Game interaction control method and device and electronic equipment

By displaying the thumbnail map and landing range in the graphical user interface of the tactical competitive game, the problem that players cannot judge the optimal landing point during the skydiving process is solved, achieving a clearer landing experience and cost-reducing effect.

CN119818941AActive Publication Date: 2025-04-15NETEASE (HANGZHOU) NETWORK CO LTD
View PDF 9 Cites 0 Cited by

Patent Information

Application Number
CN202510115127.6
Authority / Receiving Office
CN · China
Patent Type
Applications(China)
Current Assignee / Owner
Filing Date
2025-01-23
Publication Date
2025-04-15
Estimated Expiration
2045-01-23

AI Technical Summary

Technical Problem

In tactical competitive games, players cannot clearly judge the best landing point during the parachuting process, resulting in information blind spots, affecting the opening experience and consuming a lot of perceived costs.

Method used

By displaying a thumbnail map in the graphical user interface, the player can select the target position and view the landing range centered on the position, and determine whether the starting position of the first landing method can successfully reach the target position.

Benefits of technology

This method helps players clearly judge the accessibility of the landing point, reduce labor and energy costs, and improve the landing experience.

✦ Generated by Eureka AI based on patent content.

Smart Images

  • Figure CN119818941A_ABST
    Figure CN119818941A_ABST
Patent Text Reader

Abstract

The invention provides a game interaction control method and device and electronic equipment, a landing range with a set target position as the center is displayed in a thumbnail map, and the landing range is used for indicating a selection range of an initial position of a corresponding first landing mode when a landing point position is taken as the target position; determining an initial position of a second landing mode based on the set initial position of the first landing mode and the target position; if the starting position of the first landing mode is located in the landing range, responding to the first instruction, and controlling the game role to move from the starting position of the first landing mode to the starting position of the second landing mode in the first landing mode and move from the starting position of the second landing mode to the target position in the second landing mode. In the mode, a player can clearly judge whether the initial position of the currently set first landing mode can successfully reach the target position or not by setting the landing range determined by the target position, so that the landing experience feeling of the player is improved.
Need to check novelty before this filing date? Find Prior Art

Description

Technical Field

[0001] The present disclosure relates to the technical field of game design, and in particular to a game interactive control method, device and electronic device. Background Art

[0002] In tactical competitive games, parachuting in the game is a must-go game stage at the beginning of each game. After choosing a suitable parachuting destination, if you can land at the core resource point faster and more accurately, you will win at the starting line of the game. In related technologies, after players select a parachuting destination, they cannot clearly judge at which point it is most appropriate to start parachuting, and the current technical methods in the game cannot allow players to clearly judge whether they can successfully reach the destination by parachuting at the current point. There are many information blind spots in the whole process. If you cannot jump to the designated point, it will seriously affect the starting experience of a game, which currently consumes a lot of players' perception costs. Summary of the invention

[0003] The purpose of the present disclosure is to provide a game interactive control method, device and electronic device, so that players can clearly judge whether they can successfully reach the destination by landing at the current point, thereby improving the player's landing experience.

[0004] In a first aspect, the present disclosure provides a game interaction control method, which provides a graphical user interface through a terminal device, and the method includes: controlling a thumbnail map corresponding to a game match to be displayed in the graphical user interface; responding to a first position selection operation on the thumbnail map, determining a target position in the thumbnail map based on the first position selection operation, and displaying a landing range centered on the target position in the thumbnail map; wherein the landing range is used to indicate: a selection range of a starting position of a first landing method corresponding to a landing point position as a target position; responding to a second position selection operation on the thumbnail map, determining a starting position of the first landing method in the thumbnail map based on the second position selection operation; displaying a starting position of a second landing method in the thumbnail map based on the starting position and the target position of the first landing method; if the starting position of the first landing method is within the landing range, in response to a first instruction, controlling a game character controlled by the terminal device to move from the starting position of the first landing method to the starting position of the second landing method in the first landing method, and triggering movement from the starting position of the second landing method to the target position in the second landing method when the game character moves to the starting position of the second landing method.

[0005] In a second aspect, the present disclosure provides a game interaction control device, which provides a graphical user interface through a terminal device, and the device includes: a map display module, which is used to control the display of a thumbnail map corresponding to the game match in the graphical user interface; a first position selection module, which is used to respond to a first position selection operation on the thumbnail map, determine a target position in the thumbnail map based on the first position selection operation, and display a landing range centered on the target position in the thumbnail map; wherein the landing range is used to indicate: a selection range of a starting position of a first landing method corresponding to a landing point position as the target position; a second position selection module, which is used to respond to a second position selection operation on the thumbnail map A position selection operation is performed to determine the starting position of the first landing mode in the thumbnail map based on the second position selection operation; a starting position determination module is used to display the starting position of the second landing mode in the thumbnail map based on the starting position and target position of the first landing mode; a landing control module is used to control the game character controlled by the terminal device to move from the starting position of the first landing mode to the starting position of the second landing mode in the first landing mode in response to the first instruction if the starting position of the first landing mode is within the landing range, and trigger the game character controlled by the terminal device to move from the starting position of the first landing mode to the target position in the second landing mode when the game character moves to the starting position of the second landing mode.

[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 control a thumbnail map corresponding to a game match to be displayed in a graphical user interface; then respond to a first position selection operation on the thumbnail map, determine a target position in the thumbnail map based on the first position selection operation, and display a landing range centered on the target position in the thumbnail map; wherein the landing range is used to indicate: a selection range of a starting position of a first landing method corresponding to a landing point position as the target position; then respond to a second position selection operation on the thumbnail map, determine a starting position of the first landing method in the thumbnail map based on the second position selection operation; based on the starting position and the target position of the first landing method, display the starting position of the second landing method in the thumbnail map; if the starting position of the first landing method is within the landing range, in response to a first instruction, control a game character controlled by a terminal device to move from the starting position of the first landing method to the starting position of the second landing method in the first landing method, and when the game character moves to the starting position of the second landing method, it is triggered to move from the starting position of the second landing method to the target position in the second landing method. In this method, the player can determine the landing range by setting the target position, and clearly judge whether the starting position of the currently set first landing method can successfully reach the target position, which reduces the manpower and energy costs incurred by the player during the landing process and improves the player's landing 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 flowchart of a game interaction control method provided by an embodiment of the present disclosure;

[0014] Figure 2 A schematic diagram showing a landing range provided by an embodiment of the present disclosure;

[0015] Figure 3A schematic diagram showing a route to be moved corresponding to a virtual vehicle provided in an embodiment of the present disclosure;

[0016] Figure 4 A schematic diagram showing a landing point position provided by an embodiment of the present disclosure;

[0017] Figure 5 A schematic diagram showing another landing point position provided by an embodiment of the present disclosure;

[0018] Figure 6 A display schematic diagram of a speed adjustment control provided by an embodiment of the present disclosure;

[0019] Figure 7 A schematic diagram of displaying a first control provided by an embodiment of the present disclosure;

[0020] Figure 8 A schematic diagram of displaying a second prompt information provided by an embodiment of the present disclosure;

[0021] Fig. 9 A schematic diagram of the structure of a game interaction control device provided by an embodiment of the present disclosure;

[0022] Fig.10 A schematic diagram of the structure of an electronic device provided in an embodiment of the present disclosure. DETAILED DESCRIPTION

[0023] 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.

[0024] 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.

[0025] In tactical competitive games, parachuting is a must-go game stage at the beginning of each game. After choosing a suitable parachuting destination, if you can land at the core resource point faster and more accurately, you will win at the starting line of the game. Therefore, parachuting is the core key experience point in the game.

[0026] In the related technology, after players select a skydiving destination, they cannot clearly judge at what point it is most appropriate to start skydiving, and the current technical methods in the game cannot allow players to clearly judge whether they can successfully reach the destination by skydiving at the current point. There are many information blind spots in the whole process. If they cannot jump to the designated point, it will seriously affect the starting experience of a game, which currently consumes a lot of players' perception costs.

[0027] Currently, the act of skydiving is divided into five stages: take-off stage, free flight stage, parachute opening stage, parachute floating stage and landing stage. The current technical methods in the game require players to actually operate, but there is no channel to present the specific information of skydiving in each stage, which makes it impossible for players to pre-plan their skydiving well. Most of them are in a stage of blindly testing the results of skydiving. The final actual skydiving deviation will subvert the player's original battle plan. Therefore, the overall skydiving operation process currently lacks clear and reliable data presentation at each stage, and the entire skydiving process consumes a lot of players' energy and control costs, affecting the overall skydiving experience.

[0028] Based on the above problems, the embodiments of the present invention provide a game interaction control method, device and electronic device. The technology can be applied to the game scene of landing at the beginning of the game or in the game.

[0029] In one embodiment of the present disclosure, the game interaction control method 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.

[0030] 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.

[0031] 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.

[0032] 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 terminal device may be the local terminal device mentioned above, or may be a client device in the cloud interaction system mentioned above, for example, the terminal device may be a mobile phone, a tablet computer, or a personal computer, etc.; Figure 1 As shown, the method comprises the following specific steps:

[0033] Step S102, controlling the display of a thumbnail map corresponding to the game match in the graphical user interface.

[0034] The display position of the above-mentioned thumbnail map in the graphical user interface can be determined according to the research and development requirements. For example, the thumbnail map is displayed in the upper right corner or upper left corner of the graphical user interface, and the thumbnail map displays less content than the game scene map. In the specific implementation, after the game starts, the game scene corresponding to the game will be provided and the thumbnail map corresponding to the game will be displayed in the graphical user interface. Among them, the thumbnail map corresponding to the game is also a thumbnail of the game scene map corresponding to the game.

[0035] In an optional embodiment, when a game match starts or when a game character is resurrected during a game match, the game character will land through the first landing method and the second landing method, and the game match can be carried out after the game character lands. Therefore, a thumbnail map will be displayed when a game match starts and when a game character is resurrected during a game match.

[0036] In a specific implementation, the first landing mode and the second landing mode are different landing modes, wherein the first landing mode and the second landing mode correspond to different landing speeds and / or landing directions. For example, the first landing mode is a high-altitude flight mode with a faster speed, and the second landing mode is a flight mode with a slower speed. In a skydiving scene, the first landing mode may be a relatively fast gliding flight mode after jumping off a virtual vehicle, and the second landing mode may be a relatively slow paragliding flight mode after opening a parachute; in a scene of gliding on a flying board, the first landing mode is a dive flight at a relatively fast speed, and the second landing mode is to trigger the display of the flying board and control the game character to fly at a relatively slow speed on the flying board.

[0037] Step S104, in response to the first position selection operation on the thumbnail map, determines the target position in the thumbnail map based on the first position selection operation, and displays a landing range centered on the target position in the thumbnail map; wherein the landing range is used to indicate: the selection range of the starting position of the first landing method corresponding to the landing point position as the target position.

[0038] The specific operation corresponding to the above-mentioned first position selection operation can be determined according to research and development needs. For example, the first position selection operation can be an operation of clicking or long pressing a certain point in the thumbnail map, and the clicked or long pressed point is also the target position. When the player performs the first position selection operation in the thumbnail map, the operation position of the first position selection operation in the thumbnail map is determined as the target position, and the target position is the destination where the player wants to control the game character to land. After the target position is determined, the landing range centered on the target position will be displayed in the thumbnail map. The range size corresponding to the landing range can be determined according to research and development needs. The landing range is used to indicate: the player sets the starting position of the first landing method within the landing range, and the game character can land at the target position from the starting position of the first landing method; the player sets the starting position of the first landing method outside the landing range, and the game character cannot land to reach the target position.

[0039] In an optional embodiment, the landing range may be a circular range with the target position as the center and the preset distance as the radius, or a rectangular range with the target position as the center and the preset distance as the side length, etc. The specific distance value corresponding to the preset distance may be determined according to research and development requirements.

[0040] Step S106, in response to the second position selection operation on the thumbnail map, determining the starting position of the first landing mode in the thumbnail map based on the second position selection operation.

[0041] The specific operation corresponding to the above-mentioned second position selection operation can be determined according to research and development needs. For example, the second position selection operation can be an operation of clicking or long pressing a certain point in the thumbnail map, and the point clicked or long pressed is the starting position of the first landing method; the second position selection operation can also be an operation of clicking or long pressing a certain point on the route to be moved, and the path to be moved is the route trajectory to which the virtual vehicle that the game character is riding is about to move. The virtual vehicle here is a high-altitude flying vehicle such as an airplane or glider that the game character rides before landing.

[0042] Step S108: Based on the starting position and the target position of the first landing pattern, the starting position of the second landing pattern is displayed in the thumbnail map.

[0043] In specific implementation, the starting position of the second landing mode is a position on the line connecting the starting position of the first landing mode and the target position. The setting of the starting position of the second landing mode needs to meet the landing rules. For example, the landing rules may include: the scene height corresponding to the starting position of the second landing mode needs to be within the preset height range; the scene height corresponding to the starting position of the second landing mode is lower than the scene height corresponding to the starting position of the first landing mode. The specific range corresponding to the preset height range can be determined according to research and development requirements.

[0044] Step S110, if the starting position of the first landing method is within the landing range, in response to the first instruction, the game character controlled by the terminal device is controlled to move from the starting position of the first landing method to the starting position of the second landing method in the first landing method, and when the game character moves to the starting position of the second landing method, it is triggered to move from the starting position of the second landing method to the target position in the second landing method.

[0045] In the specific implementation, since the starting position of the first landing mode is set according to the player's needs, if the player wants to control the game character to land to the target position, the starting position of the first landing mode needs to be set within the landing range; if the player sets the starting position of the first landing mode outside the landing range, the player cannot control the game character to land to the target position.

[0046] The triggering method corresponding to the above-mentioned first instruction can be determined according to the research and development requirements. For example, the triggering method corresponding to the first instruction can be a triggering operation for the landing control displayed in the graphical user interface, or a triggering operation of the player on a designated area in the graphical user interface, etc. If the player sets the starting position of the first landing method within the landing range, after the player triggers the first instruction, the game character will be controlled to start landing from the starting position of the first landing method in the first landing method, and the second landing method will be automatically triggered when the game character moves to the starting position of the second landing method, so that the game character moves from the starting position of the second landing method to the target position in the second landing method, that is, the landing point position of the game character is the target position.

[0047] An embodiment of the present invention provides a game interactive control method, in which a player can clearly judge whether the starting position of the currently set first landing method can successfully reach the target position by setting a landing range determined by the target position, thereby reducing the manpower and energy costs incurred by the player during the landing process and improving the player's landing experience.

[0048] The following examples are used to describe the method of determining the landing range.

[0049] Specifically, the above-mentioned response acts on the first position selection operation of the thumbnail map, determines the target position in the thumbnail map based on the first position selection operation, and displays the specific process of the landing range centered on the target position in the thumbnail map, including: responding to the first position selection operation acted on the thumbnail map, determining the operation position of the first position selection operation in the thumbnail map as the target position; displaying the landing range with the target position as the center and the first preset length as the radius in the thumbnail map.

[0050] In the thumbnail map displayed before the game character lands, the player can select a target location in the thumbnail map as the landing destination according to the first position selection operation, and the target location can be any location in the thumbnail map. In a specific embodiment, the first position selection operation can be a click operation on a certain point in the thumbnail map, and the clicked location in the thumbnail map is the landing destination that the player wants to set.

[0051] After the player sets the target position, a circular range with the target position as the center and the first preset length as the radius will be displayed on the thumbnail map. This circular range is also the landing range. The game character can reach the target position if it starts landing within the landing range, but cannot reach the target position if it starts landing outside the landing range. The display of the landing range can help the player immediately determine which starting position of the first landing method to choose for landing. The specific length corresponding to the above first preset length can be determined according to R&D requirements and landing rules.

[0052] like Figure 2 FIG. 1 is a schematic diagram showing a landing range provided by an embodiment of the present invention. Figure 2 The smaller rectangle in the image represents a thumbnail map, which contains a reduced map corresponding to the game scene map. Figure 2 The five-pointed star position is the target position set by the player, and the circular range with the five-pointed star position as the center is the landing range. The area within the landing range can be represented by a specified color, so that the player can clearly see in which area the player sets the starting position of the first landing method, and can reach the target position after the game character lands.

[0053] The following embodiment is used to describe the method for determining the starting position of the first landing mode.

[0054] Specifically, the above thumbnail map shows the route to be moved corresponding to the virtual vehicle that the game character is riding. The virtual vehicle can be a helicopter, an airplane or other aircraft. In specific implementation, the game character needs to ride a virtual vehicle to move in the sky before landing. When the game character lands, it will detach from the virtual vehicle and jump or dive down. Then the game character moves in the air. After moving a certain distance, it will trigger the second landing mode (equivalent to the above parachute stage). After the game character moves in the second landing mode to a certain distance from the ground of the scene, it enters the landing stage. After the landing stage ends, the game character will reach the landing point.

[0055] In specific implementation, the moving routes corresponding to the above virtual vehicles are set in advance. Usually, the moving routes corresponding to the virtual vehicles used by different game characters can be the same or different. For example, the moving routes corresponding to the virtual vehicles can be straight lines or curved lines. Figure 3 FIG. 1 is a schematic diagram showing a display of a route to be moved corresponding to a virtual vehicle provided by an embodiment of the present invention. Figure 3 The airplane model in the figure is a virtual vehicle, and the straight line track in front of the virtual vehicle is the path to be moved corresponding to the virtual vehicle, that is, the virtual vehicle moves from the leftmost side of the game scene map to the rightmost side.

[0056] Based on the above description, the above response acts on the second position selection operation of the thumbnail map, and the specific process of determining the starting position of the first landing mode in the thumbnail map based on the second position selection operation may include: responding to the selection operation of the first position on the route to be moved, and determining the first position as the starting position of the first landing mode.

[0057] In a specific implementation, the first position may be any point on the path to be moved corresponding to the virtual vehicle, that is, after the player sets the landing destination, he may select any point on the path to be moved corresponding to the virtual vehicle as the starting position of the first landing method. In a specific embodiment, the selection operation for the first position on the path to be moved may be an operation of clicking or long pressing a point on the path to be moved.

[0058] Furthermore, the player can also adjust the starting position of the first landing mode as needed. The adjustment method of the starting position of the first landing mode includes: in response to a dragging operation starting from the first position and along the route to be moved, adjusting the starting position of the first landing mode to a position corresponding to the route to be moved based on the dragging operation; in response to the end of the dragging operation, determining the position corresponding to the end position of the dragging on the route to be moved as the starting position of the first landing mode.

[0059] In a specific implementation, after the player sets the starting position of the first landing mode, the player can adjust the corresponding point of the starting position of the first landing mode on the route to be moved by long pressing the starting position of the first landing mode and then dragging along the route to be moved. When adjusting the starting position of the first landing mode, the player can determine any point on the route to be moved as the adjusted starting position of the first landing mode. This method helps the player select a suitable starting position of the first landing mode for landing.

[0060] After the starting position of the first landing method is changed, the starting position of the second landing method displayed in the thumbnail map will also change, thereby helping players understand the landing point position that can be reached by the current starting position of the first landing method.

[0061] The following embodiment is used to describe the method for determining the starting position of the second landing mode.

[0062] Specifically, the specific process of displaying the starting position of the second landing method in the thumbnail map based on the starting position and target position of the first landing method may include: determining the starting position of the second landing method between the starting position and the target position of the first landing method based on the scene height corresponding to the starting position of the first landing method and the horizontal distance between the starting position and the target position of the first landing method; and displaying the starting position of the second landing method in the thumbnail map.

[0063] In specific implementation, after setting the starting position and landing destination (equivalent to the above-mentioned target position) of the first landing mode, it is also necessary to connect the starting position and the landing destination of the first landing mode with a straight line, and determine the starting position of the second landing mode on the connecting line. The method for determining the starting position of the second landing mode here needs to be determined according to the landing rules, the starting position and the target position of the first landing mode. The landing rules here can be determined according to the game rules. For example, the landing rules include: the scene height corresponding to the starting position of the second landing mode needs to be higher than the first scene height and lower than the second scene height, and the scene height corresponding to the starting position of the second landing mode is lower than the scene height corresponding to the starting position of the first landing mode.

[0064] In an optional embodiment, when the starting position of the first landing mode is within the landing range, an optimal starting position of the second landing mode can be determined between the starting position and the target position of the first landing mode according to the scene height corresponding to the starting position of the first landing mode and the horizontal distance between the starting position and the target position of the first landing mode. When the starting position of the first landing mode is outside the landing range, the starting position of the second landing mode can be set to a position corresponding to the first scene height on the line connecting the starting position and the target position of the first landing mode, or the starting position of the second landing mode can be set to a position corresponding to the second scene height on the line connecting the starting position and the target position of the first landing mode.

[0065] Furthermore, the specific process of displaying the starting position of the second landing mode in the thumbnail map may include: displaying a line mark between the starting position and the target position of the first landing mode in the thumbnail map, and displaying a position mark corresponding to the starting position of the second landing mode on the line mark. The display style of the above-mentioned line mark can be determined according to research and development requirements. For example, the line mark can be displayed by a solid line or a dotted line with an arrow, or by a solid line or a dotted line of a preset color. The display style of the position mark corresponding to the starting position of the second landing mode can also be determined according to research and development requirements. For example, the position mark corresponding to the starting position of the second landing mode can be represented by a circular mark, an umbrella mark or a triangular mark.

[0066] In an optional embodiment, a target range with the starting position of the second landing mode as the center and the second preset length as the radius is displayed in the thumbnail map; wherein the edge position of the target range is: the extreme position that can be reached when the second landing mode is triggered at the starting position of the second landing mode. The specific length corresponding to the second preset length can be determined according to research and development requirements and landing rules.

[0067] After the starting position of the second landing method is determined, the overall target range will be displayed with the starting position of the second landing method as the center of the circle. All areas within the target range are landing points that the game character can reach after the second landing method is triggered at the starting position of the second landing method; among them, the edge position of the target range is the extreme position that the game character can reach when landing in the second landing method.

[0068] In another optional embodiment, if the starting position of the first landing mode is outside the landing range, the intersection position of the connecting line mark and the edge position of the target range is determined, and the intersection position farthest from the starting position of the first landing mode is determined as the landing point position; if the starting position of the first landing mode is within the landing range, the target position is determined as the landing point position. The landing point position here is the landing destination corresponding to the game character after landing in the second landing mode.

[0069] like Figure 4 FIG. 1 is a schematic diagram showing a display of a landing point position provided by an embodiment of the present invention. Figure 4 The five-pointed star in the figure indicates the target position, the triangle on the route to be moved corresponding to the virtual vehicle indicates the starting position of the first landing method, and the dotted line with an arrow between the target position and the starting position of the first landing method indicates the connection mark between the starting position and the target position of the first landing method; the black dot on the connection mark indicates the starting position of the second landing method, the dark gray circle with the starting position of the second landing method as the center indicates the target range, and the light gray circle with the target position as the center indicates the landing range. Since the starting position of the first landing method is within the landing range, the target position is at the edge of the target range, and the target position is the landing point.

[0070] like Figure 5 FIG. 1 is another schematic diagram showing a display of a landing point position provided by an embodiment of the present invention. Figure 5 The dotted line between the target position and the starting position of the first landing mode represents the connecting line mark between the starting position and the target position of the first landing mode; the black dot on the connecting line mark represents the starting position of the second landing mode, and the dark gray circle with the starting position of the second landing mode as the center represents the target range. Since the starting position of the first landing mode is outside the landing range, the intersection of the connecting line mark and the edge of the target range, which is the farthest from the starting position of the first landing mode, is determined as the landing point position, that is, Figure 5 The position indicated by the arrow in is determined as the landing point.

[0071] The following embodiments are used to describe a method of adjusting the movement speed of a game character.

[0072] Specifically, after determining the starting position of the first landing method in the thumbnail map based on the second position selection operation, in response to the speed setting operation, the target movement speed of the game character moving from the starting position of the first landing method to the starting position of the second landing method is determined based on the speed setting operation.

[0073] In specific implementation, the specific operation corresponding to the above speed setting operation can be determined according to research and development requirements. For example, the speed setting operation can be a setting operation of the speed adjustment control displayed in the graphical user interface, or an operation of sliding a certain area in the graphical user interface, etc. The speed setting operation sets the target movement speed of the game character from the starting position of the first landing mode to the starting position of the second landing mode. When the player sets the target movement speed of the game character, after the game character lands, the player does not need to control the game character, and the game character can move to the starting position of the second landing mode according to the target movement speed.

[0074] In an optional embodiment, a speed adjustment control is displayed in the graphical user interface, and the display position and display style of the speed adjustment control in the graphical user interface can be determined according to research and development requirements, and the speed adjustment control is used to set and adjust the target movement speed. Based on this, the specific process of responding to the speed setting operation and determining the target movement speed of the game character moving from the starting position of the first landing mode to the starting position of the second landing mode based on the speed setting operation may include: responding to the setting operation for the speed adjustment control and adjusting the target movement speed of the game character moving from the starting position of the first landing mode to the starting position of the second landing mode based on the setting operation.

[0075] In specific implementation, the above-mentioned setting operation for the speed adjustment control can be determined according to R&D requirements and player operations. For example, when the speed adjustment control is a speed input control, the setting operation can be the operation of inputting a speed value in the speed input control; when the speed adjustment control consists of a value bar and a slider, the setting operation can be the operation of sliding the slider on the value bar.

[0076] like Figure 6 FIG. 1 is a schematic diagram showing a display of a speed adjustment control provided by an embodiment of the present invention. Figure 6 The control displayed below the route to be moved corresponding to the virtual vehicle is a speed adjustment control, which includes a slider set on the value bar and adjustment buttons at both ends of the value bar. The player can adjust the target movement speed by sliding the slider on the value bar. At this time, the speed corresponding to the slider on the value bar can be determined as the target movement speed; the target movement speed can also be adjusted by clicking the adjustment button, that is, the position of the slider on the value bar is adjusted by the adjustment button, so that the speed corresponding to the adjusted position is determined as the target movement speed.

[0077] In an optional embodiment, after determining the target movement speed, it is also necessary to determine the total landing time and the landing point location based on the target movement speed; display the total landing time in the graphical user interface, and mark the landing point location in the thumbnail map.

[0078] In specific implementation, after the player sets or adjusts the target movement speed, the total landing time and the landing point position will be adjusted based on the determined target movement speed. That is, when the starting position and landing destination of the first landing method are determined, different target movement speeds correspond to different total landing times. For example, if the target movement speed is 84 kilometers per hour, the total landing time is 26 seconds; if the target movement speed is 124 kilometers per hour, the total landing time is 38 seconds, and so on. When the target position is the landing point position, even if the target movement speed is adjusted, the landing point position is still the target position; when the target position is not the landing point position, the landing point position will be adjusted according to the target movement speed and the starting position of the first landing method.

[0079] Figure 6 The "62 km / h" displayed in the speed adjustment control is the target movement speed, "12 seconds" is the total landing time, and the position indicated by the arrow on the connecting line starting from the starting position of the first landing method is the landing point.

[0080] After the player sets the target movement speed for the game character to move from the starting position of the first landing mode to the starting position of the second landing mode, the specific process of controlling the game character controlled by the terminal device to move from the starting position of the first landing mode to the starting position of the second landing mode in response to the first instruction may include: in response to the first instruction, controlling the game character to move from the starting position of the first landing mode to the starting position of the second landing mode according to the target movement speed.

[0081] In the specific implementation, if the player sets the target movement speed of the game character from the starting position of the first landing mode to the starting position of the second landing mode before the game character lands, then when the game character lands from the starting position of the first landing mode, the game character will move from the starting position of the first landing mode to the starting position of the second landing mode according to the target movement speed, and then automatically trigger the second landing mode at the starting position of the second landing mode, so as to move to the landing point position in the second landing mode from the starting position of the second landing mode.

[0082] In an optional embodiment, during the process of the game character moving from the starting position of the first landing mode to the starting position of the second landing mode according to the target movement speed, a first control is controlled to be displayed in the graphical user interface; in response to a trigger operation on the first control, the target movement speed is unlocked so that the movement speed of the game character is controlled according to the user operation.

[0083] In a specific implementation, the display position and display style of the above-mentioned first control in the graphical user interface can be determined according to research and development requirements. The first control is used to unlock the target movement speed set by the player, so that the movement speed of the game character to the starting position of the second landing mode can be determined according to the user operation, thereby increasing the movement freedom of the game character in the movement stage.

[0084] like Figure 7 FIG. 1 is a display schematic diagram of a first control provided by an embodiment of the present invention. Figure 7 The lock control in the left image is the first control. During the actual landing movement of the game character, if the target movement speed is set, this will lock the target movement speed unchanged during the movement, and the first control will be displayed in the graphical user interface. Figure 7 The target speed indicated in the figure is 98 km / h. If the player clicks the first control, the first control will switch to the unlocked state, thus becoming Figure 7 The unlocking control shown in the right image of , at this time, the movement speed of the game character is not locked, and the movement speed can be freely controlled by the player. For example, the player can adjust the movement speed of the game character by sliding up and down in the graphical user interface.

[0085] It should be noted that if the starting position of the first landing method is within the landing range corresponding to the target position, and the player freely adjusts the movement speed of the game character during the movement of the game character, the game character may not eventually land at the target position, and the final landing point may deviate from the target position.

[0086] In the above method, the problem that players cannot perceive their specific landing stage information when landing in the game can be solved. Through the selection of the destination, the starting position of the first landing method and the setting of the movement speed of this solution, the landing information of the corresponding stage is displayed synchronously, which can greatly allow players to perceive the specific landing results, provide a reliable channel to support the overall landing experience, enhance the pre-transmission of information during the landing stage, and improve the landing experience. At the same time, when landing, players distinguish between multiple stages of operation, and provide a landing technology method that intelligently locks the movement speed, allowing players to arrive at the destination on time according to the originally set landing plan. The speed lock can also be released to freely control the speed, enriching the overall landing experience and greatly reducing the manpower and energy costs incurred by players during the landing process.

[0087] The following embodiments are used to describe the information prompting method.

[0088] In an optional embodiment, in response to the starting position of the first landing method being within the landing range, a first prompt message is controlled to be displayed in the graphical user interface; wherein the first prompt message is used to prompt the game character that the game character can land from the current starting position of the first landing method to the target position.

[0089] In a specific implementation, when the player sets the starting position of the first landing mode, if the starting position of the first landing mode is within the landing range, a first prompt message indicating that the starting position of the first landing mode currently set can land at the target position will be displayed in the graphical user interface. The display position of the first prompt message in the graphical user interface can be determined according to research and development requirements, for example, Figure 6 "The destination can be successfully reached with the starting position of the current first landing method" displayed below the speed adjustment control is the first prompt information mentioned above.

[0090] In another optional embodiment, in response to the starting position of the first landing method being outside the landing range, a second prompt message is controlled to be displayed in the graphical user interface; wherein the second prompt message is used to prompt the game character that it is not possible to land from the starting position of the current first landing method to the target position.

[0091] In a specific implementation, when the player sets the starting position of the first landing mode, if the starting position of the first landing mode is outside the landing range, a second prompt message will be displayed in the graphical user interface indicating that the currently set starting position of the first landing mode cannot land at the target position. The display position of the first prompt message in the graphical user interface can be determined according to research and development requirements, such as Figure 8 FIG. 1 is a schematic diagram showing a display of a second prompt message provided by an embodiment of the present invention. Figure 8 The "The destination cannot be reached with the current starting position of the first landing method" displayed below the speed adjustment control is the second prompt information mentioned above. When the player views the second prompt information, if he wants to reach the destination (equivalent to the above target position), he can adjust the starting position of the first landing method to within the landing range according to the second prompt information.

[0092] The following embodiment is used to describe another landing method.

[0093] Specifically, regardless of whether the starting position of the first landing method is within the landing range, in response to the first instruction, the game character is controlled to move from the starting position of the first landing method in the first landing method, and a second control is displayed in the graphical user interface; in response to a trigger operation on the second control, the first landing method is controlled to be switched to the second landing method, and the game character is controlled to move to the ground of the game scene in the second landing method.

[0094] In specific implementation, when the game character is landing, if the scene height where the game character is currently located reaches the highest scene height corresponding to the parachute opening rule, a second control will be displayed in the graphical user interface, and the player can actively trigger the game character to land in the second landing mode by triggering the second control. For example, if the player can see that there is a game scene location that he wants to reach in the game scene before reaching the starting position of the second landing mode, the player can trigger the second control to control the game character to land in the second landing mode in advance, but if the game character lands in the second landing mode in advance, the game character may not be able to reach the target position, and the game character can reach the game scene location that the player wants to reach, thereby increasing the degree of freedom of landing.

[0095] Corresponding to the above method embodiment, the embodiment of the present invention provides a game interaction control device, such as Fig. 9 As shown, a graphical user interface is provided through a terminal device, and the device includes:

[0096] The map display module 90 is used to control the display of a thumbnail map corresponding to the game match in the graphical user interface.

[0097] The first position selection module 91 is used to respond to the first position selection operation acting on the thumbnail map, determine the target position in the thumbnail map based on the first position selection operation, and display the landing range centered on the target position in the thumbnail map; wherein the landing range is used to indicate: the selection range of the starting position of the first landing method corresponding to the landing point position as the target position.

[0098] The second position selection module 92 is used to respond to the second position selection operation acting on the thumbnail map and determine the starting position of the first landing mode in the thumbnail map based on the second position selection operation.

[0099] The starting position determination module 93 is used to display the starting position of the second landing mode in the thumbnail map based on the starting position and the target position of the first landing mode.

[0100] The landing control module 94 is used to control the game character controlled by the terminal device to move from the starting position of the first landing method to the starting position of the second landing method in response to the first instruction if the starting position of the first landing method is within the landing range, and trigger the game character to move from the starting position of the second landing method to the target position in the second landing method when the game character moves to the starting position of the second landing method.

[0101] With the above-mentioned game interactive control device, players can determine the landing range by setting the target position, and clearly judge whether the starting position of the currently set first landing method can successfully reach the target position, thereby reducing the manpower and energy costs incurred by players during the landing process, and also improving the player's landing experience.

[0102] Specifically, the first position selection module 91 is used to: respond to the first position selection operation on the thumbnail map, determine the operation position of the first position selection operation in the thumbnail map as the target position; and display a landing range with the target position as the center and the first preset length as the radius in the thumbnail map.

[0103] Furthermore, the above-mentioned thumbnail map displays the route to be moved corresponding to the virtual vehicle that the game character rides on; based on this, the above-mentioned second position selection module 92 is used to: respond to the selection operation of the first position on the route to be moved, and determine the first position as the starting position of the first landing method.

[0104] Furthermore, the above-mentioned device also includes a starting point adjustment module, which is used to: in response to a dragging operation starting from the first position and along the route to be moved, adjust the starting position of the first landing mode to a corresponding position on the route to be moved based on the dragging operation; in response to the end of the dragging operation, determine the position corresponding to the dragging end position on the route to be moved as the starting position of the first landing mode.

[0105] Furthermore, the above-mentioned starting position determination module 93 of the second landing method is used to: determine the starting position of the second landing method between the starting position and the target position of the first landing method based on the scene height corresponding to the starting position of the first landing method and the horizontal distance between the starting position and the target position of the first landing method; and display the starting position of the second landing method in the thumbnail map.

[0106] Furthermore, the above-mentioned second landing mode starting position determination module 93 is also used to: display the connecting line mark between the starting position and the target position of the first landing mode in the thumbnail map, and display the position mark corresponding to the starting position of the second landing mode on the connecting line mark.

[0107] Furthermore, the above-mentioned device also includes a range display module, which is used to: display a target range with the starting position of the second landing mode as the center and the second preset length as the radius in a thumbnail map; wherein the edge position of the target range is: the extreme position that can be reached when the movement in the second landing mode is triggered at the starting position of the second landing mode.

[0108] Furthermore, the above-mentioned device also includes a landing point determination module, which is used to: if the starting position of the first landing method is outside the landing range, determine the intersection position of the connecting line marker and the edge position of the target range, and determine the intersection position farthest from the starting position of the first landing method as the landing point position; if the starting position of the first landing method is within the landing range, determine the target position as the landing point position.

[0109] Furthermore, the above-mentioned device also includes a speed setting module, which is used to: in response to a second position selection operation acting on the thumbnail map, after determining the starting position of the first landing method in the thumbnail map based on the second position selection operation, respond to the speed setting operation, and determine the target movement speed of the game character moving from the starting position of the first landing method to the starting position of the second landing method based on the speed setting operation.

[0110] Furthermore, a speed adjustment control is displayed in the above-mentioned graphical user interface; based on this, the above-mentioned speed setting module is also used to: respond to the setting operation of the speed adjustment control, and adjust the target movement speed of the game character from the starting position of the first landing mode to the starting position of the second landing mode based on the setting operation.

[0111] Furthermore, the above-mentioned device also includes a marking module, which is used to: determine the total landing time and the landing point location based on the target movement speed; display the total landing time in the graphical user interface, and mark the landing point location in the thumbnail map.

[0112] Furthermore, the landing control module 94 is used to: in response to the first instruction, control the game character to move from the starting position of the first landing mode to the starting position of the second landing mode according to the target movement speed.

[0113] Furthermore, the above-mentioned device also includes a speed adjustment module, which is used to: control the display of a first control in a graphical user interface during the process of the game character moving from the starting position of the first landing mode to the starting position of the second landing mode according to the target movement speed; respond to the trigger operation of the first control, unlock the target movement speed, so that the movement speed of the game character is controlled according to the user operation.

[0114] Furthermore, the above-mentioned device also includes a parachute opening module, which is used to: in response to a first instruction, control the game character to move from the starting position of the first landing mode, and display a second control in the graphical user interface; in response to a trigger operation on the second control, control the first landing mode to be switched to the second landing mode, and control the game character to move to the ground of the game scene in the second landing mode.

[0115] Furthermore, the above-mentioned device also includes a first prompt module, which is used to: in response to the starting position of the first landing method being within the landing range, control the display of a first prompt information in the graphical user interface; wherein the first prompt information is used to prompt the game character that the game character can land from the current starting position of the first landing method to the target position.

[0116] Furthermore, the above-mentioned device also includes a second prompt module, which is used to: in response to the starting position of the first landing method being outside the landing range, control the display of a second prompt information in the graphical user interface; wherein the second prompt information is used to prompt the game character that it cannot land from the starting position of the current first landing method to the target position.

[0117] The game interaction 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.

[0118] The embodiment of the present invention further provides an electronic device, such as Fig.10 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.

[0119] Specifically, a graphical user interface is provided through a terminal device, and the above-mentioned game interaction control method includes: controlling the display of a thumbnail map corresponding to the game match in the graphical user interface; responding to a first position selection operation on the thumbnail map, determining a target position in the thumbnail map based on the first position selection operation, and displaying a landing range centered on the target position in the thumbnail map; wherein the landing range is used to indicate: a selection range of a starting position of a first landing method corresponding to a landing point position as a target position; responding to a second position selection operation on the thumbnail map, determining a starting position of the first landing method in the thumbnail map based on the second position selection operation; based on the starting position and the target position of the first landing method, displaying the starting position of the second landing method in the thumbnail map; if the starting position of the first landing method is within the landing range, responding to a first instruction, controlling a game character controlled by the terminal device to move from the starting position of the first landing method to the starting position of the second landing method in the first landing method, and triggering the game character to move from the starting position of the second landing method to the target position in the second landing method when the game character moves to the starting position of the second landing method.

[0120] With the above-mentioned game interactive control method, players can determine the landing range by setting the target position, and clearly judge whether the starting position of the currently set first landing method can successfully reach the target position, thereby reducing the manpower and energy costs incurred by players during the landing process, and also improving the players' landing experience.

[0121] In an optional embodiment, the above-mentioned steps of responding to the first position selection operation on the thumbnail map, determining the target position in the thumbnail map based on the first position selection operation, and displaying a landing range centered on the target position in the thumbnail map include: responding to the first position selection operation on the thumbnail map, determining the operation position of the first position selection operation in the thumbnail map as the target position; and displaying a landing range with the target position as the center and a first preset length as the radius in the thumbnail map.

[0122] In an optional embodiment, a route to be moved corresponding to a virtual vehicle carried by a game character is displayed on a thumbnail map; the above-mentioned response acts on the second position selection operation on the thumbnail map, and the step of determining the starting position of the first landing method in the thumbnail map based on the second position selection operation includes: responding to the selection operation for the first position on the route to be moved, and determining the first position as the starting position of the first landing method.

[0123] In an optional embodiment, the above method also includes: in response to a dragging operation starting from the first position along the route to be moved, adjusting the position corresponding to the starting position of the first landing mode on the route to be moved based on the dragging operation; in response to the end of the dragging operation, determining the position corresponding to the end position of the dragging on the route to be moved as the starting position of the first landing mode.

[0124] In an optional embodiment, the step of displaying the starting position of the second landing method in a thumbnail map based on the starting position and the target position of the first landing method includes: determining the starting position of the second landing method between the starting position and the target position of the first landing method based on the scene height corresponding to the starting position of the first landing method and the horizontal distance between the starting position and the target position of the first landing method; and displaying the starting position of the second landing method in the thumbnail map.

[0125] In an optional embodiment, the step of displaying the starting position of the second landing method in the thumbnail map includes: displaying a connecting line mark between the starting position and the target position of the first landing method in the thumbnail map, and displaying a position mark corresponding to the starting position of the second landing method on the connecting line mark.

[0126] In an optional embodiment, the above method also includes: displaying a target range with the starting position of the second landing mode as the center and the second preset length as the radius in a thumbnail map; wherein the edge position of the target range is: the extreme position that can be reached when the movement in the second landing mode is triggered at the starting position of the second landing mode.

[0127] In an optional embodiment, the above method also includes: if the starting position of the first landing mode is outside the landing range, determining the intersection position of the connecting line marker and the edge position of the target range, and determining the intersection position farthest from the starting position of the first landing mode as the landing point position; if the starting position of the first landing mode is within the landing range, determining the target position as the landing point position.

[0128] In an optional embodiment, in response to a second position selection operation applied to the thumbnail map, after the step of determining the starting position of the first landing mode in the thumbnail map based on the second position selection operation, the method further includes: in response to a speed setting operation, determining the target movement speed of the game character from the starting position of the first landing mode to the starting position of the second landing mode based on the speed setting operation.

[0129] In an optional embodiment, a speed adjustment control is displayed in the graphical user interface; the above-mentioned step of responding to the speed setting operation and determining the target movement speed of the game character from the starting position of the first landing mode to the starting position of the second landing mode based on the speed setting operation includes: responding to the setting operation for the speed adjustment control, and adjusting the target movement speed of the game character from the starting position of the first landing mode to the starting position of the second landing mode based on the setting operation.

[0130] In an optional embodiment, the above method also includes: determining the total landing time and the landing point location based on the target movement speed; displaying the total landing time in a graphical user interface, and marking the landing point location in a thumbnail map.

[0131] In an optional embodiment, the above-mentioned step of controlling the game character controlled by the terminal device to move from the starting position of the first landing mode to the starting position of the second landing mode in a first landing mode in response to the first instruction includes: in response to the first instruction, controlling the game character to move from the starting position of the first landing mode to the starting position of the second landing mode at a target movement speed.

[0132] In an optional embodiment, the above method also includes: in the process of the game character moving from the starting position of the first landing mode to the starting position of the second landing mode according to the target movement speed, controlling the display of the first control in the graphical user interface; responding to the trigger operation of the first control, unlocking the target movement speed so that the movement speed of the game character is controlled according to the user operation.

[0133] In an optional embodiment, the above method also includes: in response to a first instruction, controlling the game character to move in a first landing manner from a starting position of the first landing manner, and displaying a second control in a graphical user interface; in response to a trigger operation on the second control, controlling the first landing manner to be switched to the second landing manner, and controlling the game character to move to the ground of the game scene in the second landing manner.

[0134] In an optional embodiment, the above method also includes: in response to the starting position of the first landing method being within the landing range, controlling the display of a first prompt message in the graphical user interface; wherein the first prompt message is used to prompt the game character that the game character can land from the current starting position of the first landing method to the target position.

[0135] In an optional embodiment, the above method also includes: in response to the starting position of the first landing method being outside the landing range, controlling the display of a second prompt message in the graphical user interface; wherein the second prompt message is used to prompt the game character that it cannot land from the current starting position of the first landing method to the target position.

[0136] Further, Fig.10 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 .

[0137] 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.10 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.

[0138] 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 in the processor 101 or the instruction in the form of software. 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 methods, steps and logic block diagrams disclosed in the embodiments of the present invention 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 invention can be directly embodied as a hardware decoding processor for execution, or a combination of hardware and software modules in the decoding processor for execution. The software module may be located in a storage medium mature in the art, such as a random access memory, a flash memory, a read-only memory, a programmable read-only memory, or an electrically erasable programmable memory, a register, etc. The storage medium is located in the memory 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.

[0139] An embodiment of the present invention 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 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.

[0140] Specifically, a graphical user interface is provided through a terminal device, and the above-mentioned game interaction control method includes: controlling the display of a thumbnail map corresponding to the game match in the graphical user interface; responding to a first position selection operation on the thumbnail map, determining a target position in the thumbnail map based on the first position selection operation, and displaying a landing range centered on the target position in the thumbnail map; wherein the landing range is used to indicate: a selection range of a starting position of a first landing method corresponding to a landing point position as a target position; responding to a second position selection operation on the thumbnail map, determining a starting position of the first landing method in the thumbnail map based on the second position selection operation; based on the starting position and the target position of the first landing method, displaying the starting position of the second landing method in the thumbnail map; if the starting position of the first landing method is within the landing range, responding to a first instruction, controlling a game character controlled by the terminal device to move from the starting position of the first landing method to the starting position of the second landing method in the first landing method, and triggering the game character to move from the starting position of the second landing method to the target position in the second landing method when the game character moves to the starting position of the second landing method.

[0141] With the above-mentioned game interactive control method, players can determine the landing range by setting the target position, and clearly judge whether the starting position of the currently set first landing method can successfully reach the target position, thereby reducing the manpower and energy costs incurred by players during the landing process, and also improving the players' landing experience.

[0142] In an optional embodiment, the above-mentioned steps of responding to the first position selection operation on the thumbnail map, determining the target position in the thumbnail map based on the first position selection operation, and displaying a landing range centered on the target position in the thumbnail map include: responding to the first position selection operation on the thumbnail map, determining the operation position of the first position selection operation in the thumbnail map as the target position; and displaying a landing range with the target position as the center and a first preset length as the radius in the thumbnail map.

[0143] In an optional embodiment, a route to be moved corresponding to a virtual vehicle carried by a game character is displayed on a thumbnail map; the above-mentioned response acts on the second position selection operation on the thumbnail map, and the step of determining the starting position of the first landing method in the thumbnail map based on the second position selection operation includes: responding to the selection operation for the first position on the route to be moved, and determining the first position as the starting position of the first landing method.

[0144] In an optional embodiment, the above method also includes: in response to a dragging operation starting from the first position along the route to be moved, adjusting the position corresponding to the starting position of the first landing mode on the route to be moved based on the dragging operation; in response to the end of the dragging operation, determining the position corresponding to the end position of the dragging on the route to be moved as the starting position of the first landing mode.

[0145] In an optional embodiment, the step of displaying the starting position of the second landing method in a thumbnail map based on the starting position and the target position of the first landing method includes: determining the starting position of the second landing method between the starting position and the target position of the first landing method based on the scene height corresponding to the starting position of the first landing method and the horizontal distance between the starting position and the target position of the first landing method; and displaying the starting position of the second landing method in the thumbnail map.

[0146] In an optional embodiment, the step of displaying the starting position of the second landing method in the thumbnail map includes: displaying a connecting line mark between the starting position and the target position of the first landing method in the thumbnail map, and displaying a position mark corresponding to the starting position of the second landing method on the connecting line mark.

[0147] In an optional embodiment, the above method also includes: displaying a target range with the starting position of the second landing mode as the center and the second preset length as the radius in a thumbnail map; wherein the edge position of the target range is: the extreme position that can be reached when the movement in the second landing mode is triggered at the starting position of the second landing mode.

[0148] In an optional embodiment, the above method also includes: if the starting position of the first landing mode is outside the landing range, determining the intersection position of the connecting line marker and the edge position of the target range, and determining the intersection position farthest from the starting position of the first landing mode as the landing point position; if the starting position of the first landing mode is within the landing range, determining the target position as the landing point position.

[0149] In an optional embodiment, in response to a second position selection operation applied to the thumbnail map, after the step of determining the starting position of the first landing mode in the thumbnail map based on the second position selection operation, the method further includes: in response to a speed setting operation, determining the target movement speed of the game character from the starting position of the first landing mode to the starting position of the second landing mode based on the speed setting operation.

[0150] In an optional embodiment, a speed adjustment control is displayed in the graphical user interface; the above-mentioned step of responding to the speed setting operation and determining the target movement speed of the game character from the starting position of the first landing mode to the starting position of the second landing mode based on the speed setting operation includes: responding to the setting operation for the speed adjustment control, and adjusting the target movement speed of the game character from the starting position of the first landing mode to the starting position of the second landing mode based on the setting operation.

[0151] In an optional embodiment, the above method also includes: determining the total landing time and the landing point location based on the target movement speed; displaying the total landing time in a graphical user interface, and marking the landing point location in a thumbnail map.

[0152] In an optional embodiment, the above-mentioned step of controlling the game character controlled by the terminal device to move from the starting position of the first landing mode to the starting position of the second landing mode in a first landing mode in response to the first instruction includes: in response to the first instruction, controlling the game character to move from the starting position of the first landing mode to the starting position of the second landing mode at a target movement speed.

[0153] In an optional embodiment, the above method also includes: in the process of the game character moving from the starting position of the first landing mode to the starting position of the second landing mode according to the target movement speed, controlling the display of the first control in the graphical user interface; responding to the trigger operation of the first control, unlocking the target movement speed so that the movement speed of the game character is controlled according to the user operation.

[0154] In an optional embodiment, the above method also includes: in response to a first instruction, controlling the game character to move in a first landing manner from a starting position of the first landing manner, and displaying a second control in a graphical user interface; in response to a trigger operation on the second control, controlling the first landing manner to be switched to the second landing manner, and controlling the game character to move to the ground of the game scene in the second landing manner.

[0155] In an optional embodiment, the above method also includes: in response to the starting position of the first landing method being within the landing range, controlling the display of a first prompt message in the graphical user interface; wherein the first prompt message is used to prompt the game character that the game character can land from the current starting position of the first landing method to the target position.

[0156] In an optional embodiment, the above method also includes: in response to the starting position of the first landing method being outside the landing range, controlling the display of a second prompt message in the graphical user interface; wherein the second prompt message is used to prompt the game character that it cannot land from the current starting position of the first landing method to the target position.

[0157] If the functions are implemented in the form of software functional units and sold or used as independent products, they can be stored in a computer-readable storage medium. Based on this understanding, the technical solution of the present invention, or the part that contributes to the prior art or the part of the technical solution, can be embodied in the form of a software product. The computer software product is stored in a storage medium, including several instructions for 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 method described in each embodiment of the present invention. 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 and other media that can store program codes.

[0158] In the description of the present invention, it should be noted that the terms "center", "upper", "lower", "left", "right", "vertical", "horizontal", "inner", "outer", etc., indicating the orientation or positional relationship, are based on the orientation or positional relationship shown in the drawings, and are only for the convenience of describing the present invention and simplifying the description, rather than indicating or implying that the device or element referred to must have a specific orientation, be constructed and operated in a specific orientation, and therefore cannot be understood as limiting the present invention. In addition, the terms "first", "second", and "third" are used for descriptive purposes only, and cannot be understood as indicating or implying relative importance.

[0159] Finally, it should be noted that the above-described embodiments are only specific implementations of the present invention, which are used to illustrate the technical solutions of the present invention, rather than to limit them. The protection scope of the present invention is not limited thereto. Although the present invention is described in detail with reference to the above-described 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-described embodiments within the technical scope disclosed by the present invention, or can easily think of changes, or make equivalent replacements for some of the technical features therein; and these modifications, changes or replacements do not make the essence of the corresponding technical solutions deviate from the spirit and scope of the technical solutions of the embodiments of the present invention, and should be included in the protection scope of the present invention. Therefore, the protection scope of the present invention shall be subject to the protection scope of the claims.

Claims

1. A game interactive control method, characterized in that: Providing a graphical user interface through a terminal device, the method comprising: Controlling display of a thumbnail map corresponding to the game match in the graphical user interface; In response to a first position selection operation on the thumbnail map, a target position is determined in the thumbnail map based on the first position selection operation, and a landing range centered on the target position is displayed in the thumbnail map; wherein the landing range is used to indicate: a selection range of a starting position of a first landing mode corresponding to a landing point position as the target position; In response to a second position selection operation applied to the thumbnail map, determining a starting position of a first landing pattern in the thumbnail map based on the second position selection operation; Based on the starting position of the first landing mode and the target position, displaying the starting position of the second landing mode in the thumbnail map; If the starting position of the first landing method is within the landing range, in response to a first instruction, a game character controlled by the terminal device is controlled to move from the starting position of the first landing method to the starting position of the second landing method in the first landing method, and when the game character moves to the starting position of the second landing method, it is triggered to move from the starting position of the second landing method to the target position in the second landing method.

2. The method according to claim 1, characterized in that The step of responding to a first position selection operation on the thumbnail map, determining a target position in the thumbnail map based on the first position selection operation, and displaying a landing range centered on the target position in the thumbnail map includes: In response to a first position selection operation applied to the thumbnail map, determining an operation position of the first position selection operation in the thumbnail map as the target position; The thumbnail map displays a landing range with the target position as the center and a first preset length as the radius.

3. The method according to claim 1, characterized in that The thumbnail map displays a to-be-moved route corresponding to the virtual vehicle that the game character rides on; The step of determining the starting position of the first landing mode in the thumbnail map based on the second position selection operation in response to the second position selection operation on the thumbnail map comprises: In response to a selection operation for a first position on the to-be-moved route, the first position is determined as a starting position for the first landing pattern.

4. The method according to claim 3, characterized in that The method further comprises: In response to a dragging operation starting from the first position and along the route to be moved, adjusting the starting position of the first landing mode to a position corresponding to the route to be moved based on the dragging operation; In response to the end of the dragging operation, a position corresponding to the dragging end position on the to-be-moved route is determined as a starting position of the first landing mode.

5. The method according to claim 1, characterized in that The step of displaying the starting position of the second landing mode in the thumbnail map based on the starting position of the first landing mode and the target position includes: Determine a starting position of a second landing mode between the starting position of the first landing mode and the target position based on a scene height corresponding to the starting position of the first landing mode and a horizontal distance between the starting position of the first landing mode and the target position; The starting position of the second landing mode is displayed in the thumbnail map.

6. The method according to claim 5, characterized in that The step of displaying the starting position of the second landing mode in the thumbnail map includes: A line mark between the starting position of the first landing mode and the target position is displayed in the thumbnail map, and a position mark corresponding to the starting position of the second landing mode is displayed on the line mark.

7. The method according to claim 6, characterized in that The method further comprises: The thumbnail map displays a target range with the starting position of the second landing method as the center and the second preset length as the radius; wherein the edge position of the target range is: the extreme position that can be reached when the movement in the second landing method is triggered at the starting position of the second landing method.

8. The method according to claim 7, characterized in that The method further comprises: If the starting position of the first landing mode is outside the landing range, determine the intersection position of the connection mark and the edge position of the target range, and determine the intersection position farthest from the starting position of the first landing mode as the landing point position; If the starting position of the first landing mode is within the landing range, the target position is determined as the landing point position.

9. The method according to claim 1, characterized in that: After the step of determining the starting position of the first landing mode in the thumbnail map based on the second position selection operation in response to the second position selection operation acting on the thumbnail map, the method further includes: In response to the speed setting operation, a target movement speed of the game character moving from a starting position of the first landing pattern to a starting position of the second landing pattern is determined based on the speed setting operation.

10. The method according to claim 9, characterized in that A speed adjustment control is displayed in the graphical user interface; The step of determining, in response to the speed setting operation, a target movement speed of the game character moving from a starting position of the first landing mode to a starting position of the second landing mode based on the speed setting operation comprises: In response to a setting operation for the speed adjustment control, a target movement speed of the game character moving from a starting position of the first landing pattern to a starting position of the second landing pattern is adjusted based on the setting operation.

11. The method according to claim 10, characterized in that The method further comprises: Determine the total landing time and the landing point based on the target movement speed; The total landing time is displayed in the graphical user interface, and the landing point position is marked in the thumbnail map.

12. The method according to claim 9, characterized in that The step of controlling the game character controlled by the terminal device to move from the starting position of the first landing mode to the starting position of the second landing mode in response to the first instruction includes: In response to the first instruction, the game character is controlled to move from a starting position of the first landing mode to a starting position of the second landing mode according to the target movement speed.

13. The method according to claim 12, characterized in that The method further comprises: During the process in which the game character moves from the starting position of the first landing mode to the starting position of the second landing mode according to the target movement speed, controlling the display of a first control in the graphical user interface; In response to a trigger operation on the first control, the target movement speed is unlocked so that the movement speed of the game character is controlled according to the user operation.

14. The method according to claim 1, characterized in that The method further comprises: In response to the first instruction, controlling the game character to start moving in a first landing mode from a starting position of the first landing mode, and displaying a second control in the graphical user interface; In response to a trigger operation on the second control, the first landing mode is controlled to be switched to the second landing mode, and the game character is controlled to move to the ground of the game scene in the second landing mode.

15. The method according to claim 1, characterized in that The method further comprises: In response to the starting position of the first landing mode being within the landing range, control the display of first prompt information in the graphical user interface; wherein the first prompt information is used to prompt the game character to land from the starting position of the current first landing mode to the target position.

16. The method according to claim 1, characterized in that The method further comprises: In response to the starting position of the first landing mode being outside the landing range, a second prompt message is controlled to be displayed in the graphical user interface; wherein the second prompt message is used to prompt the game character that it is not possible to land from the starting position of the current first landing mode to the target position.

17. A game interactive control device, characterized in that: A graphical user interface is provided through a terminal device, the device comprising: A map display module, used to control the display of a thumbnail map corresponding to the game match in the graphical user interface; A first position selection module is used to respond to a first position selection operation on the thumbnail map, determine a target position in the thumbnail map based on the first position selection operation, and display a landing range centered on the target position in the thumbnail map; wherein the landing range is used to indicate: a selection range of a starting position of a first landing mode corresponding to a landing point position as the target position; A second position selection module, configured to respond to a second position selection operation on the thumbnail map and determine a starting position of a first landing mode in the thumbnail map based on the second position selection operation; a starting position determining module, configured to display the starting position of the second landing mode in the thumbnail map based on the starting position of the first landing mode and the target position; A landing control module is used to control the game character controlled by the terminal device to move from the starting position of the first landing method to the starting position of the second landing method in response to a first instruction if the starting position of the first landing method is within the landing range, and trigger the game character to move from the starting position of the second landing method to the target position in the second landing method when the game character moves to the starting position of the second landing method.

18. An electronic device, characterized in that: 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 game interaction control method according to any one of claims 1 to 16.

19. 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 16.

Citation Information

Patent Citations

  • Game interaction control method and device, equipment and storage medium

    CN117085317A

  • Guide method and device in three-dimensional virtual environment, equipment and medium

    CN117282099A

  • Interaction control method and device in game, electronic equipment and storage medium

    CN117339200A

  • Navigation method and device, electronic equipment and readable storage medium

    CN117666864A

  • Method and device for marking point locations in game and electronic equipment

    CN117797475A