Game interaction control method and device and electronic equipment
By using environmental brightness changes in the game to expose the game characters, the long-term game and high power consumption problems caused by defensive strategies in multi-player competitive games are solved, and more efficient resource utilization and lower power consumption are achieved.
Patent Information
- Application Number
- CN202411847208.7
- Authority / Receiving Office
- CN · China
- Patent Type
- Applications(China)
- Current Assignee / Owner
- Filing Date
- 2024-12-13
- Publication Date
- 2025-03-04
AI Technical Summary
In competitive games where multiple players participate, some players adopt defensive strategies, resulting in longer game play time, more resource consumption of game operation, higher working frequency of terminal devices, and greater power consumption.
The terminal device provides a graphical user interface, responds to the game trigger command for game games, controls the character to enter the game scene, and determines the target area to increase the brightness to expose the game characters, and guides the player to change the area.
Improve the interaction between characters or between characters and scenes, shorten the game time, save game operation resources, reduce the working frequency of terminal devices, and save power consumption.
Smart Images

Figure CN119548823A_ABST
Abstract
Description
Technical Field
[0001] The present invention relates to the field of game technology, and in particular to a method, device and electronic equipment for interactive control of games. Background Art
[0002] In a competitive game involving multiple players, the game characters controlled by each player are in the same game scene. Players control the game characters to interact with the game scene, or interact with other game characters to complete the game tasks. In related technologies, some players may adopt a defensive strategy and have less interaction with the game scene and other characters, resulting in a longer game time, more game running resources consumption, and a higher operating frequency and power consumption of the terminal device. Summary of the invention
[0003] In view of this, the purpose of the present invention is to provide a game interactive control method, device and electronic device to improve the interaction between characters or between characters and scenes, which is conducive to shortening the game time, saving game running resources, reducing the operating frequency of terminal devices, and saving power consumption.
[0004] In a first aspect, an embodiment of the present invention provides an interactive control method for a game, providing a graphical user interface through a terminal device, the method comprising: responding to a game trigger instruction for a game game, controlling a first character to enter a game scene of the game game, and displaying a scene screen of the game scene on the graphical user interface; wherein the game scene has a default scene brightness; when the ambient brightness of the scene area where the second character is located is the default scene brightness, the second character is invisible compared to the first character; in response to a brightness update event, determining a target area from the game scene, and increasing the regional brightness of the target area; in response to the presence of a second character in the target area after the regional brightness is increased, displaying the identification information of the second character on the graphical user interface.
[0005] In a second aspect, an embodiment of the present invention provides an interactive control device for a game, which provides a graphical user interface through a terminal device, and the device includes: a scene display module, which is used to respond to a game trigger instruction for a game game, control a first character to enter a game scene of the game game, and display a scene screen of the game scene on the graphical user interface; wherein the game scene has a default scene brightness; when the ambient brightness of the scene area where other characters except the first character in the game scene are located is the default scene brightness, the other characters are invisible compared to the first character; a brightness update module, which is used to respond to a brightness update event, determine a target area from the game scene, and increase the regional brightness of the target area; an information providing module, which is used to respond to the presence of a second character in the target area after the regional brightness is increased, and display the identification information of the second character on the graphical user interface.
[0006] In a third aspect, an embodiment of the present invention provides an electronic device, including a processor and a memory, wherein the memory stores computer-executable instructions that can be executed by the processor, and the processor executes the computer-executable instructions to implement the interactive control method of the above-mentioned game.
[0007] In a fourth aspect, an embodiment of the present invention 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 interactive control method of the above-mentioned game.
[0008] The embodiments of the present invention bring the following beneficial effects:
[0009] The interactive control method, device and electronic device of the above-mentioned game provide a graphical user interface through a terminal device, respond to a game trigger instruction for a game game, control the first character to enter the game scene of the game game, and display the scene screen of the game scene on the graphical user interface; wherein the game scene has a default scene brightness; when the ambient brightness of the scene area where the second character is located is the default scene brightness, the second character is invisible compared to the first character; in response to a brightness update event, determine the target area from the game scene, and increase the regional brightness of the target area; in response to the presence of the second character in the target area after the regional brightness is increased, display the identification information of the second character on the graphical user interface.
[0010] In this method, by increasing the brightness of the area, exposing the game characters in the area, and guiding the players to change their areas through changes in the ambient brightness, the interaction between characters or between characters and scenes can be improved, which is conducive to shortening the game time, saving game running resources, reducing the operating frequency of terminal devices, and saving power consumption.
[0011] Other features and advantages of the present invention will be described in the following description, and partly become apparent from the description, or understood by practicing the present invention. The purpose and other advantages of the present invention are realized and obtained by the structures particularly pointed out in the description, claims and drawings.
[0012] In order to make the above-mentioned objects, features and advantages of the present invention more obvious and easy to understand, preferred embodiments are given below and described in detail with reference to the accompanying drawings. BRIEF DESCRIPTION OF THE DRAWINGS
[0013] In order to more clearly illustrate the specific implementation methods of the present invention or the technical solutions in the prior art, the drawings required for use in the specific implementation methods or the description of the prior art will be briefly introduced below. Obviously, the drawings described below are some implementation methods of the present invention. For those skilled in the art, other drawings can be obtained based on these drawings without paying any creative work.
[0014] Figure 1 A flowchart of an interactive control method for a game provided by an embodiment of the present invention;
[0015] Figure 2 A schematic diagram of an edge area and a central area provided in an embodiment of the present invention;
[0016] Figure 3 A schematic diagram of another edge area and a central area provided in an embodiment of the present invention;
[0017] Figure 4 A schematic diagram of an edge area and a central area after area update provided by an embodiment of the present invention;
[0018] Figure 5 A schematic diagram of an edge area, a newly added area, and a central area after area update provided in an embodiment of the present invention;
[0019] Figure 6 A schematic diagram of a second character provided by an embodiment of the present invention being located within the viewing direction range of a first character;
[0020] Figure 7 A schematic diagram of displaying a role model of a second role on a graphical user interface provided by an embodiment of the present invention;
[0021] Figure 8 A schematic diagram of displaying a role identification of a second role on a graphical user interface provided by an embodiment of the present invention;
[0022] Fig. 9 A schematic diagram of displaying a contour line of a second character on a graphical user interface provided by an embodiment of the present invention;
[0023] Fig.10 A schematic diagram of an interactive control device for a game provided by an embodiment of the present invention;
[0024] Fig.11 A schematic diagram of an electronic device provided by an embodiment of the present invention. DETAILED DESCRIPTION
[0025] In order to make the purpose, technical solution and advantages of the embodiments of the present invention clearer, the technical solution of the present invention will be clearly and completely described below in conjunction with the accompanying drawings. Obviously, the described embodiments are part of the embodiments of the present invention, not all of the embodiments. Based on the embodiments of the present invention, all other embodiments obtained by those skilled in the art without creative work are within the scope of protection of the present invention.
[0026] In a multi-player competitive game, the game characters controlled by each player are in the same game scene. Players may attack each other or compete for the game. In order to ensure the game results, some players may adopt conservative strategies, such as squatting in a relatively fixed hidden location, or conducting activities in a local area, and have less interaction with the game scene and other characters, resulting in longer game time and more consumption of game running resources.
[0027] Based on this, the interactive control method, device and electronic device of a game provided by the embodiments of the present invention can be applied to various types of games, for example, competitive games involving multiple players.
[0028] In one embodiment of the present disclosure, the interactive control method of the game can be run on a local terminal device or a server. When the interactive control method of the game is run on a server, the method can be implemented and executed based on a cloud interactive system, wherein the cloud interactive system includes a server and a client device.
[0029] In an optional implementation, various cloud applications, such as cloud games, can be run under the cloud interactive system. 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 interactive control method of the game 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.
[0030] 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.
[0031] In a possible implementation, an embodiment of the present invention provides an interactive control method for a game, providing a graphical user interface through a terminal device, wherein the terminal device can be the local terminal device mentioned above, or can be a client device in the cloud interactive system mentioned above.
[0032] like Figure 1 As shown, the interactive control method of the game includes the following steps:
[0033] Step S102, in response to a game trigger instruction for a game game, controlling the first character to enter a game scene of the game game, and displaying a scene screen of the game scene on a graphical user interface; wherein the game scene has a default scene brightness; when the ambient brightness of the scene area where the second character is located is the default scene brightness, the second character is in an invisible state compared to the first character;
[0034] The game trigger instruction can be generated by executing a game trigger operation on a terminal device; for example, triggering a game trigger control in a graphical user interface. In one embodiment, a game is run in a game system for a specified time length, and a game trigger instruction can be generated within the specified time length to control the first character to enter the game scene in the game; that is, the game characters in the game can enter the game scene in the game at different times.
[0035] In another way, multiple game characters in a game game can enter the game scene at the same time. For example, when the number of game characters waiting to participate in the game game reaches a specified number, the game trigger instruction is automatically generated. Or, when the number of game characters waiting to participate in the game game reaches a specified number, a specified game character among them executes a game trigger operation, and then a game trigger instruction is generated, and then all game characters waiting to participate in the game game are controlled to enter the game scene at the same time.
[0036] After the first character enters the game scene, the virtual camera following the first 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.
[0037] In this embodiment, the game scene has a default scene brightness. The function of the default scene brightness is to control the second character to be invisible relative to the first character when the second character is in a scene area where the ambient brightness is the default scene brightness.
[0038] 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 game 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 weak brightness, but the brightness is not enough to display the second character in the scene screen, or the brightness is not enough to distinguish the second character in the scene screen, resulting in the player not being able to see the second character clearly. In this case, when the player views the scene screen, it is difficult to distinguish whether a certain screen area displays a game character or a scene model.
[0039] The second character is any game character other than the first character, or a designated game character other than the first character. For example, the second character is a game character other than the first character and belongs to a different camp than the first character, or the second character is a game character other than the first character and is located in a designated scene area.
[0040] For the second character, the scene area where the second character is located can be a scene area with a preset area size based on the position of the second character, or the game scene can be divided into multiple scene areas in advance, and the scene area where the second character is located is the scene area where the second character is located.
[0041] In this embodiment, when the ambient brightness of the scene area where the second character is located is the default scene brightness, the second character is in an invisible state compared to the first character; the invisible state can be understood as the first character cannot "see" the second character, or cannot distinguish the second character from the scene screen; specifically, the second character is not displayed or is blurred on the scene screen of the terminal device corresponding to the first 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 the second character in the scene screen. Even if the second character is within a preset distance range from the first character and there is no obstacle between the second character and the first character, the second character is not displayed or is blurred in the scene screen of the terminal device.
[0042] When the default scene brightness is zero, the second character is close to the first character, and there is no obstacle between the second character and the first character, since the second character is in a 'completely black' environment with a brightness of zero, the second character is not displayed in the scene screen showing the field of view of the first 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.
[0043] In addition, when the ambient brightness of the scene area where the first character is located is the default scene brightness, the first character will be displayed on the scene screen, that is, the first character is visible on the scene screen of the terminal device. When the first character's virtual camera shoots the game scene from a third-person perspective, the first character's full body is displayed on the scene screen, for example, the first character's back, side or front view, etc. can be displayed; when the first character's virtual camera shoots the game scene from a first-person perspective, part of the first character's character parts are displayed on the scene screen, for example, only the first character's arms, hands, or props and equipment carried by the first character; in one example, the first character's hands, as well as the flashlight and firearms held by the hands are displayed on the scene screen.
[0044] When the ambient brightness of the scene area where the first character is located is the default scene brightness, the first character is invisible to the second character, and the first character is not displayed on the terminal device corresponding to the second character.
[0045] Step S104, in response to the brightness update event, determining a target area from the game scene, and increasing the regional brightness of the target area;
[0046] When a brightness update event is generated, the brightness of a local area or the entire area in the game scene can be controlled to increase, thereby changing the visible state of the game character. The brightness update event can be generated in a variety of ways, for example, it can be generated regularly at a preset time interval, or the lighting props in the game scene are triggered to start, such as flashlight props, wall lamp props, etc.; or the game character generates a luminous model, such as a firefly model, a sky lantern model, etc.; or the treasure chest model in the game scene is started, and the treasure chest model is provided with lighting props or luminous models, etc.
[0047] The target area can be the entire area in the game scene or a local area; when the target area is a local area, the target area can be determined based on the generation method of the brightness update event; for example, when the brightness update event is generated periodically, the target area can be determined randomly or in a preset order from multiple areas pre-divided in the game scene, such as the target area can be the interior area of a room in the game scene; when the brightness update event is triggered by a lighting prop or a luminous model, the target area is determined based on the position of the lighting prop or the luminous model; taking a lighting prop as an example, after the lighting prop is triggered, a light beam is formed in the game scene, and the light beam has a certain light beam range, and the area within the light beam range is the target area; if the light beam is blocked by the scene model in the game scene, the light beam range will be reduced and the target area will also be reduced.
[0048] In addition, if the lighting prop is a prop carried by the second character, in addition to the light beam range, a designated range centered on the lighting prop can also be used as a target area; therefore, when the second character triggers the lighting prop carried by the character, even if the second character is not within the light beam range of the lighting prop, the position of the second character can be exposed through the light-emitting position of the lighting prop; or, when the second character triggers the lighting prop carried by the character, in addition to the light beam range, a residual light range centered on the lighting prop is also formed, and the residual light range and the light beam range together constitute the target area, and the position of the second character within the residual light range will be exposed.
[0049] In this embodiment, the regional brightness of the target area can be switched from the aforementioned default scene brightness to a specified scene brightness, or the regional brightness of the target area can be controlled to gradually increase until it increases to a specified scene brightness that is greater than the default scene brightness.
[0050] Step S106 , in response to the presence of the second character in the target area after the area brightness is increased, displaying identification information of the second character on the graphical user interface.
[0051] After the target area increases the area brightness, if there is a second character in the target area, the second character is no longer invisible relative to the first character, but the identification information of the second character is displayed in the graphical user interface; the identification information is used to inform the first character that the second character is in the target area. The identification information can be the role model of the second character itself, or a specified identifier related to the second character, such as the name, avatar, character outline, etc. of the second character.
[0052] It can be understood that when there is no obstacle between the first character and the second character, and the distance is within the preset distance range, and the second character is within the field of view of the first character, the scene screen displays the character model of the second character; when there is an obstacle between the first character and the second character, the designated logo related to the second character is displayed on the graphical user interface.
[0053] The interactive control method of the above-mentioned game provides a graphical user interface through a terminal device, responds to a game trigger instruction for a game, controls the first character to enter the game scene of the game, and displays the scene picture of the game scene on the graphical user interface; wherein the game scene has a default scene brightness; when the ambient brightness of the scene area where the second character is located is the default scene brightness, the second character is invisible compared to the first character; in response to a brightness update event, determines a target area from the game scene, and increases the regional brightness of the target area; in response to the presence of a second character in the target area after the regional brightness is increased, displays the identification information of the second character on the graphical user interface.
[0054] In this method, by increasing the brightness of the area, exposing the game characters in the area, and guiding the players to change their areas through changes in the ambient brightness, the interaction between characters or between characters and scenes can be improved, which is conducive to shortening the game time, saving game running resources, reducing the operating frequency of terminal devices, and saving power consumption.
[0055] The brightness update event described above may be generated in a variety of ways.
[0056] In one method, a brightness update event is generated regularly according to a preset time parameter. That is, the brightness update time is automatically generated regularly by the game system. The preset event parameters may include the time when the brightness update event is first triggered, and the time interval between two adjacent brightness update events. For example, starting from the second minute after the start of the game, the first brightness update time is generated, and a brightness update event is subsequently generated every 1 minute.
[0057] After the brightness update event is generated, it means that the brightness of the entire area or a local area in the game scene will increase, but which specific area will increase the brightness or whether the brightness of all areas will increase needs to be further determined.
[0058] In another manner, the brightness update event can be triggered by the player, and specifically can include at least one of the following: generating a brightness update event in response to a first lighting prop carried by the first character and / or the second character being triggered; generating a brightness update event in response to a second lighting prop set in the game scene being triggered; generating a brightness update event in response to generating a luminous model associated with the second character; wherein, when the character state of the second character reaches a specified state, or the second character triggers a specified model in the game scene, a luminous model is generated.
[0059] The first lighting prop is a lighting prop carried by a game character. Both the first character and the second character can carry the first lighting prop. When the first lighting prop carried by the first character and the second character is triggered, a brightness update event can be generated. The first lighting prop can be, for example, a flashlight prop, a lantern prop, etc.
[0060] The second lighting prop is a lighting prop set in the game scene. The second lighting prop can be triggered by the first character or the second character, or by the second character alone; the second lighting prop can be, for example, a wall lamp prop, a candle prop, etc. The first character or the second character can directly trigger the second lighting prop, or trigger the switch prop associated with the second lighting prop, thereby triggering the second lighting prop.
[0061] The luminous model may be a firefly model, a balloon model, etc. When the second character performs a specified action, or the character state of the second character meets a specified state, or a specified model in the game scene is triggered, the luminous model of the second character is generated; for example, when the second character stops moving and the duration of the stoppage reaches a preset duration, a luminous model is generated to prompt the second character to move as soon as possible; for another example, when the second character performs a lying action and the duration of the lying action reaches a preset duration, a luminous model is generated, etc. The luminous model may be located at a specified position of the second character, or the luminous model moves around the second character.
[0062] The above-mentioned designated model can be a gift box model, a treasure chest model, etc. The second character triggers the designated model. The designated model may be associated with various items, such as resources, props, gold coins, etc.; when the started designated model is associated with the luminous model, the designated model is triggered and the luminous model is generated, thereby generating a brightness update event.
[0063] In the above method, the brightness update event can be generated by the system at a scheduled time or actively triggered by the player. The brightness update event can be triggered in a variety of ways. The area where the brightness is increased can be continuously changed to guide the player to quickly change the area, thereby improving the interaction between characters or between characters and scenes, which is conducive to shortening the game time, saving game running resources, reducing the operating frequency of terminal devices, and saving power consumption.
[0064] A specific method for increasing the brightness of a region is provided below.
[0065] The above-mentioned game scene is pre-divided into multiple scene areas, and at least some of the scene areas are set with a region order; in response to a brightness update event, a target area is determined from at least some of the scene areas according to the region order, and the region brightness of the target area is increased.
[0066] For example, when the first brightness update event is generated, the scene area first in the area order is used as the target area, and the regional brightness of the target area is increased; when the second brightness update event is generated, the scene area second in the area order is used as the target area, and the regional brightness of the target area is increased; and so on, until the scene area last in the area order is used as the target area and the regional brightness is increased, if brightness update events are generated subsequently, the scene area first in the area order continues to be used as the target area, and the regional brightness of the target area is increased.
[0067] The scene sequence with the area order set is cycled in turn as the target area, and the area brightness is increased. When all scene areas are set with the area order, all scene areas participate in the cycle of increasing the area brightness. When some scene areas are set with the area order, the scene areas without the area order set will not increase the area brightness. In this case, the game characters may tend to gather in the scene areas without the area order set, thereby increasing the interaction between the characters.
[0068] Specifically, the above-mentioned game scene is pre-divided into a central area and multiple edge areas, and the edge areas are set with an area order; the area order of the edge areas is determined based on the positions of the edge areas; in response to the brightness update event, the target area is determined from the multiple edge areas according to the area order, the area brightness of the target area is increased, and the central area is controlled to maintain the default scene brightness.
[0069] Multiple edge regions may be arranged linearly or annularly. When multiple edge regions are arranged linearly, the region order may be set in sequence according to the position of the edge regions, for example, from left to right, from top to bottom, from one end to the other end, etc. When multiple edge regions are arranged annularly, the region order may be set clockwise or counterclockwise, etc.
[0070] In the process of continuously generating brightness update events, multiple edge regions increase the regional brightness of the current target region in sequence, and the central region does not participate in the process and continuously maintains the default scene brightness.
[0071] Figure 2 In one example shown, the plurality of edge regions are arranged in a ring shape, and the region sequence of the plurality of edge regions gradually changes in a clockwise direction or a counterclockwise direction. Figure 2 A total of eight edge regions are shown, namely edge region 1, edge region 2, to edge region 8; the eight edge regions surround a central region.
[0072] In the process of continuously generating brightness update events, edge area 1, edge area 2, and finally edge area 8 are successively used as target areas, and then the regional brightness is increased; after edge area 8 is used as the target area and the regional brightness is increased, when a brightness update event is generated next time, edge area 1 continues to be the target area and the regional brightness is increased.
[0073] In the above method, the brightness of the edge areas is increased in sequence according to the area order, which can guide the player to move from the edge area to the center area, thereby improving the interaction between characters or between characters and scenes, which is conducive to shortening the game time, saving game running resources, reducing the operating frequency of terminal devices, and saving power consumption.
[0074] In a specific implementation, in response to the first area update event, the area range of the designated area in the game scene is expanded or reduced.
[0075] The first area update event can be an event automatically triggered by the game system or an event triggered by a player's operation. For example, when the game reaches a specified time point, the first area update event is generated; or, the game reaches a specified game state, such as a specified scene position is occupied, a specified level is completed, etc., the first area update event is generated; or, a specified model in the game scene is triggered, such as a specified treasure chest is opened, then the first area update event is generated.
[0076] The above-mentioned designated area may be the entire area of the game scene, in which case the entire game scene is enlarged or reduced; the designated area may be a local area in the game scene, in which case the local area is expanded or reduced. As shown in the above-mentioned embodiment, the game scene is divided into multiple scene areas, and the designated area here may be one or more scene areas, for example, the designated area is the central area, or all or part of the edge area, etc.
[0077] In one example, Figure 3 The area range of the edge area and the central area in the game scene before the first area update event is generated; Figure 4 In the figure, after the first area update event is generated, the area range of some edge areas is expanded, such as edge area 1, edge area 2, edge area 3, edge area 6, edge area 7, and edge area 8; the area range of other edge areas is reduced, such as edge area 4, edge area 5, edge area 9, and edge area 10; at the same time, the area range of the central area is also reduced.
[0078] In another implementation, in response to a second area update event, several new areas are divided from the central area; and the areas in the central area except the several new areas are defined as the updated central area; a region order of the multiple new areas is set; in response to a brightness update event, a target area is determined from the multiple edge areas and the several new areas according to the region order, the regional brightness of the target area is increased, and the updated central area is controlled to maintain the default scene brightness.
[0079] The second area update event may be the same as the aforementioned first area update event, or may be different. The second area update event may be an event automatically triggered by the game system or an event triggered by a player operation. For example, when the game reaches a specified time point, the second area update event is generated; or, when the game reaches a specified game state, such as when a specified scene position is occupied or a specified level is completed, the second area update event is generated; or, when a specified model in the game scene is triggered, such as when a specified treasure chest is opened, the second area update event is generated, etc.
[0080] In this method, the central area is reduced, and the newly added area divided from the original central area participates in the process of increasing brightness in sequence together with the aforementioned edge area. The newly added area may include one or more, Figure 3 and Figure 5 In the example, Figure 3 The central area shown is divided into six newly added areas, and the area order of the newly added areas is set in a clockwise order, and the area order can also be set in a counterclockwise order or other order.
[0081] The edge areas and the newly added areas may be arranged in sequence, for example, the newly added areas may be arranged after the last edge area; after a brightness update event is generated, a target area is determined from the edge areas and the newly added areas according to the area order; in the process of generating multiple brightness update events, the edge areas are first taken as target areas in sequence according to the area order, and after the last edge area is taken as the target area, each newly added area is taken as the target area in sequence according to the area order of the newly added areas, and after the last newly added area is taken as the target area, the first edge area is taken as the target area.
[0082] In another way, the target area can also be determined in the edge area respectively, and the target area can also be determined in the newly added area at the same time. That is, in the process of generating multiple brightness update events, the area order of the edge area and the newly added area is independent of each other, and multiple edge areas are cycled in turn as target areas. At the same time, multiple newly added areas are cycled in turn as target areas.
[0083] For example, after a brightness update event is generated, edge area 1 and newly added area 1 are used as target areas, and then, after the next brightness update event is generated, edge area 2 and newly added area 2 are used as target areas, and so on; in another example, after a brightness update event is generated, edge area 1 and newly added area 6 are used as target areas, and then, after the next brightness update event is generated, edge area 2 and newly added area 5 are used as target areas, and so on; that is, a cycle is performed between multiple edge areas, a cycle is performed between multiple newly added areas, and the edge areas and newly added areas are independent of each other.
[0084] Specifically, a plurality of edge regions are arranged in a ring shape, and the plurality of edge regions are arranged to form a first region ring; a plurality of newly added regions are arranged in a ring shape, and the plurality of newly added regions are arranged to form a second region ring; and the second region ring is located inside the first region ring.
[0085] For reference Figure 5 In the style of, multiple edge areas are located at the edge of the game scene, and multiple newly added areas are located inside the first area ring composed of multiple edge areas; in actual implementation, the aforementioned second area update event can be triggered multiple times. Figure 5On this basis, additional areas can be further divided in the central area, and the newly divided additional areas are located inside the second area ring to form a third area ring.
[0086] In another implementation, in response to a third area update event, the area order of the central area is set; in response to a brightness update event, a target area is determined from multiple edge areas and the central area according to the area order, and the area brightness of the target area is increased.
[0087] Before the third area update event is generated, the central area does not participate in the cycle of increasing the regional brightness; after the third area update event is generated, the central area also participates in the cycle of regional brightness; for example, the area order of the central area can be located after the last edge area among multiple edge areas, or before the first edge area, or the area order of the central area is randomly inserted between multiple edge areas.
[0088] The third area update event may be the same as the aforementioned first area update event and second area update event, or may be different. The third area update event may be an event automatically triggered by the game system or an event triggered by a player operation. For example, when the game reaches a specified time point, the third area update event is generated; or, when the game reaches a specified game state, such as when a specified scene position is occupied or a specified level is completed, the third area update event is generated; or, when a specified model in the game scene is triggered, such as when a specified treasure chest is opened, the third area update event is generated, etc.
[0089] Before the third area update event is generated, the central area does not participate in the cycle of increasing the regional brightness. Therefore, in order to avoid exposing their own positions, the game characters in the game scene can gather in the central area; after the third area update event is generated, the central area also participates in the cycle of increasing the regional brightness. Therefore, the game characters in the game scene need to constantly change their positions according to the order of increasing the brightness of the areas, making the interaction between the characters or between the characters and the scene richer, which is conducive to shortening the game time, saving game running resources, reducing the operating frequency of terminal devices, and saving power consumption.
[0090] Further, in response to the duration of the increase in the regional brightness reaching a first time threshold, the regional brightness of the target area is reduced to the default scene brightness. The first time threshold can be preset, for example, 5 seconds; during the duration of the increase in the regional brightness, the regional brightness of the target area is greater than the default scene brightness, and when the duration reaches the first time threshold, the regional brightness of the target area is restored to the default scene brightness, and the role identification of the second role in the target area is no longer displayed.
[0091] It should be noted that when the brightness update event is triggered regularly, the time interval between two adjacent brightness update events can be equal to the first time threshold, or can be greater than or less than the first time threshold. For example, after scene area 1 increases the regional brightness, it is then restored to the default scene brightness, then scene area 2 increases the regional brightness, then restores to the default scene brightness, then scene area 3 increases the regional brightness, then restores to the default scene brightness, and so on. This is a case where the time interval is equal to the first time threshold, or slightly greater than the first time threshold.
[0092] In another example, after scene area 1 increases the regional brightness, scene area 2 increases the regional brightness before scene area 1 returns to the default scene brightness. This is a case where the time interval is less than the first time threshold.
[0093] In a specific implementation, in response to the presence of a second character in the target area after the area brightness is increased, and the relative direction of the second character to the first character is within the viewing direction range of the first character, identification information of the second character is displayed on the graphical user interface.
[0094] Typically, the terminal device displays the scene image within the field of view of the first character; the field of view of the first character in the game scene is typically cone-shaped, and the angle of the field of view is the viewing direction range of the first character, for example, 30 degrees, 45 degrees, etc.;
[0095] exist Figure 6 In the example, the second character is located within the character direction range relative to the first character, and at this time, the identification information of the second character is displayed on the graphical user interface of the terminal device. It can be understood that when the second character is located in the target area after the brightness is increased, if the second character is outside the viewing direction range of the first character, the graphical user interface still does not display the identification information of the second character, that is, the first character still "cannot see" the second character.
[0096] When the second character is within the viewing direction of the first character, the identification information of the second character is displayed in the graphical user interface. It can be understood that when there is no obstacle between the second character and the first character, the role model of the second character can be directly displayed in the graphical user interface. If there is an obstacle between the second character and the first character, that is, the first character cannot directly "see" the second character, then the identification information of the second character can be directly displayed in the graphical user interface, and the position of the second character is provided to the first character through the identification information.
[0097] Specifically, it is determined that the second character is within the field of vision of the first character, and the character model of the second character is displayed on the scene screen. Figure 7 , the first character can directly "see" the second character, and the complete appearance of the character model of the second character is displayed in the scene screen.
[0098] In addition, it is determined that the second character is outside the field of vision of the first character, and based on the relative direction of the second character and the first character, a target position is determined in the graphical user interface, and a character identifier of the second character is displayed at the target position.
[0099] refer to Figure 8 , the second character is within the viewing direction range of the first character, but the second character is blocked by an obstacle, causing the second character to be outside the field of view of the first character, then the character identifier of the second character is displayed on the graphical user interface; the character identifier is displayed at a target position of the graphical user interface, and the target position indicates the relative direction of the second character and the first character.
[0100] refer to Figure 7 and Figure 8 , Figure 7 and Figure 8 The second character in the same distance and direction relative to the first character, but Figure 8 In the example, there is a building between the first character and the second character, and the second character is blocked by the building. Therefore, only the character logo of the second character is displayed, but the target position of the character logo in the graphical user interface is different from that in the example. Figure 7 The position of the second character in the graphical user interface is the same, that is, the position of the second character relative to the first character is indicated by the display position of the character logo.
[0101] Specifically, based on the distance between the second character and the first character, the identification display format is determined; according to the identification display format, the character identification of the second character is displayed at the target position. The identification display format may include display color, shape, brightness, etc. In one example, the character identification of the second character within 5 meters of the first character is red; the character identification of the second character within 5-10 meters of the first character is green; the character identification of the second character greater than 10 meters away from the first character is gray.
[0102] Character representations at different distances are displayed through corresponding identification display formats, so that the first character can know the second character that is closer, and assist the first character in making subsequent game decisions.
[0103] Furthermore, the contour lines of the role model of the second role are generated, and the contour lines are displayed at the target position. In actual implementation, the edge lines of the role model of the second role can be collected from the perspective of the first role. For example, a ray is emitted from the virtual camera of the first role, and the edge of the role model is determined according to the state in which the ray is intercepted by the role model of the second role, and then the contour lines are determined. For example, the ray and the role model form a tangent relationship, and the tangent position of the role model constitutes the edge of the role model. The contour line can be in a transparent state, that is, the image content of the local building is displayed, and the inner page of the contour line can be in a filled state, for example, it can be filled with a specified color.
[0104] In one method, a line display format is determined based on the distance between the second character and the first character; wherein the line display format includes at least one of line clarity, line color, line thickness, and line size; and contour lines are displayed at a target position according to the line display format.
[0105] For example, the closer the second character is, the higher the clarity of its contour lines, and the contour lines can more clearly show the second character's posture, head, limbs and other detailed information; the farther the second character is, the lower the clarity of its contour lines, and the contour lines can only roughly show the character's outline, or the contour lines are in the shape of a rectangular frame.
[0106] For example, different distance ranges correspond to different line colors; the second character within 5 meters from the first character has a red outline line; the second character within 5-10 meters from the first character has a green outline line; the second character greater than 10 meters away from the first character has a gray outline line, etc.
[0107] For another example, the closer the second character is, the thicker the outline of its contour line is; Fig. 9 In the example of , the closer the second character is to the first character, the higher the line clarity, the thicker the outline, and the larger the line size; the farther the second character is from the first character, the lower the line clarity, the thinner the outline, and the smaller the line size, thereby highlighting the closer second character.
[0108] Further, in response to the second character performing a character action, the shape of the control contour line changes following the character action. The second character may continuously move, use props, or attack in the game scene, so the second character's action is constantly changing.
[0109] The aforementioned character actions may be walking actions, running and jumping actions, attacking actions, prop releasing actions, etc., and the edges of the character model of the second 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 character action of the second character.
[0110] In addition, in response to the presence of a second character in the target area after the area brightness is increased, and the distance between the second character and the first character is less than a preset distance threshold, the identification information of the second character is displayed in the graphical user interface. This method defines the distance condition for displaying the identification information. When the distance between the second character and the first character is greater than the preset distance threshold, for example, 50 meters, even if the second character is within the viewing direction range of the first character, the identification information of the second character is not recognized.
[0111] In a specific implementation, in response to the presence of a second character in the target area after the area brightness is increased, identification information of the second character is displayed on a graphical user interface when the duration of the increase in the area brightness reaches a second time threshold.
[0112] The second time threshold is usually smaller than the first time threshold. For example, when the first time threshold is 10 seconds, the second time threshold is 2 seconds. It can be understood that when the target area increases the regional brightness, the identification information of the second character will not be displayed immediately on the graphical user interface, and the identification information of the second character will only be displayed 2 seconds after the target area increases the regional brightness.
[0113] During the period from when the regional brightness is increased to when the second time threshold is reached, the second character can immediately leave the target area, thereby reducing the chance of the second character being exposed and ensuring the fairness of the game.
[0114] Furthermore, in response to the target area returning to the default scene brightness, the identification information of the second character is canceled. The identification information of the second character is displayed only during the time period when the target area increases the area brightness. When the target area switches to the default scene brightness, the identification information of the second character is canceled. In addition, when the identification information of the second character is displayed, the identification information moves with the movement of the second character. When the second character moves away from the target area, the identification information of the second character is also canceled.
[0115] When the second character is blocked and the graphical user interface displays the outline of the second character, if the second character moves away from the target area, the outline is no longer displayed; if the second character moves into the field of view of the first character, the outline switches to display the character model of the second character.
[0116] In a specific implementation, the regional brightness of the target area can be increased in the following manner: In one manner, in response to a brightness update event, the timing of the brightness update event is determined, the target area is determined from the game scene, and the lighting model of the target area is controlled to emit light to illuminate the target area. The lighting model of the target area can be a lamp model, a torch model, etc. These lighting models are placed at a specified position of the target area. When the lighting model emits light, the brightness of the target area can be increased to illuminate the target area.
[0117] There are other ways, including at least one of the following:
[0118] In response to a brightness update event, it is determined that the brightness update event is triggered by a first lighting prop carried by the first character and / or the second character, and based on the position and lighting range of the first lighting prop, a target area is determined from the game scene, and the regional brightness of the target area is increased.
[0119] The first lighting prop is carried by the first character or the second character, and can be triggered by the player controlling the corresponding character. The first lighting prop pre-sets the lighting range, for example, a circular range with a radius of 1 meter. After the first lighting prop is triggered, a circular area with a radius of 1 meter centered on the position of the first lighting prop is the target area, and the regional brightness of the target area is increased; the lighting range can also be a conical range. After the first lighting prop is triggered, a conical area with the first lighting prop as the vertex is the target area, and the regional brightness of the target area is increased.
[0120] The second character within the lighting range is exposed, and the character identification of the second character is displayed in the aforementioned graphical user interface; when the first lighting prop is carried by the second character, and the lighting range is a conical range, the second character may be outside the lighting range. At this time, the peripheral light range of the first lighting prop can also be generated. For example, the peripheral light range is a circular range centered on the first lighting prop. The second character within the peripheral light range is exposed, and the character identification of the second character is displayed in the aforementioned graphical user interface; in addition, when the lighting range of the first lighting prop is a conical range, it may not have a peripheral light range. At this time, the graphical user interface only displays the target area of the illuminated conical range, and the vertex position of the conical range is the position of the second character; the position of the second character can be inferred through the vertex position of the conical range.
[0121] In response to a brightness update event, it is determined that the brightness update event is triggered by a second lighting prop set in the game scene, and based on the position and lighting range of the second lighting prop, a target area is determined from the game scene, and the regional brightness of the target area is increased. The second lighting prop is set in the game scene. After the second lighting prop is triggered, the target area is determined from the game scene based on the position and lighting range of the second lighting prop; for example, if the lighting range is 5 meters, the circular range with a radius of 5 meters centered on the position of the second lighting prop is the target area; if the scene model in the game scene may block the light beam of the lighting prop, the target area will be reduced.
[0122] In response to a brightness update event, it is determined that the brightness update event is generated after generating a lighting model associated with the second character, based on the position and lighting range of the lighting model, a target area is determined from the game scene, and the regional brightness of the target area is increased.
[0123] The luminous model pre-sets a luminous range, for example, a radius of 1 cm. After the luminous model is generated, a circular area with a radius of 1 cm centered on the position of the luminous model is the target area, and the regional brightness of the target area is increased; the second character associated with the luminous model is exposed.
[0124] In one embodiment, the second character associated with the luminous model is displayed on the aforementioned graphical user interface, or only the luminous model is displayed, and the position of the second character is inferred based on the position and movement trajectory of the luminous model. For example, when the luminous model flies around the second character, the center of the luminous model is the position of the second character.
[0125] The above-mentioned designated model can be a treasure chest model. There are multiple treasure chest models in the game scene. The treasure chest model is associated with various props, models, resources, etc. When the designated model is triggered, the designated model is associated with a luminous model, and a luminous model is generated in the game scene. The position of the luminous model is taken as the center, and the area within the lighting range of the luminous model is the target area. The regional brightness of the target area is increased; the character identification of the second character in the target area is displayed in the aforementioned graphical user interface. It should be noted that the lighting range of the lighting prop can be a local area or the entire game scene.
[0126] Corresponding to the above method embodiment, see Fig.10 A schematic diagram of an interactive control device for a game is shown, providing a graphical user interface through a terminal device, the device comprising:
[0127] The scene display module 1002 is used to respond to a game trigger instruction for a game match, control the first character to enter the game scene of the game match, and display the scene screen of the game scene on the graphical user interface; wherein the game scene has a default scene brightness; when the ambient brightness of the scene area where other characters except the first character are located in the game scene is the default scene brightness, the other characters are in an invisible state compared to the first character;
[0128] A brightness update module 1004, configured to determine a target area from the game scene in response to a brightness update event, and increase the regional brightness of the target area;
[0129] The information providing module 1006 is configured to display identification information of the second character in a graphical user interface in response to the presence of the second character in the target area after the area brightness is increased.
[0130] The interactive control device of the above-mentioned game provides a graphical user interface through a terminal device, responds to a game trigger instruction for a game game, controls the first character to enter the game scene of the game game, and displays the scene picture of the game scene on the graphical user interface; wherein the game scene has a default scene brightness; when the ambient brightness of the scene area where the second character is located is the default scene brightness, the second character is invisible compared to the first character; in response to a brightness update event, determines a target area from the game scene, and increases the regional brightness of the target area; in response to the presence of a second character in the target area after the regional brightness is increased, displays the identification information of the second character on the graphical user interface.
[0131] In this method, by increasing the brightness of the area, exposing the game characters in the area, and guiding the players to change their areas through changes in the ambient brightness, the interaction between characters or between characters and scenes can be improved, which is conducive to shortening the game time, saving game running resources, reducing the operating frequency of terminal devices, and saving power consumption.
[0132] The above device also includes a first event generating module, which is used to: regularly generate brightness update events according to preset time parameters.
[0133] The above-mentioned device also includes a second event generating module, which is used for at least one of the following: generating a brightness update event in response to the first lighting prop carried by the first character and / or the second character being triggered; generating a brightness update event in response to the second lighting prop set in the game scene being triggered; generating a brightness update event in response to generating a luminous model associated with the second character; wherein, when the character state of the second character reaches a specified state, or the second character triggers a specified model in the game scene, a luminous model is generated.
[0134] The above-mentioned game scene is pre-divided into multiple scene areas, and at least some of the scene areas are set with area orders; the above-mentioned brightness update module is used to: respond to brightness update events, determine the target area from at least some of the scene areas according to the area order, and increase the area brightness of the target area.
[0135] The above-mentioned game scene is pre-divided into a central area and multiple edge areas, and the edge areas are set with an area order; the area order of the edge areas is determined based on the positions of the edge areas; the above-mentioned brightness update module is used to: respond to a brightness update event, determine a target area from multiple edge areas according to the area order, increase the area brightness of the target area, and control the central area to maintain the default scene brightness.
[0136] The plurality of edge regions are arranged in a ring shape, and the region sequence of the plurality of edge regions gradually changes along a clockwise direction or a counterclockwise direction.
[0137] The above-mentioned device also includes an area update module, which is used to: expand or reduce the area range of a specified area in the game scene in response to a first area update event.
[0138] The above-mentioned device also includes a loop control module, which is used to: in response to a second area update event, divide a number of new areas from the central area; and use the areas in the central area except the several new areas as the updated central area; set the area order of the multiple new areas; in response to a brightness update event, determine the target area from the multiple edge areas and the several new areas according to the area order, increase the area brightness of the target area, and control the updated central area to maintain the default scene brightness.
[0139] The plurality of edge regions are arranged in a ring shape, and the plurality of edge regions are arranged to form a first region ring.
[0140] The above-mentioned device also includes a second update event, which is used to: set the area order of the central area in response to the third area update event; determine the target area from multiple edge areas and the central area according to the area order in response to the brightness update event, and increase the area brightness of the target area.
[0141] The above-mentioned device also includes a brightness reduction module, which is used to: in response to the duration of the increase in the regional brightness reaching a first time threshold, reduce the regional brightness of the target area to a default scene brightness.
[0142] The information providing module is used to: in response to the presence of a second character in the target area after the area brightness is increased, and the relative direction of the second character to the first character is within the viewing direction range of the first character, display the identification information of the second character on the graphical user interface.
[0143] The information providing module is used to: determine that the second character is within the field of vision of the first character, and display the role model of the second character on the scene screen.
[0144] The information providing module is used to: determine that the second character is outside the field of vision of the first character, determine a target position in a graphical user interface based on the relative direction of the second character and the first character, and display a character identifier of the second character at the target position.
[0145] The information providing module is used to: determine the identification display format based on the distance between the second character and the first character; and display the character identification of the second character at the target position according to the identification display format.
[0146] The information providing module is used to generate a contour line of the role model of the second role and display the contour line at the target position.
[0147] The above-mentioned information providing module is used to: determine the line display format based on the distance between the second character and the first character; wherein the line display format includes: at least one of line clarity, line color, line thickness, and line size; and display the contour line at the target position according to the line display format.
[0148] The above-mentioned device also includes a line change control module, which is used to: in response to the second character performing a character action, control the shape of the contour line to change following the character action.
[0149] The information providing module is used to: in response to the presence of a second character in the target area after the area brightness is increased, and the distance between the second character and the first character is less than a preset distance threshold, display the identification information of the second character on the graphical user interface.
[0150] The information providing module is used to: in response to the presence of a second character in the target area after the area brightness is increased, when the duration of the increased area brightness reaches a second time threshold, display the identification information of the second character on the graphical user interface.
[0151] The above-mentioned device also includes a display cancellation module, which is used to: in response to the target area returning to the default scene brightness, cancel the display of the identification information of the second character.
[0152] The brightness update module is used to: respond to a brightness update event, determine the timing of the brightness update event, determine a target area from the game scene, and control the lighting model of the target area to emit light to illuminate the target area.
[0153] The brightness update module is used for at least one of the following: in response to a brightness update event, determining that the brightness update event is triggered and generated by a first lighting prop carried by the first character and / or the second character, determining a target area from the game scene based on the position and lighting range of the first lighting prop, and increasing the regional brightness of the target area; in response to a brightness update event, determining that the brightness update event is triggered and generated by a second lighting prop set in the game scene, determining a target area from the game scene based on the position and lighting range of the second lighting prop, and increasing the regional brightness of the target area; in response to a brightness update event, determining that the brightness update event is generated after generating a luminous model associated with the second character, determining a target area from the game scene based on the position and lighting range of the luminous model, and increasing the regional brightness of the target area.
[0154] This embodiment also provides an electronic device, including a processor and a memory, wherein the memory stores computer executable instructions that can be executed by the processor, and the processor executes the computer executable instructions to implement the interactive control method of the above game. The electronic device can be a server or a terminal device.
[0155] See also Fig.11 As shown, the electronic device includes a processor 100 and a memory 101, wherein the memory 101 stores computer executable instructions that can be executed by the processor 100, and the processor 100 executes the computer executable instructions to implement the interactive control method of the above-mentioned game.
[0156] Further, Fig.11 The electronic device shown further includes a bus 102 and a communication interface 103 , and the processor 100 , the communication interface 103 and the memory 101 are connected via the bus 102 .
[0157] The memory 101 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, Fig.11 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.
[0158] The processor 100 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 or software instructions in the processor 100. The above processor 100 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 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 101, and the processor 100 reads the information in the memory 101 and completes the steps of the method of the above embodiment in combination with its hardware.
[0159] The processor in the above electronic device can implement the following operations in the above game interactive control method by executing computer executable instructions:
[0160] A method for interactive control of a game, providing a graphical user interface through a terminal device, responding to a game trigger instruction for a game game, controlling a first character to enter a game scene of the game game, and displaying a scene picture of the game scene on the graphical user interface; wherein the game scene has a default scene brightness; when the ambient brightness of a scene area where a second character is located is the default scene brightness, the second character is in an invisible state compared to the first character; in response to a brightness update event, determining a target area from the game scene, and increasing the regional brightness of the target area; in response to the presence of a second character in the target area after the regional brightness is increased, displaying identification information of the second character on the graphical user interface.
[0161] Generate brightness update events regularly according to preset time parameters.
[0162] In response to a first lighting prop carried by the first character and / or the second character being triggered, a brightness update event is generated; in response to a second lighting prop set in the game scene being triggered, a brightness update event is generated; in response to generating a luminous model associated with the second character, a brightness update event is generated; wherein, when the character state of the second character reaches a specified state, or the second character triggers a specified model in the game scene, a luminous model is generated.
[0163] The game scene is pre-divided into multiple scene areas, and at least some of the scene areas are set with a region order; in response to a brightness update event, a target area is determined from at least some of the scene areas according to the region order, and the region brightness of the target area is increased.
[0164] The game scene is pre-divided into a central area and multiple edge areas, and the edge areas are set with an area order; the area order of the edge areas is determined based on the positions of the edge areas; in response to a brightness update event, a target area is determined from the multiple edge areas according to the area order, the area brightness of the target area is increased, and the central area is controlled to maintain the default scene brightness.
[0165] The plurality of edge regions are arranged in a ring shape, and the region sequence of the plurality of edge regions gradually changes along a clockwise direction or a counterclockwise direction.
[0166] In response to the first area update event, the area range of the designated area in the game scene is expanded or reduced.
[0167] In response to a second area update event, a number of new areas are divided from the central area; and the areas in the central area except the several new areas are defined as the updated central area; a region order of the multiple new areas is set; in response to a brightness update event, a target area is determined from the multiple edge areas and the several new areas according to the region order, the regional brightness of the target area is increased, and the updated central area is controlled to maintain the default scene brightness.
[0168] The plurality of edge regions are arranged in a ring shape, and the plurality of edge regions are arranged to form a first region ring.
[0169] In response to a third area update event, a region order of the central area is set; in response to a brightness update event, a target area is determined from a plurality of edge areas and the central area according to the region order, and the regional brightness of the target area is increased.
[0170] When the duration of the increase in the response area brightness reaches a first time threshold, the area brightness of the target area is reduced to a default scene brightness.
[0171] In response to the presence of a second character in the target area after the area brightness is increased, and the relative direction between the second character and the first character is within the viewing direction range of the first character, identification information of the second character is displayed on the graphical user interface.
[0172] It is determined that the second character is within the field of vision of the first character, and a character model of the second character is displayed on the scene screen.
[0173] It is determined that the second character is outside the field of vision of the first character, a target position is determined in a graphical user interface based on a relative direction between the second character and the first character, and a character identifier of the second character is displayed at the target position.
[0174] Based on the distance between the second character and the first character, an identification display format is determined; and according to the identification display format, a character identification of the second character is displayed at a target position.
[0175] An outline of the character model of the second character is generated, and the outline is displayed at a target position.
[0176] Based on the distance between the second character and the first character, a 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, a contour line is displayed at a target position.
[0177] In response to the second character performing a character action, the shape of the contour line is controlled to change following the character action.
[0178] In response to the presence of a second character in the target area after the area brightness is increased, and the distance between the second character and the first character is less than a preset distance threshold, identification information of the second character is displayed on the graphical user interface.
[0179] In response to the presence of a second character in the target area after the area brightness is increased, identification information of the second character is displayed on the graphical user interface when the duration of the increased area brightness reaches a second time threshold.
[0180] The response target area returns to the default scene brightness and cancels the display of the identification information of the second character.
[0181] In response to a brightness update event, determining that the brightness update event is generated at a timing, determining a target area from a game scene, and controlling a lighting model of the target area to emit light to illuminate the target area.
[0182] In response to a brightness update event, it is determined that the brightness update event is triggered and generated by a first lighting prop carried by the first character and / or the second character, and based on the position and lighting range of the first lighting prop, a target area is determined from the game scene, and the regional brightness of the target area is increased; in response to the brightness update event, it is determined that the brightness update event is triggered and generated by a second lighting prop set in the game scene, and based on the position and lighting range of the second lighting prop, the target area is determined from the game scene, and the regional brightness of the target area is increased; in response to the brightness update event, it is determined that the brightness update event is generated after generating a luminous model associated with the second character, and based on the position and luminous range of the luminous model, the target area is determined from the game scene, and the regional brightness of the target area is increased.
[0183] In this method, by increasing the brightness of the area, exposing the game characters in the area, and guiding the players to change their areas through changes in the ambient brightness, the interaction between characters or between characters and scenes can be improved, which is conducive to shortening the game time, saving game running resources, reducing the operating frequency of terminal devices, and saving power consumption.
[0184] This embodiment also 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 interactive control method of the above game.
[0185] The computer executable instructions stored in the computer readable storage medium can implement the following operations in the interactive control method of the game by executing the computer executable instructions:
[0186] A method for interactive control of a game, providing a graphical user interface through a terminal device, responding to a game trigger instruction for a game game, controlling a first character to enter a game scene of the game game, and displaying a scene picture of the game scene on the graphical user interface; wherein the game scene has a default scene brightness; when the ambient brightness of a scene area where a second character is located is the default scene brightness, the second character is in an invisible state compared to the first character; in response to a brightness update event, determining a target area from the game scene, and increasing the regional brightness of the target area; in response to the presence of a second character in the target area after the regional brightness is increased, displaying identification information of the second character on the graphical user interface.
[0187] Generate brightness update events regularly according to preset time parameters.
[0188] In response to a first lighting prop carried by the first character and / or the second character being triggered, a brightness update event is generated; in response to a second lighting prop set in the game scene being triggered, a brightness update event is generated; in response to generating a luminous model associated with the second character, a brightness update event is generated; wherein, when the character state of the second character reaches a specified state, or the second character triggers a specified model in the game scene, a luminous model is generated.
[0189] The game scene is pre-divided into multiple scene areas, and at least some of the scene areas are set with a region order; in response to a brightness update event, a target area is determined from at least some of the scene areas according to the region order, and the region brightness of the target area is increased.
[0190] The game scene is pre-divided into a central area and multiple edge areas, and the edge areas are set with an area order; the area order of the edge areas is determined based on the positions of the edge areas; in response to a brightness update event, a target area is determined from the multiple edge areas according to the area order, the area brightness of the target area is increased, and the central area is controlled to maintain the default scene brightness.
[0191] The plurality of edge regions are arranged in a ring shape, and the region sequence of the plurality of edge regions gradually changes along a clockwise direction or a counterclockwise direction.
[0192] In response to the first area update event, the area range of the designated area in the game scene is expanded or reduced.
[0193] In response to a second area update event, a number of new areas are divided from the central area; and the areas in the central area except the several new areas are defined as the updated central area; a region order of the multiple new areas is set; in response to a brightness update event, a target area is determined from the multiple edge areas and the several new areas according to the region order, the regional brightness of the target area is increased, and the updated central area is controlled to maintain the default scene brightness.
[0194] The plurality of edge regions are arranged in a ring shape, and the plurality of edge regions are arranged to form a first region ring.
[0195] In response to a third area update event, a region order of the central area is set; in response to a brightness update event, a target area is determined from a plurality of edge areas and the central area according to the region order, and the regional brightness of the target area is increased.
[0196] When the duration of the increase in the response area brightness reaches a first time threshold, the area brightness of the target area is reduced to a default scene brightness.
[0197] In response to the presence of a second character in the target area after the area brightness is increased, and the relative direction between the second character and the first character is within the viewing direction range of the first character, identification information of the second character is displayed on the graphical user interface.
[0198] It is determined that the second character is within the field of vision of the first character, and a character model of the second character is displayed on the scene screen.
[0199] It is determined that the second character is outside the field of vision of the first character, a target position is determined in a graphical user interface based on a relative direction between the second character and the first character, and a character identifier of the second character is displayed at the target position.
[0200] Based on the distance between the second character and the first character, an identification display format is determined; and according to the identification display format, a character identification of the second character is displayed at a target position.
[0201] An outline of the character model of the second character is generated, and the outline is displayed at a target position.
[0202] Based on the distance between the second character and the first character, a 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, a contour line is displayed at a target position.
[0203] In response to the second character performing a character action, the shape of the contour line is controlled to change following the character action.
[0204] In response to the presence of a second character in the target area after the area brightness is increased, and the distance between the second character and the first character is less than a preset distance threshold, identification information of the second character is displayed on the graphical user interface.
[0205] In response to the presence of a second character in the target area after the area brightness is increased, identification information of the second character is displayed on the graphical user interface when the duration of the increased area brightness reaches a second time threshold.
[0206] The response target area returns to the default scene brightness and cancels the display of the identification information of the second character.
[0207] In response to a brightness update event, determining that the brightness update event is generated at a timing, determining a target area from a game scene, and controlling a lighting model of the target area to emit light to illuminate the target area.
[0208] In response to a brightness update event, it is determined that the brightness update event is triggered and generated by a first lighting prop carried by the first character and / or the second character, and based on the position and lighting range of the first lighting prop, a target area is determined from the game scene, and the regional brightness of the target area is increased; in response to the brightness update event, it is determined that the brightness update event is triggered and generated by a second lighting prop set in the game scene, and based on the position and lighting range of the second lighting prop, the target area is determined from the game scene, and the regional brightness of the target area is increased; in response to the brightness update event, it is determined that the brightness update event is generated after generating a luminous model associated with the second character, and based on the position and luminous range of the luminous model, the target area is determined from the game scene, and the regional brightness of the target area is increased.
[0209] In this method, by increasing the brightness of the area, exposing the game characters in the area, and guiding the players to change their areas through changes in the ambient brightness, the interaction between characters or between characters and scenes can be improved, which is conducive to shortening the game time, saving game running resources, reducing the operating frequency of terminal devices, and saving power consumption.
[0210] The computer program product of the interactive game control method, device and electronic device provided in the embodiments of the present invention includes a computer-readable storage medium storing program code. The instructions included in the program code can be used to execute the method described in the previous method embodiments. The specific implementation can be found in the method embodiments, which will not be repeated here.
[0211] Those skilled in the art can clearly understand that, for the convenience and brevity of description, the specific working process of the system and device described above can refer to the corresponding process in the aforementioned method embodiment, and will not be repeated here.
[0212] In addition, in the description of the embodiments of the present invention, unless otherwise clearly specified and limited, the terms "installed", "connected", and "connected" should be understood in a broad sense, for example, it can be a fixed connection, a detachable connection, or an integral connection; it can be a mechanical connection or an electrical connection; it can be a direct connection or an indirect connection through an intermediate medium, and it can be the internal communication of two components. For those skilled in the art, the specific meanings of the above terms in the present invention can be understood according to specific circumstances.
[0213] 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 enabling a computer device (which can be a personal computer, a server, or a network device, etc.) to perform all or part of the steps of the methods described in each embodiment of the present invention. The aforementioned storage medium includes: various media that can store program codes, such as a USB flash drive, a mobile hard disk, a read-only memory (ROM), a random access memory (RAM), a magnetic disk or an optical disk.
[0214] 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.
[0215] Finally, it should be noted that the above 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 embodiments, those skilled in the art should understand that any person skilled in the art can still modify the technical solutions recorded in the above 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 based on the protection scope of the claims.
Claims
1. A method for interactive control of a game, characterized in that: Providing a graphical user interface through a terminal device, the method comprising: In response to a game trigger instruction for a game match, controlling a first character to enter a game scene of the game match, and displaying a scene screen of the game scene on the graphical user interface; wherein the game scene has a default scene brightness; when the ambient brightness of a scene area where a second character is located is the default scene brightness, the second character is in an invisible state compared to the first character; In response to a brightness update event, determining a target area from the game scene, and increasing the regional brightness of the target area; In response to the second character existing in the target area after the area brightness is increased, identification information of the second character is displayed on the graphical user interface.
2. The method according to claim 1, characterized in that Before the step of determining a target area from the game scene in response to a brightness update event and increasing the area brightness of the target area, the method further includes: The brightness update event is generated regularly according to the preset time parameters.
3. The method according to claim 1, characterized in that Before the step of determining a target area from the game scene in response to a brightness update event and increasing the regional brightness of the target area, the method further includes at least one of the following: In response to a first lighting prop carried by the first character and / or the second character being triggered, generating a brightness update event; In response to a second lighting prop set in the game scene being triggered, generating the brightness update event; In response to generating a lighting model associated with the second character, the brightness update event is generated; wherein the lighting model is generated when the character state of the second character reaches a specified state, or when the second character triggers a specified model in the game scene.
4. The method according to claim 1, characterized in that: The game scene is pre-divided into a plurality of scene areas, and at least some of the scene areas are provided with a region order; The step of determining a target area from the game scene in response to a brightness update event and increasing the regional brightness of the target area comprises: In response to a brightness update event, a target area is determined from at least a portion of the scene area according to the area order, and the area brightness of the target area is increased.
5. The method according to claim 1, characterized in that The game scene is pre-divided into a central area and a plurality of edge areas, and the edge areas are provided with an area sequence; the area sequence of the edge areas is determined based on the positions of the edge areas; The step of determining a target area from the game scene in response to a brightness update event and increasing the regional brightness of the target area comprises: In response to a brightness update event, a target area is determined from the plurality of edge areas according to the area order, the area brightness of the target area is increased, and the central area is controlled to maintain the default scene brightness.
6. The method according to claim 5, characterized in that The plurality of edge regions are arranged in a ring shape, and the region sequence of the plurality of edge regions gradually changes along a clockwise direction or a counterclockwise direction.
7. The method according to claim 1, characterized in that The method further comprises: In response to the first area update event, the area range of the designated area in the game scene is expanded or reduced.
8. The method according to claim 5, characterized in that The method further comprises: In response to a second area update event, the central area is divided into a plurality of newly added areas; and the area in the central area other than the plurality of newly added areas is used as an updated central area; Setting the region order of the multiple newly added regions; In response to a brightness update event, a target area is determined from the multiple edge areas and the several newly added areas according to the area order, the area brightness of the target area is increased, and the updated central area is controlled to maintain the default scene brightness.
9. The method according to claim 8, characterized in that The plurality of edge regions are arranged in a ring shape, and the plurality of edge regions are arranged to form a first region ring.
10. The method according to claim 5, characterized in that The method further comprises: In response to a third region update event, setting a region order of the central region; In response to a brightness update event, a target area is determined from the plurality of edge areas and the central area according to the area sequence, and the area brightness of the target area is increased.
11. The method according to claim 1, characterized in that: After the step of determining a target area from the game scene in response to a brightness update event and increasing the area brightness of the target area, the method further includes: In response to the duration of the increase in the regional brightness reaching a first time threshold, the regional brightness of the target area is reduced to the default scene brightness.
12. The method according to claim 1, characterized in that In response to the presence of a second character in the target area after the area brightness is increased, the step of displaying identification information of the second character in the graphical user interface includes: In response to the presence of a second character in the target area after the area brightness is increased, and the relative direction of the second character to the first character is within the viewing direction range of the first character, identification information of the second character is displayed on the graphical user interface.
13. The method according to claim 12, characterized in that The step of displaying the identification information of the second role on the graphical user interface includes: It is determined that the second character is within the field of vision of the first character, and a character model of the second character is displayed on the scene screen.
14. The method according to claim 12, characterized in that The step of displaying the identification information of the second role on the graphical user interface includes: It is determined that the second character is outside the field of vision of the first character, a target position is determined in the graphical user interface based on the relative direction of the second character and the first character, and a character identifier of the second character is displayed at the target position.
15. The method according to claim 14, characterized in that The step of displaying the role identification of the second role at the target position includes: Determining a logo display format based on the distance between the second character and the first character; The role identification of the second role is displayed at the target position according to the identification display format.
16. The method according to claim 14, characterized in that The step of displaying the role identification of the second role at the target position includes: A contour line of the character model of the second character is generated, and the contour line is displayed at the target position.
17. The method according to claim 16, characterized in that The step of displaying the contour line at the target position comprises: Determine a line display format based on the distance between the second character and the first character; wherein the line display format includes: at least one of line clarity, line color, line thickness, and line size; The contour line is displayed at the target position according to the line display format.
18. The method according to claim 16, characterized in that After the step of displaying the contour line at the target position, the method further comprises: In response to the second character performing a character action, the shape of the contour line is controlled to change following the character action.
19. The method according to claim 1, characterized in that In response to the presence of a second character in the target area after the area brightness is increased, the step of displaying identification information of the second character in the graphical user interface includes: In response to the presence of a second character in the target area after the area brightness is increased, and the distance between the second character and the first character is less than a preset distance threshold, identification information of the second character is displayed on the graphical user interface.
20. The method according to claim 1, characterized in that In response to the presence of a second character in the target area after the area brightness is increased, the step of displaying identification information of the second character in the graphical user interface includes: In response to a second character existing in the target area after the area brightness is increased, the identification information of the second character is displayed on the graphical user interface when the duration of the increase in the area brightness reaches a second time threshold.
21. The method according to claim 1, characterized in that The method further comprises: In response to the target area returning to the default scene brightness, the identification information of the second character is cancelled.
22. The method according to claim 1, characterized in that In response to a brightness update event, determining a target area from the game scene, and increasing the area brightness of the target area, comprises: In response to a brightness update event, determining that the brightness update event is generated at a timing, determining a target area from the game scene, and controlling a lighting model of the target area to emit light to illuminate the target area.
23. The method according to claim 1, characterized in that In response to a brightness update event, determining a target area from the game scene, and increasing the area brightness of the target area, comprises at least one of the following: In response to a brightness update event, determining that the brightness update event is triggered by a first lighting prop carried by the first character and / or the second character, determining a target area from the game scene based on a position and a lighting range of the first lighting prop, and increasing the regional brightness of the target area; In response to a brightness update event, determining that the brightness update event is triggered by a second lighting prop set in the game scene, determining a target area from the game scene based on a position and a lighting range of the second lighting prop, and increasing the regional brightness of the target area; In response to a brightness update event, it is determined that the brightness update event is generated after generating a lighting model associated with the second character, based on the position and lighting range of the lighting model, a target area is determined from the game scene, and the regional brightness of the target area is increased.
24. An interactive control device for a game, characterized in that: Providing a graphical user interface through a terminal device, the device comprises: A scene display module, configured to respond to a game trigger instruction for a game match, control a first character to enter a game scene of the game match, and display a scene screen of the game scene on the graphical user interface; wherein the game scene has a default scene brightness; when the ambient brightness of a scene area where other characters except the first character in the game scene are located is the default scene brightness, the other characters are in an invisible state compared to the first character; A brightness update module, configured to determine a target area from the game scene in response to a brightness update event, and increase the regional brightness of the target area; The information providing module is configured to display identification information of the second character in the graphical user interface in response to the presence of the second character in the target area after the area brightness is increased.
25. An electronic device, characterized in that: It comprises a processor and a memory, wherein the memory stores computer executable instructions that can be executed by the processor, and the processor executes the computer executable instructions to implement the interactive control method of the game described in any one of claims 1-23.
26. 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 interactive control method of the game described in any one of claims 1-23.