Game interaction method and device, electronic equipment and storage medium
By displaying the character logo of teammate virtual characters in the game interface and opening the sub-scene window, the problem that teammates have difficulty understanding the game situation is solved, and intuitive and accurate understanding of the game situation and improving team cooperation is achieved.
Patent Information
- Application Number
- CN202411947033.7
- Authority / Receiving Office
- CN · China
- Patent Type
- Applications(China)
- Current Assignee / Owner
- Filing Date
- 2024-12-26
- Publication Date
- 2025-03-21
AI Technical Summary
In the existing battle royale game, it is difficult for teammates to understand the game situation intuitively and accurately, which affects team cooperation and game victory.
By displaying the character identifier of the teammate's virtual character in the graphical user interface, opening the sub-scene window in response to touch operations, and viewing the game scene screen where the teammate's virtual character is located in real time.
It realizes an intuitive and accurate understanding of teammates' game situation, facilitates team cooperation, improves the possibility of game victory, and simplifies the operation process.
Smart Images

Figure CN119656587A_ABST
Abstract
Description
Technical Field
[0001] The present application relates to the field of game technology, and in particular to a game interaction method, device, electronic device and storage medium. Background Art
[0002] In battle royale type games, in order for teammates to cooperate with each other better, they need to know their current game situation in real time. For example, when teammates are fighting, they need to know the number of enemies around them. When teammates die, they need to know whether there are enemies ambushing around them, etc.
[0003] In existing games, the game situation is usually transmitted between teammates through voice or text communication, but the game situation described in this way is not accurate enough and is not intuitive enough for the teammates receiving the information. Summary of the invention
[0004] The purpose of this application is to provide a game interaction method, device, electronic device and storage medium to address the deficiencies in the above-mentioned prior art, so that the game situation of teammates can be understood intuitively and accurately.
[0005] To achieve the above purpose, the technical solution adopted in the embodiment of the present application is as follows:
[0006] In a first aspect, an embodiment of the present application provides a game interaction method, wherein a graphical user interface is provided through a terminal device, wherein the graphical user interface displays a controlled virtual character and a game scene screen where the controlled virtual character is located, and the method comprises:
[0007] Displaying a character identification of at least one teammate virtual character in the graphical user interface;
[0008] In response to a touch operation on the character identifier of a target virtual character among the at least one teammate virtual character, a sub-scene window of the target virtual character is displayed in the graphical user interface, and the controlled virtual character views the game scene screen where the target virtual character is located in real time through the sub-scene window.
[0009] In a second aspect, an embodiment of the present application further provides a game interaction device, which provides a graphical user interface through a terminal device, wherein the graphical user interface displays a controlled virtual character and a game scene screen where the controlled virtual character is located, and the device includes:
[0010] A first display module, configured to display a character identification of at least one teammate virtual character in the graphical user interface;
[0011] The second display module is used to respond to the touch operation on the character identification of the target virtual character among the at least one teammate virtual character, and display a sub-scene window in the graphical user interface. The controlled virtual character views the game scene screen where the target virtual character is located in real time through the sub-scene window.
[0012] In a third aspect, an embodiment of the present application further provides an electronic device, comprising: a processor, a storage medium and a bus, wherein the storage medium stores program instructions executable by the processor, and when the electronic device is running, the processor communicates with the storage medium via the bus, and the processor executes the program instructions to perform the steps of the game interaction method as described in any one of the first aspects.
[0013] In a fourth aspect, an embodiment of the present application further provides a computer-readable storage medium, on which a computer program is stored. When the computer program is executed by a processor, the steps of the game interaction method as described in any one of the first aspects are executed.
[0014] The beneficial effects of this application are:
[0015] The game interaction method, device, electronic device and storage medium provided by the present application open the sub-scene window of the teammate virtual character through the character identification of the teammate virtual character displayed in the graphical user interface, and display the game scene screen where the teammate virtual character is located in the sub-scene window, so that the player can intuitively and accurately understand the game situation of each teammate virtual character in real time, which is convenient for the team to cooperate to win the game. The whole operation process is simple and convenient, which is conducive to improving the player's gaming experience. BRIEF DESCRIPTION OF THE DRAWINGS
[0016] In order to more clearly illustrate the technical solutions of the embodiments of the present application, the drawings required for use in the embodiments will be briefly introduced below. It should be understood that the following drawings only show certain embodiments of the present application and therefore should not be regarded as limiting the scope. For ordinary technicians in this field, other related drawings can be obtained based on these drawings without paying creative work.
[0017] Figure 1 A flowchart of a game interaction method provided in an embodiment of the present application;
[0018] Figure 2 Schematic diagram of a graphical user interface provided in an embodiment of the present application Figure 1 ;
[0019] Figure 3 Schematic diagram of a graphical user interface provided in an embodiment of the present application Figure 2 ;
[0020] Figure 4Schematic diagram of a graphical user interface provided in an embodiment of the present application Figure 3 ;
[0021] Figure 5 A schematic diagram of the structure of a game interaction device provided in an embodiment of the present application;
[0022] Figure 6 A schematic diagram of an electronic device provided in an embodiment of the present application. DETAILED DESCRIPTION
[0023] In order to make the purpose, technical solutions and advantages of the embodiments of the present application clearer, the technical solutions in the embodiments of the present application will be clearly and completely described below in combination with the drawings in the embodiments of the present application. Obviously, the described embodiments are only part of the embodiments of the present application, not all of the embodiments.
[0024] Therefore, the following detailed description of the embodiments of the present application provided in the accompanying drawings is not intended to limit the scope of the present application for which protection is sought, but merely represents selected embodiments of the present application. Based on the embodiments in the present application, all other embodiments obtained by ordinary technicians in the field without creative work are within the scope of protection of the present application.
[0025] In addition, the terms "first", "second", etc. in the specification and claims of the present application and the above-mentioned drawings are used to distinguish similar objects, and are not necessarily used to describe a specific order or sequential order. It should be understood that the data used in this way can be interchangeable where appropriate, so that the embodiments of the present application described herein can be implemented in an order other than those illustrated or described herein. In addition, the terms "including" and "having" and any of their variations are intended to cover non-exclusive inclusions, for example, a process, method, system, product or device comprising a series of steps or units is not necessarily limited to those steps or units clearly listed, but may include other steps or units that are not clearly listed or inherent to these processes, methods, products or devices.
[0026] It should be noted that, in the absence of conflict, the features in the embodiments of the present application may be combined with each other.
[0027] In one embodiment of the present application, the game interaction method can be run on a local terminal device or a server. When the game interaction method is run on a server, the method can be implemented and executed based on a cloud interaction system, wherein the cloud interaction system includes a server and a client device.
[0028] In an optional implementation, various cloud applications, such as cloud games, can be run under the cloud interaction 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 game interaction method are completed on the cloud game server. The role of the client device is used for receiving and sending data and presenting the game screen. For example, the client device can be a display device with data transmission function close to the user side, such as a mobile terminal, a TV, a computer, a handheld computer, etc.; but the cloud game server in the cloud is used for information processing. When playing the game, the player operates the client device to send an operation instruction to the cloud game server. The cloud game server runs the game according to the operation instruction, encodes and compresses the game screen and other data, and returns it to the client device through the network. Finally, the client device decodes and outputs the game screen.
[0029] 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.
[0030] In an optional implementation, an embodiment of the present application provides a game interaction method, 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 interaction system mentioned above.
[0031] Figure 1 A flowchart of a game interaction method provided in an embodiment of the present application is shown in FIG. Figure 1 As shown, the method may include:
[0032] S101: Displaying a role identification of at least one teammate virtual role in a graphical user interface.
[0033] In this embodiment, the game program is run through the terminal device, and the game scene and the controlled virtual character in the game scene are displayed in the graphical user interface of the terminal device. The player can control the controlled virtual character to move in the game scene. As the controlled virtual character moves, the picture of the game scene displayed in the graphical user interface will continue to change.
[0034] The controlled virtual character and at least one teammate virtual character form a camp to fight in the game scene to win the game. During the game, the player not only needs to control the controlled virtual character to fight against the opponent virtual character of the hostile camp alone in the game scene, but also needs to control the controlled virtual character to cooperate with the teammate virtual character to fight against the opponent virtual character of the hostile camp in the game scene.
[0035] In order to facilitate players to check the game status of their teammates' virtual characters, it is necessary to display the role identification of at least one teammate's virtual character in the graphical user interface. The role identification of the teammate's virtual character can be, for example, the identity information of the teammate's virtual character, or the number of the teammate's virtual character. The identity information of the teammate's virtual character can be the role name or role image of the teammate's virtual character, etc. This embodiment does not impose any restrictions on this.
[0036] S102, in response to a touch operation on a character identifier of a target virtual character among at least one teammate virtual character, a sub-scene window of the target virtual character is displayed in a graphical user interface, and the controlled virtual character views the game scene screen where the target virtual character is located in real time through the sub-scene window.
[0037] In this embodiment, in order to understand the game situation of a teammate's virtual character more accurately and intuitively, the player can select a target virtual character from at least one teammate's virtual character, and display a sub-scene window corresponding to the target virtual character in the graphical user interface by touching the character identifier of the target virtual character. The sub-scene window displays the game scene screen where the target virtual character is located. The player can understand the game situation around the target virtual character in real time by viewing the game scene screen where the target virtual character is located displayed in the sub-scene window.
[0038] In some embodiments, the game scene screen where the target virtual character is displayed in the sub-scene window is a game scene screen displayed from a third-person perspective, that is, the player can see the game scene screen including the target virtual character.
[0039] In some embodiments, the character identification of the teammate virtual character may also include: the life value of the teammate virtual character, so that when the player sees the life value of the teammate virtual character rapidly decreasing, he can promptly check the game scene screen where the teammate virtual character is located through the sub-scene window of the teammate virtual character to understand the game situation around the teammate virtual character.
[0040] In some embodiments, when the player has finished viewing the game scene screen where the target virtual character is located through the sub-scene window of the target virtual character, the player can cancel the display of the sub-scene window of the target virtual character by touching the character identifier of the target virtual character again; or, cancel the display of the sub-scene window of the target virtual character by touching any position in the graphical user interface except the sub-scene window.
[0041] The game interaction method provided by the above embodiment opens the sub-scene window of the teammate virtual character through the character identification of the teammate virtual character displayed in the graphical user interface, and displays the game scene picture where the teammate virtual character is located in the sub-scene window, so that the player can intuitively and accurately understand the game situation of each teammate virtual character in real time, which facilitates cooperation between teams to win the game. The whole operation process is simple and convenient, which is conducive to improving the player's gaming experience.
[0042] In a possible implementation, the process of displaying the role identification of at least one teammate virtual role in the graphical user interface in S101 may include:
[0043] Displays the character IDs of all teammate avatars in the graphical user interface.
[0044] In this embodiment, the character identifications of all teammate virtual characters are directly displayed in the graphical user interface, so that the player can arbitrarily select the game scene screen where the teammate virtual character he wants to view is located.
[0045] In another possible implementation, the process of displaying the role identification of at least one teammate virtual character in the graphical user interface in S101 may include:
[0046] If it is detected that any teammate virtual character disappears from the field of vision of the controlled virtual character, the character identification of the teammate virtual character that disappears from the field of vision is displayed in the graphical user interface.
[0047] In this embodiment, the controlled virtual character has a field of view observation range during its movement in the game scene, and the field of view observation range is the range displayed by the graphical user interface. For the teammate virtual characters within the field of view observation range of the controlled virtual character, the player can directly see the game scene screen where the teammate virtual characters are located on the graphical user interface, because there is no need to view the game scene screen where the teammate virtual characters within the field of view observation range are located through the sub-scene window, and only the game scene screen where the teammate virtual characters outside the field of view observation range are located is needed to be viewed through the sub-scene window.
[0048] Therefore, this embodiment detects the movement of any teammate virtual character. When any teammate virtual character moves out of the field of view of the controlled virtual character, that is, disappears from the field of view of the controlled virtual character, the character identification of the teammate virtual character that disappeared from the field of view is displayed on the graphical user interface to prompt the player that the game scene screen where the teammate virtual character that disappeared from the field of view is located can be viewed through the character identification of the teammate virtual character that disappeared from the field of view.
[0049] Furthermore, when the controlled virtual character or the teammate virtual character that disappeared from the field of vision moves, so that the teammate virtual character that disappeared from the field of vision reappears in the field of vision observation range of the controlled virtual character, the character identification of the teammate virtual character that reappeared in the field of vision is cancelled.
[0050] The game interaction method provided by the above embodiment displays the character identification of the teammate virtual character that disappeared from the field of vision of the controlled virtual character in the graphical user interface when it is detected that the teammate virtual character disappears from the field of vision, so that the player can open the sub-scene window of the teammate virtual character that disappeared from the field of vision through the character identification of the teammate virtual character that disappeared from the field of vision, and view the game scene screen where the teammate virtual character that disappeared from the field of vision is located.
[0051] In a possible implementation, the process of displaying the role identification of at least one teammate virtual role in the graphical user interface in S101 may include:
[0052] According to the role number of each teammate virtual role, the role identification of each teammate virtual role is displayed in sequence in the graphical user interface.
[0053] In another possible implementation, the process of displaying the role identification of at least one teammate virtual character in the graphical user interface in S101 may include:
[0054] According to the positional relationship between each teammate virtual character and the controlled virtual character, the character identification of each teammate virtual character is displayed at a corresponding position on the graphical user interface.
[0055] In this embodiment, in order to facilitate players to grasp the positions of teammate virtual characters while viewing the game scene screen where the teammate virtual characters are located, the positional relationship between each teammate virtual character and the controlled virtual character in the game scene can be determined after proportional scaling, so that the display position of the character logo of each teammate virtual character on the graphical user interface can be determined according to the display position of the controlled virtual character on the graphical user interface and the positional relationship between the two on the graphical user interface, and the character logo of each teammate virtual character can be displayed at the corresponding position of the graphical user interface.
[0056] In some embodiments, the character identification of each teammate virtual character may be displayed at a corresponding position on the graphical user interface according to the positional relationship between the teammate virtual character that disappears from the field of view and the controlled virtual character.
[0057] Furthermore, the positional relationship between each teammate virtual character and the controlled virtual character includes: the distance and / or direction between each teammate virtual character and the controlled virtual character.
[0058] In one example, based on the scene distance between each teammate virtual character and the controlled virtual character in the game scene, the proportional distance between the two on the graphical user interface after proportional scaling is determined, and based on the proportional distance between each teammate virtual character and the controlled virtual character on the graphical user interface, the character identification of each teammate virtual character is displayed at the corresponding position in the graphical user interface.
[0059] In another example, based on the positions of each teammate virtual character and the controlled virtual character in the game scene, the positions of the two on the graphical user interface are determined to be consistent with their positions in the game scene, and the character identification of each teammate virtual character is displayed at the corresponding position of the controlled virtual character on the graphical user interface.
[0060] In another example, the proportional distance and orientation of each teammate virtual character to the controlled virtual character on the graphical user interface is determined based on the scene distance and orientation between the two in the game scene, and the character identification of each teammate virtual character is displayed at the corresponding position of the graphical user interface based on the proportional distance and orientation between each teammate virtual character and the controlled virtual character on the graphical user interface.
[0061] Furthermore, the scene distance between each teammate virtual character and the controlled virtual character in the game scene is displayed in the display area of the character identification of each teammate virtual character.
[0062] It should be noted that, as the controlled virtual character and the teammate virtual character move in the game scene, the display position of the character representation of each teammate virtual character on the graphical user interface will also change accordingly.
[0063] For example, Figure 2 Schematic diagram of a graphical user interface provided in an embodiment of the present application Figure 1 ,like Figure 2 As shown, the graphical user interface displays a controlled virtual character 11 located in the game scene, and a character identification 12 of at least one teammate virtual character, and the at least one teammate virtual character includes: teammate virtual character No. 1, teammate virtual character No. 2 and teammate virtual character No. 3.
[0064] Teammate No. 1 virtual character, teammate No. 2 virtual character and teammate No. 3 virtual character have different scene distances and directions with the controlled virtual character 11 in the game scene, and the character identifications 12 of teammate No. 1 virtual character, teammate No. 2 virtual character and teammate No. 3 virtual character are respectively displayed at different positions of the graphical user interface, which also displays the scene distances 13 between teammate No. 1 virtual character, teammate No. 2 virtual character and teammate No. 3 virtual character and the controlled virtual character in the game scene.
[0065] In response to the touch operation on the character identifier 12 of the teammate No. 2 virtual character, a sub-scene window 14 of the teammate No. 2 virtual character is displayed in the graphical user interface, and the sub-scene window 14 of the teammate No. 2 virtual character displays the game scene screen where the teammate No. 2 virtual character is located.
[0066] The game interaction method provided by the above embodiment displays the character identification of each teammate virtual character at the corresponding position on the graphical user interface based on the positional relationship between each teammate virtual character and the controlled virtual character, so that the player can not only view the game scene screen where each teammate virtual character is located displayed in the sub-scene window of each teammate virtual character through the character identification of each teammate virtual character, but also can intuitively understand the approximate position of the teammate virtual character in the game scene according to the display position of the character identification of the teammate virtual character in the graphical user interface, thereby improving the player's gaming experience.
[0067] In a possible implementation, the process of displaying the sub-scene window of the target virtual character in the graphical user interface in S201 may include:
[0068] According to the game state of the target virtual character, a sub-scene window of the target virtual character is displayed in the graphical user interface in a display mode corresponding to the game state.
[0069] In this embodiment, the correspondence between multiple game states and multiple display modes of teammate virtual characters is pre-set. The game state can be the survival state or activity state of the teammate virtual character in the game. After the player selects a target virtual character from at least one teammate virtual character, the display mode corresponding to the game state of the target virtual character is determined according to the game state of the target virtual character, and the sub-scene window of the target virtual scene is displayed in the corresponding display mode. The player can intuitively determine the current game state of the target virtual character according to the display mode of the sub-scene window.
[0070] In some embodiments, according to the game state of the target virtual character, a sub-scene window of the target virtual character is displayed in the graphical user interface using a display frame corresponding to the game state.
[0071] In some embodiments, the game state of the target virtual character is: the target virtual character is in a non-combat state, a combat state, or a death state.
[0072] In this embodiment, the non-combat state is a state in which the target virtual character is not fighting with the hostile virtual character. In this case, the sub-scene window of the target virtual character can be displayed in a conventional display manner.
[0073] The combat state is a state in which the target virtual character is fighting with the hostile virtual character. In this case, a sub-scene window of the target virtual character may be displayed in a display method different from the conventional display method. The sub-scene window displays a game scene screen in which the target virtual character is fighting.
[0074] The death state is a state in which the health value of the target virtual character returns to zero. In this case, a sub-scene window of the target virtual character can be displayed in a display method different from the conventional display method. The sub-scene window displays the game scene screen within a period of time before and after the death of the target virtual character.
[0075] For example, Figure 3 Schematic diagram of a graphical user interface provided in an embodiment of the present application Figure 2 , Figure 4 Schematic diagram of a graphical user interface provided in an embodiment of the present application Figure 3 ,like Figure 2 As shown, the teammate No. 2 virtual character is in a non-combat state, and the sub-scene window 14 of the teammate No. 2 virtual character is displayed in a conventional display manner, such as Figure 3 As shown, the teammate No. 1 virtual character is in a combat state, and the sub-scene window 14 of the teammate No. 1 virtual character is displayed with a red display frame, such as Figure 4 As shown, the teammate No. 3 virtual character is in a dead state, and the sub-scene window 14 of the teammate No. 3 virtual character is displayed with a yellow display frame.
[0076] It should be noted that the above-mentioned display methods of the game status and the sub-scene window are exemplary. For example, the sub-scene window can also be displayed in different ways according to the different stages of the target virtual character's health value. This embodiment does not limit this.
[0077] The game interaction method provided in the above embodiment displays the sub-scene window of the target virtual character according to the game status of the target virtual character in a display method corresponding to the game status, so that the player can intuitively understand the game status of the target virtual character, thereby making better game decisions and improving the player's gaming experience.
[0078] In a possible implementation, the method may further include:
[0079] After the target virtual character dies and remains in a dead state for a preset time period, the character identification of the target virtual character in the dead state is cancelled in the graphical user interface.
[0080] In this embodiment, when the target virtual character fights with the opponent's virtual character and dies, the player can only make effective game decisions by viewing the game scene screen where the target virtual character is located within the preset time after the target virtual character's death. When the target virtual character's death time exceeds the preset time, due to the ever-changing game scene battle situation, viewing the game scene screen before the target virtual character's death at this time is of little help in judging the game situation and making effective game decisions. In this case, it is basically meaningless to view the game scene screen before and after the target virtual character's death.
[0081] Therefore, regardless of whether the player views the game scene screen where the target virtual character in the death state is located, after the target virtual character is in the death state, that is, after the death time of the target virtual character reaches the preset time, the character identification of the target virtual character in the death state is cancelled in the graphical user interface, and thereafter, the player cannot view any game scene screen of the target virtual character in the death state.
[0082] In another possible implementation, the method may further include:
[0083] After viewing the game scene screen where the target virtual character in the dead state is located through the sub-scene window of the target virtual character in the dead state, the character identification of the target virtual character in the dead state is cancelled from being displayed in the graphical user interface.
[0084] In this embodiment, if the game program does not have a resurrection mechanism, when the target virtual character fights with the opponent's virtual character and dies, the game scene screen of the target virtual character in the dead state will no longer be updated. After the player has viewed the game scene screen of the target virtual character in the dead state once, there is no need to view it again.
[0085] Therefore, when the game status of the target virtual character selected by the player is a dead state, after the player has viewed the game scene pictures before and after the death of the target virtual character through the sub-scene window of the target virtual character, the character identification of the teammate virtual character in the dead state is cancelled in the graphical user interface. After that, the player cannot view any game scene pictures of the teammate virtual character in the dead state again.
[0086] The game interaction method provided in the above embodiment, for a teammate virtual character in a dead state, either cancels displaying the character identification of the teammate virtual character in the dead state after a preset time period of the teammate virtual character's death, or cancels displaying the character identification of the teammate virtual character in the dead state after the player has viewed the game scene screen where the teammate virtual character on the death window sill is located through the sub-scene window of the teammate virtual character in the dead state, thereby making the interface display effect of the graphical user interface more concise.
[0087] In a possible implementation, the method may further include:
[0088] According to the game status of at least one teammate virtual character, a game status indicator of at least one teammate virtual character is displayed in the graphical user interface.
[0089] In this embodiment, in order to facilitate players to understand the game status of each teammate virtual character before viewing the game scene screen where the teammate virtual character is located through the sub-scene window of the teammate virtual character, so that the player can selectively decide which teammate virtual character's game scene screen to view first, a game status identifier representing the game status of the teammate virtual character is displayed in the graphical user interface, and the game status identifier is displayed in combination with the character identifier.
[0090] For example, Figures 2 to 4 As shown, the graphical user interface also displays the game status identification 15 of the teammate virtual character, wherein, if the teammate No. 2 virtual character is in a non-combat state, the game status identification of the teammate No. 2 virtual character may not be displayed, if the teammate No. 1 virtual character is in a combat state, a red game status identification may be displayed, and if the teammate No. 3 virtual character is in a death state, a yellow game status identification may be displayed.
[0091] The game interaction method provided in the above embodiment displays the game status identifier of at least one teammate virtual character in a graphical user interface according to the game status of at least one teammate virtual character, so that the player can quickly and intuitively understand the game status of each teammate virtual character, so that the player can selectively decide which teammate virtual character's game scene screen to view first, thereby improving the player's gaming experience.
[0092] In a possible implementation, the method may further include:
[0093] In response to the sliding operation on the sub-scene window, the viewing angle of the game scene screen where the target virtual character displayed in the sub-scene window is located is adjusted.
[0094] In this embodiment, if Figure 2As described above, in order to better view the situation around the game scene where the target virtual character is located, the player can adjust the viewing angle of the virtual observation lens by sliding the sub-scene window to display the game scene screen where the target virtual character is located after the viewing angle is adjusted.
[0095] In some embodiments, the player can adjust the viewing angle by sliding the sub-scene window to view the game scene screen within a preset range where the target virtual character is located.
[0096] It should be noted that when the player opens the sub-scene window of the target virtual character through the character identification of the target virtual character, a virtual observation lens for the target virtual character will be generated in the game. The virtual observation lens obtains the game scene screen including the target virtual character from a third-person perspective. When the player slides the sub-scene window, it is the perspective of the virtual observation lens that is adjusted, and it will not change the perspective of the game scene screen viewed by the player corresponding to the target virtual character.
[0097] The game interaction method provided in the above embodiment adjusts the viewing angle of the game scene screen where the target virtual character is located displayed in the sub-scene window by sliding the sub-scene window, so that the player can better view the situation around the game scene where the target virtual character is located.
[0098] Based on the above method embodiments, the embodiments of the present application further provide a game interaction device, which provides a graphical user interface through a terminal device, and the graphical user interface displays a controlled virtual character and a game scene screen where the controlled virtual character is located. Figure 5 A schematic diagram of the structure of a game interaction device provided in an embodiment of the present application, such as Figure 5 As shown, the device may include:
[0099] The first display module 201 is used to display the role identification of at least one teammate virtual character in the graphical user interface.
[0100] The second display module 202 is used to respond to the touch operation on the character identifier of the target virtual character among at least one teammate virtual character, and display the sub-scene window in the graphical user interface. The controlled virtual character can view the game scene screen where the target virtual character is located in real time through the sub-scene window.
[0101] Optionally, the first display module 201 is specifically configured to display a character identification of the teammate virtual character that has disappeared from the field of vision in a graphical user interface if it is detected that any teammate virtual character has disappeared from the field of vision of the controlled virtual character.
[0102] Optionally, the first display module 201 is further used to display the role identification of each teammate virtual character at a corresponding position on the graphical user interface according to the positional relationship between each teammate virtual character and the controlled virtual character.
[0103] Optionally, the positional relationship between each teammate virtual character and the controlled virtual character includes: the distance between each teammate virtual character and the controlled virtual character, and / or the orientation.
[0104] Optionally, the second display module 202 is specifically configured to display the sub-scene window of the target virtual character in the graphical user interface in accordance with the game state of the target virtual character and in a display manner corresponding to the game state.
[0105] Optionally, the game state of the target virtual character is: the target virtual character is in a non-combat state, a combat state, or a death state.
[0106] Optionally, the first display module 201 is further configured to cancel displaying the character identification of the target virtual character in the dead state in the graphical user interface after the target virtual character dies and remains in the dead state for a preset time period.
[0107] Optionally, the first display module 201 is further used to cancel the display of the character identification of the target virtual character in the dead state in the graphical user interface after viewing the game scene screen where the target virtual character in the dead state is located through the sub-scene window of the target virtual character in the dead state.
[0108] Optionally, the first display module 201 is further used to display a game status identifier of at least one teammate virtual character in the graphical user interface according to the game status of at least one teammate virtual character.
[0109] Optionally, the second display module 202 is further configured to respond to a sliding operation on the sub-scene window and adjust the viewing angle of the game scene screen where the target virtual character is located displayed in the sub-scene window.
[0110] The game interaction device provided by the above embodiment opens the sub-scene window of the teammate virtual character through the character identification of the teammate virtual character displayed in the graphical user interface, and displays the game scene picture where the teammate virtual character is located in the sub-scene window, so that the player can intuitively and accurately understand the game situation of each teammate virtual character in real time, which facilitates cooperation between teams to win the game. The whole operation process is simple and convenient, which is conducive to improving the player's gaming experience.
[0111] The above modules may be one or more integrated circuits configured to implement the above methods, such as one or more application specific integrated circuits (ASICs), or one or more microprocessors, or one or more field programmable gate arrays (FPGAs). For another example, when a module is implemented in the form of a processing element scheduling program code, the processing element may be a general-purpose processor, such as a central processing unit (CPU) or other processor that can call program code. For another example, these modules may be integrated together and implemented in the form of a system-on-a-chip (SOC).
[0112] Figure 6 A schematic diagram of an electronic device provided in an embodiment of the present application, the electronic device 300 may include: a processor 301, a storage medium 302 and a bus, the storage medium 302 stores program instructions executable by the processor 301, when the electronic device 300 is running, the processor 301 communicates with the storage medium 302 via the bus, and the processor 301 executes the program instructions to execute the above-mentioned game interaction method embodiment.
[0113] Specifically, the processor executes the steps of the above-mentioned game interaction method, which may include:
[0114] The character identification of at least one teammate virtual character is displayed in a graphical user interface; in response to a touch operation on the character identification of a target virtual character among the at least one teammate virtual character, a sub-scene window of the target virtual character is displayed in the graphical user interface, and the controlled virtual character views the game scene screen where the target virtual character is located in real time through the sub-scene window.
[0115] Optionally, the processor may perform the above step of displaying the role identification of at least one teammate virtual role in the graphical user interface, which may include:
[0116] If it is detected that any teammate virtual character disappears from the field of vision of the controlled virtual character, the character identification of the teammate virtual character that disappears from the field of vision is displayed in the graphical user interface.
[0117] Optionally, the processor may perform the above step of displaying the role identification of at least one teammate virtual role in the graphical user interface, which may include:
[0118] According to the positional relationship between each teammate virtual character and the controlled virtual character, the character identification of each teammate virtual character is displayed at a corresponding position on the graphical user interface.
[0119] Optionally, the positional relationship between each teammate virtual character and the controlled virtual character includes: the distance between each teammate virtual character and the controlled virtual character, and / or the orientation.
[0120] Optionally, the processor executes the above step of displaying the sub-scene window of the target virtual character in the graphical user interface, which may include:
[0121] According to the game state of the target virtual character, a sub-scene window of the target virtual character is displayed in the graphical user interface in a display mode corresponding to the game state.
[0122] Optionally, the game state of the target virtual character is: the target virtual character is in a non-combat state, a combat state, or a death state.
[0123] Optionally, the processor executes the steps of the above-mentioned game interaction method, and may further include:
[0124] After the target virtual character dies and remains in a dead state for a preset time period, the character identification of the target virtual character in the dead state is cancelled in the graphical user interface.
[0125] Optionally, the processor executes the steps of the above-mentioned game interaction method, and may further include:
[0126] After viewing the game scene screen where the target virtual character in the dead state is located through the sub-scene window of the target virtual character in the dead state, the character identification of the target virtual character in the dead state is cancelled from being displayed in the graphical user interface.
[0127] Optionally, the processor executes the steps of the above-mentioned game interaction method, and may further include:
[0128] According to the game status of at least one teammate virtual character, a game status indicator of at least one teammate virtual character is displayed in the graphical user interface.
[0129] Optionally, the processor executes the steps of the above-mentioned game interaction method, and may further include:
[0130] In response to the sliding operation on the sub-scene window, the viewing angle of the game scene screen where the target virtual character displayed in the sub-scene window is located is adjusted.
[0131] The game interaction method executed by the processor of the above-mentioned embodiment opens the sub-scene window of the teammate virtual character through the character identification of the teammate virtual character displayed in the graphical user interface, and displays the game scene picture where the teammate virtual character is located in the sub-scene window, so that the player can intuitively and accurately understand the game situation of each teammate virtual character in real time, which facilitates cooperation between teams to win the game. The whole operation process is simple and convenient, which is conducive to improving the player's gaming experience.
[0132] Optionally, the present application further provides a computer-readable storage medium, on which a computer program is stored, and when the computer program is executed by a processor, the above method embodiment is executed.
[0133] Specifically, the processor executes the steps of the above-mentioned game interaction method, which may include:
[0134] The character identification of at least one teammate virtual character is displayed in a graphical user interface; in response to a touch operation on the character identification of a target virtual character among the at least one teammate virtual character, a sub-scene window of the target virtual character is displayed in the graphical user interface, and the controlled virtual character views the game scene screen where the target virtual character is located in real time through the sub-scene window.
[0135] Optionally, the processor may perform the above step of displaying the role identification of at least one teammate virtual role in the graphical user interface, which may include:
[0136] If it is detected that any teammate virtual character disappears from the field of vision of the controlled virtual character, the character identification of the teammate virtual character that disappears from the field of vision is displayed in the graphical user interface.
[0137] Optionally, the processor may perform the above step of displaying the role identification of at least one teammate virtual role in the graphical user interface, which may include:
[0138] According to the positional relationship between each teammate virtual character and the controlled virtual character, the character identification of each teammate virtual character is displayed at a corresponding position on the graphical user interface.
[0139] Optionally, the positional relationship between each teammate virtual character and the controlled virtual character includes: the distance between each teammate virtual character and the controlled virtual character, and / or the orientation.
[0140] Optionally, the processor executes the above step of displaying the sub-scene window of the target virtual character in the graphical user interface, which may include:
[0141] According to the game state of the target virtual character, a sub-scene window of the target virtual character is displayed in the graphical user interface in a display mode corresponding to the game state.
[0142] Optionally, the game state of the target virtual character is: the target virtual character is in a non-combat state, a combat state, or a death state.
[0143] Optionally, the processor executes the steps of the above-mentioned game interaction method, and may further include:
[0144] After the target virtual character dies and remains in a dead state for a preset time period, the character identification of the target virtual character in the dead state is cancelled in the graphical user interface.
[0145] Optionally, the processor executes the steps of the above-mentioned game interaction method, and may further include:
[0146] After viewing the game scene screen where the target virtual character in the dead state is located through the sub-scene window of the target virtual character in the dead state, the character identification of the target virtual character in the dead state is cancelled from being displayed in the graphical user interface.
[0147] Optionally, the processor executes the steps of the above-mentioned game interaction method, and may further include:
[0148] According to the game status of at least one teammate virtual character, a game status indicator of at least one teammate virtual character is displayed in the graphical user interface.
[0149] Optionally, the processor executes the steps of the above-mentioned game interaction method, and may further include:
[0150] In response to the sliding operation on the sub-scene window, the viewing angle of the game scene screen where the target virtual character displayed in the sub-scene window is located is adjusted.
[0151] The game interaction method executed by the processor of the above-mentioned embodiment opens the sub-scene window of the teammate virtual character through the character identification of the teammate virtual character displayed in the graphical user interface, and displays the game scene picture where the teammate virtual character is located in the sub-scene window, so that the player can intuitively and accurately understand the game situation of each teammate virtual character in real time, which facilitates cooperation between teams to win the game. The whole operation process is simple and convenient, which is conducive to improving the player's gaming experience.
[0152] In the several embodiments provided in the present application, it should be understood that the disclosed devices and methods can be implemented in other ways. For example, the device embodiments described above are only schematic. For example, the division of the units is only a logical function division. There may be other division methods in actual implementation, such as multiple units or components can be combined or integrated into another system, or some features can be ignored or not executed. Another point is that the mutual coupling or direct coupling or communication connection shown or discussed can be through some interfaces, indirect coupling or communication connection of devices or units, which can be electrical, mechanical or other forms.
[0153] The units described as separate components may or may not be physically separated, and the components shown as units may or may not be physical units, that is, they may be located in one place or distributed on multiple network units. Some or all of the units may be selected according to actual needs to achieve the purpose of the solution of this embodiment.
[0154] In addition, each functional unit in each embodiment of the present application may be integrated into one processing unit, or each unit may exist physically separately, or two or more units may be integrated into one unit. The above-mentioned integrated unit may be implemented in the form of hardware or in the form of hardware plus software functional units.
[0155] The above-mentioned integrated unit implemented in the form of a software functional unit can be stored in a computer-readable storage medium. The above-mentioned software functional unit is stored in a storage medium, including a number of instructions for a computer device (which can be a personal computer, a server, or a network device, etc.) or a processor (English: processor) to perform some steps of the method described in each embodiment of the present application. The aforementioned storage medium includes: U disk, mobile hard disk, read-only memory (English: Read-Only Memory, abbreviated: ROM), random access memory (English: Random Access Memory, abbreviated: RAM), disk or optical disk and other media that can store program codes.
[0156] The above is only a specific implementation of the present application, but the protection scope of the present application is not limited thereto. Any technician familiar with the technical field can easily think of changes or substitutions within the technical scope disclosed in the present application, which should be included in the protection scope of the present application. Therefore, the protection scope of the present application should be based on the protection scope of the claims.
Claims
1. A game interaction method, characterized in that: Providing a graphical user interface through a terminal device, wherein the graphical user interface displays a controlled virtual character and a game scene screen where the controlled virtual character is located, the method comprising: Displaying a character identification of at least one teammate virtual character in the graphical user interface; In response to a touch operation on the character identifier of a target virtual character among the at least one teammate virtual character, a sub-scene window of the target virtual character is displayed in the graphical user interface, and the controlled virtual character views the game scene screen where the target virtual character is located in real time through the sub-scene window.
2. The method according to claim 1, characterized in that The step of displaying the character identification of at least one teammate virtual character in the graphical user interface comprises: If it is detected that any teammate virtual character disappears from the field of vision of the controlled virtual character, the character identification of the teammate virtual character whose field of vision disappears is displayed in the graphical user interface.
3. The method according to claim 1, characterized in that The step of displaying the character identification of at least one teammate virtual character in the graphical user interface comprises: According to the positional relationship between each teammate virtual character and the controlled virtual character, the character identification of each teammate virtual character is displayed at a corresponding position on the graphical user interface.
4. The method according to claim 3, characterized in that The positional relationship between each teammate virtual character and the controlled virtual character includes: the distance and / or direction between each teammate virtual character and the controlled virtual character.
5. The method according to claim 1, characterized in that The sub-scene window of displaying the target virtual character in the graphical user interface includes: According to the game state of the target virtual character, a sub-scene window of the target virtual character is displayed in the graphical user interface in a display manner corresponding to the game state.
6. The method according to claim 5, characterized in that The game state of the target virtual character is: the target virtual character is in a non-combat state, a combat state or a death state.
7. The method according to claim 6, characterized in that The method further comprises: After the target virtual character is in the dead state for a preset time period, the character identification of the target virtual character in the dead state is cancelled from being displayed in the graphical user interface.
8. The method according to claim 6, characterized in that The method further comprises: After viewing the game scene screen where the target virtual character in the dead state is located through the sub-scene window of the target virtual character in the dead state, the character identification of the target virtual character in the dead state is cancelled from being displayed in the graphical user interface.
9. The method according to claim 1, characterized in that The method further comprises: According to the game status of the at least one teammate virtual character, a game status identifier of the at least one teammate virtual character is displayed in the graphical user interface.
10. The method according to claim 1, characterized in that The method comprises: In response to a sliding operation on the sub-scene window, the viewing angle of the game scene screen where the target virtual character is located displayed in the sub-scene window is adjusted.
11. A game interaction device, characterized in that: A graphical user interface is provided through a terminal device, wherein the graphical user interface displays a controlled virtual character and a game scene screen where the controlled virtual character is located, and the device comprises: A first display module, configured to display a character identification of at least one teammate virtual character in the graphical user interface; The second display module is used to respond to the touch operation on the character identification of the target virtual character among the at least one teammate virtual character, and display a sub-scene window in the graphical user interface. The controlled virtual character views the game scene screen where the target virtual character is located in real time through the sub-scene window.
12. An electronic device, characterized in that: include: A processor, a storage medium and a bus, wherein the storage medium stores program instructions executable by the processor, and when the electronic device is running, the processor and the storage medium communicate through the bus, and the processor executes the program instructions to perform the steps of the game interaction method as described in any one of claims 1 to 10.
13. A computer-readable storage medium, characterized in that: The storage medium stores a computer program, and when the computer program is executed by a processor, the steps of the game interaction method according to any one of claims 1 to 10 are executed.
Citation Information
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