiment, the step of “displaying the first interactive control and the second interactive control corresponding to the second interactable object on the graphical user interface” includes:
[0105] The first interactive control is displayed on the graphical user interface through the first display mode, and the second interactive control is displayed on the graphical user interface through the second display mode, so that the first interactive control and the second interactive control are visually distinguishable when displayed.
[0106] For example, a display mark, such as a "red dot" or a "triangle", etc., may be added around the first interactive control, or the first interactive control may be highlighted.
[0107] Optionally, the first interactive control and the second interactive control may be displayed with different display parameters, that is, in one embodiment, the display parameters corresponding to the first interactive control are different from the display parameters corresponding to the second interactive control, wherein the display parameters include at least one of the following: control color value, control size, and control transparency. For example, the size of the first interactive control is larger than the size of the second interactive control, and the color of the first interactive control is different from the color of the second interactive control.
[0108] The first interactive control and the second interactive control can be displayed in a list. The interactive controls in the list can be arranged from large to small according to the size of the interactive range, or arranged from large to small according to the distance from the controlled virtual character. Optionally, the object identifier of the first interactive object can also be highlighted in the object list. For example, the first interactive control can be displayed at the top to facilitate the player to select the first interactive control. Displaying the first interactive control at the top can help the player quickly select the first interactive object and improve the efficiency of interacting with the first interactive object.
[0109] When the terminal receives a new object interaction instruction, it can re-determine a new first interactive object from multiple interactive objects on the graphical user interface. If the controlled virtual object moves to other game scene areas, the interactive objects displayed on the graphical user interface will change, so the interactive object displayed on the graphical user interface may be a new interactive object or the original interactive object.
[0110] The new first interactive object will overlap with the interaction range (i.e., the third interaction range) of the new second interactive object (i.e., the third interactive object), so the relative sizes of the interaction ranges of the new first interactive object and the third interactive object need to be adjusted. That is, in one embodiment, after the step of “adjusting the relative size between the first interaction range and the second interaction range”, the information prompt method provided in the embodiment of the present application may further include:
[0111] In response to the new object interaction instruction, a new first interactive object is determined again from the multiple interactive objects on the graphical user interface, and the new first interactive object corresponds to a new first interaction range;
[0112] In response to the new first interaction range partially overlapping with a third interaction range corresponding to a third interactable object among the plurality of interactable objects on the graphical user interface, a relative size between the new first interaction range and the third interaction range is adjusted.
[0113] When the controlled virtual character moves to the overlapping area of the new first interaction range and the second interaction range, the object identification of the new first interactive object is displayed at the top of the new object identification list in the triggering terminal. That is, in one embodiment, after the step of "adjusting the relative size between the new first interaction range and the third interaction range", the information prompt method provided in the embodiment of the present application may also include:
[0114] In response to the controlled virtual character moving to the overlapping area between the new first interaction range and at least one third interaction range, a new object identification list is displayed, and the object identification of the new first interactable object is displayed at the top of the new object identification list.
[0115] The interactive range of the interactive object may be invisible or visible on the game interface. By visualizing the interactive range of the interactive object, the player may be guided to control the controlled virtual character to move to the interactive range and interact with the interactive object. That is, in one embodiment, the method provided in the embodiment of the present application may further include:
[0116] In response to the controlled virtual character moving in the game scene, range identifiers of interaction ranges corresponding to multiple interactive objects are displayed on the game interface.
[0117] The range identifier may indicate the area corresponding to the interactive range in the virtual scene on the game interface. For example, the range identifier may be Figure 6 shown.
[0118] For example, the range identifier of the interaction range of each interactive object on the game interface can be displayed. Optionally, the range identifier of the interaction range of only the first interactive object can be displayed to prompt the player of the first interactive object on the game interface and guide the player to control the controlled virtual character to enter the interaction range of the first interactive object and interact with the first interactive object.
[0119] After the relative sizes of the first interaction range and the second interaction range are adjusted, when an interaction range recovery event is received, the interaction range of the interactive object can be restored. That is, in one embodiment, after the step of "adjusting the relative size between the first interaction range and the second interaction range", the game interaction method provided in the embodiment of the present application may further include:
[0120] In response to the interaction range restoration event, the first interaction range and the second interaction range are restored.
[0121] The interaction range recovery event includes an event triggered by the player controlling the controlled virtual character to interact with the first interactable object, an event triggered by the player controlling the controlled virtual character to interact with the first interactable object to complete an interaction task (the interaction task may be controlling the virtual controlled character to interact with the first interactable object to promote the progress of the task. The interaction task may be the game task of the controlled virtual character or a task node in the game task), an event triggered by the cancellation of tracking of the game task related to the interaction between the controlled virtual character and the first interactable object, and an event triggered by the first interactable object moving to a target position. The target position may include the position of the first interactable object when the interaction range of the first interactable object does not overlap with the interaction range of other interactable objects on the game interface. The target movement event may also be an event triggered by the first game character leaving a preset range determined based on the character orientation of the controlled virtual character.
[0122] In response to an interaction range recovery event, the interaction range of the expanded or reduced interactive object is restored, which may be to restore the interaction range of the interactive object to its initial size, for example, by reducing the expanded interaction range or expanding the reduced interaction range to restore it to its initial size.
[0123] Optionally, the interaction range recovery event may be triggered by the end of the first interaction behavior, that is, in one embodiment, the information prompt method provided by the embodiment of the present application may further include:
[0124] In response to the first interaction behavior ending, the relative size between the first interaction range and the second interaction range is cancelled.
[0125] For example, the end of the interactive behavior may be that the controlled virtual character completes the interaction with the first interactive object. In response to the end of the first interactive behavior, the adjustment of the relative size between the first interactive range and the second interactive range is canceled, and the relative size of the first interactive range and the second interactive range is restored to an initial state. For example, before the relative size between the first interactive range and the second interactive range is adjusted, the sizes of the first interactive range and the second interactive range are the same. Then, after the adjustment of the relative size between the first interactive range and the second interactive range is canceled, the sizes of the first interactive range and the second interactive range are the same.
[0126] As can be seen from the above, the embodiment of the present application displays a game scene through a graphical user interface, and the game scene includes multiple interactable objects and a controlled virtual character controlled by a terminal device, wherein each interactable object corresponds to an interaction range, and the interaction range is used to trigger the interaction behavior of the corresponding interactable object, and in response to the object interaction instruction, a first interactable object is determined from the multiple interactable objects, wherein the first interactable object corresponds to the first interaction range; in response to the first interaction range partially overlapping with the second interaction range corresponding to the second interactable object among the multiple interactable objects, the relative size between the first interaction range and the second interaction range is adjusted so that when the controlled virtual character moves into the first interaction range, the first interaction behavior corresponding to the first interactable object is preferentially triggered, thereby reducing the interference of the second game object on the player controlling the controlled virtual character to select the first game object for interaction, improving the accuracy of the player selecting the first game object, and improving the efficiency of the interaction between the controlled virtual character and the first game object.
[0127] In order to better implement the game interaction method provided in the embodiment of the present application, a game interaction device is also provided in one embodiment. The meanings of the terms are the same as those in the above-mentioned game interaction method, and the specific implementation details can refer to the description in the method embodiment.
[0128] The game interaction device can be specifically integrated in a computer device, and a game scene is displayed through a graphical user interface. The game scene includes multiple interactive objects and a controlled virtual character controlled by a terminal device, wherein each interactive object corresponds to an interactive range, and the interactive range is used to trigger the interactive behavior of the corresponding interactive object, such as Figure 7 As shown, the game interaction device may include: a selection unit 301 and a range processing unit 302, specifically as follows:
[0129] (1) A selection unit 301, configured to determine a first interactable object from a plurality of interactable objects in response to an object interaction instruction, wherein the first interactable object corresponds to a first interaction range.
[0130] In one embodiment, the game interaction device further includes:
[0131] A first receiving unit, configured to receive a task tracking event for a target game task and trigger an object interaction instruction;
[0132] The selection unit 301 may also be used to:
[0133] In response to the object interaction instruction, an interactive object associated with the target game task indicated by the task tracking event is determined from a plurality of interactive objects as a first interactive object.
[0134] In one embodiment, the game interaction device further includes:
[0135] A moving unit, used to control the controlled virtual character to move in the game scene in response to the movement control instruction;
[0136] A second receiving unit, configured to trigger an object interaction instruction in response to a distance between the controlled virtual character and the plurality of interactive objects satisfying a first preset condition;
[0137] The selection unit 301 may also be used to:
[0138] In response to the object interaction instruction, an interactive object whose positional relationship with the controlled virtual character meets a second preset condition is determined from among the multiple interactive objects as a first interactive object.
[0139] In one embodiment, the selection unit 301 includes:
[0140] An orientation determination subunit, used to determine the character orientation of the controlled virtual character;
[0141] The object determination subunit is used to determine, from the interactive objects located within the preset range corresponding to the character's orientation, an interactive object whose position relationship meets a second preset condition as a first interactive object.
[0142] In one embodiment, the object determination subunit includes:
[0143] An area determination module is used to determine a range within a preset angle of the character orientation as a preset area based on the character orientation of the controlled virtual character;
[0144] The first interactive object determination module is used to determine, according to the relative position between the interactive object and the controlled virtual character, an interactive object located in a preset area and having a relative position that meets a second preset condition as a first interactive object.
[0145] (2) A range processing unit 302 is used to adjust the relative sizes between the first interaction range and the second interaction range in response to the first interaction range partially overlapping with the second interaction range corresponding to the second interactive object among the multiple interactive objects, so that when the controlled virtual character moves into the first interaction range, the first interaction behavior corresponding to the first interactive object is preferentially triggered.
[0146] In one embodiment, the range processing unit 302 is further configured to:
[0147] The first interaction range is expanded, and / or the second interaction range is reduced.
[0148] In one embodiment, the game interaction device further includes:
[0149] A movement control unit, used to control the controlled virtual character to move in the game scene in response to the movement control instruction;
[0150] The interaction triggering unit is used to trigger a first interaction behavior of a first interactive object in response to the controlled virtual character moving into a first interaction range.
[0151] In one embodiment, the interaction triggering unit includes:
[0152] A control display subunit, configured to display a first interactive control corresponding to a first interactive object on a graphical user interface in response to the controlled virtual character moving into a first interactive range;
[0153] The interaction control subunit triggers a first interaction behavior of the first interactive object in response to a selection operation on the first interaction control.
[0154] In one embodiment, the control display subunit includes:
[0155] A first display module, configured to display a first interactive control on a graphical user interface in response to the controlled virtual character moving to a non-overlapping area between the first interactive range and the second interactive range;
[0156] The second display module is used to display the first interactive control and the second interactive control corresponding to the second interactive object on the graphical user interface in response to the controlled virtual character moving to the overlapping area of the first interactive range and the second interactive range, wherein the second interactive control is used to trigger the second interactive behavior of the second interactive object.
[0157] In one embodiment, the second display module is further used for:
[0158] On the graphical user interface, an object identifier of the first interactable object is highlighted, and object identifiers of second interactable objects corresponding to the plurality of target interaction ranges are not highlighted.
[0159] In one embodiment, the second display module is further used for:
[0160] The first interactive control is displayed on the graphical user interface through the first display mode, and the second interactive control is displayed on the graphical user interface through the second display mode, so that the first interactive control and the second interactive control are visually distinguishable when displayed.
[0161] In one embodiment, the display parameters corresponding to the first interactive control are different from the display parameters corresponding to the second interactive control, wherein the display parameters include at least one of the following: control color value, control size, and control transparency.
[0162] In one embodiment, the second display module is further used for:
[0163] The first interactive control is displayed on top.
[0164] In one embodiment, the game interaction device may further include:
[0165] The restoring unit is configured to cancel the adjustment of the relative size between the first interaction range and the second interaction range in response to the first interaction behavior ending.
[0166] In one embodiment, the game interaction device may further include:
[0167] A range marking unit is used to display range identifiers of interaction ranges corresponding to multiple interactive objects on a graphical user interface in response to the controlled virtual character moving in a game scene, wherein the range identifiers are used to indicate the positions of the interaction ranges corresponding to the multiple interactive objects on the graphical user interface.
[0168] As can be seen from the above, the game interaction device of the embodiment of the present application displays a game scene through a graphical user interface, and the game scene includes multiple interactive objects and a controlled virtual character controlled by a terminal device, wherein each interactive object corresponds to an interaction range, and the interaction range is used to trigger the interaction behavior of the corresponding interactive object, and the selection unit 301 responds to the object interaction instruction to determine a first interactive object from multiple interactive objects, wherein the first interactive object corresponds to the first interaction range; the range processing unit 302 responds to the first interaction range and partially overlaps with the second interaction range corresponding to the second interactive object among the multiple interactive objects, and adjusts the relative size between the first interaction range and the second interaction range, so that when the controlled virtual character moves into the first interaction range, the first interaction behavior corresponding to the first interactive object is preferentially triggered, thereby reducing the interference of the second game object on the player controlling the controlled virtual character to select the first game object for interaction, improving the accuracy of the player selecting the first game object, and improving the efficiency of the interaction between the controlled virtual character and the first game object.
[0169] Accordingly, the embodiment of the present application also provides a computer device, which may be a terminal. Figure 8 As shown, Figure 8A schematic diagram of the structure of a computer device provided in an embodiment of the present application. The computer device 500 includes a processor 501 having one or more processing cores, a memory 502 having one or more computer-readable storage media, and a computer program stored in the memory 502 and executable on the processor. The processor 501 is electrically connected to the memory 502. It will be understood by those skilled in the art that the computer device structure shown in the figure does not constitute a limitation on the computer device, and may include more or fewer components than shown in the figure, or combine certain components, or arrange the components differently.
[0170] The processor 501 is the control center of the computer device 500. It uses various interfaces and lines to connect the various parts of the entire computer device 500, executes various functions of the computer device 500 and processes data by running or loading software programs and / or modules stored in the memory 502, and calling data stored in the memory 502, thereby monitoring the computer device 500 as a whole.
[0171] In the embodiment of the present application, the processor 501 in the computer device 500 will load instructions corresponding to the processes of one or more application programs into the memory 502 according to the following steps, and the processor 501 will run the application programs stored in the memory 502 to implement various functions:
[0172] Displaying a game scene through a graphical user interface, wherein the game scene includes a plurality of interactive objects and a controlled virtual character controlled by a terminal device, wherein each interactive object corresponds to an interactive range, and the interactive range is used to trigger an interactive behavior of the corresponding interactive object;
[0173] In response to the object interaction instruction, determining a first interactable object from the plurality of interactable objects, wherein the first interactable object corresponds to a first interaction range;
[0174] In response to the first interaction range partially overlapping with a second interaction range corresponding to a second interactable object among the multiple interactable objects, the relative sizes between the first interaction range and the second interaction range are adjusted so that when the controlled virtual character moves into the first interaction range, a first interaction behavior corresponding to the first interactable object is preferentially triggered.
[0175] As can be seen from the above, the embodiment of the present application reduces the interference of the second game object on the player controlling the controlled virtual character to select the first game object for interaction, improves the accuracy of the player selecting the first game object, and improves the efficiency of the controlled virtual character interacting with the first game object. The specific implementation of each of the above operations can be referred to the previous embodiment, and will not be repeated here.
[0176] Optional, such as Figure 8 As shown, the computer device 500 further includes: a touch screen 503, a radio frequency circuit 504, an audio circuit 505, an input unit 506, and a power supply 507. The processor 501 is electrically connected to the touch screen 503, the radio frequency circuit 504, the audio circuit 505, the input unit 506, and the power supply 507, respectively. Those skilled in the art can understand that Figure 8 The computer device structure shown in the figure does not constitute a limitation on the computer device, and may include more or less components than shown in the figure, or combine certain components, or arrange the components differently.
[0177] The touch display screen 503 can be used to display a graphical user interface and receive operation instructions generated by the user acting on the graphical user interface. The touch display screen 503 may include a display panel and a touch panel. Among them, the display panel may be used to display information input by the user or information provided to the user and various graphical user interfaces of computer equipment, and these graphical user interfaces may be composed of graphics, text, icons, videos and any combination thereof. Optionally, the display panel may be configured in the form of a liquid crystal display (LCD, Liquid Crystal Display), an organic light emitting diode (OLED, Organic Light-Emitting Diode) and the like. The touch panel may be used to collect the user's touch operation on or near it (such as the user using any suitable object or attachment such as a finger, a stylus, etc. on the touch panel or near the touch panel), and generate corresponding operation instructions, and the operation instructions execute corresponding programs. Optionally, the touch panel may include two parts, a touch detection device and a touch controller. Among them, the touch detection device detects the user's touch orientation, detects the signal brought by the touch operation, and transmits the signal to the touch controller; the touch controller receives the touch information from the touch detection device, converts it into the touch point coordinates, and then sends it to the processor 501, and can receive the command sent by the processor 501 and execute it. The touch panel can cover the display panel. When the touch panel detects a touch operation on or near it, it is transmitted to the processor 501 to determine the type of touch event, and then the processor 501 provides a corresponding visual output on the display panel according to the type of touch event. In an embodiment of the present application, the touch panel and the display panel can be integrated into the touch display screen 503 to realize the input and output functions. However, in some embodiments, the touch panel and the touch panel can be used as two independent components to realize the input and output functions. That is, the touch display screen 503 can also be used as a part of the input unit 506 to realize the input function.
[0178] The radio frequency circuit 504 may be used to send and receive radio frequency signals, so as to establish wireless communication with a network device or other computer devices through wireless communication, and to send and receive signals between the network device or other computer devices.
[0179] The audio circuit 505 can be used to provide an audio interface between the user and the computer device through a speaker and a microphone. The audio circuit 505 can transmit the electrical signal converted from the received audio data to the speaker, which is converted into a sound signal for output; on the other hand, the microphone converts the collected sound signal into an electrical signal, which is received by the audio circuit 505 and converted into audio data, and then the audio data is output to the processor 501 for processing, and then sent to another computer device through the radio frequency circuit 504, or the audio data is output to the memory 502 for further processing. The audio circuit 505 may also include an earphone jack to provide communication between an external headset and the computer device.
[0180] The input unit 506 may be used to receive input numbers, character information or user feature information (such as fingerprint, iris, facial information, etc.), and generate keyboard, mouse, joystick, optical or trackball signal input related to user settings and function control.
[0181] The power supply 507 is used to supply power to various components of the computer device 500. Optionally, the power supply 507 can be logically connected to the processor 501 through a power management system, so that the power management system can manage charging, discharging, and power consumption. The power supply 507 can also include one or more DC or AC power supplies, recharging systems, power failure detection circuits, power converters or inverters, power status indicators, and other arbitrary components.
[0182] although Figure 8 Not shown, the computer device 500 may also include a camera, a sensor, a wireless fidelity module, a Bluetooth module, etc., which will not be described in detail here.
[0183] In the above embodiments, the description of each embodiment has its own emphasis. For parts that are not described in detail in a certain embodiment, reference can be made to the relevant descriptions of other embodiments.
[0184] A person of ordinary skill in the art will appreciate that all or part of the steps in the various methods of the above embodiments may be completed by instructions, or by controlling related hardware through instructions. The instructions may be stored in a computer-readable storage medium and loaded and executed by a processor.
[0185] To this end, an embodiment of the present application provides a computer-readable storage medium, in which a plurality of computer programs are stored, and the computer program can be loaded by a processor to execute the steps in any one of the game interaction methods provided in the embodiment of the present application. For example, the computer program can execute the following steps:
[0186] Displaying a game scene through a graphical user interface, wherein the game scene includes a plurality of interactive objects and a controlled virtual character controlled by a terminal device, wherein each interactive object corresponds to an interactive range, and the interactive range is used to trigger an interactive behavior of the corresponding interactive object;
[0187] In response to the object interaction instruction, determining a first interactable object from the plurality of interactable objects, wherein the first interactable object corresponds to a first interaction range;
[0188] In response to the first interaction range partially overlapping with a second interaction range corresponding to a second interactable object among the multiple interactable objects, the relative sizes between the first interaction range and the second interaction range are adjusted so that when the controlled virtual character moves into the first interaction range, a first interaction behavior corresponding to the first interactable object is preferentially triggered.
[0189] From the above, it can be seen that the embodiments of the present application reduce the interference of the second game object on the player's control of the controlled virtual character to select the first game object for interaction, improve the accuracy of the player's selection of the first game object, and improve the efficiency of the interaction between the controlled virtual character and the first game object.
[0190] The specific implementation of the above operations can be found in the previous embodiments, which will not be described in detail here.
[0191] The storage medium may include: a read-only memory (ROM), a random access memory (RAM), a magnetic disk or an optical disk, etc.
[0192] The game interaction method, device, computer equipment and computer storage medium provided in the embodiments of the present application are introduced in detail above. Specific examples are used in this article to illustrate the principles and implementation methods of the present application. The description of the above embodiments is only used to help understand the method of the present application and its core idea. At the same time, for technical personnel in this field, according to the idea of the present application, there will be changes in the specific implementation method and application scope. In summary, the content of this specification should not be understood as a limitation on the present application.
Claims
1. A game interaction method, characterized in that: A game scene is displayed through a graphical user interface, wherein the game scene includes a plurality of interactive objects and a controlled virtual character controlled by a terminal device, wherein each interactive object corresponds to an interactive range, and the interactive range is used to trigger an interactive behavior of the corresponding interactive object, and the method includes: In response to the object interaction instruction, determining a first interactable object from the plurality of interactable objects, wherein the first interactable object corresponds to a first interaction range; In response to the first interaction range partially overlapping with a second interaction range corresponding to a second interactable object among the multiple interactable objects, the relative sizes between the first interaction range and the second interaction range are adjusted so that when the controlled virtual character moves into the first interaction range, a first interaction behavior corresponding to the first interactable object is preferentially triggered.
2. The method according to claim 1, characterized in that The adjusting the relative size between the first interaction range and the second interaction range includes: The first interaction range is expanded, and / or the second interaction range is reduced.
3. The method according to claim 1, characterized in that Before determining the first interactive object from the plurality of interactive objects in response to the object interaction instruction, the method further includes: Receiving a task tracking event for a target game task, and triggering the object interaction instruction; The step of determining, in response to the object interaction instruction, a first interactive object from the plurality of interactive objects comprises: In response to the object interaction instruction, an interactive object associated with the target game task indicated by the task tracking event is determined from the multiple interactive objects as the first interactive object.
4. The method according to claim 1, characterized in that: Before determining the first interactive object from the plurality of interactive objects in response to the object interaction instruction, the method further includes: In response to the movement control instruction, controlling the controlled virtual character to move in the game scene; In response to the distance between the controlled virtual character and the plurality of interactable objects satisfying a first preset condition, triggering the object interaction instruction; The step of determining, in response to the object interaction instruction, a first interactive object from the plurality of interactive objects comprises: In response to the object interaction instruction, an interactive object whose positional relationship with the controlled virtual character meets a second preset condition is determined from the multiple interactive objects as the first interactive object.
5. The method according to claim 4, characterized in that The step of determining, from the plurality of interactable objects, an interactable object whose positional relationship with the controlled virtual character satisfies a second preset condition as the first interactable object comprises: Determining the character orientation of the controlled virtual character; From the interactable objects located within the preset range corresponding to the character's orientation, an interactable object whose position relationship satisfies the second preset condition is determined as the first interactable object.
6. The method according to claim 5, characterized in that The step of determining, from the interactable objects located within the preset range corresponding to the direction of the character, an interactable object whose position relationship satisfies the second preset condition as the first interactable object includes: Taking the character orientation of the controlled virtual character as a reference, determining a range within a preset angle of the character orientation as a preset area; According to the relative position between the interactable object and the controlled virtual character, the interactable object located in the preset area and having a relative position that satisfies the second preset condition is taken as the first interactable object.
7. The method according to claim 1, characterized in that After adjusting the relative size between the first interaction range and the second interaction range, the method further includes: In response to the movement control instruction, controlling the controlled virtual character to move in the game scene; In response to the controlled virtual character moving into the first interaction range, the first interaction behavior of the first interactable object is triggered.
8. The method according to claim 7, characterized in that In response to the controlled virtual character moving into the first interaction range, triggering the first interaction behavior of the first interactive object includes: In response to the controlled virtual character moving into the first interaction range, displaying a first interaction control corresponding to the first interactable object on the graphical user interface; In response to a selection operation on the first interactive control, the first interactive behavior of the first interactive object is triggered.
9. The method according to claim 8, characterized in that In response to the controlled virtual character moving into the first interaction range, displaying a first interaction control corresponding to the first interactable object on the graphical user interface includes: In response to the controlled virtual character moving to a non-overlapping area between the first interaction range and the second interaction range, displaying the first interaction control on the graphical user interface; In response to the controlled virtual character moving to the overlapping area of the first interaction range and the second interaction range, the first interaction control and the second interaction control corresponding to the second interactive object are displayed on the graphical user interface, wherein the second interaction control is used to trigger a second interaction behavior of the second interactive object.
10. The method according to claim 9, characterized in that Displaying the first interactive control and a second interactive control corresponding to the second interactive object on the graphical user interface includes: The first interactive control is displayed on the graphical user interface in a first display mode, and the second interactive control is displayed on the graphical user interface in a second display mode, so that the first interactive control and the second interactive control are visually distinguishable when displayed.
11. The method according to claim 10, characterized in that The display parameters corresponding to the first interactive control are different from the display parameters corresponding to the second interactive control, wherein the display parameters include at least one of the following: control color value, control size, and control transparency.
12. The method according to claim 11, characterized in that The method further comprises: The first interactive control is displayed on top.
13. The method according to any one of claims 1 to 12, characterized in that: The method further comprises: In response to the first interaction behavior ending, the relative size between the first interaction range and the second interaction range is cancelled.
14. The method according to any one of claims 1 to 12, characterized in that: The method further comprises: In response to the controlled virtual character moving in the game scene, range identifiers of interaction ranges corresponding to the multiple interactable objects are displayed on the graphical user interface.
15. A game interaction device, characterized in that: A game scene is displayed through a graphical user interface, wherein the game scene includes a plurality of interactive objects and a controlled virtual character controlled by a terminal device, wherein each interactive object corresponds to an interactive range, and the interactive range is used to trigger an interactive behavior of the corresponding interactive object, and the device includes: A selection unit, configured to determine, in response to the object interaction instruction, a first interactive object from the plurality of interactive objects, wherein the first interactive object corresponds to a first interaction range; A range processing unit is used to adjust the relative sizes between the first interaction range and the second interaction range in response to the first interaction range partially overlapping with the second interaction range corresponding to the second interactive object among the multiple interactive objects, so that when the controlled virtual character moves into the first interaction range, a first interaction behavior corresponding to the first interactive object is preferentially triggered.
16. A computer device, characterized in that: It comprises a memory and a processor; the memory stores a computer program, and the processor is used to run the computer program in the memory to execute the game interaction method according to any one of claims 1 to 14.
17. A computer-readable storage medium, characterized in that: The computer-readable storage medium is used to store a computer program, and the computer program is loaded by a processor to execute the game interaction method according to any one of claims 1 to 14.
