Game interaction control method and device and electronic equipment
By providing graphical user interface and virtual character control functions in the game, combining target virtual props and preset game events, the problem of single gameplay in the existing game is solved, achieving higher game fun and interactiveness.
Patent Information
- Application Number
- CN202411843886.6
- Authority / Receiving Office
- CN · China
- Patent Type
- Applications(China)
- Current Assignee / Owner
- Filing Date
- 2024-12-13
- Publication Date
- 2025-02-28
AI Technical Summary
The gameplay in existing games is relatively single, making it difficult to attract more players to experience the game.
The terminal device provides a graphical user interface to display the game scene and controlled virtual characters, respond to the player's movement control operation, control the virtual characters to move in the scene, and obtain props and trigger the target game event when the virtual character triggers the target virtual prop. The target game event is determined from multiple preset game events based on preset rules, and different game effects are configured.
It increases the fun and playability of the game, improves the interaction between characters and scenes, shortens the game time, saves game resources, reduces the working frequency of terminal devices, and saves power consumption.
Smart Images

Figure CN119524410A_ABST
Abstract
Description
Technical Field
[0001] The present disclosure relates to the technical field of game design, and in particular to a game interactive control method, device and electronic device. Background Art
[0002] The game includes a gameplay in which players can freely explore and seize props. This gameplay requires players to freely explore the game scene and open treasure chests or obtain valuable game props. However, this gameplay is currently relatively simple and it is difficult to attract more players to experience the game. Summary of the invention
[0003] The purpose of the present disclosure is to provide a game interactive control method, device and electronic device to increase the gameplay and enhance the fun of the game.
[0004] In a first aspect, the present disclosure provides a game interaction control method, which provides a graphical user interface through a terminal device, and the content displayed by the graphical user interface includes at least a game scene, and the game scene includes a controlled virtual character controlled by the terminal device; the method includes: responding to a movement control operation on the controlled virtual character, controlling the controlled virtual character to move in the game scene; when the controlled virtual character moves to the position of a target virtual prop in the game scene, responding to a trigger operation on the target virtual prop, controlling the controlled virtual character to obtain the target virtual prop, and triggering the execution of a target game event; wherein the target game event is a game event determined from a plurality of preset game events based on a preset rule, and the plurality of preset game events are respectively configured with different game effects.
[0005] In a second aspect, the present disclosure provides a game interaction control device, which provides a graphical user interface through a terminal device, and the content displayed by the graphical user interface includes at least a game scene, and the game scene includes a controlled virtual character controlled by the terminal device; the device includes: a movement control module, which is used to respond to the movement control operation on the controlled virtual character, and control the controlled virtual character to move in the game scene; an event triggering module, which is used to respond to the triggering operation on the target virtual prop when the controlled virtual character moves to the position of the target virtual prop in the game scene, control the controlled virtual character to obtain the target virtual prop, and trigger the execution of the target game event; wherein the target game event is a game event determined from multiple preset game events based on preset rules, and the multiple preset game events are respectively configured with different game effects.
[0006] In a third aspect, the present disclosure provides an electronic device, which includes a processor and a memory, wherein the memory stores machine executable instructions that can be executed by the processor, and the processor executes the machine executable instructions to implement the above-mentioned game interaction control method.
[0007] In a fourth aspect, the present disclosure provides a computer-readable storage medium storing computer-executable instructions. When the computer-executable instructions are called and executed by a processor, the computer-executable instructions prompt the processor to implement the above-mentioned game interaction control method.
[0008] The embodiments of the present disclosure bring the following beneficial effects:
[0009] The present disclosure provides a game interactive control method, device and electronic device, which first responds to the mobile control operation for the controlled virtual character, controls the controlled virtual character to move in the game scene; when the controlled virtual character moves to the location of the target virtual prop in the game scene, responds to the trigger operation for the target virtual prop, controls the controlled virtual character to obtain the target virtual prop, and triggers the execution of the target game event; wherein the target game event is a game event determined from multiple preset game events based on preset rules, and the multiple preset game events are respectively configured with different game effects. In this method, when the player triggers the target virtual prop, not only the target virtual prop will be obtained, but also the target game event will be triggered in the game scene, and the target game event is triggered by probability, which increases the fun of the game; at the same time, different target game events correspond to different game effects, which also increases the playability and excitement of the game. In addition, this method can improve the interaction between characters or between characters and scenes, which is conducive to shortening the game time, saving game running resources, reducing the working frequency of terminal equipment, and saving power consumption.
[0010] Other features and advantages of the present disclosure will be set forth in the following description, or some features and advantages may be inferred or unambiguously determined from the description, or may be learned by implementing the above-mentioned technology of the present disclosure.
[0011] In order to make the above-mentioned objectives, features and advantages of the present disclosure more obvious and easy to understand, the following specifically cites preferred implementation modes and describes them in detail with reference to the attached drawings. BRIEF DESCRIPTION OF THE DRAWINGS
[0012] In order to more clearly illustrate the specific embodiments of the present disclosure or the technical solutions in the prior art, the drawings required for use in the specific embodiments or the description of the prior art will be briefly introduced below. Obviously, the drawings described below are some embodiments of the present disclosure. For ordinary technicians in this field, other drawings can be obtained based on these drawings without paying any creative work.
[0013] Figure 1 A flowchart of a game interaction control method provided by an embodiment of the present disclosure;
[0014] Figure 2A schematic diagram of a second object following a controlled virtual character to move provided by an embodiment of the present disclosure;
[0015] Figure 3 A schematic diagram showing a contour line of a character model of a first virtual character provided by an embodiment of the present disclosure;
[0016] Figure 4 A schematic diagram showing an outline of a character model of a first virtual character whose interior is filled with a specified color provided by an embodiment of the present disclosure;
[0017] Figure 5 A schematic diagram of displaying a third object near a first virtual character provided by an embodiment of the present disclosure;
[0018] Figure 6 A schematic diagram of displaying a path identification provided by an embodiment of the present disclosure;
[0019] Figure 7 A schematic diagram of the structure of a game interaction control device provided by an embodiment of the present disclosure;
[0020] Figure 8 A schematic diagram of the structure of an electronic device provided in an embodiment of the present disclosure. DETAILED DESCRIPTION
[0021] In order to make the purpose, technical solutions and advantages of the embodiments of the present disclosure clearer, the technical solutions in the embodiments of the present disclosure will be clearly and completely described below in conjunction with the drawings in the embodiments of the present disclosure. Obviously, the described embodiments are part of the embodiments of the present disclosure, rather than all the embodiments. The components of the embodiments of the present disclosure described and shown in the drawings here can be arranged and designed in various different configurations.
[0022] Therefore, the following detailed description of the embodiments of the present disclosure provided in the accompanying drawings is not intended to limit the scope of the present disclosure claimed for protection, but merely represents selected embodiments of the present disclosure. Based on the embodiments in the present disclosure, all other embodiments obtained by ordinary technicians in the field without creative work are within the scope of protection of the present disclosure.
[0023] In one embodiment of the present disclosure, the game interaction control method can be run on a local terminal device or a server. When the game interaction control 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.
[0024] In an optional implementation, various cloud applications can be run under the cloud interaction system, such as cloud games. Taking cloud games as an example, cloud games refer to a game mode based on cloud computing. In the operation mode of cloud games, the operating body of the game program and the main body of the game screen presentation are separated. The storage and operation of the game interaction control method are completed on the cloud game server. The role of the client device is used for receiving and sending data and presenting the game screen. For example, the client device can be a display device with data transmission function close to the user side, such as a mobile terminal, a TV, a computer, a handheld computer, etc.; but the cloud game server in the cloud is used for information processing. When playing the game, the player operates the client device to send an operation instruction to the cloud game server. The cloud game server runs the game according to the operation instruction, encodes and compresses the game screen and other data, and returns it to the client device through the network. Finally, the client device decodes and outputs the game screen.
[0025] In an optional embodiment, taking a game as an example, a local terminal device stores a game program and is used to present a game screen. The local terminal device is used to interact with the player through a graphical user interface, that is, the game program is downloaded and installed by an electronic device and run conventionally. The local terminal device may provide the graphical user interface to the player in a variety of ways, for example, it may be rendered and displayed on a display screen of the terminal, or provided to the player through a holographic projection. For example, the local terminal device may include a display screen and a processor, the display screen is used to present a 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, and control the display of the graphical user interface on the display screen.
[0026] In a possible implementation, the embodiment of the present disclosure provides a game interaction control method, which provides a graphical user interface through a terminal device, wherein the terminal device may be the local terminal device mentioned above, or may be a client device in the cloud interaction system mentioned above, for example, the terminal device may be a mobile phone, a tablet computer, or a personal computer, etc., and the content displayed by the graphical user interface at least includes a game scene, and the game scene includes a controlled virtual character controlled by the terminal device; Figure 1 As shown, the method comprises the following specific steps:
[0027] Step S102, responding to the movement control operation on the controlled virtual character, controlling the controlled virtual character to move in the game scene.
[0028] In specific implementation, the specific operation mode corresponding to the above mobile control operation can be determined according to the research and development requirements. For example, in a terminal game, the above mobile control operation can be a player pressing a designated key on the keyboard; in a mobile game, the above mobile control operation can be a player sliding or pressing a mobile control displayed in a graphical user interface; or in a console game, the player can control the controlled virtual character through the mobile joystick in the game controller, etc. Specifically, the player can control the controlled virtual character to move arbitrarily in the game scene through the mobile control operation.
[0029] Step S104, when the controlled virtual character moves to the location of the target virtual prop in the game scene, respond to the trigger operation for the target virtual prop, control the controlled virtual character to obtain the target virtual prop, and trigger the execution of the target game event; wherein the target game event is a game event determined from multiple preset game events based on preset rules, and the multiple preset game events are respectively configured with different game effects.
[0030] In specific implementation, one or more virtual props can be set in the game scene, and the virtual props can be randomly refreshed in the game scene, or fixedly set at a specified position in the game scene. The above-mentioned target virtual prop can be any virtual prop set in the game scene. When the player controls the controlled virtual character to move to the location of the target virtual prop, the target virtual prop can be triggered; if the controlled virtual character does not move to the location of the target virtual prop, the target virtual prop cannot be triggered.
[0031] In actual applications, the virtual props in the above game scene can be game skills, blood packs, attack props, spore ore or prop boxes, etc.; among them, spore ore can be exchanged for designated props in the game, and the prop box can include prop items, which can also be game skills, blood packs, attack props or spore ore, etc. Based on this, in one way, the above virtual props can be set in the game scene in the form of props; in another way, the virtual props can be set in the game scene in the form of a prop box, which can have different sizes and shapes, etc. The prop items in the prop box can be randomly allocated or allocated according to the game rules.
[0032] Based on the above description, the triggering operation for the target virtual prop can be a click operation or a long press operation on the target virtual prop, or an opening operation on the virtual prop box, or a click operation or a trigger operation on the acquisition control, etc.; wherein the acquisition control can be a control displayed in the graphical user interface when the controlled virtual character moves to the location of the target virtual prop in the game scene. When the player triggers the virtual prop, the way to control the controlled virtual character to obtain the target virtual prop includes: controlling the controlled virtual character to directly obtain the target virtual prop, controlling the controlled virtual character to pick up the target virtual prop, or controlling the controlled virtual character to obtain the prop item in the target virtual prop box.
[0033] When the player controls the controlled virtual character to move to the location of the target virtual prop, the target virtual prop is triggered, the controlled virtual character will obtain the target virtual prop, and the target game event will be triggered at the same time. The target game event is usually any one of multiple preset game events, and the specific target game event can be determined by preset rules, which can be determined according to research and development needs.
[0034] In a specific embodiment, the above-mentioned preset rules may include: randomly determining a game event from multiple preset game events as the target game event; or determining the target game event according to the trigger probability corresponding to each preset game event in multiple preset game events; or determining a preset game event as the target game event based on the target virtual props.
[0035] When determining the target game event according to the trigger probability corresponding to each preset game event among multiple preset game events, the trigger probability corresponding to each preset game event is pre-configured, and the trigger probability corresponding to each preset game event can be determined according to the game effect corresponding to each preset game event, or can be determined according to the research and development settings, etc. For example, if the game effect of the preset game event has a positive impact on the controlled virtual character, then the trigger probability corresponding to the preset game event is high; if the game effect of the preset game event has a negative impact on the controlled virtual character, then the trigger probability corresponding to the preset game event is low, etc. Specifically, the trigger probability corresponding to each preset game event may be the same or different. For example, there are a total of 5 preset game events, and the trigger probability corresponding to each preset game event can be 20%; or the trigger probability corresponding to the first three preset game events can be 10%, and the trigger probability corresponding to the last two preset game events can be 45%, etc.
[0036] When determining a preset game event as the target game event based on the target virtual prop, a preset game event can be determined from multiple preset game events as the target game event corresponding to the target virtual prop based on one or more of the prop type of the target virtual prop, the position of the target virtual prop in the game scene, and the refresh timing of the target virtual prop.
[0037] For example, a preset game event corresponding to each prop type can be pre-set, and when a target virtual prop of the corresponding prop type is triggered, the preset game event corresponding to the prop type is triggered and executed; when the target virtual prop is a prop box, the prop box can be divided into three sizes: large, medium and small, among which the preset game events corresponding to the large prop box, the medium prop box and the small prop box are pre-configured, and when a prop box of the corresponding size is triggered, the preset game event corresponding to the prop box of the size is triggered and executed; the position of the target virtual prop in the game scene is different, and the target game event triggered and executed is also different, and the preset game events corresponding to different positions in the game scene can also be configured separately; different preset game events can be set at different refresh times of the target virtual prop, such as, when the target virtual prop is just refreshed, the player triggers the target virtual prop to trigger the execution of the first preset game event, after the target virtual prop is refreshed for a preset time, the player triggers the target virtual prop to trigger the execution of the second preset game event, when the target virtual prop is about to be refreshed, the player triggers the target virtual prop to trigger the execution of the second preset game event, and so on.
[0038] It should be noted that the number and event types of multiple preset game events pre-set in the game scene can be determined according to the game rules, and different preset game events correspond to different game effects, thereby increasing the fun of the game. The game effects may include but are not limited to advancing the game process, increasing the difficulty of the game, and increasing the game confrontation.
[0039] The embodiment of the present invention provides a game interaction control method. When a player triggers a target virtual prop, not only the target virtual prop is obtained, but also a target game event is triggered in the game scene. The target game event is triggered by probability, which increases the fun of the game. At the same time, different target game events correspond to different game effects, which also increases the playability and excitement of the game. In addition, this method can improve the interaction between characters or between characters and scenes, which is conducive to shortening the game time, saving game running resources, reducing the working frequency of terminal devices, and saving power consumption.
[0040] The following embodiments are used to define the manner of setting virtual props in a game scene.
[0041] Specifically, the game scene includes a plurality of virtual props, and the plurality of virtual props are respectively configured with corresponding event trigger execution probabilities; wherein the event trigger execution probability is used to indicate: the probability of triggering and executing a game event when the virtual props are triggered.
[0042] In specific implementation, multiple virtual props can be set in the game scene, and each virtual prop can be randomly refreshed in the game scene, or fixed at a specified position in the game scene. Each virtual prop is pre-configured with an event trigger execution probability, and the event trigger execution probability corresponding to each virtual prop can be determined according to the prop type of the virtual prop, the position of the target virtual prop in the game scene, or the refresh timing of the target virtual prop. For example, the event trigger execution probability corresponding to each prop type can be preset; when the target virtual prop is a virtual prop box, the prop box can be divided into three sizes: large, medium and small, among which the event trigger execution probability corresponding to the large prop box is the largest (for example, 40%), the event trigger execution probability corresponding to the medium prop box is relatively large (for example, 20%), and the event trigger execution probability corresponding to the small prop box is the smallest (for example, 5%); the event trigger execution probability corresponding to the target virtual prop is different depending on the position of the target virtual prop in the game scene, for example, the target virtual prop is located at the center of the game scene, and the target game event is likely to be triggered when the target virtual prop is triggered, while the target virtual prop is located at the edge of the game scene, and the target game event is unlikely to be triggered or will not be triggered when the target virtual prop is triggered; different event execution trigger probabilities can be set at different refresh times of the target virtual prop, for example, when the target virtual prop has just been refreshed, the target game event is likely to be triggered when the target virtual prop is triggered, while when the target virtual prop is about to be refreshed, the target game event is unlikely to be triggered or will not be triggered when the target virtual prop is triggered.
[0043] In an optional embodiment, the position and / or prop type of the virtual props in the game scene can be refreshed according to a preset refresh rule. The preset refresh rule can be determined according to research and development requirements. For example, the preset refresh rule can be that the position of the virtual props in the game scene is fixed at a specified position, and the prop type of the virtual props corresponding to each specified position is refreshed once every specified time, or refreshed a specified number of times during the entire game; the preset refresh rule can also be that after the target virtual props in the game scene are acquired, the target virtual props are re-innovated at the corresponding position after a preset time; the preset refresh rule can also be that the position of the virtual props in the game scene is not fixed, and is refreshed once every specified time or refreshed a specified number of times during the entire game. Among them, the above-mentioned specified number of times can be determined according to research and development requirements. For example, the specified number of times can be 2 times or 3 times, etc.
[0044] In an optional embodiment, the virtual props are virtual prop boxes, and the position of the virtual prop box in the game scene can be fixed or randomly refreshed. Based on this, the trigger operation for the target virtual props is also an opening operation for the virtual prop box. Before opening the virtual prop box, a specified special effect (for example, a gold-rimmed display or a luminous display, etc.) will be displayed outside the virtual prop box; when the virtual prop box is opened, the target virtual props in the virtual prop box will be obtained by the controlled virtual character, but the prop box model of the virtual prop box is still displayed in the game scene, and the specified special effect disappears. After a preset period of time, the virtual prop box will be refreshed with the same or different prop items as before.
[0045] The following embodiments are used to describe target game events that trigger execution.
[0046] Specifically, different preset game events correspond to different event types and game effects. The event types and game effects that trigger different preset game events are described in detail below.
[0047] In an optional embodiment, the specific process of triggering the execution of the target game event may include: controlling the display of a first object at a position near the target virtual prop, and controlling the first object to play a preset audio, so that a virtual character within a preset range from the first object in the game scene can hear the preset audio; in response to the playback time of the preset audio reaching a first preset time, controlling the first object to stop playing the preset audio.
[0048] In a specific implementation, the position near the target virtual prop can be: the position on the left, right, front or back of the target virtual prop at a preset distance from the target virtual prop, and the preset distance can be determined according to research and development requirements. The first object can be a virtual model of any shape, for example, the virtual model can be a monkey model, a phonograph model or a speaker model. The first object can play a preset audio, and the specific audio of the preset audio can be determined according to research and development requirements. For example, the preset audio can be a huge noise, a piece of music, or a speaker sound. When the first object plays the preset audio, the virtual characters within the preset range of the first object in the game scene can hear the preset audio, thereby exposing the character position of the controlled virtual character, that is, this method can inform the virtual characters within the preset range that there is an attackable virtual character at the location of the first object. Among them, the preset range can be determined according to research and development requirements. For example, the preset range can be a circular range with a preset length as the radius and a square range with a preset length as the side length, etc., with the location of the first object as the center.
[0049] When the playing time of the preset audio reaches the first preset time (the first preset time may be 15 seconds or 10 seconds, etc.), the first object will stop playing the preset audio. That is, the playing time of the preset audio can only last for the first preset time, thereby exposing the position of the first object for the first preset time, so that the controlled virtual character needs to leave the position of the first object as soon as possible to avoid other virtual objects going to the position of the first object to attack the controlled virtual character. This method increases the fun and excitement of the game and helps to enhance the player's gaming experience.
[0050] Furthermore, the game scene has a default scene brightness; when the ambient brightness of the scene area where other virtual characters except the controlled virtual character are located in the game scene is the default scene brightness, the other virtual characters are in an invisible state compared to the controlled virtual character.
[0051] In a specific implementation, after the controlled virtual character enters the game scene, the virtual camera following the controlled virtual character shoots the game scene to obtain a scene picture, which is displayed through a graphical user interface; the virtual camera can shoot the game scene from a first perspective or a third perspective.
[0052] In this embodiment, the game scene has a default scene brightness. The purpose of the default scene brightness is that when other virtual characters other than the controlled virtual character in the game scene are in a scene area where the ambient brightness is the default scene brightness, the other virtual characters are controlled to be invisible relative to the controlled virtual character.
[0053] The default scene brightness can be pre-set by the game system, or set by the player, for example, the default scene brightness is set by the game account corresponding to the virtual character participating in the game. The default scene brightness can be zero, that is, the game scene is a completely dark environment, or the default scene brightness is low, at this time the game scene has only a faint brightness, but the brightness is not enough to display other virtual characters in the game scene except the controlled virtual character in the scene screen, or the brightness is not enough to distinguish other virtual characters in the scene screen, resulting in the player not being able to see other virtual characters clearly. In this case, when the player views the scene screen, it is difficult to distinguish whether a certain screen area displays a virtual character or a scene model.
[0054] For any virtual character other than the controlled virtual character in the game scene, the scene area where the virtual character is located can be a scene area with a preset area size based on the position of the virtual character, or the game scene can be divided into multiple scene areas in advance, and the scene area where the virtual character is located is the scene area where the virtual character is located.
[0055] In this embodiment, when the ambient brightness of the scene area where other virtual characters are located is the default scene brightness, other virtual characters are in an invisible state compared to the controlled virtual character; the invisible state can be understood as the controlled virtual character cannot "see" other virtual characters, or cannot distinguish other virtual characters from the scene screen; specifically, other virtual characters are not displayed or are blurred on the scene screen of the terminal device corresponding to the controlled virtual character, and the degree of blurred display is that the content displayed on the scene screen cannot enable the player to distinguish the presence of other virtual characters in the scene screen. Even if the other virtual characters are within the preset distance range from the controlled virtual character and there are no obstacles between the other virtual characters and the controlled virtual character, the other virtual characters are not displayed or are blurred in the scene screen of the terminal device.
[0056] When the default scene brightness is zero, other virtual characters are close to the controlled virtual character, and there are no obstacles between the other virtual characters and the controlled virtual character. Since the other virtual characters are in a 'completely black' environment with a brightness of zero, the other virtual characters are not displayed in the scene screen showing the field of view of the controlled virtual character. In one example, the game scene is a night environment, or a fully enclosed building, and there are no or only a few luminous objects in the building.
[0057] In addition, when the ambient brightness of the scene area where the controlled virtual character is located is the default scene brightness, the controlled virtual character will be displayed on the scene screen, that is, the controlled virtual character is visible on the scene screen of the terminal device. When the virtual camera of the controlled virtual character shoots the game scene from a third-person perspective, the whole body of the controlled virtual character is displayed on the scene screen, for example, the back, side or front of the controlled virtual character can be displayed; when the virtual camera of the controlled virtual character shoots the game scene from a first-person perspective, part of the character of the controlled virtual character is displayed on the scene screen, for example, only the arms and hands of the controlled virtual character, or the props and equipment carried by the controlled virtual character; in one example, the hands of the controlled virtual character, as well as the flashlight and firearms held by the hands, are displayed on the scene screen.
[0058] When the ambient brightness of the scene area where the controlled virtual character is located is the default scene brightness, the controlled virtual character is invisible to other virtual characters, and the controlled virtual character is not displayed on the terminal devices corresponding to other virtual characters.
[0059] In an optional embodiment, the specific process of triggering the execution of the target game event may also include: adjusting the ambient brightness of the game scene to the target scene brightness so that other virtual characters are visible compared to the controlled virtual character; in response to the duration of the target scene brightness reaching a second preset duration, controlling the ambient brightness of the game scene to be adjusted to the default scene brightness.
[0060] In the specific implementation, the brightness value corresponding to the above-mentioned target scene brightness is higher than the above-mentioned default scene brightness, that is, when the ambient brightness of the game scene is adjusted to the target scene brightness, the game scene will become brighter, so that all virtual characters in the game scene are visible, that is, other virtual characters can be displayed on the terminal device corresponding to the controlled virtual character, and the controlled virtual character will also be displayed on the terminal devices corresponding to other virtual characters.
[0061] When the duration of the target scene brightness reaches a second preset duration (e.g., 5 seconds or 10 seconds), the ambient brightness of the game scene is adjusted from the target scene brightness to the default scene brightness, that is, the ambient brightness of the game scene is dimmed, so that other virtual characters in the game scene except the controlled virtual character are invisible compared to the controlled virtual character. This method can brighten the ambient brightness of the game scene when the player triggers the target virtual prop and obtains the target virtual prop, thereby exposing all virtual characters in the game scene, so that the player can quickly lock the attacking character to attack, and also requires the player to quickly find a hiding place to avoid being attacked, thereby increasing the excitement of the game.
[0062] In another optional embodiment, the specific process of triggering the execution of the target game event may further include: displaying a second object near the controlled virtual character, and controlling the second object to move with the controlled virtual character; wherein the second object is used to adjust the scene brightness of the scene area where the controlled virtual character is located, so that the controlled virtual character is visible compared to other virtual characters; in response to the display time of the second object reaching a third preset duration, canceling the display of the second object near the controlled virtual character. The specific duration corresponding to the third preset duration can be determined according to research and development requirements, for example, it can be 10 seconds or 15 seconds.
[0063] In a specific implementation, the position near the controlled virtual character may be a position at a preset distance from the controlled virtual character, or a fixed position in a specified direction of the controlled virtual character, etc. In an optional manner, the second object may be a virtual model of any shape; in another optional manner, since the second object adjusts the scene brightness of the scene area where the controlled virtual character is located, making the controlled virtual character more visible than other virtual characters, the second object may be set as a virtual model that emits light, for example, the second object may be a firefly model or a lamp model, etc.
[0064] like Figure 2 FIG. 1 is a schematic diagram showing a second object following the movement of a controlled virtual character provided by an embodiment of the present invention. Figure 2The character model in the figure is a controlled virtual character, the spherical model above the head of the controlled virtual character is a second object, and the gray-white area below the second object corresponding to the controlled virtual character is the scene area where the controlled virtual character is located and illuminated by the second object, so that the controlled virtual character is visible to other virtual characters in the game scene.
[0065] Specifically, when the player triggers the target virtual prop, while obtaining the target virtual prop, a second object that can illuminate the scene area where the controlled virtual object is located will be displayed near the controlled virtual character, and the second object will move according to the movement of the controlled virtual character to ensure that the relative position between the second object and the controlled virtual character remains unchanged. In addition, the following time of the second object is a third preset time, so that the second object will expose the position of the controlled virtual character within the third preset time, thereby facilitating other virtual characters to attack the controlled virtual character, and also increasing the game difficulty and fun of the controlled virtual character.
[0066] In another optional embodiment, the specific process of triggering the execution of the target game event may also include: determining a first virtual character that is closest to the controlled virtual character from the game scene; and displaying the first virtual character in a target display mode in a graphical user interface so that the first virtual character is visible relative to the controlled virtual character.
[0067] The above-mentioned target display mode is a display mode different from the normal display mode of the first virtual character in the graphical user interface. Therefore, when the first virtual character is displayed in the target display mode in the graphical user interface, even if the first virtual character is in a game scene where the ambient brightness is the default scene brightness, the first virtual character is visible to the controlled virtual character, thereby facilitating the controlled virtual character to attack the first virtual character, increasing the probability of the controlled virtual character hitting the first virtual character, and helping to enhance the player's gaming experience.
[0068] In an optional manner, the above-mentioned target display method includes at least one of the following: generating outlines of the character model of the first virtual character, and displaying the outlines in a target color. The specific color corresponding to the target color can be determined according to research and development requirements. For example, the target color can be bright yellow, green or red, etc.; highlighting the character model of the first virtual character; when there is an obstacle between the first virtual character and the controlled virtual character, displaying the outline of the character model of the first virtual character on the obstacle with the interior filled with a specified color.
[0069] In actual implementation, the edge lines of the character model of the first virtual character can be collected from the perspective of the controlled virtual character. For example, a ray is emitted from the virtual camera of the controlled virtual character, and the edge of the character model is determined according to the state in which the ray is intercepted by the character model of the first virtual character, and then the contour line is determined. For example, the ray and the character model form a tangent relationship, and the tangent position of the character model constitutes the edge of the character model. The contour line can be in a transparent state, that is, the image content of the local building is displayed, and the contour line can also be in a filled state, for example, it can be filled with a specified color.
[0070] In one method, based on the distance between the first virtual character and the controlled virtual character, the line display format is determined; wherein the line display format includes: at least one of line clarity, line color, line thickness, and line size; according to the line display format, the contour line is displayed at the target position. For example, the closer the distance between the first virtual character and the controlled virtual character, the higher the line clarity of the contour line, and the contour line can more clearly show the detailed information such as the posture, head, and limbs of the second character; the farther the distance between the first virtual character and the controlled virtual character, the lower the line clarity of the contour line, and the contour line can only roughly show the outline of the character, or the contour line is in the shape of a rectangular frame.
[0071] Furthermore, in response to the first virtual character performing a role action, the shape of the contour line is controlled to change following the role action. The first virtual character may continuously move, use props, or attack in the game scene, and thus the action of the first virtual character is constantly changing. The aforementioned role action may be a walking action, a running and jumping action, an attacking action, a prop releasing action, etc., and the edge of the role model of the first virtual character may be detected in real time, thereby updating the shape of the contour line in real time, so that the shape of the contour line matches the role action of the first virtual character.
[0072] like Figure 3 The figure shows a schematic diagram of a contour line of a character model of a first virtual character provided by an embodiment of the present invention. When the player triggers a target virtual prop, the first virtual character that is closest to the controlled virtual character can be determined from the game scene, and when there is an obstacle between the first virtual character and the controlled virtual character, the contour line of the character model of the first virtual character is displayed in the target color in the graphical user interface, so that the first virtual character is visible relative to the controlled virtual character.
[0073] like Figure 4 The above is a schematic diagram of a first virtual character's character model outline with the interior filled with a specified color provided by an embodiment of the present disclosure. When a player triggers a target virtual item, the first virtual character closest to the controlled virtual character can be determined from the game scene, and a distance between the first virtual character and the controlled virtual character can be determined. Figure 3 When a house obstacle is encountered in the control room, an outline line of the role model of the first virtual character with the interior filled with a specified color is displayed on the house obstacle, so that the first virtual character is visible relative to the controlled virtual character.
[0074] Furthermore, after determining the first virtual character that is closest to the controlled virtual character in the game scene, a third object is displayed near the first virtual character, and the third object is controlled to follow the first virtual character for a third preset time period; or, a path identifier for the controlled virtual character to move to the location of the first virtual character is displayed in the graphical user interface.
[0075] In a specific implementation, the third object can be a virtual model of any shape; in another optional manner, since the third object can adjust the scene brightness of the scene area where the controlled virtual character is located, so that the first virtual character is visible compared to all virtual characters in the game scene, the third object can be set as a virtual model that can emit light, for example, the second object can be a firefly model, a butterfly model or a lamp model, etc. The specific duration corresponding to the third preset duration can be determined according to research and development requirements, for example, it can be 20 seconds or 30 seconds, etc.
[0076] like Figure 5 FIG. 1 is a schematic diagram showing a method of displaying a third object near a first virtual character provided by an embodiment of the present invention. Figure 5 The butterfly model in the figure is the third object, the outline line corresponds to the first virtual character, and the character model holding the gun is the controlled virtual character.
[0077] The purpose of displaying the path mark for the controlled virtual character to move to the location of the first virtual character in the graphical user interface is to provide the controlled virtual character with a moving path to move to the first virtual character. The above path mark can be displayed in the graphical user interface or in a small map for prompting. The prompt duration of the above path mark can be determined according to R&D requirements, for example, it can be 30 seconds or 20 seconds. Figure 6 FIG. 1 is a schematic diagram showing a display of a path identification provided by an embodiment of the present disclosure. Figure 6 The gray origin in the figure is the path mark, which is only visible to the controlled virtual character.
[0078] Optionally, the display brightness of the above path mark will gradually become lighter over time. In addition, after the path mark is displayed, the controlled virtual character can also be controlled to automatically move to the position of the first virtual character, so that the controlled virtual character can accurately reach the position of the first virtual character and attack it.
[0079] In another optional embodiment, the specific process of triggering the target game event may include: switching the role model of the controlled virtual character to a target model. The specific style of the target model can be determined according to research and development requirements, for example, the target model may be a table model or a building model.
[0080] In specific implementation, the controlled virtual character only switches the character model to the target model, and the controlled virtual character can still perform game behaviors such as moving, attacking and jumping. Since the virtual characters in the game scene usually need to attack virtual characters, switching the character model of the controlled virtual character to the target model can confuse other virtual characters, so that the controlled virtual character can avoid attacks, thereby increasing the fun of the game.
[0081] Specifically, the method of switching the target model corresponding to the controlled virtual character back to the character model includes:
[0082] In a first approach, in response to the model switching duration of the controlled virtual character reaching a fourth preset duration, the target model corresponding to the controlled virtual character is switched back to the character model. The specific duration corresponding to the fourth preset duration can be determined according to research and development requirements, for example, the preset duration can be 30 seconds or 20 seconds.
[0083] Method 2: In response to the controlled virtual character executing a designated game behavior or the controlled virtual character being attacked, the target model corresponding to the controlled virtual character is switched back to the character model.
[0084] In specific implementation, when the controlled virtual character is attacked or performs a specified game behavior, the controlled virtual character will be switched back to the character model, and the above-mentioned specified game behavior can be determined according to research and development requirements. In a specific embodiment, the above-mentioned specified game behavior includes at least one of the following: the controlled virtual character performs an attack behavior, a skill casting behavior, and a virtual prop triggering behavior.
[0085] In another optional embodiment, the specific process of triggering the execution of the target game event may further include: transmitting the controlled virtual character to a target scene area in the game scene. The target game scene area specifically corresponds to which area in the game scene according to the game rules. For example, the target scene area may be a fixed scene area in the game scene, or any one of a plurality of preset scene areas, or a resurrection point in the game scene, etc.
[0086] Optionally, when the controlled virtual character is transported to the target scene area in the game scene, the controlled virtual character is controlled to be unable to be attacked within a fifth preset time period (for example, 15 seconds or 20 seconds, etc.), thereby increasing the damage immunity of the controlled virtual character to avoid the controlled virtual character being attacked by other virtual characters when it has just been transported to the target scene area, which increases the playability and fun of the game and also helps to enhance the player's gaming experience.
[0087] In another optional embodiment, the specific process of triggering the execution of the target game event may also include: determining a second virtual character whose distance from the target virtual prop is less than a preset distance threshold; wherein the second virtual character includes a controlled virtual character; adjusting the character state of the second virtual character to an immovable state; in response to the duration of the immovable state reaching a sixth preset duration, releasing the immovable state of the second virtual character. The preset distance threshold may be determined based on research and development, for example, it may be 10 meters or 20 meters, or it may be the entire game scene range. The specific duration corresponding to the sixth preset duration may be determined based on research and development requirements, for example, the sixth preset duration may be 10 seconds or 5 seconds, etc.
[0088] The above-mentioned immovable state can be understood as the second virtual character needs to be fixed at the current position, and the player cannot control the second virtual character to move, and can only stay still at the current position for the sixth preset time. After the sixth preset time, the second virtual character can automatically release the immovable state. This method allows the player who controls the second virtual character to relax from the game, so that the player can chat in the chat channel or take a break, thereby increasing the interaction between players and the game experience.
[0089] In another optional embodiment, the specific process of triggering the execution of the target game event may also include: determining a third virtual character whose distance from the target virtual prop is less than a preset distance threshold; wherein the third virtual character does not include the controlled virtual character; adjusting the character state of the third virtual character to an immovable state; in response to the duration of the immovable state reaching a seventh preset duration, releasing the immovable state of the third virtual character. This method can control the controlled virtual character to attack the third virtual character when the third virtual character is in an immovable state, so that the controlled virtual character can obtain the virtual prop obtained by the third virtual character, which is conducive to the controlled virtual character obtaining more new props and improving the player's gaming experience.
[0090] In an optional embodiment, a competition target is built into the game, allowing virtual characters in the game scene to attack each other. The winning virtual character obtains higher benefits. The game scene changes from time to time to drive the player's behavior, and the player's active behavior is more profitable. Different virtual characters in the game scene fight each other, collect virtual prop boxes in the game scene, and obtain target virtual props in the virtual prop box; at the same time, a virtual character can also plunder the target virtual props obtained by another virtual character through attacking behavior, and the target virtual props can be exchanged for designated props in the game.
[0091] Corresponding to the above method embodiment, the embodiment of the present invention provides a game interaction control device, which provides a graphical user interface through a terminal device, and the content displayed by the graphical user interface at least includes a game scene, and the game scene includes a controlled virtual character controlled by the terminal device; Figure 7 As shown, the device comprises:
[0092] The movement control module 70 is used to respond to the movement control operation on the controlled virtual character and control the controlled virtual character to move in the game scene.
[0093] The event trigger module 71 is used to respond to the trigger operation on the target virtual prop when the controlled virtual character moves to the location of the target virtual prop in the game scene, control the controlled virtual character to obtain the target virtual prop, and trigger the execution of the target game event; wherein the target game event is a game event determined from multiple preset game events based on preset rules, and the multiple preset game events are respectively configured with different game effects.
[0094] When the player triggers the target virtual prop, the game interactive control device not only obtains the target virtual prop but also triggers the execution of the target game event in the game scene. The target game event is triggered by probability, which increases the fun of the game. At the same time, different target game events correspond to different game effects, which also increases the playability and excitement of the game. In addition, this method can improve the interaction between characters or between characters and scenes, which is conducive to shortening the game time, saving game running resources, reducing the working frequency of terminal devices, and saving power consumption.
[0095] Specifically, the above-mentioned preset rules include: randomly determining a game event from multiple preset game events as the target game event; or determining the target game event according to the trigger probability corresponding to each preset game event in multiple preset game events; or determining a preset game event as the target game event based on the target virtual props.
[0096] Furthermore, the above-mentioned determining a preset game event as the target game event based on the target virtual prop includes: determining a preset game event from multiple preset game events as the target game event corresponding to the target virtual prop based on one or more of the prop type of the target virtual prop, the type of the prop box containing the target virtual prop, the position of the target virtual prop in the game scene and the refresh timing of the target virtual prop.
[0097] Furthermore, the game scene includes a plurality of virtual props, and the target virtual prop is a virtual prop among the plurality of virtual props; the plurality of virtual props are respectively configured with corresponding event trigger execution probabilities; wherein the event trigger execution probability is used to indicate: the probability of triggering and executing a game event when the virtual prop is triggered.
[0098] Furthermore, the above-mentioned device includes a prop refresh module, which is used to refresh the position and / or prop type of the virtual props in the game scene according to a preset refresh rule.
[0099] Furthermore, the above-mentioned event trigger module 71 is used to: control the display of the first object at a position near the target virtual prop, and control the first object to play a preset audio, so that the virtual character within a preset range from the first object in the game scene can hear the preset audio; in response to the playback time of the preset audio reaching the first preset time, control the first object to stop playing the preset audio.
[0100] In a specific implementation, the game scene has a default scene brightness; when the ambient brightness of the scene area where other virtual characters except the controlled virtual character are located in the game scene is the default scene brightness, the other virtual characters are invisible compared to the controlled virtual character.
[0101] Furthermore, the event triggering module 71 is used to: adjust the ambient brightness of the game scene to the target scene brightness so that other virtual characters are visible compared to the controlled virtual character; in response to the duration of the target scene brightness reaching a second preset duration, control the ambient brightness of the game scene to be adjusted to the default scene brightness.
[0102] Furthermore, the event triggering module 71 is used to: display a second object near the controlled virtual character, and control the second object to move with the controlled virtual character; wherein the second object is used to adjust the scene brightness of the scene area where the controlled virtual character is located, so that the controlled virtual character is visible compared to other virtual characters; in response to the display time of the second object reaching a third preset duration, cancel the display of the second object near the controlled virtual character.
[0103] Furthermore, the event triggering module 71 is used to: determine the first virtual character that is closest to the controlled virtual character in the game scene; and display the first virtual character in a target display mode in the graphical user interface so that the first virtual character is visible relative to the controlled virtual character.
[0104] In a specific implementation, the above-mentioned target display method includes at least one of the following: generating an outline of the character model of the first virtual character and displaying the outline in the target color; highlighting the character model of the first virtual character; and when there is an obstacle between the first virtual character and the controlled virtual character, displaying the outline of the character model of the first virtual character with the interior filled with a specified color on the obstacle.
[0105] Furthermore, the above-mentioned device also includes an event execution module, which is used to: after determining the first virtual character that is closest to the controlled virtual character in the game scene, display a third object near the first virtual character, and control the third object to follow the first virtual character for a third preset time period; or, display a path mark for the controlled virtual character to move to the position of the first virtual character in a graphical user interface.
[0106] Furthermore, the event triggering module 71 is used to switch the role model of the controlled virtual role to the target model.
[0107] Furthermore, the above-mentioned device also includes a model switching module, which is used to: in response to the model switching duration of the controlled virtual character reaching a fourth preset duration, switch the target model corresponding to the controlled virtual character back to the character model.
[0108] Furthermore, the above-mentioned model switching module is also used to: in response to the controlled virtual character executing a specified game behavior or the controlled virtual character being attacked, switch the target model corresponding to the controlled virtual character back to the character model.
[0109] In a specific implementation, the above-mentioned specified game behavior includes at least one of the following: the controlled virtual character executes an attack behavior, a skill casting behavior, and a triggering behavior of a virtual prop.
[0110] Furthermore, the event triggering module 71 is used to: transmit the controlled virtual character to a target scene area in the game scene.
[0111] Furthermore, the above-mentioned device also includes a defense module, which is used to: control the controlled virtual character to be unable to be attacked within a fifth preset time period.
[0112] Furthermore, the event triggering module 71 is used to: determine a second virtual character whose distance from the target virtual prop is less than a preset distance threshold; wherein the second virtual character includes a controlled virtual character; adjust the character state of the second virtual character to an immovable state; and release the immovable state of the second virtual character in response to the duration of the immovable state reaching a sixth preset duration.
[0113] The game interaction control device provided in the embodiment of the present disclosure has the same implementation principle and technical effects as those of the aforementioned method embodiment. For the sake of brief description, for matters not mentioned in the device embodiment, reference may be made to the corresponding contents in the aforementioned method embodiment.
[0114] The embodiment of the present invention further provides an electronic device, such as Figure 8 As shown, the electronic device includes a processor and a memory, the memory stores machine executable instructions that can be executed by the processor, and the processor executes the machine executable instructions to implement the above-mentioned game interaction control method.
[0115] Specifically, a graphical user interface is provided through a terminal device, and the content displayed by the graphical user interface includes at least a game scene, and the game scene includes a controlled virtual character controlled by the terminal device; the above-mentioned game interaction control method includes: responding to a movement control operation on the controlled virtual character, controlling the controlled virtual character to move in the game scene; when the controlled virtual character moves to the position of a target virtual prop in the game scene, responding to a trigger operation on the target virtual prop, controlling the controlled virtual character to obtain the target virtual prop, and triggering the execution of a target game event; wherein the target game event is a game event determined from a plurality of preset game events based on preset rules, and the plurality of preset game events are respectively configured with different game effects.
[0116] In the above-mentioned game interaction control method, when the player triggers the target virtual prop, not only the target virtual prop is obtained, but also the target game event is triggered in the game scene, and the target game event is triggered by probability, which increases the fun of the game; at the same time, different target game events correspond to different game effects, which also increases the playability and excitement of the game. In addition, this method can improve the interaction between characters or between characters and scenes, which is conducive to shortening the game time, saving game running resources, reducing the working frequency of terminal devices, and saving power consumption.
[0117] In an optional embodiment, the above-mentioned preset rules include: randomly determining a game event from multiple preset game events as the target game event; or determining the target game event according to the trigger probability corresponding to each preset game event in multiple preset game events; or determining a preset game event as the target game event based on the target virtual props.
[0118] In an optional embodiment, the above-mentioned determination of a preset game event as the target game event based on the target virtual prop includes: determining a preset game event from multiple preset game events as the target game event corresponding to the target virtual prop based on one or more of the prop type of the target virtual prop, the type of the prop box containing the target virtual prop, the position of the target virtual prop in the game scene, and the refresh timing of the target virtual prop. In an optional embodiment, the above-mentioned game scene includes multiple virtual props, and the above-mentioned target virtual prop is a virtual prop among the multiple virtual props; the multiple virtual props are respectively configured with corresponding event trigger execution probabilities; wherein the event trigger execution probability is used to indicate: the probability of triggering the execution of the game event when the virtual prop is triggered.
[0119] In an optional embodiment, the above method further includes: refreshing the position and / or prop type of the virtual props in the game scene according to a preset refresh rule.
[0120] In an optional embodiment, the above-mentioned step of triggering the execution of the target game event includes: controlling the display of a first object at a position near the target virtual prop, and controlling the first object to play a preset audio, so that a virtual character within a preset range from the first object in the game scene can hear the preset audio; in response to the playback time of the preset audio reaching a first preset time, controlling the first object to stop playing the preset audio.
[0121] In an optional embodiment, the game scene has a default scene brightness; when the ambient brightness of the scene area where other virtual characters except the controlled virtual character are located in the game scene is the default scene brightness, the other virtual characters are invisible compared to the controlled virtual character.
[0122] In an optional embodiment, the above-mentioned step of triggering the execution of the target game event includes: adjusting the ambient brightness of the game scene to the target scene brightness so that other virtual characters are visible compared to the controlled virtual character; in response to the duration of the target scene brightness reaching a second preset duration, controlling the ambient brightness of the game scene to be adjusted to the default scene brightness.
[0123] In an optional embodiment, the above-mentioned step of triggering the execution of the target game event includes: displaying a second object at a position near the controlled virtual character, and controlling the second object to move with the controlled virtual character; wherein the second object is used to adjust the scene brightness of the scene area where the controlled virtual character is located, so that the controlled virtual character is visible compared to other virtual characters; in response to the display time of the second object reaching a third preset time length, canceling the display of the second object at a position near the controlled virtual character.
[0124] In an optional embodiment, the step of triggering execution of a target game event includes: determining a first virtual character that is closest to the controlled virtual character from the game scene; and displaying the first virtual character in a target display mode in a graphical user interface so that the first virtual character is visible relative to the controlled virtual character.
[0125] In an optional embodiment, the above-mentioned target display method includes at least one of the following: generating an outline of the character model of the first virtual character and displaying the outline in the target color; highlighting the character model of the first virtual character; when there is an obstacle between the first virtual character and the controlled virtual character, displaying the outline of the character model of the first virtual character with the interior filled with a specified color on the obstacle.
[0126] In an optional embodiment, after the step of determining the first virtual character that is closest to the controlled virtual character in the game scene, the method further includes: displaying a third object near the first virtual character, and controlling the third object to follow the first virtual character for a third preset time period; or, displaying a path marker for the controlled virtual character to move to the location of the first virtual character in a graphical user interface.
[0127] In an optional embodiment, the step of triggering the execution of the target game event includes: switching the role model of the controlled virtual character to the target model.
[0128] In an optional embodiment, the method further includes: in response to the model switching duration of the controlled virtual character reaching a fourth preset duration, switching the target model corresponding to the controlled virtual character back to the character model.
[0129] In an optional embodiment, the method further comprises: in response to the controlled virtual character executing a specified game behavior or the controlled virtual character being attacked, switching the target model corresponding to the controlled virtual character back to the character model.
[0130] In an optional embodiment, the above-mentioned specified game behavior includes at least one of the following: the controlled virtual character performs an attack behavior, a skill casting behavior, and a triggering behavior of a virtual prop.
[0131] In an optional embodiment, the step of triggering the execution of the target game event includes: transmitting the controlled virtual character to a target scene area in the game scene.
[0132] In an optional embodiment, the above method further includes: controlling the controlled virtual character to be unable to be attacked within a fifth preset time period.
[0133] In an optional embodiment, the above-mentioned step of triggering the execution of the target game event includes: determining a second virtual character whose distance from the target virtual prop is less than a preset distance threshold; wherein the second virtual character includes a controlled virtual character; adjusting the character state of the second virtual character to an immovable state; in response to the duration of the immovable state reaching a sixth preset duration, releasing the immovable state of the second virtual character.
[0134] Further, Figure 8 The electronic device shown further includes a bus 102 and a communication interface 103 , and the processor 101 , the communication interface 103 and the memory 100 are connected via the bus 102 .
[0135] The memory 100 may include a high-speed random access memory (RAM), and may also include a non-volatile memory, such as at least one disk storage. The communication connection between the system network element and at least one other network element is realized through at least one communication interface 103 (which may be wired or wireless), and the Internet, wide area network, local area network, metropolitan area network, etc. may be used. The bus 102 may be an ISA bus, a PCI bus, or an EISA bus, etc. The bus may be divided into an address bus, a data bus, a control bus, etc. For ease of representation, Figure 8 Only one bidirectional arrow is used in the diagram, but this does not mean that there is only one bus or only one type of bus.
[0136] The processor 101 may be an integrated circuit chip with signal processing capabilities. In the implementation process, each step of the above method can be completed by the hardware integrated logic circuit in the processor 101 or the instruction in the form of software. The above processor 101 can be a general-purpose processor, including a central processing unit (CPU), a network processor (NP), etc.; it can also be a digital signal processor (DSP), an application-specific integrated circuit (ASIC), a field-programmable gate array (FPGA) or other programmable logic devices, discrete gates or transistor logic devices, discrete hardware components. The methods, steps and logic block diagrams disclosed in the embodiments of the present invention can be implemented or executed. The general-purpose processor can be a microprocessor or the processor can also be any conventional processor, etc. The steps of the method disclosed in conjunction with the embodiments of the present invention can be directly embodied as a hardware decoding processor for execution, or a combination of hardware and software modules in the decoding processor for execution. The software module may be located in a storage medium mature in the art, such as a random access memory, a flash memory, a read-only memory, a programmable read-only memory, or an electrically erasable programmable memory, a register, etc. The storage medium is located in the memory 100, and the processor 101 reads the information in the memory 100 and completes the steps of the method of the above embodiment in combination with its hardware.
[0137] An embodiment of the present invention further provides a computer-readable storage medium, which stores computer-executable instructions. When the computer-executable instructions are called and executed by a processor, the computer-executable instructions prompt the processor to implement the above-mentioned game interaction control method. The specific implementation can be found in the method embodiment, which will not be repeated here.
[0138] Specifically, a graphical user interface is provided through a terminal device, and the content displayed by the graphical user interface includes at least a game scene, and the game scene includes a controlled virtual character controlled by the terminal device; the above-mentioned game interaction control method includes: responding to a movement control operation on the controlled virtual character, controlling the controlled virtual character to move in the game scene; when the controlled virtual character moves to the position of a target virtual prop in the game scene, responding to a trigger operation on the target virtual prop, controlling the controlled virtual character to obtain the target virtual prop, and triggering the execution of a target game event; wherein the target game event is a game event determined from a plurality of preset game events based on preset rules, and the plurality of preset game events are respectively configured with different game effects.
[0139] In the above-mentioned game interaction control method, when the player triggers the target virtual prop, not only the target virtual prop is obtained, but also the target game event is triggered in the game scene, and the target game event is triggered by probability, which increases the fun of the game; at the same time, different target game events correspond to different game effects, which also increases the playability and excitement of the game. In addition, this method can improve the interaction between characters or between characters and scenes, which is conducive to shortening the game time, saving game running resources, reducing the working frequency of terminal devices, and saving power consumption.
[0140] In an optional embodiment, the above-mentioned preset rules include: randomly determining a game event from multiple preset game events as the target game event; or determining the target game event according to the trigger probability corresponding to each preset game event in multiple preset game events; or determining a preset game event as the target game event based on the target virtual props.
[0141] In an optional embodiment, the above-mentioned determining a preset game event as the target game event based on the target virtual prop includes: determining a preset game event from multiple preset game events as the target game event corresponding to the target virtual prop based on one or more of the prop type of the target virtual prop, the type of the prop box containing the target virtual prop, the position of the target virtual prop in the game scene, and the refresh timing of the target virtual prop.
[0142] In an optional embodiment, the game scene includes multiple virtual props, and the target virtual prop is a virtual prop among the multiple virtual props; the multiple virtual props are respectively configured with corresponding event trigger execution probabilities; wherein the event trigger execution probability is used to indicate: the probability of triggering the execution of a game event when the virtual prop is triggered.
[0143] In an optional embodiment, the above method further includes: refreshing the position and / or prop type of the virtual props in the game scene according to a preset refresh rule.
[0144] In an optional embodiment, the above-mentioned step of triggering the execution of the target game event includes: controlling the display of a first object at a position near the target virtual prop, and controlling the first object to play a preset audio, so that a virtual character within a preset range from the first object in the game scene can hear the preset audio; in response to the playback time of the preset audio reaching a first preset time, controlling the first object to stop playing the preset audio.
[0145] In an optional embodiment, the game scene has a default scene brightness; when the ambient brightness of the scene area where other virtual characters except the controlled virtual character are located in the game scene is the default scene brightness, the other virtual characters are invisible compared to the controlled virtual character.
[0146] In an optional embodiment, the above-mentioned step of triggering the execution of the target game event includes: adjusting the ambient brightness of the game scene to the target scene brightness so that other virtual characters are visible compared to the controlled virtual character; in response to the duration of the target scene brightness reaching a second preset duration, controlling the ambient brightness of the game scene to be adjusted to the default scene brightness.
[0147] In an optional embodiment, the above-mentioned step of triggering the execution of the target game event includes: displaying a second object at a position near the controlled virtual character, and controlling the second object to move with the controlled virtual character; wherein the second object is used to adjust the scene brightness of the scene area where the controlled virtual character is located, so that the controlled virtual character is visible compared to other virtual characters; in response to the display time of the second object reaching a third preset time length, canceling the display of the second object at a position near the controlled virtual character.
[0148] In an optional embodiment, the step of triggering execution of a target game event includes: determining a first virtual character that is closest to the controlled virtual character from the game scene; and displaying the first virtual character in a target display mode in a graphical user interface so that the first virtual character is visible relative to the controlled virtual character.
[0149] In an optional embodiment, the above-mentioned target display method includes at least one of the following: generating an outline of the character model of the first virtual character and displaying the outline in the target color; highlighting the character model of the first virtual character; when there is an obstacle between the first virtual character and the controlled virtual character, displaying the outline of the character model of the first virtual character with the interior filled with a specified color on the obstacle.
[0150] In an optional embodiment, after the step of determining the first virtual character that is closest to the controlled virtual character in the game scene, the method further includes: displaying a third object near the first virtual character, and controlling the third object to follow the first virtual character for a third preset time period; or, displaying a path marker for the controlled virtual character to move to the location of the first virtual character in a graphical user interface.
[0151] In an optional embodiment, the step of triggering the execution of the target game event includes: switching the role model of the controlled virtual character to the target model.
[0152] In an optional embodiment, the method further includes: in response to the model switching duration of the controlled virtual character reaching a fourth preset duration, switching the target model corresponding to the controlled virtual character back to the character model.
[0153] In an optional embodiment, the method further comprises: in response to the controlled virtual character executing a specified game behavior or the controlled virtual character being attacked, switching the target model corresponding to the controlled virtual character back to the character model.
[0154] In an optional embodiment, the above-mentioned specified game behavior includes at least one of the following: the controlled virtual character performs an attack behavior, a skill casting behavior, and a triggering behavior of a virtual prop.
[0155] In an optional embodiment, the step of triggering the execution of the target game event includes: transmitting the controlled virtual character to a target scene area in the game scene.
[0156] In an optional embodiment, the above method further includes: controlling the controlled virtual character to be unable to be attacked within a fifth preset time period.
[0157] In an optional embodiment, the above-mentioned step of triggering the execution of the target game event includes: determining a second virtual character whose distance from the target virtual prop is less than a preset distance threshold; wherein the second virtual character includes a controlled virtual character; adjusting the character state of the second virtual character to an immovable state; in response to the duration of the immovable state reaching a sixth preset duration, releasing the immovable state of the second virtual character.
[0158] If the functions are implemented in the form of software functional units and sold or used as independent products, they can be stored in a computer-readable storage medium. Based on this understanding, the technical solution of the present invention, or the part that contributes to the prior art or the part of the technical solution, can be embodied in the form of a software product. The computer software product is stored in a storage medium, including several instructions for a computer device (which can be a personal computer, a terminal device, or a network device, etc.) to perform all or part of the steps of the method described in each embodiment of the present invention. The aforementioned storage medium includes: U disk, mobile hard disk, read-only memory (ROM, Read-Only Memory), random access memory (RAM, Random Access Memory), disk or optical disk and other media that can store program codes.
[0159] In the description of the present invention, it should be noted that the terms "center", "upper", "lower", "left", "right", "vertical", "horizontal", "inner", "outer", etc., indicating the orientation or positional relationship, are based on the orientation or positional relationship shown in the drawings, and are only for the convenience of describing the present invention and simplifying the description, rather than indicating or implying that the device or element referred to must have a specific orientation, be constructed and operated in a specific orientation, and therefore cannot be understood as limiting the present invention. In addition, the terms "first", "second", and "third" are used for descriptive purposes only, and cannot be understood as indicating or implying relative importance.
[0160] Finally, it should be noted that the above-described embodiments are only specific implementations of the present invention, which are used to illustrate the technical solutions of the present invention, rather than to limit them. The protection scope of the present invention is not limited thereto. Although the present invention is described in detail with reference to the above-described embodiments, ordinary technicians in the field should understand that any technician familiar with the technical field can still modify the technical solutions recorded in the above-described embodiments within the technical scope disclosed by the present invention, or can easily think of changes, or make equivalent replacements for some of the technical features therein; and these modifications, changes or replacements do not make the essence of the corresponding technical solutions deviate from the spirit and scope of the technical solutions of the embodiments of the present invention, and should be included in the protection scope of the present invention. Therefore, the protection scope of the present invention shall be subject to the protection scope of the claims.
[0161] Finally, it should be noted that the above-described embodiments are only specific implementations of the present invention, which are used to illustrate the technical solutions of the present invention, rather than to limit them. The protection scope of the present invention is not limited thereto. Although the present invention is described in detail with reference to the above-described embodiments, ordinary technicians in the field should understand that any technician familiar with the technical field can still modify the technical solutions recorded in the above-described embodiments within the technical scope disclosed by the present invention, or can easily think of changes, or make equivalent replacements for some of the technical features therein; and these modifications, changes or replacements do not make the essence of the corresponding technical solutions deviate from the spirit and scope of the technical solutions of the embodiments of the present invention, and should be included in the protection scope of the present invention. Therefore, the protection scope of the present invention shall be subject to the protection scope of the claims.
Claims
1. A game interactive control method, characterized in that: Providing a graphical user interface through a terminal device, wherein the content displayed by the graphical user interface at least includes a game scene, and the game scene includes a controlled virtual character whose operation is controlled by the terminal device; The method comprises: In response to a movement control operation on the controlled virtual character, controlling the controlled virtual character to move in the game scene; When the controlled virtual character moves to the location of the target virtual prop in the game scene, in response to the trigger operation for the target virtual prop, the controlled virtual character is controlled to obtain the target virtual prop, and the target game event is triggered and executed; wherein the target game event is a game event determined from a plurality of preset game events based on preset rules, and the plurality of preset game events are respectively configured with different game effects.
2. The method according to claim 1, characterized in that The preset rules include: randomly determining a game event from the multiple preset game events as the target game event; or determining the target game event according to the trigger probability corresponding to each of the multiple preset game events; or determining a preset game event as the target game event based on the target virtual props.
3. The method according to claim 2, characterized in that Determining a preset game event as the target game event based on the target virtual prop includes: determining a preset game event from the multiple preset game events as the target game event corresponding to the target virtual prop based on one or more of the prop type of the target virtual prop, the position of the target virtual prop in the game scene, and the refresh timing of the target virtual prop.
4. The method according to claim 1, characterized in that: The game scene includes multiple virtual props, and the target virtual prop is a virtual prop among the multiple virtual props; the multiple virtual props are respectively configured with corresponding event trigger execution probabilities; wherein the event trigger execution probability is used to indicate: the probability of triggering and executing a game event when the virtual prop is triggered.
5. The method according to claim 4, characterized in that The method further comprises: According to a preset refresh rule, the position and / or prop type of the virtual props in the game scene are refreshed.
6. The method according to claim 1, characterized in that The step of triggering and executing the target game event includes: Controlling the display of a first object at a position near the target virtual prop, and controlling the first object to play a preset audio, so that a virtual character within a preset range from the first object in the game scene can hear the preset audio; In response to the playing time of the preset audio reaching a first preset time, the first object is controlled to stop playing the preset audio.
7. The method according to claim 1, characterized in that The game scene has a default scene brightness; when the ambient brightness of the scene area where other virtual characters except the controlled virtual character in the game scene are located is the default scene brightness, the other virtual characters are in an invisible state compared to the controlled virtual character.
8. The method according to claim 7, characterized in that The step of triggering and executing the target game event includes: Adjusting the ambient brightness of the game scene to the target scene brightness so that the other virtual characters are visible compared to the controlled virtual character; In response to the duration of the target scene brightness reaching a second preset duration, the ambient brightness of the game scene is controlled to be adjusted to the default scene brightness.
9. The method according to claim 7, characterized in that: The step of triggering and executing the target game event includes: Displaying a second object near the controlled virtual character, and controlling the second object to move with the controlled virtual character; wherein the second object is used to adjust the scene brightness of the scene area where the controlled virtual character is located, so that the controlled virtual character is visible compared to the other virtual characters; In response to the display time of the second object reaching a third preset time length, the second object is cancelled from being displayed at a position near the controlled virtual character.
10. The method according to claim 1, characterized in that The step of triggering and executing the target game event includes: Determine, from the game scene, a first virtual character that is closest to the controlled virtual character; The first virtual character is displayed in the graphical user interface in a target display manner, so that the first virtual character is in a visible state relative to the controlled virtual character.
11. The method according to claim 10, characterized in that The target display method includes at least one of the following: generating an outline of the character model of the first virtual character and displaying the outline in a target color; highlighting the character model of the first virtual character; and displaying the outline of the character model of the first virtual character on the obstacle when there is an obstacle between the first virtual character and the controlled virtual character.
12. The method according to claim 10, characterized in that After the step of determining the first virtual character closest to the controlled virtual character from the game scene, the method further comprises: Displaying a third object near the first virtual character, and controlling the third object to follow the first virtual character for a third preset time period; or, A path identifier for the controlled virtual character to move to the location of the first virtual character is displayed in the graphical user interface.
13. The method according to claim 1, characterized in that The step of triggering the execution of the target game event includes: switching the role model of the controlled virtual character to a target model.
14. The method according to claim 13, characterized in that The method further comprises: In response to the model switching duration of the controlled virtual character reaching a fourth preset duration, the target model corresponding to the controlled virtual character is switched back to the character model.
15. The method according to claim 13, characterized in that The method further comprises: In response to the controlled virtual character performing a designated game behavior or the controlled virtual character being attacked, the target model corresponding to the controlled virtual character is switched back to the character model.
16. The method according to claim 15, characterized in that The designated game behavior includes at least one of the following: the controlled virtual character executes an attack behavior, a skill casting behavior, and a triggering behavior of the virtual prop.
17. The method according to claim 1, characterized in that The step of triggering and executing the target game event includes: The controlled virtual character is transmitted to a target scene area in the game scene.
18. The method according to claim 17, characterized in that The method further comprises: The controlled virtual character is controlled so as not to be attacked within a fifth preset time period.
19. The method according to claim 1, characterized in that The step of triggering and executing the target game event includes: Determine a second virtual character whose distance from the target virtual prop is less than a preset distance threshold; wherein the second virtual character includes the controlled virtual character; Adjusting the character state of the second virtual character to an immovable state; In response to the duration of the immovable state reaching a sixth preset duration, the immovable state of the second virtual character is released.
20. A game interactive control device, characterized in that: Providing a graphical user interface through a terminal device, wherein the content displayed by the graphical user interface at least includes a game scene, and the game scene includes a controlled virtual character whose operation is controlled by the terminal device; The device comprises: A movement control module, used for responding to a movement control operation on the controlled virtual character, and controlling the controlled virtual character to move in the game scene; An event trigger module is used to respond to a trigger operation on a target virtual prop when the controlled virtual character moves to the location of a target virtual prop in the game scene, control the controlled virtual character to obtain the target virtual prop, and trigger the execution of a target game event; wherein the target game event is a game event determined from a plurality of preset game events based on preset rules, and the plurality of preset game events are respectively configured with different game effects.
21. An electronic device, characterized in that: The electronic device includes a processor and a memory, the memory stores machine executable instructions that can be executed by the processor, and the processor executes the machine executable instructions to implement the game interaction control method according to any one of claims 1 to 19.
22. A computer-readable storage medium, characterized in that: The computer-readable storage medium stores computer-executable instructions, and when the computer-executable instructions are called and executed by a processor, the computer-executable instructions prompt the processor to implement the game interaction control method according to any one of claims 1 to 19.