Game interaction control method, device and electronic equipment

By categorizing interactive objects in the game and setting different trigger ranges, the problem of players needing to aim precisely is solved, resulting in a more intuitive game interaction experience and a better sense of immersion.

CN119701336BActive Publication Date: 2025-11-21NETEASE (HANGZHOU) NETWORK CO LTD
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Patent Information

Application Number
CN202411635828.4
Authority / Receiving Office
CN · China
Patent Type
Patents(China)
Current Assignee / Owner
Filing Date
2024-11-14
Publication Date
2025-11-21
Estimated Expiration
2044-11-14

AI Technical Summary

Technical Problem

In the game, when players control their characters to interact with interactive objects, they need to aim precisely to trigger the interaction, resulting in a poor experience and affecting immersion.

Method used

By classifying interactive objects and setting different interaction trigger ranges for different types, interactive prompts are displayed when the positions of the character and the object meet the conditions, allowing partial overlap to trigger interaction.

Benefits of technology

It improves the intuitiveness of game interaction and the player experience, avoids the hassle of repeatedly adjusting character positions and angles, and enhances the game's immersion.

✦ Generated by Eureka AI based on patent content.

Smart Images

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Patent Text Reader

Abstract

The present disclosure provides a game interaction control method and device and electronic equipment. If a position between a controlled virtual character and a target interactable object meets a preset condition, the type of the target interactable object is determined, and different types of interactable objects are provided with different interaction trigger ranges. If a first interaction trigger range corresponding to the target interactable object at least partially overlaps with a second interaction trigger range corresponding to the controlled virtual character, a target interaction prompt information is displayed in a graphical user interface. This way classifies the interactable objects and sets different interaction trigger ranges for different types of interactable objects, so that the game interaction is more in line with the intuition of the players. At the same time, the interaction can be triggered when the interaction trigger range corresponding to the controlled virtual character partially overlaps with the interaction trigger range corresponding to the interactable object. This way can trigger the interaction without the controlled virtual character facing the interactable object, which helps to improve the game interaction experience of the players.
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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 equipment. BACKGROUND

[0002] In a game, when a player controls a game character to interact with an interactive object in a game scene, the game character needs to be in the interactive range corresponding to the interactive object and face the interactive object to trigger an interactive operation prompt. This method often causes the game character to face the interactive object but fail to trigger the interaction, and the player needs to adjust the position and angle of the game character to trigger the interaction, which affects the player's game experience and immersion. SUMMARY

[0003] The present disclosure aims to provide a game interaction control method, device and electronic equipment to improve the operation experience and more realistic immersion through an interaction triggering mechanism when a character and an interactive object approach each other.

[0004] In a first aspect, the present disclosure provides a game interaction control method. A graphical user interface is provided by a terminal device, and 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. 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 a position between the controlled virtual character and a target interactive object meeting a preset condition, determining a 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 triggering ranges; determining a first interaction triggering range corresponding to the target interactive object and a second interaction triggering range corresponding to the controlled virtual character according to the type of the target interactive object; in response to the first interaction triggering range at least partially overlapping with the second interaction triggering range, controlling a target interaction prompt information to be displayed in the graphical user interface; and wherein the target interaction prompt information is used to prompt the controlled virtual character to interact with the target interactive object.

[0005] In a second aspect, the present disclosure provides a game interaction control apparatus. The apparatus provides a graphical user interface 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. The apparatus includes: a movement control module configured to control the controlled virtual character to move in the game scene in response to a movement control instruction for the controlled virtual character; a type determination module configured to determine a type of a target interactive object in response to a position between the controlled virtual character and the target interactive object satisfying a preset condition, the target interactive object being any one of the plurality of interactive objects, the plurality of interactive objects including at least two types, and interactive objects of different types being provided with different interaction triggering ranges; a range determination module configured to determine a first interaction triggering range corresponding to the target interactive object and a second interaction triggering range corresponding to the controlled virtual character according to the type of the target interactive object; and an information display module configured to control a target interaction prompt information to be displayed in the graphical user interface in response to the first interaction triggering range at least partially overlapping the second interaction triggering range, the target interaction prompt information being used to prompt the controlled virtual character to interact with the target interactive object.

[0006] In a third aspect, the present disclosure provides an electronic device. The electronic device includes a processor and a memory. The memory stores machine executable instructions executable by the processor. The processor executes the machine executable instructions to implement the game interaction control method.

[0007] In a fourth aspect, the present disclosure provides a computer readable storage medium. The computer readable storage medium stores computer executable instructions. When the computer executable instructions are invoked and executed by a processor, the computer executable instructions cause the processor to implement the game interaction control method.

[0008] The embodiments of the present disclosure have the following beneficial effects:

[0009] The game interaction control method, device and electronic equipment provided by the present disclosure first respond to a movement control instruction for a controlled virtual character, and control the controlled virtual character to move in a game scene. Then, in response to a position between the controlled virtual character and a target interactable object satisfying a preset condition, the type of the target interactable object is determined, wherein the target interactable object is any one of a plurality of interactable objects, the plurality of interactable objects include at least two types, and different types of interactable objects are provided with different interaction trigger ranges. Then, according to the type of the target interactable object, a first interaction trigger range corresponding to the target interactable object and a second interaction trigger range corresponding to the controlled virtual character are determined. Then, in response to the first interaction trigger range and the second interaction trigger range at least partially overlapping, target interaction prompt information is displayed in a graphical user interface. The target interaction prompt information is used to prompt the controlled virtual character to interact with the target interactable object. In this way, the interactable objects are classified, and different interaction trigger ranges are set for different types of interactable objects, so that the game interaction is more in line with the intuition of the player. At the same time, when the interaction trigger range corresponding to the controlled virtual character and the interaction trigger range corresponding to the interactable object partially overlap, the interaction can be triggered. This way, the interaction can be triggered without the controlled virtual character facing the interactable object, avoiding the player repeatedly adjusting the position and angle of the character to trigger the interaction, and improving the player's game experience.

[0010] Other features and advantages of the present disclosure will be described in the following description, or can be inferred from the description, or can be determined without doubt, or can be known by implementing the above-mentioned technologies of the present disclosure.

[0011] In order to make the above-mentioned purposes, features and advantages of the present disclosure more obvious and easy to understand, the following preferred embodiments are described in detail below, and the accompanying drawings are described as follows. BRIEF DESCRIPTION OF DRAWINGS

[0012] In order to more clearly illustrate the specific embodiments of the present disclosure or the technical solutions in the prior art, the following will briefly introduce the drawings needed to be used in the specific embodiments or the prior art description. Obviously, the drawings in the following description are some embodiments of the present disclosure, and those skilled in the art can also obtain other drawings according to these drawings without creative labor.

[0013] Figure 1 The schematic diagram of object interaction in the prior art provided by the embodiments of the present disclosure;

[0014] Figure 2 The flowchart of a game interaction control method provided by the embodiments of the present disclosure;

[0015] Figure 3A display diagram of an interaction trigger range corresponding to a different type of interactable object provided by an embodiment of the present disclosure;

[0016] Figure 4 A display diagram of a second interaction trigger range provided by an embodiment of the present disclosure;

[0017] Figure 5 A display diagram of a role determination range corresponding to a controlled virtual role provided by an embodiment of the present disclosure;

[0018] Figure 6 A display diagram of an object determination range corresponding to a target interactable object provided by an embodiment of the present disclosure;

[0019] Figure 7 A diagram of an interaction determination being successful provided by an embodiment of the present disclosure;

[0020] Figure 8 A diagram of an interaction determination being unsuccessful provided by an embodiment of the present disclosure;

[0021] Figure 9 A diagram of adjusting an orientation of a controlled virtual role provided by an embodiment of the present disclosure;

[0022] Figure 10 A diagram of adjusting a position of a controlled virtual role provided by an embodiment of the present disclosure;

[0023] Figure 11 A diagram of adjusting an orientation of a target interactable object provided by an embodiment of the present disclosure;

[0024] Figure 12 A structural diagram of a game interaction control device provided by an embodiment of the present disclosure;

[0025] Figure 13 A structural diagram of an electronic device provided by an embodiment of the present disclosure. DETAILED DESCRIPTION

[0026] In order to make the objects, technical solutions and advantages of the embodiments of the present disclosure clearer, the technical solutions in the embodiments of the present disclosure will be described below in connection with the drawings in the embodiments of the present disclosure. Obviously, the described embodiments are a part of the embodiments of the present disclosure, rather than all the embodiments of the present disclosure. The components of the embodiments of the present disclosure described and shown in the drawings herein can be arranged and designed in various different configurations.

[0027] Therefore, the following detailed description of embodiments of the present disclosure provided in the accompanying drawings is not intended to limit the scope of the claimed present disclosure, but merely represents selected embodiments of the present disclosure. Based on the embodiments in the present disclosure, all other embodiments obtained by those of ordinary skill in the art without creative labor are within the scope of protection of the present disclosure.

[0028] In a 3D game, when a player controls a game character to interact with various interactive objects in the game and the scene, the game character needs to face the interactive object accurately to trigger the interactive operation prompt. Often, the game character has faced the interactive object, but cannot trigger the interaction, and needs to adjust the position and angle of the game character to interact, which is a poor experience and affects the game immersion.

[0029] As shown in Figure 1 is a schematic diagram of object interaction in the prior art, Figure 1 the black circle in the figure represents an interactive object, and the fan-shaped area below the interactive object is the trigger range corresponding to the interactive object, Figure 1 the three human models in the figure represent three game characters, wherein the game character with a white and black head is facing the interactive object, and the game character with a gray and black head is located in the trigger range corresponding to the interactive object, but only the game character located in the trigger range corresponding to the interactive object and facing the interactive object can trigger the interaction, that is, only Figure 1 the game character with a brown head in the figure can trigger the interaction with the interactive object.

[0030] Based on the above description, the embodiments of the present disclosure provide a game interaction control method, device and electronic equipment, which can be applied to the scene of game characters interacting with interactive objects in a game scene.

[0031] The game interaction control method in one embodiment of the present disclosure can run on a local terminal device or a server. When the game interaction control method runs on the 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 embodiment, various cloud applications can be run under the cloud interaction system, for example, cloud games. Taking cloud games as an example, cloud games refer to a game mode based on cloud computing. In the running mode of cloud games, the running subject of the game program and the presentation subject of the game picture are separated, and the storage and running of the game interaction control method are completed on the cloud game server. The client device is used for receiving and sending data and presenting the game picture. For example, the client device can be a display device close to the user side with data transmission function, such as a mobile terminal, a television, a computer, a palm computer, etc. However, the cloud game server in the cloud end performs information processing. When playing the game, the player operates the client device to send operation instructions to the cloud game server, the cloud game server runs the game according to the operation instructions, encodes and compresses the game picture and other data, returns the data to the client device through the network, and finally decodes and outputs the game picture through the client device.

[0033] In an optional embodiment, taking games as an example, the local terminal device stores a game program and is used for presenting a game picture. The local terminal device is used for interacting with the player through a graphical user interface, that is, a conventional game program is downloaded and installed on an electronic device and run. The way in which the local terminal device provides the graphical user interface to the player can include various ways, for example, the graphical user interface can be rendered and displayed on the display screen of the terminal, or the graphical user interface can be provided to the player through holographic projection. For example, the local terminal device can include a display screen used for presenting a graphical user interface including a game picture, and a processor used for running the game, generating the graphical user interface, and controlling the display of the graphical user interface on the display screen.

[0034] In a possible embodiment, the present disclosure provides a game interaction control method, a graphical user interface is provided through a terminal device, 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 through the terminal device. Figure 2 As shown in the figure, the method includes the following specific steps:

[0035] Step S202, in response to a movement control instruction for the controlled virtual character, the controlled virtual character is controlled to move in the game scene.

[0036] The terminal device can be the aforementioned local terminal device, or the aforementioned client device in the cloud interaction system. Specifically, the terminal device can be a mobile phone, a tablet computer, a personal computer, or the like. The terminal device can provide a graphical user interface corresponding to the target game by running a game program corresponding to the target game. The graphical user interface is used to display a scene picture 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 plurality of interactive objects include, but are not limited to, the following objects: a non-player character (NPC) in the game scene, an object, a virtual herb, a virtual door and window, a virtual treasure chest, and a ground teleport point.

[0037] In a specific implementation, the trigger mode of the movement control instruction can be determined according to the development requirements. For example, the movement control instruction can be triggered by triggering a movement control displayed in a graphical user interface in a mobile game, or triggered by triggering a specified key in a keyboard in a PC game, or triggered by triggering a movement joystick or a specified key in a gamepad in a host game. The player can control the controlled virtual character to move anywhere in the game scene through the terminal device.

[0038] In step S204, the type of the target interactive object is determined in response to the position between the controlled virtual character and the target interactive object satisfying a preset condition. The target interactive object is any one of the plurality of interactive objects, and the plurality of interactive objects include at least two types. Different types of interactive objects are provided with different interaction trigger ranges.

[0039] The specific condition corresponding to the preset condition can be determined according to the development requirements. 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, or the controlled virtual character is located at a specified position of the target interactive object. In the game scene, the plurality of interactive objects are pre-divided into a plurality of types. The division rule can be determined according to the development requirements. For example, the interactive objects can be divided according to their functions, or according to whether the controlled virtual character needs to face the interactive object during interaction, or according to the object category of the interactive object, and the like. Specifically, different types of interactive objects are pre-configured with different interaction trigger ranges. This way 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 intuitive to the player.

[0040] In a specific implementation, the interaction triggering range of the above-mentioned interactive object configuration can be a nearby range of the interactive object. The specific range corresponding to the interaction triggering range of the interactive object configuration can be determined according to development requirements. For example, the interaction triggering range of the interactive object configuration can be a region range corresponding to an upper side, a lower side, a left side, or a right side of the interactive object. The interaction triggering range of the interactive object configuration can also be a sector region or a circular region with the center of the interactive object as the center, and the like.

[0041] In step S206, the first interaction triggering range corresponding to the target interactive object and the second interaction triggering range corresponding to the controlled virtual character are determined according to the type of the target interactive object.

[0042] In a specific implementation, the second interaction triggering range corresponding to the controlled virtual character is pre-configured. The second interaction triggering range can be a nearby range of the controlled virtual character. The specific range corresponding to the second interaction triggering range can be determined according to development requirements. For example, the second interaction triggering range can be a region range corresponding to an upper side, a lower side, a left side, or a right side of the controlled virtual character. The second interaction triggering range can also be a sector region or a circular region with the controlled virtual character as the center, and the like. Since the interaction triggering ranges corresponding to different types of interactive objects are different, the first interaction triggering range corresponding to the target interactive object needs to be determined according to the type of the target interactive object.

[0043] In step S208, the target interaction prompt information is displayed in the graphical user interface in response to the first interaction triggering range and the second interaction triggering range at least partially overlapping. The target interaction prompt information is used to prompt the controlled virtual character to interact with the target interactive object in the game.

[0044] In a specific implementation, the first interaction triggering range and the second interaction triggering range at least partially overlapping can be understood as that the first interaction triggering range and the second interaction triggering range have an overlapping region. If the first interaction triggering range and the second interaction triggering 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 to control the controlled virtual character to interact with the target interactive object in the game. The interaction prompt information can also prompt the player to interact with the interactive object in the game in the current interaction content. For example, the interaction prompt information can be “a virtual treasure chest can be opened to view game rewards”, and can also be “the controlled virtual character can be teleported to xx location”, and the like.

[0045] If the first interaction trigger range does not coincide with the second interaction trigger range, it is determined that the controlled virtual character does not need to perform game interaction with the target interactable object, and no information is displayed in the graphical user interface. In a specific implementation, whether the controlled virtual character performs game interaction with the target interactable object is determined by whether the first interaction trigger range partially coincides with the second interaction trigger range, which can improve the success rate of game interaction.

[0046] The game interaction control method provided by the embodiments of the present application classifies interactable objects and sets different interaction trigger ranges for different types of interactable objects, so that game interaction is more in line with the intuition of players. Meanwhile, when the interaction trigger range corresponding to the controlled virtual character partially coincides with the interaction trigger range corresponding to the interactable object, interaction can be triggered. This way, interaction can be triggered without the controlled virtual character facing the interactable object, avoiding repeated adjustment of the position and angle of the character by the player to trigger interaction, and improving the game experience of the player.

[0047] The following embodiments are used to describe the manner of determining the interaction trigger range.

[0048] Specifically, the interaction trigger ranges set for different types of interactable objects respectively include a circular region with the center of the object model corresponding to the interactable object as the center and a first preset length as the radius, and a sector region with a second preset length as the sector radius and a preset sector angle.

[0049] In a specific implementation, the object model corresponding to the interactable object is usually a three-dimensional model, and the form of the three-dimensional model can be determined according to research and development requirements. Specifically, the interactable objects in the game scene can be set into two types. The first type is set to have a front direction, for example, NPC, virtual treasure chest, virtual door and window, and the like, and the angle of the front direction corresponding to the interactable objects of this type can be determined according to research and development requirements. The second type is set to have no specific direction, for example, virtual herbs, ground teleportation points, and the like.

[0050] The interaction trigger range corresponding to the interactable objects of the first type is a sector region with the center of the object model corresponding to the interactable object as the center, a second preset length as the sector radius, and a preset sector angle, which can be determined according to research and development requirements, for example, the sector angle can be set to 90 degrees or 180 degrees, and the like. The interaction trigger range corresponding to the interactable objects of the second type is a circular region with the center of the object model corresponding to the interactable object as the center and a first preset length as the radius. The specific lengths of the first preset length and the second preset length can be determined according to research and development requirements, which are not limited here.

[0051] As Figure 3Fig. 1 shows a display diagram of the interaction trigger range corresponding to different types of interactive objects according to an embodiment of the present application, Figure 3 The dark circle in Fig. 1 represents the object model corresponding to the interactive object, and the center of the dark circle is the center point of the object model. Figure 3 Point A in Fig. 1 is the center point of the object model of the first type of interactive object, and AC is the sector radius of the interaction trigger range corresponding to the first type of interactive object. The length of AC is the second preset length mentioned above, and the interaction trigger range corresponding to the first type of interactive object is a sector region with A as the center, AC as the sector radius, and 180 degrees as the sector angle. Figure 3 Point B in Fig. 1 is the center point of the object model of the second type of interactive object, and BD is the circular radius of the interaction trigger range corresponding to the second type of interactive object. The interaction trigger range corresponding to the second type of interactive object is a circular region with B as the center and BD as the circular radius.

[0052] In a specific embodiment, since the first type of interactive object is limited by the front face orientation, the interaction trigger range corresponding to the first type of interactive object is a sector region with the center of the object model corresponding to the interactive object as the center and the front face reference line of the interactive object as the middle line. The sector angle and sector radius corresponding to the sector region can be determined according to the research and development requirements. For example, the sector angle can be set within a preset angle range, or the sector angle can be set as a fixed angle value. The preset angle range can be determined according to the research and development requirements. 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 Fig. 1 is used to indicate the front face reference line of the interactive object, Figure 3 The sector angle of the interaction trigger range corresponding to the first type of interactive object in Fig. 1 is 180 degrees, and the middle line of the sector region is the front face reference line of the interactive object.

[0053] Further, the second interaction trigger range corresponding to the controlled virtual character includes a sector region with the center of the character model corresponding to the controlled virtual character as the center and the front face reference line of the character model as the middle line. The character model corresponding to the controlled virtual character is usually a three-dimensional model, and the form of the three-dimensional model can be determined according to the research and development requirements or the player operation.

[0054] In a specific implementation, the second interaction triggering range corresponding to the controlled virtual character is a circular area with the center point of the character model corresponding to the controlled virtual character as the center, and a sector area with the front reference line of the character model as the middle line. The sector angle and the sector radius of the sector area can be determined according to the research and development requirements. For example, the sector angle can be set within a preset angle range, and the sector angle can also be set as a fixed angle value. The preset angle range can be determined according to the research and development requirements, for example, the preset angle range can be [60°, 180°] or [90°, 180°], etc.

[0055] As shown in Figure 4 is a display diagram of a second interaction triggering range provided by an embodiment of the application, Figure 4 The dark circle in the figure represents the character model corresponding to the controlled virtual character, and the center of the dark circle is also the center point of the character model. Figure 4 P point in the figure is the center point of the character model of the controlled virtual character, and PE is the sector radius of the second interaction triggering range corresponding to the controlled virtual character. The second interaction triggering range corresponding to the controlled virtual character is a sector area with P point as the center, PE as the sector radius, and the front reference line of the character model as the middle line. Figure 4 Two schematic diagrams of the second interaction triggering range are listed in the figure, wherein, Figure 4 The sector angle of the left sector area in the figure is 90 degrees, and the sector angle of the right sector area is 60 degrees.

[0056] The above-mentioned manner can set the interaction triggering range corresponding to the interactive object and the interaction triggering range corresponding to the controlled virtual character according to the research and development requirements, thereby improving the flexibility of the interaction triggering between the controlled virtual character and the interactive object, and helping to improve the game experience of the player.

[0057] The following embodiments are used to describe the manner of determining that the object and the character can interact.

[0058] Specifically, in response to the first interaction triggering range and the second interaction triggering range at least partially overlapping, the specific process of controlling the display of the target interaction prompt information in the graphical user interface can include: in response to the controlled virtual character being located in the first interaction triggering range and the target interactive object being located in the second interaction triggering range, controlling the display of the 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 trigger range corresponding to the target interactable object, and the target interactable object is located in the second interaction trigger range corresponding to the controlled virtual character, the target interaction prompt information indicating that the controlled virtual character and the target interactable object perform game interaction is displayed in the graphical user interface. If the controlled virtual character is located in the first interaction trigger range but the target interactable object is not located in the second interaction trigger range, or the target interactable object is located in the second interaction trigger range but the controlled virtual character is not located in the first interaction trigger range, it is determined that the controlled virtual character does not need to perform game interaction with the target interactable object, and no information is displayed in the graphical user interface.

[0060] In an optional embodiment, the specific process of controlling to display the target interaction prompt information in the graphical user interface in response to the controlled virtual character being located in the first interaction trigger range and the target interactable object being located in the second interaction trigger range includes: in response to the character determination range corresponding to the controlled virtual character being located in the first interaction trigger range, determining whether the object determination range corresponding to the target interactable object is located in the second interaction trigger range; and if the object determination range corresponding to the target interactable object is located in the second interaction trigger range, controlling to display the target interaction prompt information in the graphical user interface.

[0061] The character determination range refers to a determination range corresponding to the controlled virtual character itself, which is used to determine the timing and precision of collision or triggering of the controlled virtual character with other objects. Generally, the larger the character determination range, the more likely the controlled virtual character is to collide with other objects. Similarly, the object determination range refers to a determination range corresponding to the target interactable object itself. Specifically, the character determination range corresponding to the controlled virtual character and the object determination range corresponding to the target interactable object can be determined according to research and development requirements, and the character determination range is centered on the controlled virtual character, and the object determination range is centered on the target interactable object.

[0062] In an optional embodiment, the character determination range corresponding to the controlled virtual character includes at least one of the following area ranges: a circular area with a center of a character model corresponding to the controlled virtual character as a center and a model size of the character model as a diameter; a circular area with the center of the character model corresponding to the controlled virtual character as a center and a first preset size as a 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 a center and a second preset size as a diameter; the second preset size is larger than the model size of the character model.

[0063] The role determination range corresponding to the controlled virtual role can match the model size of the role model, can be smaller than the model size of the role model, or can be larger than the model size of the role model, and can be determined according to research and development requirements. The size of the role determination range corresponding to the controlled virtual role is determined by research and development requirements and affects the accuracy of triggering. For example, the diameter (equivalent to the model size) of the role model is 0.5 meters, and the diameter of the role determination range is set to 0.5 meters, so as long as the role model of the controlled virtual role visually enters the first interactive trigger range of the target interactable object, the triggering condition can be met; if the diameter of the role determination range is set to 0.1 meters, it may be visually that the role model has entered the first interactive trigger range of the target interactable object, but the interaction cannot be triggered and needs to be closer to trigger the interaction; or the diameter of the role determination range is set to 0.8 meters, and at this time the player sees that the role model is still a distance away from the first interactive trigger range of the target interactable object, but the triggering condition is met. The feeling brought by the different role determination ranges is different, and this mechanism is to provide designers with more flexible parameters for adjustment, because the roles operated by players can be very different, such as humans, animals, and mecha.

[0064] As Figure 5 shown is a display diagram of a role determination range corresponding to a controlled virtual role provided by the embodiment of the application, Figure 5 P in the figure represents the center point of the role model of the controlled virtual role, and PF represents the radius of the role determination range corresponding to the controlled virtual role. Figure 5 The first circle in the figure represents a case where the role determination range corresponding to the controlled virtual role matches the model size of the role model of the controlled virtual role. Figure 5 The second figure in the figure represents a case where the role determination range corresponding to the controlled virtual role is smaller than the model size of the role model of the controlled virtual role, wherein the smaller circle in the second figure represents the role determination range corresponding to the controlled virtual role. Figure 5 The third figure in the figure represents a case where the role determination range corresponding to the controlled virtual role is larger than the model size of the role model of the controlled virtual role, wherein the larger circle in the third figure represents the role determination range corresponding to the controlled virtual role.

[0065] In an optional embodiment, the object determination range corresponding to the target interactable object comprises at least one of the following area ranges: a circular area with the center of the object model corresponding to the target interactable 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 interactable 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 interactable 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.

[0066] The object determination range corresponding to the target interactable object can match the model size of the object model, can be smaller than the object size of the object model, or can be larger than the model size of the object model, and can be determined according to the development requirements.

[0067] As shown in FIG. 1, Figure 6 FIG. 1 is a display diagram of an object determination range corresponding to a target interactable object provided by an embodiment of the present application, Figure 6 A point in FIG. 1 represents the center point of the object model of the target interactable object, and AG represents the radius of the object determination range corresponding to the target interactable object. Figure 6 The first circle in FIG. 1 represents a case where the object determination range corresponding to the target interactable object matches the model size of the object model of the target interactable object. Figure 6 The second graph in FIG. 1 represents a case where the object determination range corresponding to the target interactable object is smaller than the model size of the object model corresponding to the target interactable object, wherein the smaller circle in the second graph represents the object determination range corresponding to the target interactable object. Figure 6 The third graph in FIG. 1 represents a case where the object determination range corresponding to the target interactable object is larger than the model size of the object model of the target interactable object, wherein the larger circle in the third graph represents the object determination range corresponding to the target interactable object.

[0068] In the game scene, if the role determination range corresponding to the controlled virtual character is located in the first interaction trigger range corresponding to the target interactable object, the interactable determination is triggered, and no information is displayed, and the interactable determination is to determine whether the object determination range corresponding to the target interactable object is located in the second interaction trigger range; if the object determination range corresponding to the target interactable object is located in the second interaction trigger range corresponding to the controlled virtual character, the interaction determination is successful, so that the target interaction prompt information is displayed in the graphical user interface; if the object determination range corresponding to the target interactable object is not located in the second interaction trigger range corresponding to the controlled virtual character, the final determination fails, and no information is prompted.

[0069] As shown in FIG. 2, Figure 7Fig. 1 shows a schematic diagram of an interaction determination as successful provided by an embodiment of the present application, Figure 7 The dark circle with the center point A in Fig. 1 represents a target interactable object, and the white circle with the center point P represents a controlled virtual character, Figure 7 The first diagram in Fig. 2 shows a schematic diagram of a controlled virtual character located in a first interaction trigger range corresponding to a first type of target interactable object and the first type of target interactable object located in a second interaction trigger range corresponding to the controlled virtual character, Figure 7 The second diagram in Fig. 2 contains two controlled virtual characters, both of which are located in a first interactable trigger range of a circle corresponding to a second type of target interactable object, and the second type of target interactable object is located in a second interactable trigger range corresponding to the two controlled virtual characters, thus the second type of target interactable object can respectively interact with the two controlled virtual characters.

[0070] Figure 8 Fig. 3 shows a schematic diagram of an interaction determination as failed provided by an embodiment of the present application, Figure 8 The dark circle with the center point A in Fig. 3 represents a target interactable object, and the white circle with the center point P represents a controlled virtual character, Figure 8 The first diagram in Fig. 4 shows a schematic diagram of a controlled virtual character located in a first interaction trigger range corresponding to a first type of target interactable object but the first type of target interactable object not located in a second interaction trigger range corresponding to the controlled virtual character, Figure 7 The second diagram in Fig. 4 contains two controlled virtual characters, both of which are located in a first interactable trigger range of a circle corresponding to a second type of target interactable object, but the second type of target interactable object is not located in a second interactable trigger range corresponding to the two controlled virtual characters, thus the second type of target interactable object does not interact with the two controlled virtual characters.

[0071] The following embodiments are used to describe the interaction performance rules.

[0072] To better reflect realistic interactions and enhance player immersion, appropriate feedback is required after a successful game interaction between the controlled virtual character and the target interactive object. Specifically, after displaying a target interaction prompt in the graphical user interface in response to at least partial overlap between the first and second interaction trigger ranges, at least one of the following methods should be executed: adjusting the orientation of the controlled virtual character so that the frontal baseline of the controlled virtual character is aligned with the center of the target interactive object's model; 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 its centerline is close to or points towards the center of the controlled virtual character's model.

[0073] In practical 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 actions, and related feedback. For example, the controlled virtual character will automatically adjust to face the target interactive object, or quickly move to a specific position (equivalent to the aforementioned interaction position) and face the target interactive object. If the target interactive object is an NPC or similar object, there also needs to be a certain range of orientation adjustment.

[0074] like Figure 9 The diagram shown is a schematic representation of adjusting the orientation of a controlled virtual character according to an embodiment of the present invention. Figure 9 The dark circle with center point A represents the target interactive object, the white circle with center point P represents the controlled virtual character, the fan-shaped area corresponding to the controlled virtual character is the second interaction trigger range, and the arrows within the second interaction trigger range represent the front baseline of the controlled virtual character. Figure 9 The first diagram illustrates a scenario where the controlled virtual character is within the first interaction trigger range of the target interactive object, and the target interactive object is also within the second interaction trigger range, but the controlled virtual character's front is not facing the target interactive object. In this case, the controlled virtual character and the target interactive object successfully interact, and the controlled virtual character will automatically adjust itself to face the center point of the interactive object (e.g., ...). Figure 9 (As shown in the second figure). For example, when a controlled virtual character talks to an NPC, it needs to face the NPC directly, or when a controlled virtual character gathers herbs, it also needs to face the herbs directly. Therefore, it is necessary to automatically adjust the orientation of the controlled virtual character during game interactions.

[0075] When a controlled virtual character is positioned on the side of a 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 move to the center line of the front of the door.Figure 10 Fig. 1 is a schematic diagram of adjusting the position of a controlled virtual character according to an embodiment of the present application, Figure 10 The dark circle with the center point A in Fig. 1 represents a target interactable object, and the white circle with the center point P represents a controlled virtual character, and the sector area corresponding to the controlled virtual character is a second interaction trigger range, and the arrow in the second interaction trigger range represents a front reference line of the controlled virtual character, and the semicircle area corresponding to the target interactable object is a first interaction trigger range, and the arrow in the first interaction trigger range represents a center line direction of the target interactable object. Figure 10 The first diagram in Fig. 1 indicates that the controlled virtual character is located in the first interaction trigger range corresponding to the target interactable object, and the target interactable object is also located in the second interaction trigger range, but the front of the controlled virtual character is not aligned with the center line of the target interactable object, at this time, the controlled virtual character needs to automatically adjust the orientation to face the target interactable object and automatically move to the center line position of the target interactable object.

[0076] When the controlled virtual character and the target interactable object successfully interact, the first type of target interactable object can turn the front center line to 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 interactable object can be limited, which can be determined as needed. For example, Figure 11 Fig. 2 is a schematic diagram of adjusting the orientation of a target interactable object according to an embodiment of the present application, Figure 11 The dark circle with the center point A in Fig. 2 represents a target interactable object, and the white circle with the center point P represents a controlled virtual character, Figure 11 The first diagram in Fig. 2 indicates that the controlled virtual character is located in the first interaction trigger range corresponding to the target interactable object, and the target interactable object is also located in the second interaction trigger range, but the front of the controlled virtual character is not aligned with the center line of the target interactable object. At this time, the controlled virtual character and the target interactable object successfully interact, and the target interactable object will automatically turn the front center line to the center point of the character model of the controlled virtual character, as shown in the second diagram in Fig. 2. For target interactable objects with special requirements, a maximum turning angle a can be set, Figure 11 The third diagram in Fig. 2 indicates that the target interactable object has turned to the maximum turning angle to the controlled virtual character, and if the front center line of the target interactable object has already pointed to the center point of the controlled virtual character when the target interactable object has not turned to the maximum turning angle, the target interactable object can be stopped from turning. Figure 11 The third diagram in Fig. 2 indicates that the target interactable object has turned to the maximum turning angle to the controlled virtual character, and if the front center line of the target interactable object has already pointed to the center point of the controlled virtual character when the target interactable object has not turned to the maximum turning angle, the target interactable object can be stopped from turning.

[0077] The above-mentioned manner simulates a more realistic scene interaction experience, which can enhance the immersion of the player.

[0078] Corresponding to the above method embodiments, the embodiments of the present application also provide a game interaction control device, which provides a graphical user interface including at least part of a game scene, the game scene including at least a plurality of interactive objects and a controlled virtual character controlled by a terminal device, as shown in Figure 12 The device includes:

[0079] A movement control module 90 is configured to control the movement of the controlled virtual character in the game scene in response to a movement control instruction for the controlled virtual character.

[0080] A type determination module 91 is configured to determine the type of a target interactive object in response to a preset condition being met between the position of the controlled virtual character and the target interactive object, wherein the target interactive object is any one of the plurality of interactive objects, and the plurality of interactive objects include at least two types, and interactive objects of different types are provided with different interaction trigger ranges.

[0081] A range determination module 92 is configured to determine a first interaction trigger range corresponding to the target interactive object and a second interaction trigger range corresponding to the controlled virtual character according to the type of the target interactive object.

[0082] An information display module 93 is configured 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.

[0083] The above game interaction control device classifies the interactive objects and sets different interaction trigger ranges for interactive objects of different types, so that the game interaction is more in line with the intuition of the players; at the same time, when the interaction trigger range corresponding to the controlled virtual character and the interaction trigger range corresponding to the interactive object partially overlap, the interaction can be triggered, which avoids the need for the controlled virtual character to face the interactive object to trigger the interaction, avoids the repeated adjustment of the player's role position and angle to trigger the interaction, and improves the player's game experience.

[0084] Specifically, the interaction trigger ranges set for interactive objects of different types respectively include a circular region with the center of an object model corresponding to the interactive object as the center and a first preset length as the radius, and a fan-shaped region of a preset fan angle with a second preset length as the fan radius.

[0085] Further, the above second interaction trigger range includes a fan-shaped region with the center of a character model corresponding to the controlled virtual character as the center and a front reference line of the character model as the middle line.

[0086] Further, the information display module 93 is configured to: in response to the controlled virtual character being located in the first interaction trigger range and the target interactable object being located in the second interaction trigger range, control display of the target interaction prompt information in the graphical user interface.

[0087] Further, the information display module 93 is configured to: in response to the controlled virtual character being located in the first interaction trigger range and the target interactable object being located in the second interaction trigger range, control display of the target interaction prompt information in the graphical user interface.

[0088] Further, the character determination range corresponding to the controlled virtual character includes at least one of the following area ranges: a circular area with a center of a character model corresponding to the controlled virtual character as a center and a model size of the character model as a diameter; a circular area with the center of the character model as the center and a first preset size as the diameter, the first preset size being smaller than the model size of the character model; and a circular area with the center of the character model as the center and a second preset size as the diameter, the second preset size being larger than the model size of the character model.

[0089] Further, the object determination range corresponding to the target interactable object includes at least one of the following area ranges: a circular area with a center of an object model corresponding to the target interactable object as a center and a model size of the object model as a diameter; a circular area with the center of the object model as the center and a third preset size as the diameter, the third preset size being smaller than the model size of the object model; and a circular area with the center of the object model as the center and a fourth preset size as the diameter, the fourth preset size being larger than the model size of the object model.

[0090] Further, the apparatus further includes a control module configured to: after the target interaction prompt information is displayed in the graphical user interface in response to the first interaction trigger range at least partially overlapping the second interaction trigger range, perform at least one of the following: adjust an orientation of the controlled virtual character so that a front reference line corresponding to the controlled virtual character is aligned with a center of an object model of the target interactable object; move the controlled virtual character to an interaction position corresponding to the target interactable object; and adjust an orientation of the target interactable object so that a center line of the interactable object is close to or points to the front reference line corresponding to the controlled virtual character.

[0091] The game interaction control apparatus provided in the embodiments of the present disclosure has the same implementation principle, technical effects and the foregoing method embodiments. For brevity, the part of the apparatus embodiments not mentioned can be referred to the corresponding content in the foregoing method embodiments.

[0092] The embodiments of the present disclosure further provide an electronic device, such as Figure 13 As shown, the electronic device includes a processor and a memory storing machine executable instructions executable by the processor, and the processor executes the machine executable instructions to implement the game interaction control method.

[0093] Specifically, a graphical user interface is provided by the terminal device, and 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 game interaction control 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 a position between the controlled virtual character and a target interactive object satisfying a preset condition, determining a 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 a first interaction trigger range corresponding to the target interactive object and a second interaction trigger range corresponding to the controlled virtual character according to the type of the target interactive object; in response to the first interaction trigger range at least partially overlapping with the second interaction trigger range, controlling to display target interaction prompt information in the graphical user interface; and wherein the target interaction prompt information is used to prompt the controlled virtual character to interact with the target interactive object.

[0094] In the 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 intuition of the player; 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, and this way does not require the controlled virtual character to face the interactive object to trigger the interaction, avoiding the player repeatedly adjusting the position and angle of the character to trigger the interaction, and improving the game experience of the player.

[0095] In an optional embodiment, the interaction trigger ranges set for different types of interactive objects respectively include: a circular region with a center of an object model corresponding to the interactive object as a center and a first preset length as a radius, and a fan-shaped region with a second preset length as a fan-shaped radius of a preset fan-shaped angle.

[0096] In an optional embodiment, the second interaction trigger range includes: a fan-shaped region with a center of a character model corresponding to the controlled virtual character as a center and a front reference line of the character model as a middle line.

[0097] In an optional embodiment, in response to the first interaction trigger range at least partially overlapping with the second interaction trigger range, the step of controlling the display of the target interaction prompt information in the graphical user interface comprises: in response to the controlled virtual character being located within the first interaction trigger range and the target interactable object being located within the second interaction trigger range, controlling the display of the target interaction prompt information in the graphical user interface.

[0098] In an optional embodiment, in response to the controlled virtual character being located within the first interaction trigger range and the target interactable object being located within the second interaction trigger 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 located within the first interaction trigger range, determining whether the object determination range corresponding to the target interactable object is located within the second interaction trigger range; and if the object determination range corresponding to the target interactable object is located within the second interaction trigger range, controlling the display of the target interaction prompt information in the graphical user interface.

[0099] In an optional embodiment, the character determination range corresponding to the controlled virtual character comprises at least one of the following area ranges: a circular area with a center of a character model corresponding to the controlled virtual character as a center and a model size of the character model as a diameter; a circular area with the center of the character model as a center and a first preset size as a 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 as a center and a second preset size as a 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 interactable object comprises at least one of the following area ranges: a circular area with a center of an object model corresponding to the target interactable object as a center and a model size of the object model as a diameter; a circular area with the center of the object model as a center and a third preset size as a 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 as a center and a fourth preset size as a diameter; the fourth preset size is larger than the model size of the object model.

[0101] In an optional embodiment, after the step of controlling the display of the target interaction prompt information in the graphical user interface in response to the first interaction trigger range at least partially overlapping with the second interaction trigger range, the method further comprises at least one of the following: adjusting an orientation of the controlled virtual character so that a front reference line corresponding to the controlled virtual character is aligned with a center of an object model of the target interactable object; moving the controlled virtual character to an interaction position corresponding to the target interactable object; and adjusting an orientation of the target interactable object so that a center line of the interactable object is close to or points to the front reference line corresponding to the controlled virtual character.

[0102] Further, Figure 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 through the bus 102.

[0103] The memory 100 can include a high-speed random access memory (RAM) and can further include a non-volatile memory such as at least one disk memory. 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 can be wired or wireless), and the Internet, a wide area network, a local area network, a metropolitan area network, etc. can be used. The bus 102 can be an ISA bus, a PCI bus, an EISA bus, etc. The bus can be divided into an address bus, a data bus, a control bus, etc. For ease of representation, Figure 13 Only one bidirectional arrow is used in the figure to represent only one bus or one type of bus.

[0104] The processor 101 can be an integrated circuit chip with signal processing capability. In the implementation process, each step of the above method can be completed by integrated logic circuits of hardware in the processor 101 or instructions in the form of software. The processor 101 described above 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. Each method, step and logic block disclosed 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. The steps of the method disclosed in combination with the embodiments of the present disclosure can be directly embodied as a hardware code processor for execution, or a combination of hardware and software modules in the code processor for execution. The software module can be located in a random access memory, a flash memory, a read-only memory, a programmable read-only memory, an electrically erasable programmable memory, a register, etc. The storage medium is mature in the art. The storage medium is located in the memory 100, and the processor 101 reads the information in the memory 100, and combines the hardware to complete the steps of the method of the above embodiments.

[0105] The embodiment of the present disclosure further provides a computer readable storage medium, which stores computer executable instructions. When the computer executable instructions are called and executed by a processor, the computer executable instructions cause the processor to implement the game interaction control method. For details, refer to the method embodiment, which will not be described here.

[0106] Specifically, a graphical user interface is provided by the terminal device, and 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. The game interaction control 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 a position between the controlled virtual character and a target interactive object satisfying a preset condition, determining a 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 interactive trigger ranges; according to the type of the target interactive object, determining a first interactive trigger range corresponding to the target interactive object and a second interactive trigger range corresponding to the controlled virtual character; in response to the first interactive trigger range at least partially overlapping with the second interactive trigger range, controlling the target interactive prompt information to be displayed in the graphical user interface; and wherein the target interactive prompt information is used to prompt the controlled virtual character to interact with the target interactive object.

[0107] In the game interaction control method, the interactive objects are classified, and different interactive trigger ranges are set for different types of interactive objects, so that the game interaction is more in line with the intuition of the player. Meanwhile, when the interactive trigger range corresponding to the controlled virtual character partially overlaps with the interactive trigger range corresponding to the interactive object, the interaction can be triggered. This way, the interaction can be triggered without the controlled virtual character facing the interactive object, which avoids the player repeatedly adjusting the position and angle of the character to trigger the interaction, and improves the game experience of the player.

[0108] In an optional embodiment, the interactive trigger ranges set for different types of interactive objects respectively include: a circular region with a center of an object model corresponding to the interactive object as a center and a first preset length as a radius, and a fan-shaped region with a second preset length as a fan-shaped radius of a preset fan-shaped angle.

[0109] In an optional embodiment, the second interactive trigger range includes: a fan-shaped region with a center of a character model corresponding to the controlled virtual character as a center and a front reference line of the character model as a middle line.

[0110] In an optional embodiment, in response to the first interaction trigger range at least partially overlapping with the second interaction trigger range, the step of controlling the display of the target interaction prompt information in the graphical user interface comprises: in response to the controlled virtual character being located within the first interaction trigger range and the target interactable object being located within the second interaction trigger range, controlling the display of the target interaction prompt information in the graphical user interface.

[0111] In an optional embodiment, in response to the controlled virtual character being located within the first interaction trigger range and the target interactable object being located within the second interaction trigger 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 located within the first interaction trigger range, determining whether the object determination range corresponding to the target interactable object is located within the second interaction trigger range; and if the object determination range corresponding to the target interactable object is located within the second interaction trigger range, controlling the display of the target interaction prompt information in the graphical user interface.

[0112] In an optional embodiment, the character determination range corresponding to the controlled virtual character comprises at least one of the following area ranges: a circular area with a center of a character model corresponding to the controlled virtual character as a center and a model size of the character model as a diameter; a circular area with the center of the character model as a center and a first preset size as a 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 as a center and a second preset size as a 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 interactable object comprises at least one of the following area ranges: a circular area with a center of an object model corresponding to the target interactable object as a center and a model size of the object model as a diameter; a circular area with the center of the object model as a center and a third preset size as a 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 as a center and a fourth preset size as a diameter; the fourth preset size is larger than the model size of the object model.

[0114] In an optional embodiment, after the step of controlling the display of the target interaction prompt information in the graphical user interface in response to the first interaction trigger range at least partially overlapping with the second interaction trigger range, the method further comprises at least one of the following: adjusting an orientation of the controlled virtual character so that a front reference line corresponding to the controlled virtual character is aligned with a center of an object model of the target interactable object; moving the controlled virtual character to an interaction position corresponding to the target interactable object; and adjusting an orientation of the target interactable object so that a center line of the interactable object is close to or points to the front reference line corresponding to the controlled virtual character.

[0115] If the functions are implemented in the form of software function units and sold or used as independent products, they can be stored in a computer readable storage medium. Based on this understanding, the technical solutions of the present disclosure can be embodied in the form of a software product, which is stored in a storage medium and includes a number of instructions for causing a computer device (which can be a personal computer, a terminal device, or a network device, etc.) to execute all or part of the steps of the methods of the various embodiments of the present disclosure. The aforementioned storage medium includes: a U disk, a mobile hard disk, a read-only memory (ROM, Read-Only Memory), a random access memory (RAM, Random Access Memory), a magnetic disk or an optical disk, and various media that can store program codes.

[0116] In the description of the present disclosure, it should be noted that the terms "center", "upper", "lower", "left", "right", "vertical", "horizontal", "inner", "outer", and the like indicate the orientation or positional relationship shown in the drawings, and are only for the purpose of facilitating the description of the present disclosure and simplifying the description, and do not indicate or imply that the device or element referred to must have a particular orientation, be constructed and operated in a particular orientation, and therefore cannot be understood as a limitation on the present disclosure. In addition, the terms "first", "second", "third" are only for the purpose of description, and cannot be understood as indicating or implying relative importance.

[0117] Finally, it should be noted that: the above embodiments are only specific embodiments of the present disclosure, used to illustrate the technical solutions of the present disclosure, and not to limit them, the protection scope of the present disclosure is not limited thereto, although the present disclosure has been described in detail with reference to the foregoing embodiments, those skilled in the art should understand: any person skilled in the art within the technical range disclosed by the present disclosure, can still modify or easily think of changes to the technical solutions recorded in the foregoing embodiments, or make equivalent replacements to part of the technical features; and these modifications, changes or replacements do not make the corresponding technical solutions deviate from the spirit and scope of the technical solutions of the embodiments of the present disclosure, and should be covered within the protection scope of the present disclosure. Therefore, the protection scope of the present disclosure should be subject to the protection scope of the claims.

Claims

1. A game interaction control method, characterized by, The method comprises the following steps: controlling the controlled virtual character to move in the game scene in response to a movement control instruction for the controlled virtual character; determining the type of the target interactable object in response to a preset condition being met between the position of the controlled virtual character and the target interactable object, wherein the target interactable object is any one of the plurality of interactable objects, and the plurality of interactable objects are pre-classified into at least two types, and different types of interactable objects are provided with different interaction trigger ranges; determining a first interaction trigger range corresponding to the target interactable object and a second interaction trigger range corresponding to the controlled virtual character according to the type of the target interactable object; controlling target interaction prompt information to be displayed 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 interactable object, and the game interaction is a non-combat type interaction.

2. The method of claim 1, wherein, The interaction trigger ranges of different types of interactable objects respectively include: a circular region with the center of an object model corresponding to the interactable object as the center and a first preset length as the radius, and a fan-shaped region with a second preset length as the fan-shaped radius and a preset fan-shaped angle.

3. The method of claim 1, wherein, The second interaction trigger range includes a fan-shaped region with the center of a character model corresponding to the controlled virtual character as the center and a front reference line of the character model as the middle line.

4. The method of claim 1, wherein, The step of controlling target interaction prompt information to be displayed in the graphical user interface in response to the first interaction trigger range and the second interaction trigger range at least partially overlapping, comprises: controlling target interaction prompt information to be displayed in the graphical user interface in response to the controlled virtual character being located in the first interaction trigger range and the target interactable object being located in the second interaction trigger range.

5. The method of claim 4, wherein, The step of controlling target interaction prompt information to be displayed in the graphical user interface in response to the controlled virtual character being located in the first interaction trigger range and the target interactable object being located in the second interaction trigger range, comprises: determining whether an object determination range corresponding to the target interactable object is located in the second interaction trigger range in response to a character determination range corresponding to the controlled virtual character being located in the first interaction trigger range; controlling target interaction prompt information to be displayed in the graphical user interface if the object determination range corresponding to the target interactable object is located in the second interaction trigger range.

6. The method of claim 5, wherein, The character determination range corresponding to the controlled virtual character includes at least one of the following region ranges: a circular region with the center of a character model corresponding to the controlled virtual character as the center and the model size of the character model as the diameter. A circular region with a center of the character model corresponding to the controlled virtual character as a center and a first preset size as a diameter, the first preset size being smaller than a model size of the character model; A circular region with a center of the character model corresponding to the controlled virtual character as a center and a second preset size as a diameter, the second preset size being larger than the model size of the character model.

7. The method of claim 5, wherein, The object determination range corresponding to the target interactable object includes at least one of the following region ranges: A circular region with a center of the object model corresponding to the target interactable object as a center and a model size of the object model as a diameter; A circular region with a center of the object model corresponding to the target interactable object as a center and a third preset size as a diameter, the third preset size being smaller than the model size of the object model; A circular region with a center of the object model corresponding to the target interactable object as a center and a fourth preset size as a diameter, the fourth preset size being larger than the model size of the object model.

8. The method of claim 1, wherein, After the target interaction prompt information is displayed in the graphical user interface in response to the first interaction trigger range at least partially overlapping with the second interaction trigger range, the method further includes at least one of the following manners: Adjusting an orientation of the controlled virtual character so that a front reference line corresponding to the controlled virtual character is aligned with a center of the object model of the target interactable object; Moving the controlled virtual character to an interaction position corresponding to the target interactable object; Adjusting an orientation of the target interactable object so that a center line of the interactable object is close to or points to the front reference line corresponding to the controlled virtual character.

9. A game interaction control device, characterized by, A graphical user interface is provided by a terminal device, the graphical user interface including at least part of a game scene, the game scene including at least a plurality of interactable objects and a controlled virtual character controlled by the terminal device, and the apparatus includes: A movement control module configured to control the controlled virtual character to move in the game scene in response to a movement control instruction for the controlled virtual character; A type determination module configured to determine a type of a target interactable object in response to a position between the controlled virtual character and the target interactable object satisfying a preset condition, wherein the target interactable object is any one of the plurality of interactable objects, the plurality of interactable objects are pre-classified into at least two types, and different types of interactable objects are provided with different interaction trigger ranges; A range determination module configured to determine a first interaction trigger range corresponding to the target interactable object and a second interaction trigger range corresponding to the controlled virtual character according to the type of the target interactable object; An information display module configured to control target interaction prompt information to be displayed in the graphical user interface in response to the first interaction trigger range at least partially overlapping with the second interaction trigger range, wherein the target interaction prompt information is used to prompt the controlled virtual character to perform game interaction with the target interactable object, and the game interaction behavior is non-combat interaction.

10. An electronic device, comprising: The electronic device comprises a processor and a memory, the memory stores machine executable instructions capable of being executed by the processor, and the processor executes the machine executable instructions to implement the game interaction control method in 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 cause the processor to implement the game interaction control method in any one of claims 1 to 8.

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