Game interface interaction control method and system, equipment and medium
By determining and synchronizing the display area and target display area for displaying game characters in gamified learning products, the problem of unsmooth gaming experience in the existing technology is solved, and the close integration of learning progress and game progress and the improvement of user participation is achieved.
Patent Information
- Application Number
- CN202510105581.3
- Authority / Receiving Office
- CN · China
- Patent Type
- Applications(China)
- Current Assignee / Owner
- Filing Date
- 2025-01-23
- Publication Date
- 2025-03-18
AI Technical Summary
Existing gamified learning products are difficult to maintain a smooth gaming experience when presenting content related to learning tasks.
By determining the display area and target display area of the game character and displaying both simultaneously, ensuring that the target display area and the game screen reduce overlap, taking into account different display content.
It effectively solves the problems of learning interruption or poor gaming experience caused by unreasonable interface layout in traditional game-style education products, promotes the close integration of learning progress and game progress, and improves user participation and instant learning feedback effect.
Smart Images

Figure CN119633371A_ABST
Abstract
Description
Technical Field
[0001] The present invention relates to the field of intelligent education technology, and in particular to an interactive control method and system, device and medium for a game interface. Background Art
[0002] With the development of digital education, more and more technical means are introduced into the teaching process to improve learning efficiency and interest. Among them, gamification learning, as an innovative teaching model, makes the learning process more interesting and attractive by integrating learning content into games. However, there is a challenge in existing gamification learning products, that is, how to maintain a smooth gaming experience when presenting content related to learning tasks. Summary of the invention
[0003] The technical problem to be solved by the present invention is to overcome the above-mentioned defects in the prior art and provide an interactive control method for a game interface, comprising the following steps:
[0004] Determining a display area for the game character;
[0005] Determining a target display area according to the display area of the game character;
[0006] Synchronously displaying the display area of the game character and the target display area;
[0007] The target display area is used to display content other than the game.
[0008] Preferably, the step of determining the display area of the game character includes:
[0009] Obtaining process status information of the game;
[0010] Determining the game character information to be displayed according to the process status information;
[0011] Determining a display area of the game character according to the game character information;
[0012] The step of determining the target display area according to the display area of the game character comprises:
[0013] Determine coordinate points and range parameters based on the display area of the game character;
[0014] The target display area is determined according to the coordinate point and the range parameter so as to reduce overlap between the target display area and the display area of the game character.
[0015] Preferably, the step of synchronously displaying the display area of the game character and the target display area comprises:
[0016] Obtaining user input information corresponding to the target display area;
[0017] If the user input information meets the preset conditions, the display of the target display area is stopped.
[0018] Preferably, the step of obtaining the process status information of the game includes: if the process status information meets a preset trigger condition, executing the step of determining the display area of the game character according to the process status information.
[0019] The present invention also provides an interactive control system for a game interface, comprising:
[0020] A determination module, used to determine a display area of a game character; and determine a target display area according to the display area of the game character;
[0021] A display module, used for synchronously displaying the display area of the game character and the target display area;
[0022] The target display area is used to display content other than the game.
[0023] Preferably, it also includes:
[0024] An acquisition module, used to acquire the process status information of the game;
[0025] The determination module is used for:
[0026] Determining the game character information to be displayed according to the process status information;
[0027] Determining a display area of the game character according to the game character information;
[0028] Determine coordinate points and range parameters based on the display area of the game character;
[0029] The target display area is determined according to the coordinate point and the range parameter so as to reduce overlap between the target display area and the display area of the game character.
[0030] Preferably, the acquisition module is also used for:
[0031] The user input information corresponding to the target display area is obtained; if the user input information meets the preset condition, the display module is called to stop displaying the target display area.
[0032] Preferably, the acquisition module is further used to: when the process status information meets a preset trigger condition, call the determination module.
[0033] The present invention also provides an electronic device, comprising a memory, a processor, and a computer program stored in the memory and executable on the processor, wherein the processor implements the above-mentioned interactive control method of the game interface when executing the computer program.
[0034] The present invention also provides a computer-readable storage medium on which a computer program is stored. When the computer program is executed by a processor, the interactive control method of the game interface is implemented.
[0035] The positive and progressive effects of the present invention are: the present invention provides an interactive control method and system, device and medium for a game interface, which determines the target display area through the display area of the game screen, thereby ensuring that the synchronous display of the target display area and the game screen can take into account different display contents, for example, in a game-based learning platform, the smooth presentation of the game screen can be maintained while answering information is displayed. The present invention can effectively solve the problems of learning interruption or poor game experience caused by unreasonable interface layout in traditional game-based educational products through the synchronous and differentiated display of multiple contents, promotes the close integration of learning progress and game progress, improves user participation, and also enhances the instant feedback effect of learning, stimulates the user's enthusiasm for learning, and ensures that users can carry out learning activities normally while maintaining a good game experience. BRIEF DESCRIPTION OF THE DRAWINGS
[0036] Figure 1 This is a flowchart of the interactive control method of the game interface of Example 1 of the present invention.
[0037] Figure 2 This is a schematic diagram of an intermediate state of the game interface in Example 1 of the present invention.
[0038] Figure 3 This is a schematic diagram of an intermediate state of the game interface in Example 1 of the present invention.
[0039] Figure 4 This is a schematic diagram of an intermediate state of the game interface in Example 1 of the present invention.
[0040] Figure 5 This is a module schematic diagram of an interactive control system for a game interface according to Example 2 of the present invention.
[0041] Figure 6 This is a structural block diagram of an electronic product according to Embodiment 3 of the present invention. DETAILED DESCRIPTION
[0042] The interactive control method of the game interface provided in this embodiment can be executed in an intelligent terminal, a computer terminal, a network device, a chip, a chip module or a similar computing device. Mentioning "embodiment" in this application means that the specific features, structures or characteristics described in conjunction with the embodiment may be included in at least one embodiment of the present application. The appearance of this phrase in various positions in the specification does not necessarily refer to the same embodiment, nor is it an independent or alternative embodiment that is mutually exclusive with other embodiments. It is explicitly and implicitly understood by those skilled in the art that the embodiments described in this application can be combined with other embodiments.
[0043] Example 1
[0044] See also Figure 1 As shown, this embodiment specifically provides an interactive control method for a game interface, comprising the following steps:
[0045] S1. Determine the display area of the game character;
[0046] S2. Determine the target display area according to the display area of the game character;
[0047] S3. Synchronously display the game character display area and the target display area;
[0048] Among them, the target display area is used to display content other than games.
[0049] The game interface of this embodiment can be applied to a game-like educational product, that is, by displaying learning content such as knowledge point information and exercise information during the game, product users can maintain their attention and interest through the game process, and learn and practice knowledge points in the process to master the corresponding teaching content. The interactive control method of this embodiment is applied to the game interface, and the game can be displayed on carriers including but not limited to computers, mobile phones or wearable devices.
[0050] The display area of the game character is the range in which the game is being or will be highlighted, such as the display area of the dynamic game character in the game. The so-called dynamic elements refer to elements that will move during the game battle. For example, the game character operated by the user will make various battle actions during the battle, moving from one side of the game interface to the vicinity of the game monster to attack the monster, etc. The synchronous presentation of this range and the target display area can obtain a reasonable display effect to ensure that the user can still effectively pay attention to the relevant elements of the game while obtaining the information loaded in the target display area. It can be understood by those skilled in the art that the target display area displays content other than the game, which may include but is not limited to prompts such as knowledge points and exercises. For example, time prompt information can be loaded to prompt the user that the game has been played for too long and should take a break; the answer area related to the exercises can also be presented, such as displaying exercises, answers, prompts and other information related to the knowledge points in the answer area. Preferably, in the game, the interface area can be divided into two major parts: the game scenario area and the answer area. The display area of the game character is the game scenario area, and the answer area is used to display the questions that need to be answered at present, which can be multiple-choice questions, fill-in-the-blank questions and other forms. The game scenario area is responsible for displaying the actions of the game characters, battle scenes, etc. By analyzing the game scenario area, we ensure that the answering area can be dynamically adjusted according to the position of the characters in the game scenario area to ensure that the key game animations in the game scenario area are not blocked so that they can be displayed to players as much as possible to maintain immersion.
[0051] As a preferred implementation, step S2 includes:
[0052] Obtaining process status information of the game;
[0053] Determine the game character information that needs to be displayed according to the process status information;
[0054] Determine the display area of the game character according to the game character information;
[0055] Step S3 includes:
[0056] Determine the coordinate points and range parameters based on the display area of the game character;
[0057] The target display area is determined according to the coordinate points and the range parameters so as to reduce the overlap between the target display area and the display area of the game character.
[0058] This embodiment determines the corresponding game display area by capturing the game elements that match the game process. The process status information includes but is not limited to the current progress of the game. For example, in a battle game, the game process can be marked with a certain level, a certain game monster or a certain chapter, and the game process status can also be determined and expressed by the current position and action of the game character corresponding to the user. For example, when the game process is that the game character controlled by the user is about to fight against the game monster A, the game element of the game monster A needs to be synchronously presented to the user. In this case, the range corresponding to the game monster A can be obtained in the game screen as the display area of the game character. For another example, when the game process is that the user needs to obtain game props, the corresponding game props need to be displayed at this time, and the display area of the game character can be determined according to the game props.
[0059] This embodiment reversely determines the display of the target display area through the display area of the game character. Specifically, a topological analysis can be performed based on the shape, boundary, center point, etc. of the display area of the game character that has been determined, and an area outside the game display area is determined as the target display area. The determination of the target display area can be based on a coordinate point and a range parameter, and its shape includes but is not limited to a circle, a rectangle, etc. Taking a circle as an example, the range parameter can be a radius value, and taking a rectangle as an example, the range parameter includes the coordinate values of the four corners. The target display area can be an area surrounded by several game display areas, or it can be an area separated from the display area of the game character. The display area of the game character is determined by the progress of the game, and a target display area, i.e., the answering area, is determined outside the display area of the game character, so as to ensure that the target display area and the display area of the game dynamic elements do not overlap, and can better take into account the user's game experience and learning and practice effects. Of course, those skilled in the art can understand that the judgment of the above-mentioned areas is based on the display carrier of the game, for example, the two are distinguished and displayed in a display area of 1920×1080 pixels.
[0060] As a preferred implementation, step S4 includes:
[0061] Obtain user input information corresponding to the target display area;
[0062] If the user input information meets the preset conditions, the target display area will stop being displayed.
[0063] This embodiment realizes the detection interaction of the target display area. Taking the target display area as the answering area as an example, the interaction between the user's answering and the game process is realized. Specifically, the target display area displays exercises and other related information. When the user correctly answers according to the displayed information, the answering area is automatically hidden. Of course, if the user's answer information does not meet the requirements, the correction interface can continue to be displayed in the answering area according to the needs of the application scenario, or the answering area can be closed first to allow the user to continue answering. Similarly, when the target display area displays prompt information such as "You have been studying the game for 1 hour continuously, please rest for 5 minutes before continuing", the target display area can be closed after the user's confirmation input command is detected. Those skilled in the art will know that the above application examples do not limit the present invention.
[0064] As a preferred implementation, the step of obtaining the game process status information includes: if the process status information meets a preset trigger condition, executing the step of determining the display area of the game character according to the process status information.
[0065] In this embodiment, the preset trigger condition can be judged based on, including but not limited to, the user's operation input and the preset breakpoint of the game. The user's operation input is, for example, when the user clicks a specific control, or enters a specific command, etc. The former can be detected based on the capture of the screen intersection, and the latter is, for example, when the user clicks the mouse several times and enters a specific keyboard character, which ultimately constitutes a specific command, which can be judged accordingly. Of course, the user's operation input can also be used in other ways as a preset trigger condition. The preset breakpoint of the game can be pre-set according to the content of the game, for example, when a certain level is reached, or a certain game monster appears, or a certain game prop appears, etc., the above situation, when set as a preset breakpoint, can be further used to determine whether the preset trigger condition is met. Through the above judgment logic, this embodiment can trigger the corresponding event of the game while controlling the target display area, such as restoring the attack action of the game character, and use this as a reward mechanism to motivate users to continue solving problems, thereby realizing dynamic adjustment logic, that is, realizing seamless switching between the answering area and the game scenario area according to the needs of different scenes in the game, and ensuring the consistency of user experience.
[0066] As a specific implementation method, the interactive control logic of the game interface can be implemented through the Unity (a three-dimensional interactive content creation and development platform) platform. For example, a Canvas component is created through the Unity platform to render elements of the user interface. The rendering mode of the Canvas component can be selected as Overlay mode or Camera mode. In Overlay mode, the Canvas component is always rendered at the top layer of the screen space, that is, the included elements will be displayed at the forefront of the scene. In Camera mode, the Canvas component will be rendered relative to the main camera, and the included elements will move with the movement of the camera, but can still remain at the top layer of the scene. Two child nodes are built under the Canvas component, representing the answer area and the game scene area respectively. The answer area can be built using appropriate components, while the game scene area contains all three-dimensional models and animations. The state changes of the game process are monitored through scripts, such as whether the character is in the attack preparation stage. The specific position of the answer area is determined accordingly. When a specific condition is detected, such as when the character is about to launch an attack, the relevant function is called to move the answer area to a position that does not interfere with the presentation of the game elements. Furthermore, when the user's answer in the answer area is submitted, it can be verified immediately, and the game process status is updated according to the verification result. For example, if the answer is correct, the preset character attack animation will be played and the answer area will be invisible; if it is wrong, feedback information will be given and the user will be allowed to try again.
[0067] Figure 2 to Figure 4 A schematic diagram of the layout of the game battle interface is shown, in which "①" is used to identify the target display area, i.e., the question answering area, and "②" is used to identify the display area of the game characters, i.e., the game scenario area. Figure 2 The battle is detected and the answer area pops up. Figure 3 The answer area remains displayed while the user is answering questions, and the game process is paused to display the battle combo screen. Figure 4 The answering area is displayed while the user is answering questions, and the scene of the preparation of battle moves is displayed in the game scenario area.
[0068] The interactive control method of the game interface of this embodiment can effectively solve the problems of learning interruption or poor gaming experience caused by unreasonable interface layout in traditional game-based educational products through the synchronous and differentiated display of multiple contents, promotes the close integration of learning progress and game process, improves user participation, enhances the instant feedback effect of learning, stimulates the user's enthusiasm for learning, and ensures that users can carry out learning activities normally while maintaining a good gaming experience.
[0069] Example 2
[0070] See also Figure 5 This embodiment also provides an interactive control system for a game interface, including:
[0071] Determination module 2, used to determine the display area of the game character; determine the target display area according to the display area of the game character;
[0072] Display module 3, used for synchronously displaying the display area of the game character and the target display area;
[0073] Among them, the target display area is used to display content other than games.
[0074] The game interface of this embodiment can be applied to a game-like educational product, that is, by displaying learning content such as knowledge point information and exercise information during the game, product users can maintain their attention and interest through the game process, and learn and practice knowledge points in the process to master the corresponding teaching content. The interactive control method of this embodiment is applied to the game interface, and the game can be displayed on carriers including but not limited to computers, mobile phones or wearable devices.
[0075] The display area of the game character is the range in which the game is being or will be highlighted, such as the display area of the dynamic game character in the game. The so-called dynamic elements refer to elements that will move during the game battle. For example, the game character operated by the user will make various battle actions during the battle, moving from one side of the game interface to the vicinity of the game monster to attack the monster, etc. The synchronous presentation of this range and the target display area can obtain a reasonable display effect to ensure that the user can still effectively pay attention to the relevant elements of the game while obtaining the information loaded in the target display area. It can be understood by those skilled in the art that the target display area displays content other than the game, which may include but is not limited to prompts such as knowledge points and exercises. For example, time prompt information can be loaded to prompt the user that the game has been played for too long and should take a break; the answer area related to the exercises can also be presented, such as displaying exercises, answers, prompts and other information related to the knowledge points in the answer area. Preferably, in the game, the interface area can be divided into two major parts: the game scenario area and the answer area. The display area of the game character is the game scenario area, and the answer area is used to display the questions that need to be answered at present, which can be multiple-choice questions, fill-in-the-blank questions and other forms. The game scenario area is responsible for displaying the actions of the game characters, battle scenes, etc. By analyzing the game scenario area, we ensure that the answering area can be dynamically adjusted according to the position of the characters in the game scenario area to ensure that the key game animations in the game scenario area are not blocked so that they can be displayed to players as much as possible to maintain immersion.
[0076] As a preferred embodiment, the interactive control system further includes an acquisition module 1, which is used to acquire the process status information of the game;
[0077] Determine module 2 for:
[0078] Determine the game character information that needs to be displayed according to the process status information;
[0079] Determine the display area of the game character according to the game character information;
[0080] Determine the coordinate points and range parameters based on the display area of the game character;
[0081] The target display area is determined according to the coordinate points and the range parameters so as to reduce the overlap between the target display area and the display area of the game character.
[0082] This embodiment determines the corresponding game display area by capturing the game elements that match the game process. The process status information includes but is not limited to the current progress of the game. For example, in a battle game, the game process can be marked with a certain level, a certain game monster or a certain chapter, and the game process status can also be determined and expressed by the current position and action of the game character corresponding to the user. For example, when the game process is that the game character controlled by the user is about to fight against the game monster A, the game element of the game monster A needs to be synchronously presented to the user. In this case, the range corresponding to the game monster A can be obtained in the game screen as the display area of the game character. For another example, when the game process is that the user needs to obtain game props, the corresponding game props need to be displayed at this time, and the display area of the game character can be determined according to the game props.
[0083] This embodiment reversely determines the display of the target display area through the display area of the game character. Specifically, a topological analysis can be performed based on the shape, boundary, center point, etc. of the display area of the game character that has been determined, and an area outside the game display area is determined as the target display area. The determination of the target display area can be based on a coordinate point and a range parameter, and its shape includes but is not limited to a circle, a rectangle, etc. Taking a circle as an example, the range parameter can be a radius value, and taking a rectangle as an example, the range parameter includes the coordinate values of the four corners. The target display area can be an area surrounded by several game display areas, or it can be an area separated from the display area of the game character. The display area of the game character is determined by the progress of the game, and a target display area, i.e., the answering area, is determined outside the display area of the game character, so as to ensure that the target display area and the display area of the game dynamic elements do not overlap, and can better take into account the user's game experience and learning and practice effects. Of course, those skilled in the art can understand that the judgment of the above-mentioned areas is based on the display carrier of the game, for example, the two are distinguished and displayed in a display area of 1920×1080 pixels.
[0084] As a preferred implementation, the acquisition module 1 is also used for:
[0085] Obtain user input information corresponding to the target display area; if the user input information meets the preset conditions, call the display module 3 to stop displaying the target display area.
[0086] This embodiment realizes the detection interaction of the target display area. Taking the target display area as the answering area as an example, the interaction between the user's answering and the game process is realized. Specifically, the target display area displays exercises and other related information. When the user correctly answers according to the displayed information, the answering area is automatically hidden. Of course, if the user's answer information does not meet the requirements, the correction interface can continue to be displayed in the answering area according to the needs of the application scenario, or the answering area can be closed first to allow the user to continue answering. Similarly, when the target display area displays prompt information such as "You have been studying the game for 1 hour continuously, please rest for 5 minutes before continuing", the target display area can be closed after the user's confirmation input command is detected. Those skilled in the art will know that the above application examples do not limit the present invention.
[0087] As a preferred implementation, the acquisition module 1 is further used to: call the determination module 2 when the process status information meets the preset trigger condition.
[0088] In this embodiment, the preset trigger condition can be judged based on, including but not limited to, the user's operation input and the preset breakpoint of the game. The user's operation input is, for example, when the user clicks a specific control, or enters a specific command, etc. The former can be detected based on the capture of the screen intersection, and the latter is, for example, when the user clicks the mouse several times and enters a specific keyboard character, which ultimately constitutes a specific command, which can be judged accordingly. Of course, the user's operation input can also be used in other ways as a preset trigger condition. The preset breakpoint of the game can be pre-set according to the content of the game, for example, when a certain level is reached, or a certain game monster appears, or a certain game prop appears, etc., the above situation, when set as a preset breakpoint, can be further used to determine whether the preset trigger condition is met. Through the above judgment logic, this embodiment can trigger the corresponding event of the game while controlling the target display area, such as restoring the attack action of the game character, and use this as a reward mechanism to motivate users to continue solving problems, thereby realizing dynamic adjustment logic, that is, realizing seamless switching between the answering area and the game scenario area according to the needs of different scenes in the game, and ensuring the consistency of user experience.
[0089] As a specific implementation method, the interactive control logic of the game interface can be implemented through the Unity platform. For example, a Canvas component is created through the Unity platform to render elements of the user interface. The rendering mode of the Canvas component can be selected as Overlay mode or Camera mode. In Overlay mode, the Canvas component is always rendered at the top layer of the screen space, that is, the included elements are displayed at the forefront of the scene. In Camera mode, the Canvas component is rendered relative to the main camera, and the included elements move with the movement of the camera, but can still remain at the top layer of the scene. Two child nodes are built under the Canvas component, representing the answer area and the game scene area respectively. The answer area can be built using appropriate components, while the game scene area contains all three-dimensional models and animations. The state changes of the game process are monitored through scripts, such as whether the character is in the attack preparation stage. The specific position of the answer area is determined accordingly. When a specific condition is detected, such as when the character is about to launch an attack, the relevant function is called to move the answer area to a position that does not interfere with the presentation of the game elements. Furthermore, when the user's answer in the answer area is submitted, it can be verified immediately, and the game process status is updated according to the verification result. For example, if the answer is correct, the preset character attack animation will be played and the answer area will be invisible; if it is wrong, feedback information will be given and the user will be allowed to try again.
[0090] Figure 2 to Figure 4 A schematic diagram of the layout of the game battle interface is shown, in which "①" is used to identify the target display area, i.e., the question answering area, and "②" is used to identify the display area of the game characters, i.e., the game scenario area. Figure 2 The battle is detected and the answer area pops up. Figure 3 The answer area remains displayed while the user is answering questions, and the game process is paused to display the battle combo screen. Figure 4 The answering area is displayed while the user is answering questions, and the scene of the preparation of battle moves is displayed in the game scenario area.
[0091] The interactive control system of the game interface of this embodiment can effectively solve the problems of learning interruption or poor gaming experience caused by unreasonable interface layout in traditional game-based educational products through the synchronous and differentiated display of multiple contents, promotes the close integration of learning progress and game process, improves user participation, enhances the instant feedback effect of learning, stimulates users' enthusiasm for learning, and ensures that users can carry out learning activities normally while maintaining a good gaming experience.
[0092] Example 3
[0093] Figure 6The electronic device includes a memory, a processor, and a computer program stored in the memory and executable on the processor. When the processor executes the program, the interactive control method of the game interface in the above embodiment is implemented. Figure 6 The electronic device 30 shown is only an example and should not bring any limitation to the functions and scope of use of the embodiments of the present invention.
[0094] like Figure 6 As shown, the electronic device 30 may be in the form of a general-purpose computing device, for example, it may be a server device. The components of the electronic device 30 may include, but are not limited to: at least one processor 31, at least one memory 32, and a bus 33 connecting different system components (including the memory 32 and the processor 31).
[0095] The bus 33 includes a data bus, an address bus, and a control bus.
[0096] The memory 32 may include a volatile memory, such as a random access memory (RAM) 321 and / or a cache memory 322 , and may further include a read-only memory (ROM) 323 .
[0097] The memory 32 may also include a program / utility 325 having a set (at least one) of program modules 324, such program modules 324 including but not limited to: an operating system, one or more application programs, other program modules, and program data, each of which or some combination may include an implementation of a network environment.
[0098] The processor 31 executes various functional applications and data processing by running the computer program stored in the memory 32, such as the interactive control method of the game interface of the present invention as described above.
[0099] The electronic device 30 may also communicate with one or more devices 34 (e.g., a keyboard, a pointing device, etc.). Such communication may be performed via an input / output (I / O) interface 35. Furthermore, the model generating device 30 may also communicate with one or more networks (e.g., a local area network (LAN), a wide area network (WAN), and / or a public network, such as the Internet) via a network adapter 36. Figure 6 As shown, the network adapter 36 communicates with other modules of the model-generated device 30 via the bus 33. It should be understood that, although not shown in the figure, other hardware and / or software modules can be used in conjunction with the model-generated device 30, including but not limited to: microcode, device drivers, redundant processors, disk drive arrays, RAID (disk array) systems, tape drives, and data backup storage systems.
[0100] It should be noted that although several units / modules or sub-units / modules of the electronic device are mentioned in the above detailed description, this division is merely exemplary and not mandatory. In fact, according to an embodiment of the present invention, the features and functions of two or more units / modules described above can be embodied in one unit / module. Conversely, the features and functions of one unit / module described above can be further divided into multiple units / modules to be embodied.
[0101] Example 4
[0102] This embodiment also provides a computer-readable storage medium, on which a computer program is stored, and when the program is executed by a processor, the steps in the interactive control method of the game interface in the above embodiment are implemented. The readable storage medium can be more specifically, but not limited to: a portable disk, a hard disk, a random access memory, a read-only memory, an erasable programmable read-only memory, an optical storage device, a magnetic storage device, or any suitable combination thereof.
[0103] In a possible implementation, the present invention may also be implemented in the form of a program product, which includes a program code, and when the program product is run on a terminal device, the program code is used to enable the terminal device to execute the steps in the interactive control method for implementing the game interface as described above. The program code for executing the present invention may be written in any combination of one or more programming languages, and the program code may be executed completely on the user device, partially on the user device, as an independent software package, partially on the user device, partially on the remote device, or completely on the remote device.
[0104] Although the specific embodiments of the present invention are described above, it should be understood by those skilled in the art that this is only for illustration and the protection scope of the present invention is defined by the appended claims. Those skilled in the art may make various changes or modifications to these embodiments without departing from the principles and essence of the present invention, but these changes and modifications all fall within the protection scope of the present invention.
Claims
1. A method for interactive control of a game interface, characterized in that: The steps include: Determine the display area of the game characters; Determining a target display area according to the display area of the game character; Synchronously displaying the display area of the game character and the target display area; The target display area is used to display content other than games.
2. The interactive control method of the game interface according to claim 1, characterized in that: The step of determining the display area of the game character comprises: Obtaining process status information of the game; Determining the game character information to be displayed according to the process status information; Determining a display area of the game character according to the game character information; The step of determining the target display area according to the display area of the game character comprises: Determine coordinate points and range parameters based on the display area of the game character; The target display area is determined according to the coordinate point and the range parameter so as to reduce overlap between the target display area and the display area of the game character.
3. The interactive control method of the game interface according to claim 2, characterized in that: The step of synchronously displaying the display area of the game character and the target display area includes: Obtaining user input information corresponding to the target display area; If the user input information meets the preset conditions, the display of the target display area is stopped.
4. The interactive control method of the game interface according to claim 3, characterized in that: The step of obtaining the process status information of the game includes: if the process status information meets a preset trigger condition, executing the step of determining the display area of the game character according to the process status information.
5. An interactive control system for a game interface, characterized in that: include: A determination module is used to determine the display area of the game character; Determining a target display area according to the display area of the game character; A display module, used for synchronously displaying the display area of the game character and the target display area; The target display area is used to display content other than the game.
6. The interactive control system of the game interface as claimed in claim 5, characterized in that: Also includes: An acquisition module, used to acquire the process status information of the game; The determination module is used for: Determining the game character information to be displayed according to the process status information; Determining a display area of the game character according to the game character information; Determine coordinate points and range parameters based on the display area of the game character; The target display area is determined according to the coordinate point and the range parameter so as to reduce overlap between the target display area and the display area of the game character.
7. The interactive control system of the game interface as claimed in claim 6, characterized in that: The acquisition module is also used for: The user input information corresponding to the target display area is obtained; if the user input information meets the preset condition, the display module is called to stop displaying the target display area.
8. The interactive control system of the game interface as claimed in claim 7, characterized in that: The acquisition module is further used to: when the process status information meets a preset trigger condition, call the determination module.
9. An electronic device comprising a memory, a processor, and a computer program stored in the memory and executable on the processor, characterized in that: When the processor executes the computer program, the interactive control method of the game interface as described in any one of claims 1-4 is implemented.
10. A computer-readable storage medium having a computer program stored thereon, characterized in that: When the computer program is executed by a processor, the interactive control method of the game interface as described in any one of claims 1-4 is implemented.