Game interaction control method and device and electronic equipment
By classifying interactive objects in the game and setting different interaction trigger ranges, the frequent problem of players adjusting characters in the game is solved, and the game experience and sense of substitution is improved.
Patent Information
- Application Number
- CN202411635828.4
- Authority / Receiving Office
- CN · China
- Patent Type
- Applications(China)
- Current Assignee / Owner
- Filing Date
- 2024-11-14
- Publication Date
- 2025-03-28
- Estimated Expiration
- 2044-11-14
AI Technical Summary
In the game, when players control game characters to interact with interactive objects, they need to accurately adjust the position and angle of the characters to trigger interaction, resulting in poor player experience and reduced sense of substitution.
By classifying interactive objects in the game and setting different interaction trigger ranges for different types of interactive objects, combining the interaction trigger ranges corresponding to controlled virtual characters, the display of interactive prompts and the trigger of interactive operations can be achieved.
It improves the player's gaming experience, reduces the frequency of adjusting characters, and enhances the player's sense of substitution and interaction success rate.
Smart Images

Figure CN119701336A_ABST
Abstract
Description
Technical Field
[0001] The present disclosure relates to the technical field of game interaction design, and in particular to a game interaction control method, device and electronic device. Background Art
[0002] In the game, when the player controls the game character to interact with the interactive objects in the game scene, the game character needs to be in the interactive range corresponding to the interactive object and face the interactive object to trigger the interactive operation prompt. This method usually results in the game character facing the interactive object but unable to trigger the interaction. At this time, the player needs to adjust the position and angle of the game character before the interaction can be triggered, which affects the player's gaming experience and the player's sense of immersion in the game. Summary of the invention
[0003] The purpose of the present disclosure is to provide a game interaction control method, device and electronic device to improve the operating experience and a more realistic sense of immersion through an interaction trigger mechanism when a character and an interactive object are close to each other.
[0004] In a first aspect, the present disclosure provides a game interaction control method, which provides a graphical user interface through a terminal device, wherein the graphical user interface includes at least part of a game scene, and the game scene includes at least a plurality of interactive objects and a controlled virtual character controlled by the terminal device, the method comprising: responding to a movement control instruction for the controlled virtual character, controlling the controlled virtual character to move in the game scene; in response to a position between the controlled virtual character and a target interactive object satisfying a preset condition, determining the type of the target interactive object, wherein the target interactive object is any one of a plurality of interactive objects, the plurality of interactive objects include at least two types, and different types of interactive objects are provided with different interaction trigger ranges; according to the type of the target interactive object, determining a first interaction trigger range corresponding to the target interactive object and a second interaction trigger range corresponding to the controlled virtual character; in response to the first interaction trigger range at least partially overlapping the second interaction trigger range, controlling the display of target interaction prompt information in the graphical user interface; wherein the target interaction prompt information is used to prompt the controlled virtual character to perform game interaction with the target interactive object.
[0005] In a second aspect, the present disclosure provides a game interaction control device, which provides a graphical user interface through a terminal device, wherein the graphical user interface includes at least part of a game scene, and the game scene includes at least a plurality of interactive objects and a controlled virtual character controlled by the terminal device, and the device includes: a movement control module, which is used to respond to a movement control instruction for the controlled virtual character and control the controlled virtual character to move in the game scene; a type determination module, which is used to determine the type of the target interactive object in response to the position between the controlled virtual character and the target interactive object satisfying a preset condition, wherein the target interactive object is any one of a plurality of interactive objects, and the plurality of interactive objects include at least two types, and different types of interactive objects are provided with different interaction trigger ranges; a range determination module, which is used to determine, according to the type of the target interactive object, a first interaction trigger range corresponding to the target interactive object and a second interaction trigger range corresponding to the controlled virtual character; an information display module, which is used to control the display of target interaction prompt information in the graphical user interface in response to the first interaction trigger range and the second interaction trigger range at least partially overlapping; wherein the target interaction prompt information is used to prompt the controlled virtual character to interact with the target interactive object in the game.
[0006] In a third aspect, the present disclosure provides an electronic device, which includes a processor and a memory, wherein the memory stores machine executable instructions that can be executed by the processor, and the processor executes the machine executable instructions to implement the above-mentioned game interaction control method.
[0007] In a fourth aspect, the present disclosure provides a computer-readable storage medium storing computer-executable instructions. When the computer-executable instructions are called and executed by a processor, the computer-executable instructions prompt the processor to implement the above-mentioned game interaction control method.
[0008] The embodiments of the present disclosure bring the following beneficial effects:
[0009] The present disclosure provides a game interaction control method, device and electronic device, which first respond to a movement control instruction for a controlled virtual character to control the controlled virtual character to move in a game scene; then, in response to the position between the controlled virtual character and a target interactive object satisfying a preset condition, determine the type of the target interactive object, wherein the target interactive object is any one of a plurality of interactive objects, the plurality of interactive objects include at least two types, and different types of interactive objects are provided with different interaction trigger ranges; then, according to the type of the target interactive object, determine a first interaction trigger range corresponding to the target interactive object and a second interaction trigger range corresponding to the controlled virtual character; then, in response to the first interaction trigger range at least partially overlapping the second interaction trigger range, control the display of target interaction prompt information in a graphical user interface; wherein the target interaction prompt information is used to prompt the controlled virtual character to interact with the target interactive object in a game. In this method, interactive objects are classified, and different interaction trigger ranges are set for different types of interactive objects, making game interaction more in line with the player's intuition; at the same time, when the interaction trigger range corresponding to the controlled virtual character partially overlaps with the interaction trigger range corresponding to the interactive object, interaction can be triggered. This method does not require the controlled virtual character to face the interactive object to trigger interaction, which avoids the player repeatedly adjusting the character's position and angle to trigger interaction, thereby improving the player's gaming experience.
[0010] Other features and advantages of the present disclosure will be set forth in the following description, or some features and advantages may be inferred or unambiguously determined from the description, or may be learned by implementing the above-mentioned technology of the present disclosure.
[0011] In order to make the above-mentioned objectives, features and advantages of the present disclosure more obvious and easy to understand, the following specifically cites preferred implementation modes and describes them in detail with reference to the attached drawings. BRIEF DESCRIPTION OF THE DRAWINGS
[0012] In order to more clearly illustrate the specific embodiments of the present disclosure or the technical solutions in the prior art, the drawings required for use in the specific embodiments or the description of the prior art will be briefly introduced below. Obviously, the drawings described below are some embodiments of the present disclosure. For ordinary technicians in this field, other drawings can be obtained based on these drawings without paying any creative work.
[0013] Figure 1 A schematic diagram of object interaction in the prior art provided for an embodiment of the present disclosure;
[0014] Figure 2 A flowchart of a game interaction control method provided by an embodiment of the present disclosure;
[0015] Figure 3A schematic diagram showing interaction triggering ranges corresponding to different types of interactive objects provided in an embodiment of the present disclosure;
[0016] Figure 4 A schematic diagram of displaying a second interaction triggering range provided by an embodiment of the present disclosure;
[0017] Figure 5 A schematic diagram showing a role determination range corresponding to a controlled virtual role provided in an embodiment of the present disclosure;
[0018] Figure 6 A schematic diagram showing a display of an object determination range corresponding to a target interactive object provided in an embodiment of the present disclosure;
[0019] Figure 7 A schematic diagram of an interaction determination being successful provided in an embodiment of the present disclosure;
[0020] Figure 8 A schematic diagram of an interaction determination failure provided in an embodiment of the present disclosure;
[0021] Fig. 9 A schematic diagram of adjusting the orientation of a controlled virtual character provided by an embodiment of the present disclosure;
[0022] Fig.10 A schematic diagram of adjusting the position of a controlled virtual character provided by an embodiment of the present disclosure;
[0023] Fig.11 A schematic diagram of adjusting the orientation of a target interactive object provided by an embodiment of the present disclosure;
[0024] Fig.12 A schematic diagram of the structure of a game interaction control device provided by an embodiment of the present disclosure;
[0025] Fig.13 A schematic diagram of the structure of an electronic device provided in an embodiment of the present disclosure. DETAILED DESCRIPTION
[0026] In order to make the purpose, technical solutions and advantages of the embodiments of the present disclosure clearer, the technical solutions in the embodiments of the present disclosure will be clearly and completely described below in conjunction with the drawings in the embodiments of the present disclosure. Obviously, the described embodiments are part of the embodiments of the present disclosure, rather than all the embodiments. The components of the embodiments of the present disclosure described and shown in the drawings here can be arranged and designed in various different configurations.
[0027] Therefore, the following detailed description of the embodiments of the present disclosure provided in the accompanying drawings is not intended to limit the scope of the present disclosure claimed for protection, but merely represents selected embodiments of the present disclosure. Based on the embodiments in the present disclosure, all other embodiments obtained by ordinary technicians in the field without creative work are within the scope of protection of the present disclosure.
[0028] In 3D games, when players control game characters to interact with various interactive objects in the game and in the scene, they need to make the game characters face the interactive objects accurately to trigger the interactive operation prompts. It often happens that the game characters are facing the interactive objects, but the interaction cannot be triggered. The game characters need to adjust their position and angle before they can interact. This experience is relatively poor and also affects the sense of immersion in the game.
[0029] like Figure 1 FIG. 1 is a schematic diagram of object interaction in the prior art. Figure 1 The black circle in the figure represents an interactive object. The fan-shaped area below the interactive object is the trigger range corresponding to the interactive object. Figure 1 The three character models in the figure represent three game characters. The game characters with white and black heads are facing the interactive object, and the game characters with gray and black heads are within the trigger range corresponding to the interactive object. However, only the game characters within the trigger range corresponding to the interactive object and facing the interactive object can trigger the interaction. Figure 1 The game character with a brown head can trigger interactions with interactable objects.
[0030] Based on the above description, the embodiments of the present invention provide a game interaction control method, device and electronic device. The technology can be applied to a scene in which a game character interacts with an interactive object in a game scene.
[0031] The game interaction control method in one embodiment of the present disclosure can be run on a local terminal device or a server. When the game interaction control method is run on a server, the method can be implemented and executed based on a cloud interaction system, wherein the cloud interaction system includes a server and a client device.
[0032] In an optional implementation, various cloud applications can be run under the cloud interaction system, such as cloud games. Taking cloud games as an example, cloud games refer to a game mode based on cloud computing. In the operation mode of cloud games, the operating body of the game program and the main body of the game screen presentation are separated. The storage and operation of the game interaction control method are completed on the cloud game server. The role of the client device is used for receiving and sending data and presenting the game screen. For example, the client device can be a display device with data transmission function close to the user side, such as a mobile terminal, a TV, a computer, a handheld computer, etc.; but the cloud game server in the cloud is used for information processing. When playing the game, the player operates the client device to send an operation instruction to the cloud game server. The cloud game server runs the game according to the operation instruction, encodes and compresses the game screen and other data, and returns it to the client device through the network. Finally, the client device decodes and outputs the game screen.
[0033] 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.
[0034] In a possible implementation, the embodiment of the present disclosure provides a game interaction control method, which provides a graphical user interface through a terminal device, wherein the graphical user interface includes at least part of a game scene, and the game scene includes at least a plurality of interactive objects and a controlled virtual character controlled by the terminal device; Figure 2 As shown, the method comprises the following specific steps:
[0035] Step S202, responding to the movement control instruction for the controlled virtual character, and controlling the controlled virtual character to move in the game scene.
[0036] The terminal device may be the local terminal device mentioned above, or the client device in the cloud interaction system mentioned above. Specifically, the terminal device may be a mobile phone, a tablet computer, or a personal computer. By running the game program corresponding to the target game, the terminal device may provide a graphical user interface corresponding to the target game, and the graphical user interface is used to display the scene screen of the game scene, and the game scene includes at least a plurality of interactive objects and a controlled virtual character controlled by the terminal device. Among them, the plurality of interactive objects include but are not limited to the following objects: non-player characters NPC, objects, virtual herbs, virtual doors and windows, virtual treasure chests, and ground transmission points in the game scene.
[0037] In specific implementation, the triggering method of the above mobile control instruction can be determined according to the research and development requirements. For example, the mobile control instruction can be triggered by triggering the display of mobile controls in the graphical user interface in a mobile game, by triggering a designated key in a keyboard in a terminal game, or by triggering a mobile joystick or a designated key in a game controller in a console game. Players can control the controlled virtual character to move arbitrarily in the game scene through the terminal device.
[0038] Step S204, in response to the position between the controlled virtual character and the target interactive object satisfying a preset condition, determining the type of the target interactive object, wherein the target interactive object is any one of a plurality of interactive objects, the plurality of interactive objects include at least two types, and different types of interactive objects are provided with different interaction trigger ranges.
[0039] The specific conditions corresponding to the above preset conditions can be determined according to research and development needs. For example, the preset condition can be that the distance between the controlled virtual character and the target interactive object is less than a preset distance threshold. The preset condition can also be that the controlled virtual character is located at a specified position of the target interactive object, etc. The multiple interactive objects included in the game scene are pre-divided into multiple types. The division rules here can be determined according to research and development needs. For example, they can be divided according to the functions of the interactive objects, or according to whether the interactive objects require the front direction of the controlled virtual character when interacting, or according to the object category of the interactive objects, etc. Specifically, different types of interactive objects are pre-configured with different interaction trigger ranges. This method classifies and divides the interactive objects, and sets different interaction trigger ranges for different types of interactive objects, so that the game interaction is more in line with the player's intuition.
[0040] In specific implementation, the interaction trigger range of the above-mentioned interactive object configuration may be the vicinity of the interactive object. The specific range corresponding to the interaction trigger range of the interactive object configuration may be determined according to research and development requirements. For example, the interaction trigger range of the interactive object configuration may be the area corresponding to the top, bottom, left or right side of the interactive object, or it may be a fan-shaped area or a circular area with the center of the interactive object as the center.
[0041] Step S206: Determine, according to the type of the target interactive object, a first interaction triggering range corresponding to the target interactive object and a second interaction triggering range corresponding to the controlled virtual character.
[0042] In specific implementation, the second interaction trigger range corresponding to the controlled virtual character is pre-configured, and the second interaction trigger range can be the vicinity of the controlled virtual character. The specific range corresponding to the second interaction trigger range can be determined according to research and development requirements. For example, the second interaction trigger range can be the area corresponding to the top, bottom, left or right of the controlled virtual character, or a sector area or a circular area with the controlled virtual character as the center. Since different types of interactive objects correspond to different interaction trigger ranges, the first interaction trigger range corresponding to the target interactive object needs to be determined according to the type of the target interactive object.
[0043] Step S208, in response to the first interaction trigger range and the second interaction trigger range at least partially overlapping, controlling the display of target interaction prompt information in the graphical user interface; wherein the target interaction prompt information is used to prompt the controlled virtual character to perform game interaction with the target interactive object.
[0044] In a specific implementation, the first interaction trigger range and the second interaction trigger range at least partially overlap, which can be understood as an overlapping area between the first interaction trigger range and the second interaction trigger range. If the first interaction trigger range and the second interaction trigger range at least partially overlap, it is determined that the controlled virtual character can interact with the target interactive object in the game, so that the target interaction prompt information is displayed in the graphical user interface. The interaction prompt information is used to prompt the player that the controlled virtual character currently controlled by the player can interact with the target interactive object in the game, and can also prompt the player of the interactive content that can be currently interacted with the interactive object in the game. For example, the interaction prompt information can be "You can open the virtual treasure box to view the game rewards", or "You can teleport the controlled virtual character to xx location", etc.
[0045] If the first interaction trigger range does not overlap with the second interaction trigger range, it is determined that the controlled virtual character does not need to interact with the target interactive object in the game, and no information will be displayed in the graphical user interface. In specific implementation, whether the controlled virtual character interacts with the target interactive object in the game can be determined by whether the first interaction trigger range partially overlaps with the second interaction trigger range, which can improve the success rate of game interaction.
[0046] A game interaction control method provided by an embodiment of the present invention classifies interactive objects and sets different interaction trigger ranges for different types of interactive objects, so that game interaction is more in line with the player's intuition; at the same time, when the interaction trigger range corresponding to the controlled virtual character partially overlaps with the interaction trigger range corresponding to the interactive object, the interaction can be triggered. This method does not require the controlled virtual character to face the interactive object to trigger the interaction, avoids the player repeatedly adjusting the character's position and angle to trigger the interaction, and improves the player's gaming experience.
[0047] The following embodiments are used to describe the method of determining the interaction triggering range.
[0048] Specifically, the interaction trigger ranges set for different types of interactive objects include: a circular area with a first preset length as the radius and a second preset length as the fan-shaped radius and a preset fan-shaped angle.
[0049] In specific implementation, the object model corresponding to the above-mentioned interactive object is usually a three-dimensional model, and the shape of the three-dimensional model can be determined according to research and development requirements. Specifically, the interactive objects in the game scene can be set into two types. The first type is set to have a frontal orientation, for example, interactive objects such as NPCs, virtual treasure chests, and virtual doors and windows. The frontal orientation angle corresponding to this type of interactive object can be determined according to research and development requirements; the second type is set to have no specific orientation, for example, virtual herbs, ground teleportation points and other interactive objects without orientation.
[0050] The interaction trigger range corresponding to the first type of interactive object is a fan-shaped area with a preset fan-shaped angle and a second preset length as the fan-shaped radius, with the center of the object model corresponding to the interactive object as the center of the circle. The fan-shaped angle can be determined according to research and development requirements. For example, the fan-shaped angle can be set to 90 degrees or 180 degrees. The interaction trigger range corresponding to the second type of interactive object is a circular area with the center of the object model corresponding to the interactive object as the center of the circle and the first preset length as the radius. Among them, the specific lengths corresponding to the first preset length and the second preset length can be determined according to research and development requirements and are not specifically limited here.
[0051] like Figure 3FIG. 1 is a schematic diagram showing a display of interaction triggering ranges corresponding to different types of interactive objects provided by an embodiment of the present invention. Figure 3 The dark circle in the figure represents the object model corresponding to the interactive object, and the center of the dark circle is also the center point of the object model. Figure 3 Point A in the figure is the center point of the object model of the first type of interactive object, AC is the fan radius of the interaction trigger range corresponding to the first type of interactive object, the length of AC is also the above-mentioned second preset length, and the interaction trigger range corresponding to the first type of interactive object is also a fan-shaped area with point A as the center, AC as the fan radius, and a fan angle of 180 degrees. Figure 3 Point B in the figure is the center point of the object model of the second type of interactive object, BD is the circular radius of the interaction trigger range corresponding to the second type of interactive object, and the interaction trigger range corresponding to the second type of interactive object is a circular area with point B as the center and BD as the circular radius.
[0052] In a specific embodiment, since the first type of interactive object is restricted to the front direction, the interaction trigger range corresponding to the first type of interactive object is a sector-shaped area with the center of the object model corresponding to the interactive object as the center of the circle and the front baseline of the interactive object as the midline. The sector angle and sector radius corresponding to the sector area can be determined according to research and development needs. For example, the sector angle can be set within a preset angle range, or it can be set to a fixed angle value; wherein the preset angle range can be determined according to research and development needs. For example, the preset angle range can be [60°, 180°] or [90°, 180°], etc. Figure 3 The arrow displayed below the left interactive object in the image indicates the front baseline of the interactive object. Figure 3 The first type of interactive object in the interactive trigger range has a sector angle of 180 degrees, and the center line of the sector area is the front baseline of the interactive object.
[0053] Furthermore, the second interaction trigger range corresponding to the controlled virtual character includes: a sector-shaped area with the center of the character model corresponding to the controlled virtual character as the center of the circle and the front baseline of the character model as the midline. The character model corresponding to the controlled virtual character is usually a three-dimensional model, and the shape of the three-dimensional model can be determined according to R&D requirements or player operations.
[0054] In specific implementation, the second interaction trigger range corresponding to the controlled virtual character is a sector-shaped area with the center point of the character model corresponding to the controlled virtual character as a circle and the front reference line of the character model as the midline. The sector angle and sector radius corresponding to the sector area can be determined according to research and development requirements. For example, the sector angle can be set within a preset angle range, or it can be set to a fixed angle value; wherein the preset angle range can be determined according to research and development requirements, for example, the preset angle range can be [60°, 180°] or [90°, 180°], etc.
[0055] like Figure 4 FIG. 1 is a schematic diagram showing a display of a second interaction triggering range provided by an embodiment of the present invention. Figure 4 The dark circle in the figure represents the role model corresponding to the controlled virtual role, and the center of the dark circle is also the center point of the role model. Figure 4 Point P in the figure is the center point of the character model of the controlled virtual character, PE is the fan radius of the second interaction trigger range corresponding to the controlled virtual character, and the second interaction trigger range corresponding to the controlled virtual character is the fan area with point P as the center, PE as the fan radius, and the front baseline of the character model as the center line. Figure 4 Two schematic diagrams of the second interaction trigger range are listed in FIG. Figure 4 The sector angle corresponding to the left sector area is 90 degrees, and the sector angle corresponding to the right sector area is 60 degrees.
[0056] The above method can set the interaction trigger range corresponding to the interactive object and the interaction trigger range corresponding to the controlled virtual character according to research and development needs, thereby improving the flexibility of the interaction trigger between the controlled virtual character and the interactive object, which helps to improve the player's gaming experience.
[0057] The following embodiments are used to describe the manner in which a determination object and a role can interact.
[0058] Specifically, in response to the first interaction trigger range and the second interaction trigger range at least partially overlapping, the specific process of controlling the display of target interaction prompt information in the graphical user interface may include: in response to the controlled virtual character being within the first interaction trigger range and the target interactive object being within the second interaction trigger range, controlling the display of target interaction prompt information in the graphical user interface.
[0059] In a specific implementation, when the controlled virtual character is located in the first interaction triggering range corresponding to the target interactive object, and the target interactive object is located in the second interaction triggering range corresponding to the controlled virtual character, the target interaction prompt information for the controlled virtual character to interact with the target interactive object in the game will be displayed in the graphical user interface. If the controlled virtual character is located in the first interaction triggering range but the target interactive object is not located in the second interaction triggering range, or the target interactive object is located in the second triggering range but the controlled virtual character is not located in the first interaction triggering range, it is determined that the controlled virtual character does not need to interact with the target interactive object in the game, and no information will be displayed in the graphical user interface.
[0060] In an optional embodiment, the specific process of controlling the display of target interaction prompt information in the graphical user interface in response to the controlled virtual character being within the first interaction trigger range and the target interactive object being within the second interaction trigger range includes: in response to the character judgment range corresponding to the controlled virtual character being within the first interaction trigger range, determining whether the object judgment range corresponding to the target interactive object is within the second interaction trigger range; if the object judgment range corresponding to the target interactive object is within the second interaction trigger range, controlling the display of target interaction prompt information in the graphical user interface.
[0061] The above-mentioned character determination range refers to the determination range corresponding to the controlled virtual character itself. The character determination range is used to determine the timing and accuracy of the controlled virtual character colliding with other objects or being triggered. Generally, the larger the character determination range, the easier it is for the controlled virtual character to collide with other objects. Similarly, the above-mentioned object determination range refers to the determination range corresponding to the target interactive object itself. Specifically, the character determination range corresponding to the above-mentioned controlled virtual character and the object determination range corresponding to the target interactive object can be determined according to research and development needs, and the character determination range is centered on the controlled virtual character, and the object determination range is centered on the target interactive object.
[0062] In an optional embodiment, the character determination range corresponding to the above-mentioned controlled virtual character includes at least one of the following area ranges: a circular area with the center of the character model corresponding to the controlled virtual character as the center and the model size of the character model as the diameter; a circular area with the center of the character model corresponding to the controlled virtual character as the center and the first preset size as the diameter; the first preset size is smaller than the model size of the character model; a circular area with the center of the character model corresponding to the controlled virtual character as the center and the second preset size as the diameter; the second preset size is larger than the model size of the character model.
[0063] The role judgment range corresponding to the above-mentioned controlled virtual character can match the model size of the role model, or it can be smaller than the model size of the role model, or it can be larger than the model size of the role model, which can be determined specifically according to the research and development requirements. Among them, the size of the role judgment range corresponding to the controlled virtual character is determined by the research and development requirements, which will affect the accuracy of the trigger. For example, the diameter of the role model (equivalent to the above-mentioned model size) is 0.5 meters, and the diameter of the role judgment range is set to 0.5 meters. Then, visually, as long as the role model of the controlled virtual character enters the first interactive trigger range of the target interactive object, the trigger condition can be met; if the diameter of the role judgment range is set to 0.1 meters, then visually, it may be seen that the role model has entered the first interactive trigger range of the target interactive object, but the interaction cannot be triggered, and it needs to get closer to trigger the interaction; it can also be set that the diameter of the role judgment range is 0.8 meters. At this time, the player sees that the role model is still some distance away from the first interactive trigger range of the target interactive object, but the trigger condition has been met. The different judgment ranges of this character will bring different feelings. This mechanism is designed to allow designers to have more flexible parameters to adjust, because the characters operated by players may be very different, such as humans, animals, mechas, etc.
[0064] like Figure 5 FIG. 1 is a schematic diagram showing a role determination range corresponding to a controlled virtual role provided by an embodiment of the present invention. Figure 5 The point P in the figure represents the center point of the role model of the controlled virtual character, and PF represents the radius of the role determination range corresponding to the controlled virtual character. Figure 5 The first circle in represents the situation that the role determination range corresponding to the controlled virtual character matches the model size of the role model of the controlled virtual character; Figure 5 The second figure in the figure represents the case where the role determination range corresponding to the controlled virtual character is smaller than the model size of the role model of the controlled virtual character, wherein the smaller circle in the second figure represents the role determination range corresponding to the controlled virtual character; Figure 5 The third figure in the figure represents the situation where the role determination range corresponding to the controlled virtual character is larger than the model size of the role model of the controlled virtual character, wherein the larger circle in the third figure represents the role determination range corresponding to the controlled virtual character.
[0065] In an optional embodiment, the object determination range corresponding to the target interactive object includes at least one of the following area ranges: a circular area with the center of the object model corresponding to the target interactive object as the center and the model size of the object model as the diameter; a circular area with the center of the object model corresponding to the target interactive object as the center and a third preset size as the diameter; the third preset size is smaller than the model size of the object model; a circular area with the center of the object model corresponding to the target interactive object as the center and a fourth preset size as the diameter; the fourth preset size is larger than the model size of the object model.
[0066] The object determination range corresponding to the above-mentioned target interactive object may match the model size of the object model, may be smaller than the object size of the object model, or may be larger than the model size of the object model, which may be determined specifically according to research and development requirements.
[0067] like Figure 6 FIG. 1 is a schematic diagram showing a display of an object determination range corresponding to a target interactive object provided by an embodiment of the present invention. Figure 6 Point A in the figure represents the center point of the object model of the target interactive object, and AG represents the radius of the object determination range corresponding to the target interactive object. Figure 6 The first circle in represents the situation where the object determination range corresponding to the target interactive object matches the model size of the object model of the target interactive object; Figure 6 The second figure in the figure represents a situation where the object determination range corresponding to the target interactive object is smaller than the model size of the object model corresponding to the target interactive object, wherein the smaller circle in the second figure represents the object determination range corresponding to the target interactive object; Figure 6 The third figure in the figure represents a situation where the object determination range corresponding to the target interactive object is larger than the model size of the object model of the target interactive object, wherein the larger circle in the third figure represents the object determination range corresponding to the target interactive object.
[0068] In the game scene, if the character judgment range corresponding to the controlled virtual character is within the first interaction trigger range corresponding to the target interactive object, the interactivity judgment is triggered, and no information is displayed. The interactivity judgment is to determine whether the object judgment range corresponding to the target interactive object is within the second interaction trigger range; if the object judgment range corresponding to the target interactive object is within the second interaction trigger range corresponding to the controlled virtual character, the interaction is judged to be successful, and the target interaction prompt information is displayed in the graphical user interface; if the object judgment range corresponding to the target interactive object is not within the second interaction trigger range corresponding to the controlled virtual character, the final judgment fails, and there is no information prompt.
[0069] like Figure 7FIG. 1 is a schematic diagram showing a successful interaction determination provided by an embodiment of the present invention. Figure 7 The dark circle with A as the center point in the figure represents the target interactive object, and the white circle with P as the center point represents the controlled virtual character. Figure 7 The first figure in FIG. 1 is a schematic diagram showing that the controlled virtual character is located within a first interaction triggering range corresponding to a first type of target interactive object and the first type of target interactive object is located within a second interaction triggering range corresponding to the controlled virtual character. Figure 7 The second figure in the figure includes two controlled virtual characters, and the two controlled virtual characters are both located in the circular first interactive trigger range corresponding to the second type of target interactive object, and the second type of target interactive object is located in the second interactive trigger range corresponding to the two controlled virtual characters. Therefore, the second type of target interactive object can interact with the two controlled virtual characters in the game respectively.
[0070] Figure 8 FIG. 1 is a schematic diagram of an interaction determination failure provided by an embodiment of the present invention. Figure 8 The dark circle with A as the center point in the figure represents the target interactive object, and the white circle with P as the center point represents the controlled virtual character. Figure 8 The first figure in FIG. 1 shows a situation where the controlled virtual character is located within the first interaction triggering range corresponding to the first type of target interactive object, but the first type of target interactive object is not located within the second interaction triggering range corresponding to the controlled virtual character. Figure 7 The second figure in includes two controlled virtual characters, both of which are located in the circular first interactive trigger range corresponding to the second type of target interactive object, but the second type of target interactive object is not located in the second interactive trigger range corresponding to the two controlled virtual characters. Therefore, the second type of target interactive object does not interact with the two controlled virtual characters in the game.
[0071] The following embodiments are used to describe the interactive performance rules.
[0072] In order to be more in line with the real interaction situation and enhance the player's sense of immersion, when the controlled virtual character and the target interactive object successfully interact with the game, there needs to be corresponding feedback performance. Specifically, in response to the first interaction trigger range and the second interaction trigger range at least partially overlapping, after controlling the display of the target interaction prompt information in the graphical user interface, at least one of the following methods is performed: adjusting the orientation of the controlled virtual character so that the front reference line corresponding to the controlled virtual character is aligned with the center of the object model of the target interactive object; moving the controlled virtual character to the interaction position corresponding to the target interactive object; adjusting the orientation of the target interactive object so that the center line of the target interactive object is close to or points to the center of the character model of the controlled virtual character.
[0073] In specific implementation, when the controlled virtual object and the target interactive object interact in the game, there needs to be a corresponding interactive performance, including character movements, camera movement, interactive movements and related feedback. For example, the controlled virtual character will automatically adjust to face the target interactive object, or quickly move to a specific standing position (equivalent to the above-mentioned interactive position) and face the target interactive object. If the target interactive object is an object such as an NPC, a certain range of orientation adjustment is also required.
[0074] like Fig. 9 FIG. 1 is a schematic diagram of adjusting the orientation of a controlled virtual character provided by an embodiment of the present invention. Fig. 9 The dark circle with A as the center point in the figure represents the target interactive object, the white circle with P as the center point represents the controlled virtual character, the fan-shaped area corresponding to the controlled virtual character is the second interaction trigger range, and the arrow in the second interaction trigger range represents the front baseline of the controlled virtual character. Fig. 9 The first figure in the figure shows that the controlled virtual character is within the first interaction trigger range corresponding to the target interactive object and the target interactive object is also within the second interaction trigger range, but the front of the controlled virtual character is not facing the target interactive object. At this time, the controlled virtual character and the target interactive object successfully interact, and the controlled virtual character automatically adjusts to face the center point of the interactive object (such as Fig. 9 For example, when the controlled virtual character is talking to the NPC, it needs to face the NPC directly, or when the controlled virtual character is picking herbs, it also needs to face the herbs directly. Therefore, it is necessary to automatically adjust the direction of the controlled virtual character during game interaction.
[0075] When the controlled virtual character is half-side of the target interactive object, if the target interactive object has special restrictions, the controlled virtual character needs to move to the interactive position of the target interactive object. For example, when the controlled virtual character wants to push open a door (this door is equivalent to the target interactive object), if the interaction is successfully triggered, it needs to walk to the front center line of the door. Fig.10 FIG. 1 is a schematic diagram of adjusting the position of a controlled virtual character provided by an embodiment of the present invention. Fig.10 The dark circle with A as the center point in the figure represents the target interactive object, the white circle with P as the center point represents the controlled virtual character, the fan-shaped area corresponding to the controlled virtual character is the second interaction trigger range, and the arrow in the second interaction trigger range represents the front baseline of the controlled virtual character. The semicircular area corresponding to the target interactive object is the first interaction trigger range, and the arrow in the first interaction trigger range represents the center line direction of the interactive object. Fig.10 The first figure shows that the controlled virtual character is within the first interaction trigger range corresponding to the interactive object and the target interactive object is also within the second interaction trigger range, but the front of the controlled virtual character is not aligned with the center line of the target interactive object. At this time, the controlled virtual character needs to automatically adjust its direction to face the interactive object and automatically move to the center line position of the target interactive object.
[0076] When the controlled virtual character and the target interactive object successfully interact, the first type of target interactive object can turn the front center line toward the center point of the character model of the controlled virtual character. If there is a specific requirement, the maximum turning angle of the first type of target interactive object can be limited, and the maximum turning angle can be determined according to the requirement. Fig.11 FIG. 1 is a schematic diagram of adjusting the orientation of a target interactive object provided by an embodiment of the present invention. Fig.11 The dark circle with A as the center point in the figure represents the target interactive object, and the white circle with P as the center point represents the controlled virtual character. Fig.11 The first figure in the figure shows that the controlled virtual character is within the first interaction trigger range corresponding to the target interactive object and the target interactive object is also within the second interaction trigger range, but the front of the controlled virtual character is not aligned with the center line of the target interactive object. At this time, the controlled virtual character and the target interactive object successfully interact, and the target interactive object automatically turns the front center line to the center point of the character model of the controlled virtual character, as shown in Figure 1. Fig.11 As shown in the second figure in . For target interactive objects with special requirements, the maximum steering angle a can be set. Fig.11 The third figure in the figure shows that the target interactive object has turned toward the controlled virtual character at the maximum turning angle. If the target interactive object has not turned to the maximum turning angle, the front center line of the target interactive object has already pointed to the center point of the controlled virtual character, then the target interactive object can be stopped from turning.
[0077] The above method simulates a more realistic scene interaction experience and can enhance the player's sense of immersion.
[0078] Corresponding to the above method embodiment, the embodiment of the present invention further provides a game interaction control device, which provides a graphical user interface through a terminal device, and the graphical user interface includes at least part of the game scene, and the game scene includes at least a plurality of interactive objects and a controlled virtual character controlled by the terminal device, such as Fig.12 As shown, the device comprises:
[0079] The movement control module 90 is used to respond to the movement control instruction for the controlled virtual character and control the controlled virtual character to move in the game scene;
[0080] A type determination module 91 is used to determine the type of the target interactive object in response to the position between the controlled virtual character and the target interactive object satisfying a preset condition, wherein the target interactive object is any one of a plurality of interactive objects, the plurality of interactive objects include at least two types, and different types of interactive objects are provided with different interaction trigger ranges;
[0081] A range determination module 92, configured to determine, according to the type of the target interactive object, a first interaction trigger range corresponding to the target interactive object and a second interaction trigger range corresponding to the controlled virtual character;
[0082] The information display module 93 is used to control the display of target interaction prompt information in the graphical user interface in response to the first interaction trigger range and the second interaction trigger range at least partially overlapping; wherein the target interaction prompt information is used to prompt the controlled virtual character to perform game interaction with the target interactive object.
[0083] The above-mentioned game interaction control device classifies interactive objects and sets different interaction trigger ranges for different types of interactive objects, so that the game interaction is more in line with the player's intuition; at the same time, when the interaction trigger range corresponding to the controlled virtual character partially overlaps with the interaction trigger range corresponding to the interactive object, the interaction can be triggered. This method does not require the controlled virtual character to face the interactive object to trigger the interaction, which avoids the player repeatedly adjusting the character's position and angle to trigger the interaction, thereby improving the player's gaming experience.
[0084] Specifically, the interaction trigger ranges set for different types of interactive objects include: a circular area with a first preset length as the radius and a second preset length as the fan-shaped radius and a preset fan-shaped angle.
[0085] Furthermore, the second interaction triggering range includes: a sector-shaped area with the center of the character model corresponding to the controlled virtual character as the center of the circle and the front baseline of the character model as the midline.
[0086] Furthermore, the information display module 93 is used to: in response to the controlled virtual character being within the first interaction triggering range and the target interactive object being within the second interaction triggering range, control the display of the target interaction prompt information in the graphical user interface.
[0087] Furthermore, the above-mentioned information display module 93 is used to: in response to the character judgment range corresponding to the controlled virtual character being within the first interaction trigger range, determine whether the object judgment range corresponding to the target interactive object is within the second interaction trigger range; if the object judgment range corresponding to the target interactive object is within the second interaction trigger range, control the display of target interaction prompt information in the graphical user interface.
[0088] Furthermore, the character determination range corresponding to the above-mentioned controlled virtual character includes at least one of the following area ranges: a circular area with the center of the character model corresponding to the controlled virtual character as the center and the model size of the character model as the diameter; a circular area with the center of the character model corresponding to the controlled virtual character as the center and the first preset size as the diameter; the first preset size is smaller than the model size of the character model; a circular area with the center of the character model corresponding to the controlled virtual character as the center and the second preset size as the diameter; the second preset size is larger than the model size of the character model.
[0089] Furthermore, the object determination range corresponding to the above-mentioned target interactive object includes at least one of the following area ranges: a circular area with the center of the object model corresponding to the target interactive object as the center and the model size of the object model as the diameter; a circular area with the center of the object model corresponding to the target interactive object as the center and the third preset size as the diameter; the third preset size is smaller than the model size of the object model; a circular area with the center of the object model corresponding to the target interactive object as the center and the fourth preset size as the diameter; the fourth preset size is larger than the model size of the object model.
[0090] Furthermore, the above-mentioned device also includes a control module, which is used to: in response to the first interaction trigger range and the second interaction trigger range at least partially overlapping, after controlling the display of the target interaction prompt information in the graphical user interface, execute at least one of the following methods: adjust the orientation of the controlled virtual character so that the front baseline corresponding to the controlled virtual character is aligned with the center of the object model of the target interactive object; move the controlled virtual character to the interaction position corresponding to the target interactive object; adjust the orientation of the target interactive object so that the center line of the interactive object is close to or points to the front baseline corresponding to the controlled virtual character.
[0091] The game interactive control device provided in the embodiment of the present disclosure has the same implementation principle and technical effects as those of the aforementioned method embodiment. For the sake of brief description, for matters not mentioned in the device embodiment, reference may be made to the corresponding contents in the aforementioned method embodiment.
[0092] The present disclosure also provides an electronic device, such as Fig.13 As shown, the electronic device includes a processor and a memory, the memory stores machine executable instructions that can be executed by the processor, and the processor executes the machine executable instructions to implement the above-mentioned game interaction control method.
[0093] Specifically, a graphical user interface is provided through a terminal device, the graphical user interface includes at least part of a game scene, the game scene includes at least a plurality of interactive objects and a controlled virtual character controlled by the terminal device, and the above-mentioned game interaction control method includes: responding to a movement control instruction for the controlled virtual character, controlling the controlled virtual character to move in the game scene; in response to the position between the controlled virtual character and the target interactive object satisfying a preset condition, determining the type of the target interactive object, wherein the target interactive object is any one of a plurality of interactive objects, the plurality of interactive objects include at least two types, and different types of interactive objects are provided with different interaction trigger ranges; according to the type of the target interactive object, determining a first interaction trigger range corresponding to the target interactive object and a second interaction trigger range corresponding to the controlled virtual character; in response to the first interaction trigger range and the second interaction trigger range at least partially overlapping, controlling the display of target interaction prompt information in the graphical user interface; wherein the target interaction prompt information is used to prompt the controlled virtual character to interact with the target interactive object in the game.
[0094] In the above-mentioned game interaction control method, the interactive objects are classified, and different interaction trigger ranges are set for different types of interactive objects, so that the game interaction is more in line with the player's intuition; at the same time, when the interaction trigger range corresponding to the controlled virtual character partially overlaps with the interaction trigger range corresponding to the interactive object, the interaction can be triggered. This method does not require the controlled virtual character to face the interactive object to trigger the interaction, which avoids the player repeatedly adjusting the character's position and angle to trigger the interaction, thereby improving the player's gaming experience.
[0095] In an optional embodiment, the interaction trigger ranges set for different types of interactive objects respectively include: a circular area with a first preset length as the radius and a center of the object model corresponding to the interactive object as the center, and a fan-shaped area with a preset fan-shaped angle and a second preset length as the fan-shaped radius.
[0096] In an optional embodiment, the second interaction triggering range includes: a sector-shaped area with the center of the character model corresponding to the controlled virtual character as the center of the circle and the front baseline of the character model as the midline.
[0097] In an optional embodiment, the above-mentioned step of controlling the display of target interaction prompt information in the graphical user interface in response to the first interaction trigger range and the second interaction trigger range at least partially overlapping, includes: in response to the controlled virtual character being within the first interaction trigger range and the target interactive object being within the second interaction trigger range, controlling the display of target interaction prompt information in the graphical user interface.
[0098] In an optional embodiment, the above-mentioned step of controlling the display of target interaction prompt information in the graphical user interface in response to the controlled virtual character being within the first interaction trigger range and the target interactive object being within the second interaction trigger range includes: in response to the character judgment range corresponding to the controlled virtual character being within the first interaction trigger range, determining whether the object judgment range corresponding to the target interactive object is within the second interaction trigger range; if the object judgment range corresponding to the target interactive object is within the second interaction trigger range, controlling the display of target interaction prompt information in the graphical user interface.
[0099] In an optional embodiment, the character determination range corresponding to the above-mentioned controlled virtual character includes at least one of the following area ranges: a circular area with the center of the character model corresponding to the controlled virtual character as the center and the model size of the character model as the diameter; a circular area with the center of the character model corresponding to the controlled virtual character as the center and the first preset size as the diameter; the first preset size is smaller than the model size of the character model; a circular area with the center of the character model corresponding to the controlled virtual character as the center and the second preset size as the diameter; the second preset size is larger than the model size of the character model.
[0100] In an optional embodiment, the object determination range corresponding to the target interactive object includes at least one of the following area ranges: a circular area with the center of the object model corresponding to the target interactive object as the center and the model size of the object model as the diameter; a circular area with the center of the object model corresponding to the target interactive object as the center and a third preset size as the diameter; the third preset size is smaller than the model size of the object model; a circular area with the center of the object model corresponding to the target interactive object as the center and a fourth preset size as the diameter; the fourth preset size is larger than the model size of the object model.
[0101] In an optional embodiment, in response to the first interaction trigger range at least partially overlapping the second interaction trigger range, after controlling the display of the target interaction prompt information in the graphical user interface, the above method also includes at least one of the following methods: adjusting the orientation of the controlled virtual character so that the front baseline corresponding to the controlled virtual character is aligned with the center of the object model of the target interactive object; moving the controlled virtual character to the interaction position corresponding to the target interactive object; adjusting the orientation of the target interactive object so that the center line of the interactive object is close to or points to the front baseline corresponding to the controlled virtual character.
[0102] Further, Fig.13 The electronic device shown further includes a bus 102 and a communication interface 103 , and the processor 101 , the communication interface 103 and the memory 100 are connected via the bus 102 .
[0103] The memory 100 may include a high-speed random access memory (RAM), and may also include a non-volatile memory, such as at least one disk storage. The communication connection between the system network element and at least one other network element is realized through at least one communication interface 103 (which may be wired or wireless), and the Internet, wide area network, local area network, metropolitan area network, etc. may be used. The bus 102 may be an ISA bus, a PCI bus, or an EISA bus, etc. The bus may be divided into an address bus, a data bus, a control bus, etc. For ease of representation, Fig.13 Only one bidirectional arrow is used in the diagram, but this does not mean that there is only one bus or only one type of bus.
[0104] The processor 101 may be an integrated circuit chip with signal processing capabilities. In the implementation process, each step of the above method can be completed by the hardware integrated logic circuit or software instructions in the processor 101. The above processor 101 can be a general-purpose processor, including a central processing unit (CPU), a network processor (NP), etc.; it can also be a digital signal processor (DSP), an application-specific integrated circuit (ASIC), a field-programmable gate array (FPGA) or other programmable logic devices, discrete gates or transistor logic devices, discrete hardware components. The disclosed methods, steps and logic block diagrams in the embodiments of the present disclosure can be implemented or executed. The general-purpose processor can be a microprocessor or the processor can also be any conventional processor, etc. The steps of the method disclosed in conjunction with the embodiments of the present disclosure can be directly embodied as a hardware decoding processor for execution, or a combination of hardware and software modules in the decoding processor for execution. The software module may be located in a storage medium mature in the art, such as a random access memory, a flash memory, a read-only memory, a programmable read-only memory, or an electrically erasable programmable memory, a register, etc. The storage medium is located in the memory 100, and the processor 101 reads the information in the memory 100 and completes the steps of the method of the above embodiment in combination with its hardware.
[0105] The embodiments of the present disclosure also provide a computer-readable storage medium, which stores computer-executable instructions. When the computer-executable instructions are called and executed by a processor, the computer-executable instructions prompt the processor to implement the above-mentioned game interaction control method. The specific implementation can be found in the method embodiment, which will not be repeated here.
[0106] Specifically, a graphical user interface is provided through a terminal device, the graphical user interface includes at least part of a game scene, the game scene includes at least a plurality of interactive objects and a controlled virtual character controlled by the terminal device, and the above-mentioned game interaction control method includes: responding to a movement control instruction for the controlled virtual character, controlling the controlled virtual character to move in the game scene; in response to the position between the controlled virtual character and the target interactive object satisfying a preset condition, determining the type of the target interactive object, wherein the target interactive object is any one of a plurality of interactive objects, the plurality of interactive objects include at least two types, and different types of interactive objects are provided with different interaction trigger ranges; according to the type of the target interactive object, determining a first interaction trigger range corresponding to the target interactive object and a second interaction trigger range corresponding to the controlled virtual character; in response to the first interaction trigger range and the second interaction trigger range at least partially overlapping, controlling the display of target interaction prompt information in the graphical user interface; wherein the target interaction prompt information is used to prompt the controlled virtual character to interact with the target interactive object in the game.
[0107] In the above-mentioned game interaction control method, the interactive objects are classified, and different interaction trigger ranges are set for different types of interactive objects, so that the game interaction is more in line with the player's intuition; at the same time, when the interaction trigger range corresponding to the controlled virtual character partially overlaps with the interaction trigger range corresponding to the interactive object, the interaction can be triggered. This method does not require the controlled virtual character to face the interactive object to trigger the interaction, which avoids the player repeatedly adjusting the character's position and angle to trigger the interaction, thereby improving the player's gaming experience.
[0108] In an optional embodiment, the interaction trigger ranges set for different types of interactive objects respectively include: a circular area with a first preset length as the radius and a center of the object model corresponding to the interactive object as the center, and a fan-shaped area with a preset fan-shaped angle and a second preset length as the fan-shaped radius.
[0109] In an optional embodiment, the second interaction triggering range includes: a sector-shaped area with the center of the character model corresponding to the controlled virtual character as the center of the circle and the front baseline of the character model as the midline.
[0110] In an optional embodiment, the above-mentioned step of controlling the display of target interaction prompt information in the graphical user interface in response to the first interaction trigger range and the second interaction trigger range at least partially overlapping, includes: in response to the controlled virtual character being within the first interaction trigger range and the target interactive object being within the second interaction trigger range, controlling the display of target interaction prompt information in the graphical user interface.
[0111] In an optional embodiment, the above-mentioned step of controlling the display of target interaction prompt information in the graphical user interface in response to the controlled virtual character being within the first interaction trigger range and the target interactive object being within the second interaction trigger range includes: in response to the character judgment range corresponding to the controlled virtual character being within the first interaction trigger range, determining whether the object judgment range corresponding to the target interactive object is within the second interaction trigger range; if the object judgment range corresponding to the target interactive object is within the second interaction trigger range, controlling the display of target interaction prompt information in the graphical user interface.
[0112] In an optional embodiment, the character determination range corresponding to the above-mentioned controlled virtual character includes at least one of the following area ranges: a circular area with the center of the character model corresponding to the controlled virtual character as the center and the model size of the character model as the diameter; a circular area with the center of the character model corresponding to the controlled virtual character as the center and the first preset size as the diameter; the first preset size is smaller than the model size of the character model; a circular area with the center of the character model corresponding to the controlled virtual character as the center and the second preset size as the diameter; the second preset size is larger than the model size of the character model.
[0113] In an optional embodiment, the object determination range corresponding to the target interactive object includes at least one of the following area ranges: a circular area with the center of the object model corresponding to the target interactive object as the center and the model size of the object model as the diameter; a circular area with the center of the object model corresponding to the target interactive object as the center and a third preset size as the diameter; the third preset size is smaller than the model size of the object model; a circular area with the center of the object model corresponding to the target interactive object as the center and a fourth preset size as the diameter; the fourth preset size is larger than the model size of the object model.
[0114] In an optional embodiment, in response to the first interaction trigger range at least partially overlapping the second interaction trigger range, after controlling the display of the target interaction prompt information in the graphical user interface, the above method also includes at least one of the following methods: adjusting the orientation of the controlled virtual character so that the front baseline corresponding to the controlled virtual character is aligned with the center of the object model of the target interactive object; moving the controlled virtual character to the interaction position corresponding to the target interactive object; adjusting the orientation of the target interactive object so that the center line of the interactive object is close to or points to the front baseline corresponding to the controlled virtual character.
[0115] If the function is implemented in the form of a software functional unit and sold or used as an independent product, it can be stored in a computer-readable storage medium. Based on this understanding, the technical solution of the present disclosure, or the part that contributes to the prior art or the part of the technical solution, can be embodied in the form of a software product, which is stored in a storage medium and includes several instructions for a computer device (which can be a personal computer, a terminal device, or a network device, etc.) to perform all or part of the steps of the various embodiments of the present disclosure. The aforementioned storage medium includes: U disk, mobile hard disk, read-only memory (ROM, Read-Only Memory), random access memory (RAM, Random Access Memory), disk or optical disk, etc., which can store program code.
[0116] In the description of the present disclosure, it should be noted that the terms "center", "upper", "lower", "left", "right", "vertical", "horizontal", "inner", "outer", etc., indicating the orientation or positional relationship, are based on the orientation or positional relationship shown in the drawings, and are only for the convenience of describing the present disclosure and simplifying the description, rather than indicating or implying that the device or element referred to must have a specific orientation, be constructed and operated in a specific orientation, and therefore cannot be understood as a limitation of the present disclosure. In addition, the terms "first", "second", and "third" are used for descriptive purposes only, and cannot be understood as indicating or implying relative importance.
[0117] Finally, it should be noted that the above embodiments are only specific implementation methods of the present disclosure, which are used to illustrate the technical solutions of the present disclosure, rather than to limit them. The protection scope of the present disclosure is not limited thereto. Although the present disclosure is described in detail with reference to the above embodiments, ordinary technicians in the field should understand that any technician familiar with the technical field can still modify the technical solutions recorded in the above embodiments within the technical scope disclosed in the present disclosure, or can easily think of changes, or make equivalent replacements for some of the technical features therein; and these modifications, changes or replacements do not make the essence of the corresponding technical solutions deviate from the spirit and scope of the technical solutions of the embodiments of the present disclosure, and should be included in the protection scope of the present disclosure. Therefore, the protection scope of the present disclosure should be based on the protection scope of the claims.
Claims
1. A game interactive control method, characterized in that: A graphical user interface is provided through a terminal device, wherein the graphical user interface includes at least a portion of a game scene, wherein the game scene includes at least a plurality of interactive objects and a controlled virtual character controlled by the terminal device, and the method includes: In response to a movement control instruction for the controlled virtual character, controlling the controlled virtual character to move in the game scene; In response to the position between the controlled virtual character and the target interactive object satisfying a preset condition, determining the type of the target interactive object, wherein the target interactive object is any one of the plurality of interactive objects, the plurality of interactive objects include at least two types, and different types of interactive objects are provided with different interaction trigger ranges; Determining, according to the type of the target interactive object, a first interaction triggering range corresponding to the target interactive object and a second interaction triggering range corresponding to the controlled virtual character; In response to the first interaction trigger range and the second interaction trigger range at least partially overlapping, control the display of target interaction prompt information in the graphical user interface; wherein the target interaction prompt information is used to prompt the controlled virtual character to perform game interaction with the target interactive object.
2. The method according to claim 1, characterized in that: The interaction trigger ranges set for different types of interactive objects include: a circular area with a first preset length as the radius and a second preset length as the fan-shaped radius as the center of the object model corresponding to the interactive object.
3. The method according to claim 1, characterized in that The second interaction triggering range includes: a fan-shaped area with the center of the character model corresponding to the controlled virtual character as the center of the circle and the front reference line of the character model as the midline.
4. The method according to claim 1, characterized in that: The step of controlling the display of target interaction prompt information in the graphical user interface in response to the first interaction triggering range at least partially overlapping with the second interaction triggering range includes: In response to the controlled virtual character being located within the first interaction triggering range and the target interactive object being located within the second interaction triggering range, target interaction prompt information is controlled to be displayed in the graphical user interface.
5. The method according to claim 4, characterized in that In response to the controlled virtual character being located within the first interaction triggering range and the target interactive object being located within the second interaction triggering range, the step of controlling the display of the target interaction prompt information in the graphical user interface comprises: In response to the character determination range corresponding to the controlled virtual character being within the first interaction trigger range, determining whether the object determination range corresponding to the target interactive object is within the second interaction trigger range; If the object determination range corresponding to the target interactive object is within the second interaction triggering range, target interaction prompt information is controlled to be displayed in the graphical user interface.
6. The method according to claim 5, characterized in that The role determination range corresponding to the controlled virtual character includes at least one of the following area ranges: a circular area with the center of the character model corresponding to the controlled virtual character as the center and the model size of the character model as the diameter; A circular area with the center of the character model corresponding to the controlled virtual character as the center and a first preset size as the diameter; the first preset size is smaller than the model size of the character model; A circular area with the center of the character model corresponding to the controlled virtual character as the center and a second preset size as the diameter; the second preset size is larger than the model size of the character model.
7. The method according to claim 5, characterized in that The object determination range corresponding to the target interactive object includes at least one of the following area ranges: a circular area with the center of the object model corresponding to the target interactive object as the center and the model size of the object model as the diameter; a circular area with the center of the object model corresponding to the target interactive object as the center and a third preset size as the diameter; the third preset size is smaller than the model size of the object model; A circular area with the center of the object model corresponding to the target interactive object as the center and a fourth preset size as the diameter; the fourth preset size is larger than the model size of the object model.
8. The method according to claim 1, characterized in that: After controlling the display of target interaction prompt information in the graphical user interface in response to the first interaction triggering range and the second interaction triggering range at least partially overlapping, the method further includes at least one of the following ways: Adjusting the orientation of the controlled virtual character so that the front reference line corresponding to the controlled virtual character is aligned with the center of the object model of the target interactive object; Moving the controlled virtual character to an interaction position corresponding to the target interactive object; The orientation of the target interactive object is adjusted so that the center line of the interactive object is close to or points to the front reference line corresponding to the controlled virtual character.
9. A game interactive control device, characterized in that: A graphical user interface is provided through a terminal device, wherein the graphical user interface includes at least a part of a game scene, wherein the game scene includes at least a plurality of interactive objects and a controlled virtual character controlled by the terminal device, wherein the apparatus includes: A movement control module, used to respond to a movement control instruction for the controlled virtual character, and control the controlled virtual character to move in the game scene; a type determination module, configured to determine the type of the target interactive object in response to the position between the controlled virtual character and the target interactive object satisfying a preset condition, wherein the target interactive object is any one of the plurality of interactive objects, the plurality of interactive objects include at least two types, and different types of interactive objects are provided with different interaction trigger ranges; A range determination module, configured to determine, according to the type of the target interactive object, a first interaction trigger range corresponding to the target interactive object and a second interaction trigger range corresponding to the controlled virtual character; An information display module is used to control the display of target interaction prompt information in the graphical user interface in response to the first interaction trigger range and the second interaction trigger range at least partially overlapping; wherein the target interaction prompt information is used to prompt the controlled virtual character to perform game interaction with the target interactive object.
10. An electronic device, characterized in that: The electronic device includes a processor and a memory, wherein the memory stores machine executable instructions that can be executed by the processor, and the processor executes the machine executable instructions to implement the game interaction control method according to any one of claims 1 to 8.
11. A computer-readable storage medium, characterized in that: The computer-readable storage medium stores computer-executable instructions, and when the computer-executable instructions are called and executed by a processor, the computer-executable instructions prompt the processor to implement the game interaction control method according to any one of claims 1 to 8.
Citation Information
Patent Citations
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