Game interaction control methods, devices and electronic devices

By using technologies such as displaying thumbnail maps and automatically switching landing methods in tactical competitive games, the problem of players being unable to accurately determine their parachute destination has been solved, improving the parachuting experience and game start efficiency.

CN119818941BActive Publication Date: 2026-06-02NETEASE (HANGZHOU) NETWORK CO LTD

Patent Information

Authority / Receiving Office
CN · China
Patent Type
Patents(China)
Current Assignee / Owner
NETEASE (HANGZHOU) NETWORK CO LTD
Filing Date
2025-01-23
Publication Date
2026-06-02

AI Technical Summary

Technical Problem

In tactical competitive games, players cannot clearly determine whether their parachute destination will allow them to successfully reach key resource points, resulting in a poor start to the game and consuming a lot of perception and energy.

Method used

By displaying a thumbnail map of the game in the graphical user interface, players can select a target location and see the landing range, determine the starting position of the first and second landing methods, and automatically switch landing methods to reach the target location when conditions are met.

Benefits of technology

It improves players' judgment accuracy and landing experience during parachuting, reduces manpower and energy consumption, and increases the efficiency of the start of the game.

✦ Generated by Eureka AI based on patent content.

Smart Images

  • Figure CN119818941B_ABST
    Figure CN119818941B_ABST
Patent Text Reader

Abstract

This disclosure provides a game interaction control method, device, and electronic device. It displays a landing range centered on a set target location on a thumbnail map. The landing range indicates the selection range of the starting position for a first landing method when the target location is the landing point. Based on the set starting position of the first landing method and the target location, it determines the starting position of a second landing method. If the starting position of the first landing method is within the landing range, in response to a first command, it controls the game character to move from the starting position of the first landing method to the starting position of the second landing method, and then moves from the starting position of the second landing method to the target location. In this method, players can clearly determine whether the currently set starting position of the first landing method can successfully reach the target location by setting the landing range based on the target location, thereby improving the player's landing experience.
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Description

Technical Field

[0001] This disclosure relates to the field of game design technology, and in particular to a game interaction control method, device, and electronic device. Background Technology

[0002] In tactical competitive games, parachuting is a mandatory stage at the start of each game. Choosing a suitable destination and landing quickly and accurately at key resource points can give players a significant head start. However, current technology often fails to clearly determine the optimal drop point after selecting a destination. Furthermore, current in-game technology doesn't allow players to definitively judge whether a jump from their current position will guarantee a successful landing, creating numerous information blind spots. Failure to land at the designated point severely impacts the initial game experience, significantly increasing the player's perceptual effort. Summary of the Invention

[0003] The purpose of this disclosure is to provide a game interaction control method, device, and electronic device to allow players to clearly determine whether landing from the current point can successfully reach the destination, thereby enhancing the player's landing experience.

[0004] In a first aspect, this disclosure provides a game interaction control method, which provides a graphical user interface through a terminal device. The method includes: controlling the display of a thumbnail map corresponding to a game match in the graphical user interface; responding to a first position selection operation applied to 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: the selection range of the starting position of a first landing method corresponding to the landing point position as the target position; responding to a second position selection operation applied to the thumbnail map, determining the starting position of the first landing method in the thumbnail map based on the second position selection operation; displaying the 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, 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 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] Secondly, this disclosure provides a game interaction control device that provides a graphical user interface via a terminal device. The device includes: a map display module for controlling the display of a thumbnail map corresponding to a game match in the graphical user interface; a first position selection module for responding to a first position selection operation applied to 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 the selection range of the starting position of a first landing method corresponding to the landing point position as the target position; and a second position selection module for responding to a second position selection operation applied to the thumbnail map. The system includes a selection operation, which determines the starting position of the first landing method in a thumbnail map based on the second position selection operation; a starting position determination module, which displays the starting position of the second landing method in a thumbnail map based on the starting position and target position of the first landing method; and a landing control module, which, in response to a first instruction, controls 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 if the starting position of the first landing method is within the landing range, and triggers 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.

[0006] Thirdly, this disclosure provides an electronic device including a processor and a memory, the memory storing machine-executable instructions that can be executed by the processor, the processor executing the machine-executable instructions to implement the above-described game interaction control method.

[0007] Fourthly, this disclosure provides a computer-readable storage medium storing computer-executable instructions that, when invoked and executed by a processor, cause the processor to implement the aforementioned game interaction control method.

[0008] The embodiments disclosed herein bring the following beneficial effects:

[0009] This disclosure provides a game interaction control method, device, and electronic device. First, it controls the display of a thumbnail map corresponding to a game match in a graphical user interface. Then, in response to a first position selection operation applied to 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. The landing range indicates the selection range of the starting position of a first landing method when the landing point is the target position. Next, in response to a second position selection operation applied to the thumbnail map, the starting position of the first landing method is determined in the thumbnail map based on the second position selection operation. Based on the starting position and target position of the first landing method, the starting position of the second landing method is displayed in the thumbnail map. If the starting position of the first landing method is within the landing range, in response to a 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 using the first landing method. When the game character moves to the starting position of the second landing method, it triggers movement from the starting position of the second landing method to the target position using the second landing method. In this method, players can determine the landing range by setting the target location, clearly judge whether the starting position of the currently set first landing method can successfully reach the target location, reduce the manpower and energy costs incurred by players during the landing process, and also improve the player's landing experience.

[0010] Other features and advantages of this disclosure will be set forth in the following description, or some features and advantages may be inferred from the description or determined without doubt, or may be learned by practicing the techniques described above.

[0011] To make the above-mentioned objects, features and advantages of this disclosure more apparent and understandable, preferred embodiments are described below in detail with reference to the accompanying drawings. Attached Figure Description

[0012] To more clearly illustrate the technical solutions in the specific embodiments of this disclosure or the prior art, the drawings used in the description of the specific embodiments or the prior art will be briefly introduced below. Obviously, the drawings described below are some embodiments of this disclosure. For those skilled in the art, other drawings can be obtained from these drawings without creative effort.

[0013] Figure 1 A flowchart of a game interaction control method provided in this embodiment of the disclosure;

[0014] Figure 2 A schematic diagram showing a landing range provided in an embodiment of this disclosure;

[0015] Figure 3This is a schematic diagram showing the route to be traveled for a virtual vehicle provided in an embodiment of this disclosure;

[0016] Figure 4 A schematic diagram showing the landing point location provided in an embodiment of this disclosure;

[0017] Figure 5 A schematic diagram showing another landing point location provided in an embodiment of this disclosure;

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

[0019] Figure 7 A schematic diagram showing the first control provided in an embodiment of this disclosure;

[0020] Figure 8 This is a schematic diagram illustrating the display of a second prompt message according to an embodiment of the present disclosure;

[0021] Figure 9 This is a schematic diagram of the structure of a game interaction control device provided in an embodiment of the present disclosure;

[0022] Figure 10 This is a schematic diagram of the structure of an electronic device provided in an embodiment of this disclosure. Detailed Implementation

[0023] To make the objectives, technical solutions, and advantages of the embodiments of this disclosure clearer, the technical solutions of the embodiments of this disclosure will be clearly and completely described below with reference to the accompanying drawings. Obviously, the described embodiments are only some embodiments of this disclosure, and not all embodiments. The components of the embodiments of this disclosure described and shown in the accompanying drawings can generally be arranged and designed in various different configurations.

[0024] Therefore, the following detailed description of the embodiments of this disclosure provided in the accompanying drawings is not intended to limit the scope of the claimed disclosure, but merely to illustrate selected embodiments of the disclosure. All other embodiments obtained by those skilled in the art based on the embodiments of this disclosure without inventive effort are within the scope of protection of this disclosure.

[0025] In tactical competitive games, parachuting is a necessary stage at the start of each game. Choosing the right parachute destination and landing at key resource points quickly and accurately can give you a head start in the game. Therefore, parachuting is a core and crucial part of the game experience.

[0026] In related technologies, after players select a parachute destination, they cannot clearly determine which point is the most suitable to start parachuting. Furthermore, the current in-game technology does not allow players to clearly determine whether parachuting from the current point will successfully reach the destination. The entire process has many information blind spots. If players cannot jump to the designated point, it will seriously affect the starting experience of a game and currently consumes a lot of players' perception costs.

[0027] Currently, skydiving is divided into five stages: takeoff, free flight, parachute deployment, parachute drift, and landing. While the game's technology requires players to perform these actions, there's no way to present specific information for each stage. This prevents players from effectively planning their jumps, leaving them largely guessing and predicting outcomes. The actual jump deviation can drastically alter a player's initial strategy. Therefore, the overall skydiving process lacks clear and reliable data for each stage, and the entire process consumes significant time and effort, impacting the overall skydiving experience.

[0028] To address the aforementioned issues, embodiments of the present invention provide a game interaction control method, device, and electronic device, which can be applied to game scenarios involving landing at the start of a game or during a game session.

[0029] In one embodiment of this disclosure, the game interaction control method can run on a local terminal device or a server. When the game interaction control method runs 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, such as cloud gaming, can run under the cloud interaction system. Taking cloud gaming as an example, cloud gaming refers to a gaming method based on cloud computing. In the cloud gaming operating mode, the game program and the game screen presentation are separated. The storage and execution of game interaction control methods are completed on the cloud gaming server. The client device is used for data reception, transmission, and game screen presentation. For example, the client device can be a display device with data transmission capabilities located close to the user, such as a mobile terminal, television, computer, or PDA; however, the information processing is performed by the cloud gaming server in the cloud. When playing the game, the player operates the client device to send operation commands to the cloud gaming server. The cloud gaming server runs the game according to the operation commands, encodes and compresses the game screen and other data, returns it to the client device via the network, and finally, the client device decodes and outputs the game screen.

[0031] In an optional implementation, taking a game as an example, the local terminal device stores the game program and is used to display the game screen. The local terminal device is used to interact with the player through a graphical user interface (GUI), i.e., conventionally by downloading, installing, and running the game program via an electronic device. The local terminal device can provide the GUI to the player in various ways, such as rendering it on the terminal's display screen or providing it to the player via holographic projection. For example, the local terminal device can include a display screen for displaying the GUI, which includes game screens, and a processor for running the game, generating the GUI, and controlling the display of the GUI on the display screen.

[0032] In one possible implementation, this disclosure provides a game interaction control method that provides a graphical user interface through a terminal device. The terminal device can be the aforementioned local terminal device or a client device in the aforementioned cloud interaction system. For example, the terminal device can be a mobile phone, tablet computer, or personal computer. Figure 1 As shown, the method includes the following specific steps:

[0033] Step S102: Control the display of the thumbnail map corresponding to the game match in the graphical user interface.

[0034] The display position of the aforementioned thumbnail map in the graphical user interface can be determined according to development needs. For example, the thumbnail map can be displayed in the upper right or upper left corner of the graphical user interface, and it displays less content than the game scene map. In specific implementation, after the game starts, the game scene corresponding to the game will be provided, and a thumbnail map corresponding to the game scene will be displayed in the graphical user interface. This thumbnail map corresponding to the game scene is essentially a thumbnail of the game scene map.

[0035] In an optional embodiment, when a game character respawns at the start of a match or during a match, the character will land using either a first landing method or a second landing method. The game can then proceed after the character lands. Therefore, a thumbnail map will be displayed both at the start of a match and when the character respawns during a match.

[0036] In practice, the first and second landing methods mentioned above are different landing methods, with different landing speeds and / or directions. For example, the first landing method is a high-speed, high-altitude flight, while the second landing method is a slower flight. In a skydiving scenario, the first landing method could be a relatively fast gliding flight after jumping from a virtual vehicle, while the second landing method could be a slower parachute flight after opening the parachute. In a gliding scenario using a flyboard, the first landing method is a high-speed dive, while the second landing method involves triggering the flyboard and controlling the game character to fly at a slower speed.

[0037] Step S104: In response to the first location selection operation applied to the thumbnail map, the target location is determined in the thumbnail map based on the first location selection operation, and the landing range centered on the target location is displayed in the thumbnail map; wherein, the landing range is used to indicate: the selection range of the starting position of the first landing method when the landing point is the target location.

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

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

[0040] Step S106: In response to the second location selection operation applied to the thumbnail map, determine the starting position of the first landing method in the thumbnail map based on the second location selection operation.

[0041] The specific operation corresponding to the second location selection operation can be determined according to the development needs. For example, the second location selection operation can be the operation of clicking or long-pressing a point on the thumbnail map, and the point clicked or long-pressed is the starting position of the first landing method; the second location selection operation can also be the operation of clicking or long-pressing a point on the path to be moved, and the path to be moved is the trajectory of the virtual vehicle that the game character is riding. The virtual vehicle here is the aircraft or glider that the game character is riding before landing, which can fly at high altitudes.

[0042] Step S108: Based on the starting position and target position of the first landing method, display the starting position of the second landing method on the thumbnail map.

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

[0044] Step S110: If the starting position of the first landing mode is within the landing range, in response to the first instruction, 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. When the game character moves to the starting position of the second landing mode, trigger the movement from the starting position of the second landing mode to the target position in the second landing mode.

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

[0046] The triggering method corresponding to the first command can be determined according to development needs. For example, the triggering method corresponding to the first command can be a trigger operation for the landing control displayed in the graphical user interface, or it can be a trigger operation for the player on a specified area in the graphical user interface. If the player sets the starting position of the first landing method within the landing range, after the player triggers the first command, the player will control the game character to start landing from the starting position of the first landing method. When the game character moves to the starting position of the second landing method, the second landing method will be automatically triggered so that the game character moves from the starting position of the second landing method to the target position, that is, the landing point of the game character is the target position.

[0047] The present invention provides a game interaction control method that allows players to set a target location and determine the landing range, clearly judging whether the starting position of the currently set first landing method can successfully reach the target location. This reduces the manpower and energy costs incurred by players during the landing process and also improves the player's landing experience.

[0048] The following examples illustrate how to determine the landing area.

[0049] Specifically, the process of responding to the first location selection operation on the thumbnail, determining the target location in the thumbnail based on the first location selection operation, and displaying the landing range centered on the target location in the thumbnail includes: responding to the first location selection operation on the thumbnail, determining the operation location of the first location selection operation in the thumbnail as the target location; and displaying the landing range in the thumbnail with the target location as the center and a first preset length as the radius.

[0050] Within the thumbnail map displayed before the game character lands, the player can select a target location as their landing destination based on a first position selection operation. This target location can be any location on the thumbnail map. In one specific embodiment, the aforementioned first position selection operation can be a click operation performed on a specific point on the thumbnail map; the click location on the thumbnail map is the landing destination the player wants to set.

[0051] After the player sets a target location, a circular area with the target location as the center and a first preset length as the radius will be displayed on the thumbnail map. This circular area is the landing range. The game character can reach the target location by starting the descent within the landing range; if the descent begins outside the landing range, the target location will not be reached. Therefore, by displaying the landing range, players can quickly determine which primary landing method to choose as their starting position. The specific length corresponding to the aforementioned first preset length can be determined according to development needs and landing rules.

[0052] like Figure 2 The diagram shown is a schematic representation of a landing range according to an embodiment of the present invention. Figure 2 The smaller rectangles represent thumbnails, which contain scaled-down versions of the game scene map. Figure 2 The pentagram position in the game is the target position set by the player. The circular area centered on the pentagram position is the landing range. The area within this landing range can be represented by a specified color, so that the player can clearly see which area the player has set the starting position for the first landing method, and can reach the target position after the game character lands.

[0053] The following embodiments describe how the starting position of the first landing method is determined.

[0054] Specifically, the aforementioned thumbnail map displays the movement routes corresponding to the virtual vehicles the game character is riding. These virtual vehicles can be helicopters, airplanes, or other aircraft. In practice, the game character needs to ride in a virtual vehicle at high altitude before landing. When the game character lands, they will detach from the virtual vehicle and jump or dive downwards. The character then moves through the air for a certain distance before triggering a second landing method (equivalent to the parachute phase mentioned above). After the character reaches a certain distance from the ground using this second landing method, they enter the landing phase. Upon completion of the landing phase, the character arrives at their landing point.

[0055] In practice, the routes for the virtual vehicles are pre-set. Different game characters may ride on the same or different routes. For example, the route can be a straight line or a curve. Figure 3 The diagram shown is a schematic representation of the route to be traveled for a virtual vehicle according to an embodiment of the present invention. Figure 3 The aircraft model in the game is a virtual vehicle. The straight line trajectory in front of the virtual vehicle is the path to be moved, that is, the virtual vehicle moves from the far left to the far right of the game scene map.

[0056] Based on the above description, the specific process of the response acting on the second location selection operation of the thumbnail map and determining the starting position of the first landing method in the thumbnail map based on the second location 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 method.

[0057] In a practical implementation, the aforementioned first position can be any point on the path to be moved corresponding to the virtual vehicle. That is, after the player sets the landing destination, they can select any point on the path to be moved corresponding to the virtual vehicle as the starting position for the first landing method. In a specific embodiment, the above-mentioned selection operation for the first position on the path to be moved can be an operation of clicking or long-pressing a point on the path to be moved.

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

[0059] In practice, after the player sets the starting position for the first landing method, they can adjust its location on the desired path by long-pressing and dragging it. When adjusting the starting position, the player can set any point on the path as the adjusted starting position. This method helps players choose a suitable starting position for their landing.

[0060] After the starting position of the first landing method changes, the starting position of the second landing method shown on the thumbnail will also change, thus helping players understand the landing point that can be reached from the current starting position of the first landing method.

[0061] The following embodiments describe how the starting position of the second landing method is determined.

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

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

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

[0065] Furthermore, the specific process of displaying the starting position of the second landing method in the thumbnail map may include: displaying a line marker connecting the starting position and target position of the first landing method in the thumbnail map, and displaying the position marker corresponding to the starting position of the second landing method on the line marker. The display style of the aforementioned line marker can be determined according to R&D requirements. For example, the line marker can be displayed using a solid line or a dashed line with an arrow, or using a solid line or a dashed line of a preset color. The display style of the position marker corresponding to the starting position of the second landing method can also be determined according to R&D requirements. For example, the position marker corresponding to the starting position of the second landing method can be represented by a circular marker, an umbrella-shaped marker, or a triangular marker.

[0066] In an optional embodiment, a target range with the starting position of the second landing method as the center and a second preset length as the radius is displayed on the thumbnail map; wherein, the edge position of the target range is the limit position that can be reached when the second landing method is triggered at the starting position of the second landing method. The specific length corresponding to the second preset length can be determined according to research and development needs 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. All areas within the target range are the landing points that the game character can reach after triggering the second landing method at the starting position of the second landing method. The edge of the target range is the extreme position that the game character can reach when landing with the second landing method.

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

[0069] like Figure 4 The image shown is a schematic diagram illustrating the landing point location according to an embodiment of the present invention. Figure 4 The pentagram in the diagram represents the target location. The triangle on the virtual vehicle's path indicates the starting point of the first landing method. The dashed line with an arrow connecting the target location and the starting point of the first landing method marks the line connecting them. The black dot on the line indicates the starting point of the second landing method. The dark gray circle centered on the starting point of the second landing method represents the target area, and the light gray circle centered on the target location represents the landing area. Since the starting point of the first landing method is within the landing area, the target location is located at the edge of the target area and is the landing point.

[0070] like Figure 5 The diagram shown is a display of another landing point location provided by an embodiment of the present invention. Figure 5 The dashed line between the target position and the starting position of the first landing method represents the line connecting the starting position of the first landing method and the target position; the black dot on the line represents the starting position of the second landing method, and the dark gray circle centered on the starting position of the second landing method represents the target area. Since the starting position of the first landing method is outside the landing area, the intersection of the line farthest from the starting position of the first landing method and the edge of the target area is determined as the landing point position, that is, the... Figure 5 The location indicated by the arrow in the diagram is the landing point.

[0071] The following examples describe a method for 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 practice, the specific operation corresponding to the speed setting operation can be determined according to the development needs. For example, the speed setting operation can be a setting operation for the speed adjustment control displayed in the graphical user interface, or it can be an operation of sliding a certain area in the graphical user interface. This 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. After 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; the game character will move to the starting position of the second landing mode at the target movement speed.

[0074] In an optional embodiment, a speed adjustment control is displayed in the graphical user interface. The display position and style of the speed adjustment control in the graphical user interface can be determined according to research and development needs. The speed adjustment control is used to set and adjust the target movement speed. Based on this, the specific process of 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 in response to a speed setting operation may include: 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 in response to a setting operation on the speed adjustment control.

[0075] In practice, the settings for the speed adjustment control can be determined based on development needs and player actions. For example, if the speed adjustment control is a speed input control, the setting operation can be to input a speed value in the speed input control; if the speed adjustment control consists of a value bar and a slider, the setting operation can be to slide the slider on the value bar.

[0076] like Figure 6 The image shown is a schematic diagram of a speed adjustment control provided in an embodiment of the present invention. Figure 6 The controls displayed below the movement route corresponding to the virtual vehicle are speed adjustment controls. These controls include a slider on a numerical bar and adjustment buttons at both ends of the bar. Players can adjust the target speed by sliding the slider on the numerical bar; the speed corresponding to the slider's position on the bar is then set as the target speed. Alternatively, players can adjust the target speed by clicking the adjustment buttons, which means adjusting the slider's position on the numerical bar, and the speed corresponding to the adjusted position is then set as the target speed.

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

[0078] In practice, after a player sets or adjusts the target speed, the total descent time and landing point are adjusted based on this determined speed. That is, given a fixed starting position and destination for the first descent method, different target speeds correspond to different total descent times. For example, if the target speed is 84 km / h, the total descent time is 26 seconds; if the target speed is 124 km / h, the total descent time is 38 seconds, and so on. When the target location is the landing point, the landing point remains the same even after adjusting the target speed; when the target location is not the landing point, the landing point is adjusted based on the target speed and the starting position of the first descent method.

[0079] Figure 6 The speed adjustment control displays "62 km / h" as the target speed, "12 seconds" as the total descent time, and the arrow on the line connecting the starting positions of the first descent method points to the landing point.

[0080] After the player sets the target 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: 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 the target speed in response to the first instruction.

[0081] In practice, if the player sets a target speed for the game character to move from the starting position of the first landing method to the starting position of the second landing method before the game character lands, then when the game character lands from the starting position of the first landing method, the game character will move from the starting position of the first landing method to the starting position of the second landing method according to the target speed. Then, the second landing method will be automatically triggered at the starting position of the second landing method, so that the game character can move to the landing point from the starting position of the second landing method.

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

[0083] In specific implementation, the display position and display style of the first control in the graphical user interface can be determined according to the research and development needs. 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 degree of freedom of movement of the game character during the movement phase.

[0084] like Figure 7 The diagram shown is a display schematic of a first control provided in an embodiment of the present invention. Figure 7 The lock control in the left-hand image is the first control. During the actual descent of the game character, if a target speed is set, this control will lock the target speed unchanged during the movement and will be displayed in the graphical user interface. Figure 7 The target's speed, as indicated in the image, is 98 km / h. If the player clicks the first control, it will unlock, thus becoming... Figure 7 The unlocking control shown in the right-hand image allows the player to freely control the movement speed of the game character, without locking it. For example, players can adjust the movement speed of the game character by swiping 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 speed of the game character during the movement, the game character may not ultimately land at the target position, and the final landing point may deviate from the target position.

[0086] The aforementioned methods suffer from the problem of players not being able to perceive specific landing phase information during descent. This solution addresses this by simultaneously displaying landing information for each phase, based on the selected destination, the starting position of the first landing method, and the set movement speed. This significantly enhances players' awareness of the landing outcome, providing a reliable channel to support the overall landing experience and strengthening pre-communication of information during the landing phase. Furthermore, the system differentiates between multiple landing phases and provides an intelligent speed-locking landing technology. This allows players to reach their destination on time according to their pre-set landing plan, while also allowing them to unlock the speed lock for free control, enriching the overall landing experience and greatly reducing the human and energy costs incurred by players during descent.

[0087] The following examples describe information prompting methods.

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

[0089] In practical implementation, when a player sets the starting position for their first landing method, if that starting position is within the landing area, a first prompt message will be displayed in the graphical user interface indicating that the player can land at the target location from that starting position. The display location of this first prompt message in the graphical user interface can be determined based on development needs; for example... Figure 6 The message displayed below the speed adjustment control, "You can successfully reach your destination from the starting position of the current first landing method," is the same as the first prompt message 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 displayed in the graphical user interface; wherein the second prompt message is used to prompt the game character that it is not allowed to land from the starting position of the current first landing method to the target position.

[0091] In practical implementation, when a player sets the starting position for the first landing method, if that starting position 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 method cannot land at the target location. The display position of this first prompt message in the graphical user interface can be determined according to development needs, such as... Figure 8 The image shown is a schematic diagram illustrating the display of a second prompt message according to an embodiment of the present invention. Figure 8 The message displayed below the speed adjustment controls, "Unable to reach the destination from the current starting position of the first landing method," is the second prompt mentioned above. When players see this second prompt, if they want to reach the destination (equivalent to the target location mentioned above), they can adjust the starting position of the first landing method to within the landing range according to the second prompt.

[0092] The following examples describe another landing method.

[0093] Specifically, regardless of whether the starting position of the first landing mode is within the landing range, in response to the first command, the game character is controlled to start moving from the starting position of the first landing mode and the second control is displayed in the graphical user interface; in response to the trigger operation of the second control, the first landing mode is 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.

[0094] In practical implementation, when a game character is landing, if the current scene altitude reaches the maximum scene altitude corresponding to the parachute deployment rules, a second control will be displayed in the graphical user interface. The player can trigger this second control to actively initiate a second landing method. For example, if the player sees their desired location in the game scene before reaching the starting position of the second landing method, they can trigger the second control to control the game character to land prematurely using the second landing method. However, landing prematurely using the second landing method may prevent the game character from reaching the target location, but it will still allow the game character to reach the player's desired location, thus increasing the freedom of landing.

[0095] Corresponding to the above method embodiments, this invention provides a game interaction control device, such as... Figure 9 As shown, a graphical user interface is provided through a terminal device, the device comprising:

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

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

[0098] The second position selection module 92 is used to respond to a second position selection operation applied to 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 method in a thumbnail map based on the starting position and target position of the first landing method.

[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 mode to the starting position of the second landing mode in response to the first instruction if the starting position of the first landing mode is within the landing range, and to trigger the game character to move from the starting position of the second landing mode to the target position in response to the first instruction when the game character moves to the starting position of the second landing mode.

[0101] The aforementioned game interaction control device allows players to set a target location and determine the landing range, clearly judging whether the starting position of the currently set first landing method can successfully reach the target location. This reduces the manpower and energy costs incurred by players during the landing process and also enhances the player's landing experience.

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

[0103] Furthermore, the aforementioned thumbnail map displays the route to be moved corresponding to the virtual vehicle ridden by the game character; based on this, the aforementioned 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, used to: in response to a dragging operation along the path to be moved with the first position as the starting point, adjust the position of the starting position of the first landing mode on the path to be moved based on the dragging operation; and in response to the end of the dragging operation, determine the position of the end position of the dragging operation on the path to be moved as the starting position of the first landing mode.

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

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

[0107] Furthermore, the aforementioned device also includes a range display module, used to: display a target range in a thumbnail map with the starting position of the second landing mode as the center and a second preset length as the radius; wherein the edge position of the target range is: the limit 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, used for: if the starting position of the first landing method 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 method as the landing point position; if the starting position of the first landing method is within the landing range, determining the target position as the landing point position.

[0109] Furthermore, the aforementioned device also includes a speed setting module, used to: after determining the starting position of the first landing mode in the thumbnail based on the second position selection operation in response to the second position selection operation, determine 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.

[0110] Furthermore, the aforementioned graphical user interface displays a speed adjustment control; based on this, the aforementioned speed setting module is also used to: respond to a setting operation on 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 aforementioned device also includes a labeling module for: determining the total descent time and landing point location based on the target's speed; displaying the total descent time in a graphical user interface and labeling the landing point location on a thumbnail map.

[0112] Furthermore, the aforementioned landing control module 94 is used to: respond to the first instruction and control 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 speed.

[0113] Furthermore, the aforementioned device also includes a speed adjustment module, used to: control the display of a first control in the 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 at a target movement speed; and in response to a trigger operation on 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 deployment module, used to: in response to a first instruction, control the game character to start moving 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 switching of the first landing mode 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, used to: in response to the starting position of the first landing mode being within the landing range, control 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 it can land from the starting position of the current first landing mode to the target position.

[0116] Furthermore, the device also includes a second prompt module, used to: in response to the starting position of the first landing mode being outside the landing range, control 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 is not allowed to land from the starting position of the current first landing mode to the target position.

[0117] The game interaction control device provided in this disclosure has the same implementation principle and technical effect as the aforementioned method embodiment. For the sake of brevity, any parts not mentioned in the device embodiment can be referred to the corresponding content in the aforementioned method embodiment.

[0118] This invention also provides an electronic device, such as... Figure 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, which executes the machine-executable instructions to implement the aforementioned game interaction control method.

[0119] Specifically, the game interaction control method, which provides a graphical user interface through a terminal device, 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 applied to 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: the selection range of the starting position of the first landing method corresponding to the landing point position as the target position; responding to a second position selection operation applied to the thumbnail map, determining the starting position of the first landing method in the thumbnail map based on the second position selection operation; displaying the starting position of the 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, responding to a first instruction, controlling 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 the first landing method, and triggering the 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.

[0120] The above-mentioned game interaction control method allows players to set a target location and determine the landing range, clearly judging whether the starting position of the currently set first landing method can successfully reach the target location. This reduces the manpower and energy costs incurred by players during the landing process and also improves the player's landing experience.

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

[0122] In an optional embodiment, the thumbnail map displays the route to be moved corresponding to the virtual vehicle ridden by the game character; the step of responding to the second location selection operation on the thumbnail map and determining the starting position of the first landing method in the thumbnail map based on the second location selection operation includes: 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 method.

[0123] In an optional embodiment, the method further includes: in response to a dragging operation starting from a first position and moving along a path to be moved, adjusting the starting position of the first landing mode on the path to be moved based on the dragging operation; and in response to the end of the dragging operation, determining the position corresponding to the end position of the dragging operation on the path 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 target position of the first landing method includes: determining the starting position of the second landing method between the starting position and target position based on the scene height corresponding to the starting position of the first landing method and the horizontal distance between the starting position and target position of the first landing method; and displaying the starting position of the second landing method in a 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 line marker connecting the starting position of the first landing method and the target position in the thumbnail map, and displaying a position marker corresponding to the starting position of the second landing method on the line marker.

[0126] In an optional embodiment, the method further includes: displaying a target range in a thumbnail map with the starting position of the second landing mode as the center and a second preset length as the radius; wherein the edge position of the target range is the limit 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 method further includes: if the starting position of the first landing mode is outside the landing range, determining the intersection point of the connecting line marker and the edge position of the target range, and determining the intersection point that is 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, after the step of determining the starting position of the first landing mode in the thumbnail based on the second position selection operation acting on the thumbnail map, the method further includes: in response to a speed setting operation, 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.

[0129] In an optional embodiment, a speed adjustment control is displayed in the graphical user interface; the step of 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 in response to the speed setting operation includes: 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 in response to the setting operation of the speed adjustment control.

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

[0131] In an optional embodiment, the step of controlling a game character controlled by a 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: 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 speed in response to the first instruction.

[0132] In an optional embodiment, the method further includes: 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 at a target movement speed, controlling the display of a first control in the graphical user interface; and in response to a trigger operation on 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 method further includes: responding to a first instruction, controlling a game character to start moving from the starting position of the first landing mode in a first landing mode, and displaying a second control in a graphical user interface; responding to a trigger operation on the second control, controlling the first landing mode to switch to a second landing mode, and controlling the game character to move to the ground of the game scene in the second landing mode.

[0134] In an optional embodiment, the method further includes: in response to the starting position of the first landing mode 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 it can land from the starting position of the current first landing mode to the target position.

[0135] In an optional embodiment, the method further includes: in response to the starting position of the first landing mode 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 is not allowed to land from the starting position of the current first landing mode to the target position.

[0136] Furthermore, Figure 10 The electronic device shown also includes a bus 102 and a communication interface 103, with the processor 101, the communication interface 103 and the memory 100 connected via the bus 102.

[0137] The memory 100 may include high-speed random access memory (RAM) or non-volatile memory, such as at least one disk storage device. Communication between this system network element and at least one other network element is achieved through at least one communication interface 103 (which can be wired or wireless), such as the Internet, wide area network, local area network, or metropolitan area network. The bus 102 may be an ISA bus, PCI bus, or EISA bus, etc. The bus can be divided into address bus, data bus, control bus, etc. For ease of representation, Figure 10 The symbol is represented by a single double-headed arrow, but this does not mean that there is only one bus or one type of bus.

[0138] Processor 101 may be an integrated circuit chip with signal processing capabilities. In implementation, each step of the above method can be completed by the integrated logic circuitry in the hardware of processor 101 or by instructions in software form. 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 gate or transistor logic devices, or discrete hardware components. It can implement or execute the methods, steps, and logic block diagrams disclosed in the embodiments of this invention. The general-purpose processor can be a microprocessor or any conventional processor. The steps of the methods disclosed in the embodiments of this invention can be directly manifested as execution by a hardware decoding processor, or execution by a combination of hardware and software modules in the decoding processor. The software module can reside in a readily available storage medium in the art, such as random access memory, flash memory, read-only memory, programmable read-only memory, electrically erasable programmable memory, or registers. This storage medium is located in memory 100, and processor 101 reads information from memory 100 and, in conjunction with its hardware, completes the steps of the method described in the foregoing embodiments.

[0139] This invention also provides a computer-readable storage medium storing computer-executable instructions. When these computer-executable instructions are invoked and executed by a processor, they cause the processor to implement the aforementioned game interaction control method. For specific implementation details, please refer to the method embodiments, which will not be repeated here.

[0140] Specifically, the game interaction control method, which provides a graphical user interface through a terminal device, 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 applied to 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: the selection range of the starting position of the first landing method corresponding to the landing point position as the target position; responding to a second position selection operation applied to the thumbnail map, determining the starting position of the first landing method in the thumbnail map based on the second position selection operation; displaying the starting position of the 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, responding to a first instruction, controlling 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 the first landing method, and triggering the 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.

[0141] The above-mentioned game interaction control method allows players to set a target location and determine the landing range, clearly judging whether the starting position of the currently set first landing method can successfully reach the target location. This reduces the manpower and energy costs incurred by players during the landing process and also improves the player's landing experience.

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

[0143] In an optional embodiment, the thumbnail map displays the route to be moved corresponding to the virtual vehicle ridden by the game character; the step of responding to the second location selection operation on the thumbnail map and determining the starting position of the first landing method in the thumbnail map based on the second location selection operation includes: 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 method.

[0144] In an optional embodiment, the method further includes: in response to a dragging operation starting from a first position and moving along a path to be moved, adjusting the starting position of the first landing mode on the path to be moved based on the dragging operation; and in response to the end of the dragging operation, determining the position corresponding to the end position of the dragging operation on the path 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 target position of the first landing method includes: determining the starting position of the second landing method between the starting position and target position based on the scene height corresponding to the starting position of the first landing method and the horizontal distance between the starting position and target position of the first landing method; and displaying the starting position of the second landing method in a 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 line marker connecting the starting position of the first landing method and the target position in the thumbnail map, and displaying a position marker corresponding to the starting position of the second landing method on the line marker.

[0147] In an optional embodiment, the method further includes: displaying a target range in a thumbnail map with the starting position of the second landing mode as the center and a second preset length as the radius; wherein the edge position of the target range is the limit 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 method further includes: if the starting position of the first landing mode is outside the landing range, determining the intersection point of the connecting line marker and the edge position of the target range, and determining the intersection point that is 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, after the step of determining the starting position of the first landing mode in the thumbnail based on the second position selection operation acting on the thumbnail map, the method further includes: in response to a speed setting operation, 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.

[0150] In an optional embodiment, a speed adjustment control is displayed in the graphical user interface; the step of 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 in response to the speed setting operation includes: 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 in response to the setting operation of the speed adjustment control.

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

[0152] In an optional embodiment, the step of controlling a game character controlled by a 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: 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 speed in response to the first instruction.

[0153] In an optional embodiment, the method further includes: 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 at a target movement speed, controlling the display of a first control in the graphical user interface; and in response to a trigger operation on 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 method further includes: responding to a first instruction, controlling a game character to start moving from the starting position of the first landing mode in a first landing mode, and displaying a second control in a graphical user interface; responding to a trigger operation on the second control, controlling the first landing mode to switch to a second landing mode, and controlling the game character to move to the ground of the game scene in the second landing mode.

[0155] In an optional embodiment, the method further includes: in response to the starting position of the first landing mode 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 it can land from the starting position of the current first landing mode to the target position.

[0156] In an optional embodiment, the method further includes: in response to the starting position of the first landing mode 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 is not allowed to land from the starting position of the current first landing mode to the target position.

[0157] If the aforementioned functions are implemented as 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 this invention, essentially, or the part that contributes to the prior art, or a portion of the technical solution, can be embodied in the form of a software product. This computer software product is stored in a storage medium and includes several instructions to cause a computer device (which may be a personal computer, a terminal device, or a network device, etc.) to execute all or part of the steps of the methods described in the various embodiments of this invention. The aforementioned storage medium includes various media capable of storing program code, such as USB flash drives, portable hard drives, read-only memory (ROM), random access memory (RAM), magnetic disks, or optical disks.

[0158] In the description of this invention, it should be noted that the terms "center," "upper," "lower," "left," "right," "vertical," "horizontal," "inner," and "outer," etc., indicate the orientation or positional relationship based on the orientation or positional relationship shown in the accompanying drawings. They are used only for the convenience of describing the invention and for simplifying the description, and do not indicate or imply that the device or element referred to must have a specific orientation, or be constructed and operated in a specific orientation. Therefore, they should not be construed as limitations on the invention. Furthermore, the terms "first," "second," and "third" are used for descriptive purposes only and should not be construed as indicating or implying relative importance.

[0159] Finally, it should be noted that the above-described embodiments are merely specific implementations of the present invention, used to illustrate the technical solutions of the present invention, and not to limit it. The scope of protection of the present invention is not limited thereto. Although the present invention has been described in detail with reference to the foregoing embodiments, those skilled in the art should understand that any person skilled in the art can still modify or easily conceive of changes to the technical solutions described in the foregoing embodiments within the technical scope disclosed in the present invention, or make equivalent substitutions for some of the technical features; and these modifications, changes, or substitutions do not cause the essence of the corresponding technical solutions to deviate from the spirit and scope of the technical solutions of the embodiments of the present invention, and should all be covered within the scope of protection of the present invention. Therefore, the scope of protection of the present invention should be determined by the scope of the claims.

Claims

1. A game interaction control method, characterized in that, The method of providing a graphical user interface via a terminal device includes: Controls the display of the game's corresponding thumbnail map in the graphical user interface; In response to a first location selection operation applied to the thumbnail map, a target location is determined in the thumbnail map based on the first location selection operation, and a landing range centered on the target location is displayed in the thumbnail map; wherein, the landing range is used to indicate: the selection range of the starting position of the first landing mode corresponding to the landing point location as the target location; In response to a second location selection operation applied to the thumbnail, the starting position of the first landing method is determined in the thumbnail based on the second location selection operation; Based on the starting position of the first landing method and the target position, the starting position of the second landing method is displayed in the thumbnail map; 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 using the first landing method. 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 using the second landing method.

2. The method according to claim 1, characterized in that, The steps of responding to a first location selection operation on the thumbnail, determining a target location in the thumbnail based on the first location selection operation, and displaying a landing range centered on the target location in the thumbnail include: In response to a first location selection operation applied to the thumbnail map, the operation location of the first location selection operation in the thumbnail map is determined as the target location; The thumbnail map displays the landing range with the target location 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 the route to be traveled for the virtual vehicle ridden by the game character; The step of responding to a second location selection operation on the thumbnail map and determining the starting position of the first landing mode in the thumbnail map based on the second location selection operation includes: In response to a selection operation on a first location on the route to be moved, the first location is determined as the starting location of the first landing method.

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

5. The method according to claim 1, characterized in that, The step of displaying the starting position of the second landing method in the thumbnail map based on the starting position of the first landing method and the target position includes: Based on the scene height corresponding to the starting position of the first landing method and the horizontal distance between the starting position of the first landing method and the target position, the starting position of the second landing method is determined between the starting position of the first landing method and the target position. The starting position of the second landing method 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 method in the thumbnail map includes: The thumbnail map displays a line connecting the starting position of the first landing method to the target position, and displays a position marker corresponding to the starting position of the second landing method on the line.

7. The method according to claim 6, characterized in that, The method further includes: The thumbnail map displays a target range centered on the starting position of the second landing method and with a second preset length as its radius; wherein the edge position of the target range is the limit position that can be reached when 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 includes: If the starting position of the first landing method is outside the landing range, determine the intersection point of the connecting line marker and the edge of the target range, and determine the intersection point that is 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, the target position is determined as the landing point position.

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

10. The method according to claim 9, characterized in that, The graphical user interface displays speed adjustment controls; The step of 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 in response to the speed setting operation includes: In response to a setting operation on the speed adjustment control, 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 is adjusted based on the setting operation.

11. The method according to claim 10, characterized in that, The method further includes: Based on the target's speed of motion, determine the total descent time and the landing point location; The total descent time is displayed in the graphical user interface, and the landing point location is marked on the thumbnail map.

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

13. The method according to claim 12, characterized in that, The method further includes: 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 at the target movement speed, the first control is 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 can be controlled according to the user's operation.

14. The method according to claim 1, characterized in that, The method further includes: In response to a first command, the game character is controlled to start moving from the starting position of the first landing mode in a first landing mode, and a second control is displayed in the graphical user interface; In response to a trigger operation on the second control, the system switches the first landing mode to the second landing mode and controls the game character to move to the ground of the game scene using the second landing mode.

15. The method according to claim 1, characterized in that, The method further includes: In response to the fact that the starting position of the first landing method is within the landing range, the system controls 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 it can land from the starting position of the current first landing method to the target position.

16. The method according to claim 1, characterized in that, The method further includes: In response to the fact that the starting position of the first landing method is outside the landing range, the system controls 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 is not allowed to land from the starting position of the current first landing method to the target position.

17. A game interaction control device, characterized in that, The device provides a graphical user interface via a terminal device, the apparatus comprising: The map display module is used to control the display of the thumbnail map corresponding to the game match in the graphical user interface. A first location selection module is configured to respond to a first location selection operation applied to the thumbnail map, determine a target location in the thumbnail map based on the first location selection operation, and display a landing range centered on the target location 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 location as the target location; The second location selection module is used to respond to a second location selection operation applied to the thumbnail map and determine the starting position of the first landing mode in the thumbnail map based on the second location selection operation. The starting position determination module is used to display the starting position of the second landing method in the thumbnail map based on the starting position of the first landing method and the target position; A landing control module is configured to, in response to a first instruction, control a 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 accordance with the first landing mode if the starting position of the first landing mode is within the landing range, and trigger movement from the starting position of the second landing mode to the target position in accordance with the second landing mode when the game character moves to the starting position of the second landing mode.

18. An electronic device, characterized in that, The electronic device includes a processor and a memory, the memory storing machine-executable instructions that can be executed by the processor, the processor executing 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, which, when invoked and executed by a processor, cause the processor to implement the game interaction control method according to any one of claims 1 to 16.