Game interaction method and device, electronic equipment and storage medium
By selecting the target character identifier in the game interaction method and automatically controlling the movement of virtual characters, the inefficiency problem caused by the complexity of virtual characters moving in the prior art is solved, and more efficient game interaction is achieved.
Patent Information
- Application Number
- CN202411294595.6
- Authority / Receiving Office
- CN · China
- Patent Type
- Applications(China)
- Current Assignee / Owner
- Filing Date
- 2024-09-13
- Publication Date
- 2024-12-31
AI Technical Summary
In the existing game interaction methods, players need to complexly control the controlled virtual characters to move to a specific position to trigger game events, resulting in cumbersome operation steps and high time consumption, which reduces the game interaction efficiency.
The game interaction process is simplified by selecting the target role identifier from multiple candidate role identifiers in the graphical user interface, locking the target virtual role, and automatically controlling the controlled virtual role to move to the target position.
It improves the efficiency of game interaction, simplifies operation steps, significantly saves operation time, and allows players to interact more quickly.
Smart Images

Figure CN119215417A_ABST
Abstract
Description
Technical Field
[0001] The present disclosure relates to the field of game technology, and in particular to a game interaction method, device, electronic device and storage medium. Background Art
[0002] In order to meet people's pursuit of spiritual life, entertainment games that can be operated on terminals have emerged, such as multiplayer online action games, role-playing games, tactical competitive games or first-person shooting games (FPS) developed based on client or server architecture. In the game, players can manipulate the virtual characters on the screen to play the game, and can perform related operations such as walking, running, jumping, picking up props and fighting in the game scene based on the first or third perspective of the character operated by the player, so that players can experience the visual impact brought by the game in an immersive way, which greatly enhances the initiative and realism of the game.
[0003] At present, players can usually control controlled virtual characters to play games in virtual scenes. Specifically, they can control controlled virtual characters to walk or run freely in virtual scenes, thereby moving to the trigger position of game events to trigger game events to achieve corresponding game interactions. For example, when players need to interact with game tasks, they need to determine the position of the game character they want to trigger, and then control the controlled virtual character to move to the position of the game character. As a result, the triggering process for players to control controlled virtual characters to trigger game interactions is complicated, the operation steps are very cumbersome, and it takes a long time, resulting in low game interaction efficiency. Summary of the invention
[0004] The embodiments of the present application provide a game interaction method, device, electronic device and storage medium. After selecting a target character identifier from multiple candidate character identifiers, the target virtual character corresponding to the target character identifier is locked to control the controlled virtual character to automatically move to the scene position corresponding to the target virtual character, so that the controlled virtual character can be conveniently and quickly controlled to move to the position where the player wants to interact with the game, which simplifies the triggering process of the game interaction, the operation steps are very simple, and the operation time is saved, thereby effectively improving the player's game interaction efficiency.
[0005] In a first aspect, an embodiment of the present application provides a game interaction method, wherein a graphical user interface is provided through a terminal device, wherein the graphical user interface includes at least a portion of a virtual scene, and a controlled virtual character located in the at least portion of the virtual scene and controlled by the terminal device, the method comprising:
[0006] Determining at least one candidate virtual character based on the current position information of the controlled virtual character in the virtual scene;
[0007] Displaying the candidate character identification of the candidate virtual character on the graphical user interface;
[0008] In response to a selection operation on a target character identifier among the candidate character identifiers, a target virtual character corresponding to the target character identifier is locked to control the controlled virtual character to automatically move to a scene position corresponding to the target virtual character.
[0009] In a second aspect, an embodiment of the present application provides a game interaction device, which provides a graphical user interface through a terminal device, wherein the graphical user interface includes at least a portion of a virtual scene, and a controlled virtual character located in the at least portion of the virtual scene and controlled by the terminal device, including:
[0010] A determination unit, configured to determine at least one candidate virtual character based on current position information of the controlled virtual character in the virtual scene;
[0011] A display unit, configured to display the candidate character identification of the candidate virtual character on the graphical user interface;
[0012] The response unit is used to lock the target virtual character corresponding to the target character identifier in response to the selection operation of the target character identifier in the candidate character identifiers, so as to control the controlled virtual character to automatically move to the scene position corresponding to the target virtual character.
[0013] In a third aspect, an embodiment of the present application further provides an electronic device, comprising a memory storing a plurality of instructions; a processor loads instructions from the memory to execute the steps of any one of the game interaction methods provided in the embodiments of the present application.
[0014] In a fourth aspect, an embodiment of the present application further provides a computer-readable storage medium, which stores a plurality of instructions suitable for loading by a processor to execute the steps of any one of the game interaction methods provided in the embodiment of the present application.
[0015] In a fifth aspect, an embodiment of the present application further provides a computer program product, including a computer program or instructions, which, when executed by a processor, implements the steps of any one of the game interaction methods provided in the embodiments of the present application.
[0016] By adopting the solution of the embodiment of the present application, after selecting a target character identifier from multiple candidate character identifiers, the target virtual character corresponding to the target character identifier is locked to control the controlled virtual character to automatically move to the scene position corresponding to the target virtual character, so that the controlled virtual character can be conveniently and quickly controlled to move to the position where the player wants to interact with the game, which simplifies the triggering process of the game interaction. The operation steps are very simple, saving operation time, thereby effectively improving the player's game interaction efficiency. BRIEF DESCRIPTION OF THE DRAWINGS
[0017] 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.
[0018] Figure 1 is a scene schematic diagram of a game interaction system provided in an embodiment of the present application;
[0019] Figure 2 This is a flowchart of an embodiment of the game interaction method provided by the embodiment of the present application;
[0020] Figure 3 is a schematic diagram of a target detection area provided in an embodiment of the present application;
[0021] Figure 4 is another scenario schematic diagram of the game interaction method provided in an embodiment of the present application;
[0022] Figure 5 is another scenario schematic diagram of the game interaction method provided in an embodiment of the present application;
[0023] Figure 6 is another scenario schematic diagram of the game interaction method provided in an embodiment of the present application;
[0024] Figure 7 is another scenario schematic diagram of the game interaction method provided in an embodiment of the present application;
[0025] Figure 8 is another scenario schematic diagram of the game interaction method provided in an embodiment of the present application;
[0026] Fig. 9 is another scenario schematic diagram of the game interaction method provided in an embodiment of the present application;
[0027] Fig.10 is another scenario schematic diagram of the game interaction method provided in an embodiment of the present application;
[0028] Fig.11 is another scenario schematic diagram of the game interaction method provided in an embodiment of the present application;
[0029] Fig.12 is another scenario schematic diagram of the game interaction method provided in an embodiment of the present application;
[0030] Fig.13 is another scenario schematic diagram of the game interaction method provided in an embodiment of the present application;
[0031] Fig.14 is another scenario schematic diagram of the game interaction method provided in an embodiment of the present application;
[0032] Fig.15 is another scenario schematic diagram of the game interaction method provided in an embodiment of the present application;
[0033] Fig.16 is another scenario schematic diagram of the game interaction method provided in an embodiment of the present application;
[0034] Fig.17 is a schematic diagram of the structure of a game interaction device provided in an embodiment of the present application;
[0035] Fig.18 It is a schematic diagram of the structure of an electronic device provided in an embodiment of the present application. DETAILED DESCRIPTION
[0036] 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, rather than all of the embodiments. Based on the embodiments in the present application, all other embodiments obtained by those skilled in the art without making creative work are within the scope of protection of the present application. At the same time, in the description of the embodiments of the present application, the terms "first", "second", etc. are only used to distinguish the descriptions and cannot be understood as indicating or implying relative importance. Thus, the features defined as "first" and "second" may explicitly or implicitly include one or more features. In the description of the embodiments of the present application, the meaning of "multiple" is two or more, unless otherwise clearly and specifically defined.
[0037] The embodiments of the present application provide a game interaction method, device, electronic device, and computer-readable storage medium. Specifically, the present embodiment will be described from the perspective of a game interaction device, which can be integrated into an electronic device, that is, the game interaction method of the embodiment of the present application can be executed by an electronic device, and optionally, the electronic device can include: a terminal device. The terminal device can be a mobile phone, a tablet computer, a smart Bluetooth device, a laptop computer, a game console, or a personal computer (PC) and other devices.
[0038] The game interaction method provided in the embodiment of the present application can be applied to a game interaction system. The game interaction system may include a player terminal device and a server, and the terminal may be a device including both receiving and transmitting hardware, that is, a device having receiving and transmitting hardware capable of performing two-way communication on a two-way communication link. The player terminal device and the server may perform two-way communication via a network.
[0039] Optionally, the server may be an independent server, or a server network or server cluster composed of servers, including but not limited to a computer, a network host, a single network server, a plurality of network server sets or a cloud server composed of multiple servers. The cloud server is composed of a large number of computers or network servers based on cloud computing.
[0040] In one embodiment of the present disclosure, the game interaction method can be run on a local terminal device or a server. When the game interaction method is run on a server, the method can be implemented and executed based on a cloud interaction system, wherein the cloud interaction system includes a server and a client device.
[0041] For example, when the game interaction method is run on a terminal, the terminal device stores a game application and is used to present a virtual scene in the game screen. The terminal device is used to interact with the user through a graphical user interface, for example, the game application is downloaded and installed by the terminal device and run. The terminal device may provide the graphical user interface to the user in a variety of ways, for example, it may be rendered and displayed on the display screen of the terminal device, or the graphical user interface may be presented through holographic projection. For example, the terminal device may include a touch display screen and a processor, the touch display screen is used to present the graphical user interface and receive the operation instructions generated by the user acting on the graphical user interface, the graphical user interface includes a game screen, and the processor is used to run the game, generate a graphical user interface, respond to the operation instructions, and control the display of the graphical user interface on the touch display screen.
[0042] For example, when the game interaction method is run on a server, it can be a cloud game. Cloud gaming refers to a gaming method based on cloud computing. In the operation mode of cloud gaming, the operating body of the game application and the game screen presentation body are separated, and the storage and operation of the game interaction method are completed on the cloud gaming server. The game screen presentation is completed on the client side of the cloud gaming. The cloud gaming client is mainly used for receiving and sending game data and presenting the game screen. For example, the cloud gaming client can be a display device with data transmission function close to the user side, such as a mobile terminal, a TV, a computer, a PDA, a personal digital assistant, etc., but the terminal device for processing game data is a cloud gaming server in the cloud. When playing the game, the user operates the cloud gaming client to send an operation instruction to the cloud gaming server. The cloud gaming server runs the game according to the operation instruction, encodes and compresses the game screen and other data, and returns it to the cloud gaming client through the network. Finally, the cloud gaming client decodes and outputs the game screen.
[0043] See also Figure 1 , Figure 1A scene diagram of a game interaction system provided for an embodiment of the present application. The system may include at least one terminal, at least one server, at least one database, and a network. The terminal held by the user can be connected to the server of different games through the network. The terminal is any device with computing hardware that can support and execute software products corresponding to the game. In addition, when the system includes multiple terminals, multiple servers, and multiple networks, different terminals can be connected to each other through different networks and different servers. The network can be a wireless network or a wired network, such as a wireless network such as a wireless local area network (WLAN), a local area network (LAN), a cellular network, a 2G network, a 3G network, a 4G network, a 5G network, etc. In addition, different terminals can also use their own Bluetooth network or hotspot network to connect to other terminals or to servers, etc. For example, multiple users can be online through different terminals and connected and synchronized with each other through appropriate networks to support multi-player games. In addition, the system may include multiple databases, multiple databases are coupled to different servers, and information related to the game environment can be continuously stored in the database when different users are online for multi-player games.
[0044] The embodiment of the present application provides a game interaction method, which can be executed by a terminal or a server. The embodiment of the present application takes the game interaction method executed by a terminal as an example for explanation. Among them, the terminal may include a touch display screen and a processor (of course, the terminal may also use peripherals such as a mouse and a keyboard as input devices, and only the touch display screen is used as an example for explanation here), and the touch display screen is used to present a graphical user interface and receive operation instructions generated by the user acting on the graphical user interface. When the user operates the graphical user interface through the touch display screen, the graphical user interface can control the local content of the terminal by responding to the received operation instructions, and can also control the content of the opposite server by responding to the received operation instructions. For example, the operation instructions generated by the user acting on the graphical user interface include instructions for starting a game application, and the processor is configured to start the game application after receiving the instructions for starting the game application provided by the user. In addition, the processor is configured to render and draw a graphical user interface associated with the game on the touch display screen. The touch display screen is a multi-touch sensitive screen that can sense touch or sliding operations performed simultaneously at multiple points on the screen. The user uses a finger to perform a touch operation on the graphical user interface, and when the graphical user interface detects the touch operation, the different virtual objects in the graphical user interface of the game are controlled to perform actions corresponding to the touch operation.
[0045] It should be noted that Figure 1The scene diagram of the game interaction system shown is only an example. The game interaction system and scene described in the embodiment of the present application are intended to more clearly illustrate the technical solution of the embodiment of the present application, and do not constitute a limitation on the technical solution provided in the embodiment of the present application. Ordinary technicians in this field can know that with the emergence of new business scenarios, the technical solution provided in the embodiment of the present application is also applicable to similar technical problems.
[0046] The embodiment of the present application provides a game interaction method, which can be executed by a terminal or a server. The embodiment of the present application takes the game interaction method executed by a terminal as an example for explanation, and a graphical user interface can be provided by a terminal device, and the graphical user interface includes at least part of a virtual scene and a controlled virtual character located in the virtual scene and controlled by the terminal device. The graphical user interface, virtual scene, and virtual object are explained below.
[0047] The game scene (or virtual scene) is a virtual scene displayed (or provided) when the 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. The virtual scene is any one of a two-dimensional virtual scene and a three-dimensional virtual scene, and the virtual environment can be the sky, land, ocean, etc., wherein the land includes environmental elements such as deserts and cities. Among them, the virtual scene is a scene with complete game logic of virtual objects such as user control. For example, for sandbox 3D shooting games, the virtual scene is a 3D game world for players to control virtual objects to fight. Example virtual scenes may include: at least one element of mountains, plains, rivers, lakes, oceans, deserts, skies, plants, buildings, and vehicles; for example, for 2D card games, the virtual scene is a scene for displaying released cards or displaying virtual objects corresponding to cards. Example virtual scenes may include: an arena, a decisive battlefield, or other "field" elements or other elements that can display the status of card battles; for 2D or 3D multiplayer online tactical competitive games, the virtual scene is a 2D or 3D terrain scene for virtual objects to fight. Example virtual scenes may include: canyon-style mountains, lines, rivers, classrooms, tables and chairs, podiums and other elements.
[0048] The graphical user interface is obtained by executing a software application on a processor of a mobile terminal or other terminal and rendering it on a display, and can be a display screen interface of a terminal device. The graphical user interface can present the entire game scene, or only a part of the game scene. The game scene includes multiple static virtual objects, specifically including ground, mountains, rocks, vegetation, buildings, etc. When the game scene is relatively large, only the local content of the game scene is displayed on the graphical user interface of the terminal device during the game. Optionally, the game scene contains game characters, which can be game characters controlled by players, or NPCs (abbreviation of Non-Player Character, which is a type of character in the game, meaning non-player characters), which is not limited in this exemplary embodiment. The graphical user interface can include a UI interface and a game screen for players to interact. In an optional embodiment, the UI interface can include game controls (such as skill controls, mobile controls, function controls, etc.), indicator signs (such as direction indicator signs, role indicator signs, etc.), information display areas (such as the number of kills, game time, etc.), or game setting controls (such as system settings, stores, gold coins, etc.). In an optional implementation, the game screen is a display screen corresponding to a virtual scene displayed by a 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.
[0049] A game object (or virtual object, game character) refers to a dynamic object that can be controlled in a virtual scene. Optionally, the dynamic object can be a virtual character, a virtual animal, a cartoon character, etc. The virtual object is a character controlled by a player through an input device, or an artificial intelligence (AI) set in a virtual environment battle through training, or a non-player character (NPC) set in a virtual scene battle. Optionally, the virtual object is a virtual character competing in a virtual scene. Optionally, the number of virtual objects in the virtual scene battle is preset, or is dynamically determined according to the number of clients joining the battle, and the embodiment of the present application does not limit this. In a possible implementation, the user can control the virtual object to move in the virtual scene, for example, control the virtual object to run, jump, crawl, etc., and can also control the virtual object to use the skills, virtual props, etc. provided by the application to fight with other virtual objects. (Game) props refer to props that can be used by virtual objects in a virtual environment, including but not limited to firearms, cold weapons, grenades, shields, springboards, puppets, etc., which can be used by virtual objects to speed up their own attributes, assist in combat, or launch damage to other virtual objects. Virtual props can also be supply props such as bullets, and can also be equipped on designated virtual weapons for accessories such as extended magazines, aiming scopes, flash suppressors, and stocks. The virtual camera is a necessary component for the game scene screen, which is used to present the game scene screen. A game scene corresponds to at least one virtual camera. According to actual needs, there can be two or more virtual cameras, which serve as the game rendering window to capture and present the game world's screen content to the player. By setting the parameters of the virtual camera, the player's perspective of viewing the game world can be adjusted, such as the first-person perspective and the third-person perspective.
[0050] The following is a detailed description in conjunction with the accompanying drawings. In this embodiment, the execution subject is a terminal device as an example. It should be noted that the description order of the following embodiments is not intended to limit the preferred order of the embodiments. Although the logical order is shown in the flowchart, in some cases, the steps shown or described may be performed in an order different from that shown in the accompanying drawings.
[0051] See also Figure 2 , Figure 2 This is a flowchart of a game interaction method provided in an embodiment of the present application. The specific process of the game interaction method may be as follows: Steps 101 to 103:
[0052] Step 101: Determine at least one candidate virtual character based on the current position information of the controlled virtual character in the virtual scene.
[0053] The position information may include the current position and orientation of the controlled virtual character in the virtual scene.
[0054] In a specific embodiment, the step of “determining at least one candidate virtual character based on the current position information of the controlled virtual character in the virtual scene” may include:
[0055] Get the preset detection range parameters;
[0056] Generate a target detection range based on the current character position and character orientation of the controlled virtual character in the virtual scene and the detection range parameters;
[0057] At least one candidate virtual character is determined from the target detection range.
[0058] For example, the preset detection range parameters may be the size and / or shape of the detection range, and a target detection range may be generated based on the current position and orientation of the controlled virtual character in the virtual scene, and the size and / or shape of the detection range.
[0059] For another example, see Figure 3 , determine the character position of the controlled virtual character from a bird's-eye view and form a position point. The extended line of the character orientation of the controlled virtual character can be used as a baseline to determine a first reference line and a second reference line that form a 30-degree angle with the baseline, and then generate a fan-shaped area based on the first reference line and the second reference line with the position point of the character position of the controlled virtual character as the center as the target detection range. Optionally, a virtual character whose position point of the character position from a bird's-eye view is within the target detection range can be used as a candidate virtual character. Among them, the lengths of the extended line of the character orientation, the first reference line, and the second reference line can be set by the game planner.
[0060] In one embodiment, the step of “determining at least one candidate virtual character from the target detection range” includes:
[0061] Get the preset role filtering conditions;
[0062] At least one candidate virtual character is determined from the target detection range based on the character screening condition.
[0063] For example, the virtual character closest to the controlled virtual character within the target detection range may be selected as a candidate virtual character; or the virtual character within the target detection range whose distance to the controlled virtual character is a specified distance may be selected as a candidate virtual character.
[0064] For example, see Figure 4In response to a first trigger operation on the mobile control, the computer device determines, based on the current position information of the controlled virtual character in the virtual scene, a first virtual character and a second virtual character that are closest to the controlled virtual character at different angles as candidate virtual characters, and displays a character identifier of the first virtual character as a first candidate character identifier and a character identifier of the second virtual character as a second candidate character identifier above the mobile control of the graphical user interface, and displays a locking prompt identifier between each candidate character identifier and the mobile control, wherein the locking prompt identifier is used to indicate that the candidate virtual character can be locked and tracked.
[0065] Specifically, the role screening condition includes any one of the following:
[0066] The distance between the controlled virtual character and the virtual character in the target detection range meets a first preset condition of a preset distance;
[0067] The character position of the controlled virtual character and the character position of the virtual character in the target detection range meet a second preset condition of a preset position relationship.
[0068] For example, the first preset condition may be to select as a candidate virtual character a virtual character whose distance from the controlled virtual character within the target detection range is a preset distance, and specifically, the virtual character whose distance from the controlled virtual character within the target detection range is the closest to the controlled virtual character may be selected as the candidate virtual character. For another example, the second preset condition may be to select as a candidate virtual character a virtual character whose angle between the character position of the virtual character within the target detection range and the character position of the controlled virtual object is a specified angle, and specifically, the virtual character whose angle between the character position of the virtual character within the target detection range and the character position of the controlled virtual object is the smallest may be selected as the candidate virtual character.
[0069] Step 102: Display the candidate role identification of the candidate virtual role on the graphical user interface.
[0070] Specifically, the embodiment of the present application can display the candidate role identification of the candidate virtual role in the graphical user interface based on the display position of the mobile control, or display the candidate role identification of the candidate virtual role in a position where no element is displayed in the graphical user interface.
[0071] For example, see Figure 5 The computer device may determine the first virtual character as a candidate virtual character based on the current position information of the controlled virtual character in the virtual scene. At this time, the character identification of the first virtual character may be displayed above the mobile control of the graphical user interface as the candidate character identification.
[0072] Step 103: In response to a selection operation on a target character identifier among the candidate character identifiers, a target virtual character corresponding to the target character identifier is locked to control the controlled virtual character to automatically move to a scene position corresponding to the target virtual character.
[0073] Specifically, the player can perform a single-click operation on the candidate character identifier, and the computer device responds to the single-click operation on the target character identifier among the candidate character identifiers, locks the first virtual character corresponding to the target character identifier as the target virtual character, and controls the controlled virtual character to automatically move to the scene position corresponding to the first virtual character.
[0074] In summary, the embodiment of the present application provides a game interaction method, by determining at least one candidate virtual character based on the current position information of the controlled virtual character in the virtual scene; then, displaying the candidate character identifier of the candidate virtual character on the graphical user interface; finally, in response to the selection operation of the target character identifier in the candidate character identifier, locking the target virtual character corresponding to the target character identifier to control the controlled virtual character to automatically move to the scene position corresponding to the target virtual character. The scheme of the embodiment of the present application is adopted, after selecting the target character identifier from multiple candidate character identifiers, locking the target virtual character corresponding to the target character identifier to control the controlled virtual character to automatically move to the scene position corresponding to the target virtual character, so that the controlled virtual character can be conveniently and quickly controlled to move to the position where the player wants to interact with the game, simplifying the triggering process of the game interaction, the operation steps are very simple, and the operation time is saved, thereby effectively improving the player's game interaction efficiency.
[0075] Based on the above introduction, the game interaction method of the present application will be further illustrated by examples below. The specific embodiments of the game interaction method are described as follows.
[0076] In a specific embodiment, the graphical user interface further displays a movement control associated with the controlled virtual character, and the step of "determining at least one candidate virtual character based on the current position information of the controlled virtual character in the virtual scene" includes:
[0077] In response to a first trigger operation on the movement control, controlling the controlled virtual character to move in the virtual scene in a first movement state;
[0078] While maintaining the first movement state, if the movement parameters of the controlled virtual character meet a preset condition, at least one candidate virtual character is determined based on the current position information of the controlled virtual character in the virtual scene.
[0079] Specifically, the computer device controls the controlled virtual character to move in the virtual scene in a first moving state in response to a first trigger operation on the mobile control. If it is detected that the controlled virtual character is controlled to move continuously in a certain direction range for a period of time without changing any movement behavior (that is, maintaining the first moving state), at least one candidate virtual character is determined based on the current position information of the controlled virtual character in the virtual scene.
[0080] In an embodiment of the present application, the computer device responds to the first trigger operation on the mobile control, determines the target detection range based on the current position information of the controlled virtual character in the virtual scene, and if there is at least one virtual character within the target detection range, the virtual character is used as a candidate virtual character. Among them, the extended line of the current position of the controlled virtual character in the virtual scene can be used as the center line, and the extended line can be used as the left and right 15° of the center line and the specified distance to generate a target fan-shaped area as the target detection area. That is, in an embodiment of the present application, only when the existence of a virtual character is detected in the target detection area, the display of the candidate character identification near the mobile control is triggered to trigger the operation of selecting a virtual character for automatic locking and tracking.
[0081] Furthermore, the computer device controls the controlled virtual character to be in a stationary state in response to a trigger operation on the mobile control. At this time, the player can perform a sliding operation on the mobile control to change the current orientation (i.e., the field of view direction) of the controlled virtual character, thereby determining the candidate virtual character according to the field of view direction of the controlled virtual character.
[0082] For example, see Figure 6 , a graphical user interface can be provided through the terminal device, the graphical user interface including at least part of a virtual scene, and a controlled virtual character located in at least part of the virtual scene and controlled by the terminal device, the graphical user interface also displays a mobile control associated with the controlled virtual character. At this time, the player does not perform a trigger operation on the mobile control, and the display style of the mobile control is a regular display style.
[0083] For another example, see Figure 7 , a graphical user interface can be provided through the terminal device, the graphical user interface including at least part of a virtual scene, and a controlled virtual character located in at least part of the virtual scene and controlled by the terminal device, the graphical user interface also displays a mobile control associated with the controlled virtual character, at this time, the mobile control can be displayed following the display position of the controlled virtual character, for example, superimposed on the controlled virtual character, and because the player does not perform a trigger operation on the mobile control, the display style of the mobile control is a regular display style.
[0084] Furthermore, the player may perform a first trigger operation on the mobile control, such as sliding the mobile control, and while the sliding operation is maintained, control the controlled virtual character to move in the virtual scene in the direction indicated by the current character in a first moving state.
[0085] Specifically, the player can trigger the tracking lock state in a passive triggering manner when the controlled virtual character is in a specific state. It should be noted that when the player passively triggers the tracking lock state, the current character state of the controlled virtual character is restricted, that is, the controlled virtual character needs to be in a specific state to passively trigger the tracking lock state. For example, the controlled virtual character can be in a moving state at this time. When the character state of the controlled virtual character is that the time of continuous movement in a certain direction exceeds the specified time (that is, in a specific state), the tracking lock state can be passively triggered; or, the controlled virtual character can be in a moving state at this time. When the character state of the controlled virtual character is that the distance of continuous movement in a certain direction exceeds the specified distance (that is, in a specific state), the tracking lock state can be passively triggered; when the tracking lock state is passively triggered, the candidate character identification of the candidate virtual character can be displayed in the graphical user interface, and the candidate character identification can be specifically displayed around the mobile control, so that the player can select the target character identification from the candidate character identification, and lock the target virtual character corresponding to the target character identification, and automatically control the controlled virtual character to move to the location of the target virtual character.
[0086] Specifically, after the player performs a sliding operation on the mobile control, the player continues to perform a first trigger operation of a long press operation at the stop position of the sliding operation, and the computer device responds to the first trigger operation on the mobile control to control the controlled virtual character to move in the virtual scene in a first moving state; while the first trigger operation continues, if the movement parameters of the controlled virtual character meet preset conditions, at least one candidate virtual character is determined based on the current position information of the controlled virtual character in the virtual scene.
[0087] Furthermore, the step of “determining at least one candidate virtual character based on the current position information of the controlled virtual character in the virtual scene” further includes:
[0088] In response to a second trigger operation on the movement control, controlling the controlled virtual character to move in the virtual scene in a second movement state, wherein a movement speed of the second movement state is greater than a movement speed of the first movement state;
[0089] While maintaining the second movement state, if the movement parameters of the controlled virtual character meet a preset condition, at least one candidate virtual character is determined based on the current position information of the controlled virtual character in the virtual scene.
[0090] Among them, the first trigger operation can be a single click operation, a sliding operation or a long press operation, and the second trigger operation can be a sliding operation or a long press operation; the first trigger operation and the second trigger operation can be continuous or discontinuous operations. The first moving state can be that the movement action of the controlled virtual character gradually changes from normal walking to running at a first moving speed, or the movement action of the controlled virtual character gradually changes from a stationary state to running at a first moving speed. The second moving state can be that the controlled virtual character switches from running at a first moving speed to running at a second moving speed, and the first moving speed is less than the second moving speed. The embodiment of the present application switches the controlled virtual character from the current character state to the "sprinting" state through the first trigger operation and the second trigger operation for the mobile control, so that when the controlled virtual character is in the "sprinting" state and the "sprinting" state lasts for more than a specified time, the candidate character identification of the candidate virtual character is automatically triggered to be displayed in the graphical user interface, so that the player can select the target virtual character corresponding to the target character identification to lock, and automatically control the controlled virtual character to move to the location of the target virtual character.
[0091] Specifically, the player may perform a first sliding operation on the mobile control (that is, the player performs a first sliding operation on the mobile control and keeps pressing the touch position where the sliding stops), and the computer device responds to the first sliding operation on the mobile control, and controls the controlled virtual character to move in the virtual scene in a first moving state based on the first sliding operation, that is, the movement action of the controlled virtual character is gradually changed from normal walking to running at a first moving speed based on the first sliding operation; then, the player may perform a second sliding operation on the mobile control (that is, the player performs a second sliding operation on the mobile control and keeps pressing the touch position where the sliding stops), if the long press time of the second sliding operation at the current touch position exceeds a specified time, that is, the time for controlling the controlled virtual character to move in the current moving direction exceeds a specified time, then the controlled virtual character is controlled to enter a "sprinting" state to automatically control the controlled virtual character to move in the virtual scene in a second moving state, that is, the controlled virtual character is automatically controlled to switch from running at the first moving speed to running at the second moving speed, and at least one candidate virtual character is determined based on the current position information of the controlled virtual character in the virtual scene. At this time, when it is detected that the second touch operation (ie, the second sliding operation) ends, the controlled virtual character is still automatically controlled to move in the virtual scene in the second moving state.
[0092] In one embodiment, the mobile control includes a virtual joystick and a moving area, and the first trigger operation includes: controlling a sliding operation of the virtual joystick in the moving area.
[0093] Furthermore, the graphical user interface also includes a target control; and the second trigger operation includes: an operation of sliding the virtual joystick of the mobile control to the target control.
[0094] For example, see Figure 8 The player can control the virtual joystick in the mobile control to perform a first sliding operation in the moving area. The computer device responds to the first sliding operation on the virtual joystick and controls the controlled virtual character to move in the virtual scene in a first moving state based on the first sliding operation. At this time, if the stop position of the first sliding operation is long pressed, the target control can be displayed in the graphical user interface based on the display position of the mobile control.
[0095] For further information, see Fig. 9 , the player can perform a second sliding operation of controlling the virtual joystick in the mobile control to slide to the target control, and the computer device responds to the second sliding operation on the virtual joystick, and automatically controls the controlled virtual character to move in the virtual scene in a second moving state based on the second sliding operation, that is, automatically controls the controlled virtual character to switch from running at a first moving speed to running at a second moving speed, and determines at least one candidate virtual character based on the current position information of the controlled virtual character in the virtual scene. At this time, when it is detected that the second sliding operation ends, the controlled virtual character is still automatically controlled to move in the virtual scene in the second moving state.
[0096] Optionally, when the end of the second sliding operation is detected, the mobile control and the target control may be displayed or not displayed on the graphical user interface.
[0097] In one embodiment, the movement parameters include a movement direction, a movement distance, and a movement duration; the step of "if the movement parameters of the controlled virtual character meet a preset condition, determining at least one candidate virtual character based on the current position information of the controlled virtual character in the virtual scene", the method may include:
[0098] If the moving distance of the controlled virtual character in the moving direction satisfies a first preset condition, then determining at least one candidate virtual character based on the current position information of the controlled virtual character in the virtual scene; or,
[0099] If the movement time length of the controlled virtual character in the movement direction meets the second preset condition, at least one candidate virtual character is determined based on the current position information of the controlled virtual character in the virtual scene.
[0100] For example, the player can perform a sliding operation on the mobile control and then continue to perform a long press operation at the stop position of the sliding operation. While the long press operation continues, if the moving distance of the controlled virtual character in the moving direction meets the specified moving distance, at least one candidate virtual character is determined based on the current position information of the controlled virtual character in the virtual scene.
[0101] For another example, the player can perform a sliding operation on the mobile control and then continue to perform a long press operation at the stop position of the sliding operation. While the long press operation continues, if the movement duration of the controlled virtual character in the movement direction meets the specified movement duration, at least one candidate virtual character is determined based on the current position information of the controlled virtual character in the virtual scene.
[0102] Optionally, the step of “determining at least one candidate virtual character based on the current position information of the controlled virtual character in the virtual scene” may include:
[0103] In response to a designated trigger operation acting on the graphical user interface, at least one candidate virtual character is determined based on current position information of the controlled virtual character in the virtual scene.
[0104] In one embodiment, the graphical user interface also displays a movement control associated with the controlled virtual character, wherein the movement control is associated with a second function of determining the candidate virtual character in addition to a first function of controlling the movement of the controlled virtual character; the designated trigger operation is an operation performed on the movement control, and the designated trigger operation is used to trigger the second function.
[0105] The specified trigger operation may be a double-click operation, a long-press operation, a sliding operation, or other gesture operations.
[0106] For example, the player may perform a double-click operation, a long press operation, a sliding operation or other gesture operations on any position of the graphical user interface to determine at least one candidate virtual character based on the current position information of the controlled virtual character in the virtual scene.
[0107] For another example, the player may perform a double-click operation, a long press operation, a sliding operation or other gesture operations on the mobile control to determine at least one candidate virtual character based on the current position information of the controlled virtual character in the virtual scene.
[0108] Specifically, the player can perform a specified trigger operation on the graphical user interface or mobile control to trigger the tracking lock state in an active triggering manner. It should be noted that when the player actively triggers the tracking lock state, it may not be limited by the current state of the controlled virtual character, that is, no matter what role state the controlled virtual character is in, the player can actively trigger the tracking lock state by performing a specified trigger operation on the graphical user interface or mobile control. For example, the controlled virtual character can be in a stationary state at this time, and the player can perform a double-click operation on the mobile control in this state. The computer device responds to the double-click operation on the mobile control and actively triggers the tracking lock state, and displays the candidate character identifier of the candidate virtual character in the graphical user interface. Specifically, the candidate character identifier can be displayed around the mobile control, so that the player can select the target character identifier from the candidate character identifier, and lock the target virtual character corresponding to the target character identifier, and automatically control the controlled virtual character to move to the location of the target virtual character.
[0109] In a specific embodiment, the graphical user interface also displays movement controls associated with the controlled virtual character, the movement controls include a virtual joystick and a movement area, and the selection operation for the target character identifier among the candidate character identifiers includes: sliding the virtual joystick to the target character identifier.
[0110] Specifically, the player may perform a sliding operation of moving the virtual joystick to the target character identifier, thereby selecting the virtual character corresponding to the target character identifier as the target virtual character.
[0111] Optionally, the selection operation on the target role identifier among the candidate role identifiers may further include: a single-click operation or a double-click operation on the target role identifier.
[0112] In one embodiment, the method further comprises:
[0113] In response to a first sliding operation of controlling the virtual joystick in the moving area, an indication mark is displayed in the moving area based on a triggering position of the first sliding operation, wherein the indication mark is used to indicate a current character orientation of the controlled virtual character.
[0114] For example, see also Fig.10 and Fig.11 , the player can perform a double-click operation on the mobile control, and the computer device triggers the lock tracking function in response to the double-click operation on the mobile control; then, the player can control the virtual joystick to perform a first sliding operation in the mobile area, and the computer device responds to the first sliding operation on the virtual joystick and displays an indication mark (such as a cursor) in the mobile control based on the operation position of the first sliding operation. Fig.11The indicator mark is used to indicate the current character orientation of the controlled virtual character, which may specifically be the direction in which the controlled virtual character is currently moving.
[0115] Furthermore, the method further comprises:
[0116] In response to a second sliding operation of controlling the virtual joystick in the moving area, determining the direction of the target character based on the operation position of the second sliding operation, and updating the display position of the indication mark in the moving area to display the indication mark at the new display position;
[0117] Determining at least one new candidate virtual character based on the current character position of the controlled virtual character in the virtual scene and the orientation of the target character;
[0118] The candidate character identifier is replaced with a new character identifier of the new candidate virtual character for display.
[0119] For example, see Fig.12 , the player can continue to control the second sliding operation of the virtual joystick in the moving area, and the computer device determines the target character orientation based on the operation position of the second sliding operation in response to the second sliding operation on the virtual joystick; then, based on the current character position of the controlled virtual character in the virtual scene and the target character orientation, at least one new candidate virtual character is determined, that is, the first virtual character is determined as the candidate virtual character, and the character identification of the candidate virtual character is displayed above the moving control.
[0120] Furthermore, the method further comprises:
[0121] In response to a selection operation on a target character identifier in the new character identifier, a target virtual character corresponding to the target character identifier is locked to control the controlled virtual character to automatically move to a scene position corresponding to the target virtual character.
[0122] Specifically, the step of "displaying the candidate role identification of the candidate virtual role on the graphical user interface" includes:
[0123] The display position of the mobile control on the graphical user interface is obtained, and the candidate character identifier of the candidate virtual character is displayed on the graphical user interface based on the display position.
[0124] Optionally, a lock prompt mark is displayed near the candidate character mark, wherein the lock prompt mark is used to indicate that the candidate virtual character can be locked.
[0125] For example, see Fig.13In response to a first trigger operation on the mobile control, the computer device determines a first virtual character as a candidate virtual character based on the current position information of the controlled virtual character in the virtual scene, and displays the character identifier of the first virtual character above the mobile control of the graphical user interface as the candidate character identifier, and displays a lock prompt identifier between the candidate character identifier and the mobile control, wherein the lock prompt identifier is used to indicate that the candidate virtual character can be locked and tracked.
[0126] Furthermore, the player can perform a selection operation on the display position of any one of the candidate character identifiers or the corresponding lock prompt identifier, and the computer device responds to the selection operation on the target character identifier among the candidate character identifiers, locks the first virtual character corresponding to the target character identifier as the target virtual character, so as to control the controlled virtual character to automatically move to the scene position corresponding to the first virtual character.
[0127] In one embodiment, the method further comprises:
[0128] Displaying a first virtual scene picture on the graphical user interface, where the first virtual scene picture is a virtual scene picture obtained by capturing the virtual scene from a first scene perspective;
[0129] In response to a sliding operation on a sliding area other than the functional controls of the graphical user interface, determining a second scene perspective based on the sliding operation;
[0130] Controlling the updating of the first virtual scene picture to a second virtual scene picture, wherein the second virtual scene picture is a virtual scene picture obtained by capturing the virtual scene from the second scene perspective.
[0131] Specifically, the embodiment of the present application can perform a sliding operation on a sliding area other than the functional control of the graphical user interface to determine the second scene perspective; or, perform a sliding operation on a sliding area other than the associated sliding area near the mobile control on the graphical user interface to determine the second scene perspective.
[0132] For example, see Fig.14 A sliding area is associated with the mobile control, and the sliding area can be a circular area generated with the mobile control as the center. The player can determine the current scene perspective of the controlled virtual character based on the operation position of the sliding operation by sliding in the circular area.
[0133] For further information, please also refer to Fig.15 and Fig.16 , players can follow Fig.15The dotted arrow in the sliding area in the middle performs a sliding operation, and the computer device controls the first virtual scene picture (i.e. Fig.15 The virtual scene picture displayed in the graphical user interface shown in FIG) is updated to the second virtual scene picture (ie Fig.16 The virtual scene screen displayed in the graphical user interface shown in ).
[0134] In summary, the embodiment of the present application provides a game interaction method, by responding to the first trigger operation for the mobile control, based on the current position information of the controlled virtual character in the virtual scene, determining at least one candidate virtual character; then, displaying the candidate character identification of the candidate virtual character on the graphical user interface; finally, in response to the second trigger operation for the target character identification in the candidate character identification, locking the target virtual character corresponding to the target character identification, so as to control the controlled virtual character to automatically move to the scene position corresponding to the target virtual character. The scheme of the embodiment of the present application is adopted, by displaying and locking the target virtual character through the trigger operation for the mobile control, and controlling the controlled virtual character to automatically move to the scene position corresponding to the target virtual character, so that the controlled virtual character can be conveniently and quickly controlled to move to the position where the player wants to interact with the game through a mobile control, which simplifies the trigger process of the game interaction, the operation steps are very simple, and the operation time is saved, thereby effectively improving the game interaction efficiency of the player.
[0135] This embodiment also provides a game interaction device, which can be integrated into a terminal device. Fig.17 As shown, the game interaction device may include:
[0136] A determination unit 201, configured to determine at least one candidate virtual character based on the current position information of the controlled virtual character in the virtual scene;
[0137] A display unit 202, configured to display the candidate role identification of the candidate virtual role on the graphical user interface;
[0138] The response unit 203 is used to lock the target virtual character corresponding to the target character identifier in response to the selection operation on the target character identifier among the candidate character identifiers, so as to control the controlled virtual character to automatically move to the scene position corresponding to the target virtual character.
[0139] In some embodiments, the game interaction device includes a processing subunit for:
[0140] In response to a first trigger operation on the movement control, controlling the controlled virtual character to move in the virtual scene in a first movement state;
[0141] While maintaining the first movement state, if the movement parameters of the controlled virtual character meet a preset condition, at least one candidate virtual character is determined based on the current position information of the controlled virtual character in the virtual scene.
[0142] In some embodiments, the game interaction device includes a processing subunit for:
[0143] In response to a second trigger operation on the movement control, controlling the controlled virtual character to move in the virtual scene in a second movement state, wherein a movement speed of the second movement state is greater than a movement speed of the first movement state;
[0144] While maintaining the second movement state, if the movement parameters of the controlled virtual character meet a preset condition, at least one candidate virtual character is determined based on the current position information of the controlled virtual character in the virtual scene.
[0145] In some embodiments, the game interaction device includes a processing subunit for:
[0146] If the moving distance of the controlled virtual character in the moving direction satisfies a first preset condition, then determining at least one candidate virtual character based on the current position information of the controlled virtual character in the virtual scene; or,
[0147] If the movement time length of the controlled virtual character in the movement direction meets the second preset condition, at least one candidate virtual character is determined based on the current position information of the controlled virtual character in the virtual scene.
[0148] In some embodiments, the game interaction device includes a processing subunit for:
[0149] In response to a designated trigger operation acting on the graphical user interface, at least one candidate virtual character is determined based on current position information of the controlled virtual character in the virtual scene.
[0150] In some embodiments, the game interaction device includes a processing subunit for:
[0151] Get the preset detection range parameters;
[0152] Generate a target detection range based on the current character position and character orientation of the controlled virtual character in the virtual scene and the detection range parameters;
[0153] At least one candidate virtual character is determined from the target detection range.
[0154] In some embodiments, the game interaction device includes a processing subunit for:
[0155] Get the preset role filtering conditions;
[0156] At least one candidate virtual character is determined from the target detection range based on the character screening condition.
[0157] In some embodiments, the game interaction device includes a processing subunit for:
[0158] The distance between the controlled virtual character and the virtual character in the target detection range meets a first preset condition of a preset distance;
[0159] The character position of the controlled virtual character and the character position of the virtual character in the target detection range meet a second preset condition of a preset position relationship.
[0160] In some embodiments, the game interaction device includes a processing subunit for:
[0161] In response to a first sliding operation of controlling the virtual joystick in the moving area, an indication mark is displayed in the moving area based on a triggering position of the first sliding operation, wherein the indication mark is used to indicate a current character orientation of the controlled virtual character.
[0162] In some embodiments, the game interaction device includes a processing subunit for:
[0163] In response to a second sliding operation of controlling the virtual joystick in the moving area, determining the direction of the target character based on the operation position of the second sliding operation, and updating the display position of the indication mark in the moving area to display the indication mark at the new display position;
[0164] Determining at least one new candidate virtual character based on the current character position of the controlled virtual character in the virtual scene and the orientation of the target character;
[0165] The candidate character identifier is replaced with a new character identifier of the new candidate virtual character for display.
[0166] In some embodiments, the game interaction device includes a processing subunit for:
[0167] In response to a selection operation on a target character identifier in the new character identifier, a target virtual character corresponding to the target character identifier is locked to control the controlled virtual character to automatically move to a scene position corresponding to the target virtual character.
[0168] In some embodiments, the game interaction device includes a processing subunit for:
[0169] The display position of the mobile control on the graphical user interface is obtained, and the candidate character identifier of the candidate virtual character is displayed on the graphical user interface based on the display position.
[0170] In some embodiments, the game interaction device includes a processing subunit for:
[0171] Displaying a first virtual scene picture on the graphical user interface, where the first virtual scene picture is a virtual scene picture obtained by capturing the virtual scene from a first scene perspective;
[0172] In response to a sliding operation on a sliding area other than the functional controls of the graphical user interface, determining a second scene perspective based on the sliding operation;
[0173] Controlling the updating of the first virtual scene picture to a second virtual scene picture, wherein the second virtual scene picture is a virtual scene picture obtained by capturing the virtual scene from the second scene perspective.
[0174] The embodiment of the present application discloses a game interaction device, wherein a determination unit 201 determines at least one candidate virtual character based on the current position information of the controlled virtual character in the virtual scene; a display unit 202 displays the candidate character identifier of the candidate virtual character in the graphical user interface; a response unit 203 responds to a selection operation for a target character identifier in the candidate character identifiers, locks the target virtual character corresponding to the target character identifier, and controls the controlled virtual character to automatically move to the scene position corresponding to the target virtual character. The embodiment of the present application selects a target character identifier from a plurality of candidate character identifiers, locks the target virtual character corresponding to the target character identifier, and controls the controlled virtual character to automatically move to the scene position corresponding to the target virtual character, thereby conveniently and quickly controlling the controlled virtual character to move to the position where the player wants to interact with the game, simplifies the triggering process of the game interaction, and the operation steps are very simple, saving operation time, thereby effectively improving the game interaction efficiency of the player.
[0175] Accordingly, an embodiment of the present application further provides an electronic device, which may be a terminal, and the terminal may be a smart phone, a tablet computer, a laptop computer, a touch screen, a game console, a personal computer (PC, Personal Computer), a personal digital assistant (Personal Digital Assistant, PDA) and other terminal devices. Alternatively, the electronic device may be a server.
[0176] like Fig.18 As shown, Fig.18A schematic diagram of the structure of an electronic device provided in an embodiment of the present application. The electronic device 300 includes a processor 301 having one or more processing cores, a memory 302 having one or more computer-readable storage media, and a computer program stored in the memory 302 and executable on the processor. The processor 301 is electrically connected to the memory 302. Those skilled in the art will appreciate that the electronic device structure shown in the figure does not constitute a limitation on the electronic device, and may include more or fewer components than shown, or combine certain components, or arrange components differently.
[0177] The processor 301 is the control center of the electronic device 300. It uses various interfaces and lines to connect various parts of the entire electronic device 300, and executes various functions and processes data of the electronic device 300 by running or loading software programs and / or units stored in the memory 302, and calling data stored in the memory 302, so as to monitor the electronic device 300 as a whole. The processor 301 can be a central processing unit CPU, a graphics processing unit GPU, a network processor (Network Processor, NP), etc., and can implement or execute the various methods, steps and logic block diagrams disclosed in the embodiments of the present application.
[0178] In the embodiment of the present application, the processor 301 in the electronic device 300 will load instructions corresponding to the processes of one or more application programs into the memory 302 according to the following steps, and the processor 301 will run the application programs stored in the memory 302 to implement various functions, such as:
[0179] Determining at least one candidate virtual character based on the current position information of the controlled virtual character in the virtual scene;
[0180] Displaying the candidate character identification of the candidate virtual character on the graphical user interface;
[0181] In response to a selection operation on a target character identifier among the candidate character identifiers, a target virtual character corresponding to the target character identifier is locked to control the controlled virtual character to automatically move to a scene position corresponding to the target virtual character.
[0182] In one embodiment, the graphical user interface further displays a movement control associated with the controlled virtual character, and the determining of at least one candidate virtual character based on the current position information of the controlled virtual character in the virtual scene includes:
[0183] In response to a first trigger operation on the movement control, controlling the controlled virtual character to move in the virtual scene in a first movement state;
[0184] While maintaining the first movement state, if the movement parameters of the controlled virtual character meet a preset condition, at least one candidate virtual character is determined based on the current position information of the controlled virtual character in the virtual scene.
[0185] In one embodiment, the determining at least one candidate virtual character based on the current position information of the controlled virtual character in the virtual scene further includes:
[0186] In response to a second trigger operation on the movement control, controlling the controlled virtual character to move in the virtual scene in a second movement state, wherein a movement speed of the second movement state is greater than a movement speed of the first movement state;
[0187] While maintaining the second movement state, if the movement parameters of the controlled virtual character meet a preset condition, at least one candidate virtual character is determined based on the current position information of the controlled virtual character in the virtual scene.
[0188] In one embodiment, the mobile control includes a virtual joystick and a moving area, and the first trigger operation includes: controlling a sliding operation of the virtual joystick in the moving area.
[0189] In one embodiment, the graphical user interface further includes a target control; and the second trigger operation includes: an operation of sliding the virtual joystick to the target control.
[0190] In one embodiment, the movement parameters include movement direction, movement distance and movement duration;
[0191] If the movement parameters of the controlled virtual character meet the preset conditions, determining at least one candidate virtual character based on the current position information of the controlled virtual character in the virtual scene includes:
[0192] If the moving distance of the controlled virtual character in the moving direction satisfies a first preset condition, then determining at least one candidate virtual character based on the current position information of the controlled virtual character in the virtual scene; or,
[0193] If the movement time length of the controlled virtual character in the movement direction meets a second preset condition, at least one candidate virtual character is determined based on the current position information of the controlled virtual character in the virtual scene.
[0194] In one embodiment, determining at least one candidate virtual character based on the current position information of the controlled virtual character in the virtual scene includes:
[0195] In response to a designated trigger operation acting on the graphical user interface, at least one candidate virtual character is determined based on current position information of the controlled virtual character in the virtual scene.
[0196] In one embodiment, the graphical user interface also displays a movement control associated with the controlled virtual character, wherein the movement control is associated with a second function of determining the candidate virtual character in addition to a first function of controlling the movement of the controlled virtual character; the designated trigger operation is an operation performed on the movement control, and the designated trigger operation is used to trigger the second function.
[0197] In one embodiment, the graphical user interface also displays movement controls associated with the controlled virtual character, the movement controls include a virtual joystick and a movement area, and the selection operation for the target character identifier among the candidate character identifiers includes: sliding the virtual joystick to the target character identifier.
[0198] In one embodiment, the position information includes the character position and the character orientation.
[0199] In one embodiment, determining at least one candidate virtual character based on the current position information of the controlled virtual character in the virtual scene includes:
[0200] Get the preset detection range parameters;
[0201] Generate a target detection range based on the current character position and character orientation of the controlled virtual character in the virtual scene and the detection range parameters;
[0202] At least one candidate virtual character is determined from the target detection range.
[0203] In one embodiment, determining at least one candidate virtual character from the target detection range includes:
[0204] Get the preset role filtering conditions;
[0205] At least one candidate virtual character is determined from the target detection range based on the character screening condition.
[0206] In one embodiment, the role screening condition includes any one of the following:
[0207] The distance between the controlled virtual character and the virtual character in the target detection range meets a first preset condition of a preset distance;
[0208] The character position of the controlled virtual character and the character position of the virtual character in the target detection range meet a second preset condition of a preset position relationship.
[0209] In one embodiment, the method further comprises:
[0210] In response to a first sliding operation of controlling the virtual joystick in the moving area, an indication mark is displayed in the moving area based on a triggering position of the first sliding operation, wherein the indication mark is used to indicate a current character orientation of the controlled virtual character.
[0211] In one embodiment, the method further comprises:
[0212] In response to a second sliding operation of controlling the virtual joystick in the moving area, determining the direction of the target character based on the operation position of the second sliding operation, and updating the display position of the indication mark in the moving area to display the indication mark at the new display position;
[0213] Determining at least one new candidate virtual character based on the current character position of the controlled virtual character in the virtual scene and the orientation of the target character;
[0214] The candidate character identifier is replaced with a new character identifier of the new candidate virtual character for display.
[0215] In one embodiment, the method further comprises:
[0216] In response to a selection operation on a target character identifier in the new character identifier, a target virtual character corresponding to the target character identifier is locked to control the controlled virtual character to automatically move to a scene position corresponding to the target virtual character.
[0217] In one embodiment, displaying the candidate character identification of the candidate virtual character in the graphical user interface includes:
[0218] The display position of the mobile control on the graphical user interface is obtained, and the candidate character identifier of the candidate virtual character is displayed on the graphical user interface based on the display position.
[0219] In one embodiment, a locking prompt mark is displayed near the candidate character mark, wherein the locking prompt mark is used to indicate that the candidate virtual character can be locked.
[0220] In one embodiment, the method further comprises:
[0221] Displaying a first virtual scene picture on the graphical user interface, where the first virtual scene picture is a virtual scene picture obtained by capturing the virtual scene from a first scene perspective;
[0222] In response to a sliding operation on a sliding area other than the functional controls of the graphical user interface, determining a second scene perspective based on the sliding operation;
[0223] Controlling the updating of the first virtual scene picture to a second virtual scene picture, wherein the second virtual scene picture is a virtual scene picture obtained by capturing the virtual scene from the second scene perspective.
[0224] The electronic device provided in the embodiment of the present application can determine at least one candidate virtual character based on the current position information of the controlled virtual character in the virtual scene; then, the candidate character identification of the candidate virtual character is displayed on the graphical user interface; finally, in response to the selection operation of the target character identification in the candidate character identification, the target virtual character corresponding to the target character identification is locked to control the controlled virtual character to automatically move to the scene position corresponding to the target virtual character. Therefore, the scheme of the embodiment of the present application is adopted, by selecting the target character identification from multiple candidate character identifications, and then locking the target virtual character corresponding to the target character identification to control the controlled virtual character to automatically move to the scene position corresponding to the target virtual character, so that the controlled virtual character can be conveniently and quickly controlled to move to the position where the player wants to interact with the game, which simplifies the triggering process of the game interaction, and the operation steps are very simple, saving operation time, thereby effectively improving the player's game interaction efficiency.
[0225] The specific implementation of the above operations can be found in the previous embodiments, which will not be described in detail here.
[0226] Optional, such as Fig.18 As shown, the electronic device 300 further includes: a touch screen 303, a radio frequency circuit 304, an audio circuit 305, an input unit 306, and a power supply 307. The processor 301 is electrically connected to the touch screen 303, the radio frequency circuit 304, the audio circuit 305, the input unit 306, and the power supply 307, respectively. Those skilled in the art can understand that Fig.18 The electronic device structure shown in the figure does not constitute a limitation of the electronic device, and may include more or less components than shown in the figure, or combine certain components, or arrange the components differently.
[0227] The touch display screen 303 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 303 may include a display panel and a touch panel. Among them, the display panel can be used to display information input by the user or information provided to the user and various graphical user interfaces of the electronic device, and these graphical user interfaces can be composed of graphics, text, icons, videos and any combination thereof. Optionally, the display panel can 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 can be used to collect the user's touch operation on or near it (such as the user uses 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 direction, 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 301, and can receive the command sent by the processor 301 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 301 to determine the type of touch event, and then the processor 301 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 303 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 303 can also be used as a part of the input unit 306 to realize the input function.
[0228] The radio frequency circuit 304 may be used to send and receive radio frequency signals, so as to establish wireless communication with a network device or other electronic devices through wireless communication, and to send and receive signals with the network device or other electronic devices.
[0229] The audio circuit 305 can be used to provide an audio interface between the user and the electronic device through a speaker and a microphone. The audio circuit 305 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 305 and converted into audio data, and then the audio data is output to the processor 301 for processing, and then sent to another electronic device through the radio frequency circuit 304, or the audio data is output to the memory 302 for further processing. The audio circuit 305 may also include an earplug jack to provide communication between an external headset and the electronic device.
[0230] The input unit 306 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.
[0231] The power supply 307 is used to supply power to various components of the electronic device 300. Optionally, the power supply 307 can be logically connected to the processor 301 through a power management system, so that the power management system can manage charging, discharging, and power consumption. The power supply 307 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.
[0232] although Fig.18 Not shown, the electronic device 300 may also include a camera, a sensor, a wireless fidelity module, a Bluetooth module, etc., which will not be described in detail here.
[0233] 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.
[0234] 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.
[0235] To this end, an embodiment of the present application provides a computer-readable storage medium, in which multiple computer programs are stored, and the computer program can be loaded by a processor to execute any game interaction method provided in the embodiment of the present application. The computer program can execute the following steps of the game interaction method:
[0236] Determining at least one candidate virtual character based on the current position information of the controlled virtual character in the virtual scene;
[0237] Displaying the candidate character identification of the candidate virtual character on the graphical user interface;
[0238] In response to a selection operation on a target character identifier among the candidate character identifiers, a target virtual character corresponding to the target character identifier is locked to control the controlled virtual character to automatically move to a scene position corresponding to the target virtual character.
[0239] Due to the computer program stored in the storage medium, at least one candidate virtual character can be determined based on the current position information of the controlled virtual character in the virtual scene; then, the candidate character identification of the candidate virtual character is displayed on the graphical user interface; finally, in response to the selection operation of the target character identification in the candidate character identification, the target virtual character corresponding to the target character identification is locked to control the controlled virtual character to automatically move to the scene position corresponding to the target virtual character. Therefore, the scheme of the embodiment of the present application is adopted, by selecting the target character identification from multiple candidate character identifications, locking the target virtual character corresponding to the target character identification, so as to control the controlled virtual character to automatically move to the scene position corresponding to the target virtual character, so that the controlled virtual character can be conveniently and quickly controlled to move to the position where the player wants to interact with the game, simplifying the triggering process of the game interaction, the operation steps are very simple, and the operation time is saved, thereby effectively improving the player's game interaction efficiency.
[0240] The specific implementation of the above operations can be found in the previous embodiments, which will not be described in detail here.
[0241] The computer-readable storage medium may include: a read-only memory (ROM), a random access memory (RAM), a magnetic disk or an optical disk, etc.
[0242] Since the computer program stored in the computer-readable storage medium can execute any one of the game interaction methods provided in the embodiments of the present application, the beneficial effects that can be achieved by any one of the game interaction methods provided in the embodiments of the present application can be achieved. Please refer to the previous embodiments for details and will not be repeated here.
[0243] According to one aspect of the present application, a computer program product or a computer program is also provided, the computer program product or the computer program including computer instructions, the computer instructions being stored in a computer-readable storage medium. A processor of an electronic device reads the computer instructions from the computer-readable storage medium, and the processor executes the computer instructions, so that the electronic device executes the methods provided in various optional implementations of the above embodiments.
[0244] In the above-mentioned game interaction device, computer-readable storage medium, electronic device, and computer program product embodiments, the description of each embodiment has its own emphasis. For parts not described in detail in a certain embodiment, reference can be made to the relevant description of other embodiments. Those skilled in the art can clearly understand that for the convenience and simplicity of description, the specific working process and beneficial effects of the above-mentioned game interaction device, computer-readable storage medium, computer program product, electronic device and its corresponding units can refer to the description of the game interaction method in the above embodiment, and will not be repeated here.
[0245] The above is a detailed introduction to a game interaction method, device, electronic device, computer-readable storage medium and computer program product provided in the embodiments of the present application. 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: Providing a graphical user interface through a terminal device, the graphical user interface including at least a portion of a virtual scene, and a controlled virtual character located in the at least portion of the virtual scene and controlled by the terminal device, including: Determining at least one candidate virtual character based on the current position information of the controlled virtual character in the virtual scene; Displaying the candidate character identification of the candidate virtual character on the graphical user interface; In response to a selection operation on a target character identifier among the candidate character identifiers, a target virtual character corresponding to the target character identifier is locked to control the controlled virtual character to automatically move to a scene position corresponding to the target virtual character.
2. The game interaction method according to claim 1, characterized in that: The graphical user interface also displays a movement control associated with the controlled virtual character, and the determining of at least one candidate virtual character based on the current position information of the controlled virtual character in the virtual scene includes: In response to a first trigger operation on the movement control, controlling the controlled virtual character to move in the virtual scene in a first movement state; While maintaining the first movement state, if the movement parameters of the controlled virtual character meet a preset condition, at least one candidate virtual character is determined based on the current position information of the controlled virtual character in the virtual scene.
3. The game interaction method according to claim 2, characterized in that: The step of determining at least one candidate virtual character based on the current position information of the controlled virtual character in the virtual scene further comprises: In response to a second trigger operation on the movement control, controlling the controlled virtual character to move in the virtual scene in a second movement state, wherein a movement speed of the second movement state is greater than a movement speed of the first movement state; While maintaining the second movement state, if the movement parameters of the controlled virtual character meet a preset condition, at least one candidate virtual character is determined based on the current position information of the controlled virtual character in the virtual scene.
4. The method according to claim 2, characterized in that: The mobile control includes a virtual joystick and a mobile area, and the first trigger operation includes: controlling a sliding operation of the virtual joystick in the mobile area.
5. The method according to claim 3, characterized in that: The graphical user interface also includes a target control; the second trigger operation includes: an operation of sliding the virtual joystick of the mobile control to the target control.
6. The game interaction method according to claim 2 or 3, characterized in that: The movement parameters include movement direction, movement distance and movement duration; If the movement parameters of the controlled virtual character meet the preset conditions, determining at least one candidate virtual character based on the current position information of the controlled virtual character in the virtual scene includes: If the moving distance of the controlled virtual character in the moving direction satisfies a first preset condition, then determining at least one candidate virtual character based on the current position information of the controlled virtual character in the virtual scene; or, If the movement time length of the controlled virtual character in the movement direction meets the second preset condition, at least one candidate virtual character is determined based on the current position information of the controlled virtual character in the virtual scene.
7. The game interaction method according to claim 1, characterized in that: The step of determining at least one candidate virtual character based on the current position information of the controlled virtual character in the virtual scene comprises: In response to a designated trigger operation acting on the graphical user interface, at least one candidate virtual character is determined based on current position information of the controlled virtual character in the virtual scene.
8. The game interaction method according to claim 7, characterized in that: The graphical user interface also displays a movement control associated with the controlled virtual character. In addition to being associated with a first function of controlling the movement of the controlled virtual character, the movement control is also associated with a second function of determining the candidate virtual character; the designated trigger operation is an operation performed on the movement control, and the designated trigger operation is used to trigger the second function.
9. The method according to claim 1, characterized in that: The graphical user interface also displays movement controls associated with the controlled virtual character, the movement controls including a virtual joystick and a movement area, and the selection operation for a target character identifier among the candidate character identifiers includes: an operation of sliding the virtual joystick to the target character identifier.
10. The game interaction method according to claim 1, characterized in that: The position information includes the character position and the character orientation.
11. The game interaction method according to claim 10, characterized in that: The step of determining at least one candidate virtual character based on the current position information of the controlled virtual character in the virtual scene comprises: Get the preset detection range parameters; Generate a target detection range based on the current character position and character orientation of the controlled virtual character in the virtual scene and the detection range parameters; At least one candidate virtual character is determined from the target detection range.
12. The game interaction method according to claim 11, characterized in that: The determining at least one candidate virtual character from the target detection range comprises: Get the preset role filtering conditions; At least one candidate virtual character is determined from the target detection range based on the character screening condition.
13. The game interaction method according to claim 12, characterized in that: The role screening condition includes any of the following: The distance between the controlled virtual character and the virtual character in the target detection range meets a first preset condition of a preset distance; The character position of the controlled virtual character and the character position of the virtual character in the target detection range meet a second preset condition of a preset position relationship.
14. The game interaction method according to claim 4, characterized in that: The method further comprises: In response to a first sliding operation of controlling the virtual joystick in the moving area, an indication mark is displayed in the moving area based on a triggering position of the first sliding operation, wherein the indication mark is used to indicate a current character orientation of the controlled virtual character.
15. The game interaction method according to claim 14, characterized in that: The method further comprises: In response to a second sliding operation of controlling the virtual joystick in the moving area, determining the direction of the target character based on the operation position of the second sliding operation, and updating the display position of the indication mark in the moving area to display the indication mark at the new display position; Determining at least one new candidate virtual character based on the current character position of the controlled virtual character in the virtual scene and the orientation of the target character; The candidate character identifier is replaced with a new character identifier of the new candidate virtual character for display.
16. The game interaction method according to claim 15, characterized in that: The method further comprises: In response to a selection operation on a target character identifier in the new character identifier, a target virtual character corresponding to the target character identifier is locked to control the controlled virtual character to automatically move to a scene position corresponding to the target virtual character.
17. The game interaction method according to claim 2, characterized in that: The step of displaying the candidate role identification of the candidate virtual role on the graphical user interface includes: The display position of the mobile control on the graphical user interface is obtained, and the candidate character identifier of the candidate virtual character is displayed on the graphical user interface based on the display position.
18. The game interaction method according to claim 1, characterized in that: A locking prompt mark is displayed near the candidate character mark, wherein the locking prompt mark is used to indicate that the candidate virtual character can be locked.
19. The game interaction method according to claim 1, characterized in that: The method further comprises: Displaying a first virtual scene picture on the graphical user interface, where the first virtual scene picture is a virtual scene picture obtained by capturing the virtual scene from a first scene perspective; In response to a sliding operation on a sliding area other than the functional controls of the graphical user interface, determining a second scene perspective based on the sliding operation; Controlling the updating of the first virtual scene picture to a second virtual scene picture, wherein the second virtual scene picture is a virtual scene picture obtained by capturing the virtual scene from the second scene perspective.
20. A game interaction device, characterized in that: Providing a graphical user interface through a terminal device, the graphical user interface including at least a portion of a virtual scene, and a controlled virtual character located in the at least portion of the virtual scene and controlled by the terminal device, including: A determination unit, configured to determine at least one candidate virtual character based on current position information of the controlled virtual character in the virtual scene; A display unit, configured to display the candidate character identification of the candidate virtual character on the graphical user interface; The response unit is used to lock the target virtual character corresponding to the target character identifier in response to the selection operation of the target character identifier in the candidate character identifiers, so as to control the controlled virtual character to automatically move to the scene position corresponding to the target virtual character.
21. An electronic device, characterized in that: It comprises a processor and a memory, wherein the memory stores a plurality of instructions; the processor loads instructions from the memory to execute the steps of the game interaction method as described in any one of claims 1 to 19.
22. A computer-readable storage medium, characterized in that: The computer-readable storage medium stores a plurality of instructions, and the instructions are suitable for being loaded by a processor to execute the steps of the game interaction method according to any one of claims 1 to 19.
Citation Information
Cited By
Interaction control method and device in game and electronic equipment
CN119818937A
