A game interaction method and device, electronic equipment and storage medium
By displaying a command panel in the game interface and using the aiming icon to select targets, the problem of low efficiency in communication and interaction among teammates in multiplayer team games is solved, enabling convenient information transmission and confirmation, and improving the gaming experience.
Patent Information
- Application Number
- CN202510317044.5
- Authority / Receiving Office
- CN · China
- Patent Type
- Patents(China)
- Current Assignee / Owner
- Filing Date
- 2025-03-17
- Publication Date
- 2025-12-05
- Estimated Expiration
- 2045-03-17
AI Technical Summary
In multiplayer team games, communication and interaction between teammates are inefficient, and existing technologies cannot efficiently transmit information.
By displaying a command panel in the graphical user interface, users can select target commands using aiming markers and move around, and send commands to the target game character in response to command confirmation events, thereby improving the efficiency of communication and interaction.
It enables convenient communication and interaction between teammates, improves the gaming experience, and reduces the time spent on information transmission and object confirmation.
Smart Images

Figure CN119868949B_ABST
Abstract
Description
Technical Field
[0001] This disclosure relates to the field of game technology, and specifically to a game interaction method, device, electronic device, and storage medium. Background Technology
[0002] The rise of the internet and the continuous development and evolution of hardware and software technologies have spurred the emergence of smart devices and software. Simultaneously, a large number of games of various themes have sprung up to meet user needs, and with the booming development of various technologies in the gaming industry, people are placing greater emphasis on the gaming experience.
[0003] Currently, in multiplayer team games, teammates generally communicate and interact through voice or text. However, this process takes time to send a message and also takes time to identify the recipient of the message, resulting in poor efficiency in communication and interaction between teammates in multiplayer team games. Summary of the Invention
[0004] This application provides a game interaction method, device, electronic device, and storage medium that can improve the efficiency of communication and interaction between teammates in multiplayer team games.
[0005] In a first aspect, embodiments of this application provide a game interaction method, which provides a graphical user interface (GUI) displaying a game screen. The game screen includes at least a portion of a virtual scene and at least a portion of a first game character located within the virtual scene. The method includes:
[0006] In response to the command triggering event, a corresponding command panel is displayed for the first game character in the graphical user interface, the command panel including at least one command;
[0007] In response to the aiming target movement operation, move the auxiliary aiming target;
[0008] The target instruction is determined from the instruction panel based on the moved auxiliary aiming indicator, wherein the target instruction is one of the at least one of the instructions.
[0009] In response to the instruction confirmation event, the aforementioned target instruction is sent to the first game character corresponding to the aforementioned target instruction.
[0010] Secondly, embodiments of this application provide a game interaction device, which provides a graphical user interface (GUI) displaying a game screen. The game screen includes at least a portion of a virtual scene and at least a portion of a first game character located within the virtual scene. The device includes:
[0011] A panel display module is used to display a corresponding command panel for the first game character in the graphical user interface in response to a command triggering event. The command panel includes at least one command.
[0012] The target movement module is used to move the auxiliary target in response to the target movement operation;
[0013] The instruction determination module is used to determine the target instruction from the instruction panel based on the moved auxiliary aiming indicator, wherein the target instruction is an instruction among at least one of the above instructions;
[0014] The instruction sending module is used to send the target instruction to the first game character corresponding to the target instruction in response to the instruction confirmation event.
[0015] Thirdly, embodiments of this application also provide an electronic device, including a memory storing multiple instructions; a processor loads instructions from the memory to execute the steps of any of the game interaction methods provided in embodiments of this application.
[0016] Fourthly, embodiments of this application also provide a computer-readable storage medium storing a plurality of instructions adapted for loading by a processor to execute the steps of any of the game interaction methods provided in embodiments of this application.
[0017] Fifthly, embodiments of this application also provide a computer program product, including a computer program or instructions, which, when executed by a processor, implement the steps in any of the game interaction methods provided in embodiments of this application.
[0018] The solution adopted in this application embodiment can be achieved by providing a graphical user interface (GUI) that displays a game screen, including at least a portion of a virtual scene and at least a portion of first game characters located within the virtual scene. First, in response to an instruction triggering event, a command panel corresponding to the first game character, including at least one instruction, is displayed in the GUI. Then, in response to an aiming indicator movement operation, an auxiliary aiming indicator is moved; a target instruction is determined from the command panel based on the moved auxiliary aiming indicator, wherein the target instruction is one of the at least one instructions. Finally, in response to an instruction confirmation event, the target instruction is sent to the first game character corresponding to the target instruction. This improves the efficiency of communication and interaction between teammates in multiplayer games by performing specific operations on the command panel of a specific game character to send specific instructions to that specific game character. Attached Figure Description
[0019] To more clearly illustrate the technical solutions in the embodiments of this application, the accompanying drawings used in the description of the embodiments will be briefly introduced below. Obviously, the accompanying drawings described below are only some embodiments of this application. For those skilled in the art, other drawings can be obtained based on these drawings without creative effort.
[0020] Figure 1 This is a schematic flowchart of one embodiment of the game interaction method provided in this application.
[0021] Figure 2 This is a schematic diagram of a graphical user interface provided in the embodiments of this application;
[0022] Figure 3 This is a schematic diagram of an instruction panel provided in an embodiment of this application;
[0023] Figure 4 This is another schematic diagram of an instruction panel provided in the embodiments of this application;
[0024] Figure 5 This is a schematic diagram of the selected state instruction provided in the embodiments of this application;
[0025] Figure 6 This is a schematic diagram of instruction feedback information provided in the embodiments of this application;
[0026] Figure 7 This is a schematic diagram of the structure of the game interaction device provided in the embodiments of this application;
[0027] Figure 8 This is a schematic diagram of the structure of the electronic device provided in the embodiments of this application. Detailed Implementation
[0028] The technical solutions of the embodiments of this application will be clearly and completely described below with reference to the accompanying drawings. Obviously, the described embodiments are only a part of the embodiments of this application, and not all of the embodiments. Based on the embodiments of this application, all other embodiments obtained by those skilled in the art without creative effort are within the scope of protection of this application. At the same time, in the description of the embodiments of this application, the terms "first," "second," etc., are only used to distinguish descriptions and should not be construed as indicating or implying relative importance. Thus, features defined with "first" and "second" may explicitly or implicitly include one or more features. In the description of the embodiments of this application, "multiple" means two or more, unless otherwise explicitly specified.
[0029] Before providing a detailed explanation of the embodiments of this application, some terms involved in the embodiments of this application will be explained.
[0030] The graphical user interface (GUI) is a graphical user interface obtained by executing software applications on the processor of a mobile terminal or other terminal and rendering them on a display screen. It can be the display screen interface of the terminal device. The GUI can include a UI interface and game screen for player interaction. The UI interface can include game controls (e.g., skill controls, movement controls, function controls), indicators (e.g., direction indicators, character indicators), information display areas (e.g., kill count, match time), or game setting controls (e.g., system settings, shop, coins). In an optional implementation, the game screen is the display screen corresponding to the virtual scene shown on the terminal device. This game screen presents the entire virtual scene, or only a part of the virtual scene can be presented when the virtual scene is large. The virtual scene includes multiple static virtual objects, specifically including ground, mountains, rocks, vegetation, buildings, etc., and also multiple dynamic virtual objects, such as game characters, NPC characters, AI characters, etc., that execute game logic within the virtual scene.
[0031] The virtual scene refers to the virtual scene displayed (or provided) by the application when it runs on a terminal or server. Optionally, the virtual scene can be a simulation environment of the real world, a semi-simulated / semi-fictional virtual environment, or a purely fictional virtual environment. The virtual scene can be any one of a two-dimensional virtual scene, a 2.5-dimensional virtual scene, or a three-dimensional virtual scene; this application embodiment does not limit the dimension of the virtual scene. For example, the virtual scene may include the sky, land, ocean, etc., and the land may include environmental elements such as deserts and cities. The user can control the game character to move within the virtual scene.
[0032] In an optional implementation, the game screen is the display screen corresponding to the virtual scene displayed on the terminal device. The game screen may include virtual objects such as game characters, NPC characters, and AI characters that execute game logic in the virtual scene.
[0033] In this context, a game character refers to a controllable, dynamic object within a virtual environment. Optionally, the game character can be a virtual person, virtual animal, anime character, etc. The game character can be a virtual avatar representing the user within the virtual environment. The virtual environment can include at least one game character, each with its own shape and volume, occupying a portion of the virtual environment's space. In one possible implementation, the user can control the game character's movement within the virtual environment, such as running, jumping, crawling, etc., and can also control the game character to use skills and virtual items provided by the application to fight against other game characters.
[0034] In this embodiment, the game character can be a virtual character controlled by the user through operations on the client. In some implementations, the game character can be a virtual character competing in a virtual scene. In some implementations, the number of game characters participating in the interaction in the virtual scene can be preset or dynamically determined based on the number of clients joining the interaction.
[0035] This application provides a game interaction method, apparatus, electronic device, and computer-readable storage medium.
[0036] Specifically, this embodiment will be described from the perspective of a game interaction device, which can be integrated into an electronic device. That is, the game interaction method of this embodiment can be executed by an electronic device. Optionally, the electronic device may include a terminal device. The terminal device may be a mobile phone, tablet computer, smart Bluetooth device, laptop computer, game console, or personal computer (PC), etc.
[0037] The game interaction method provided in this application can be applied to game interaction systems. This game interaction system can include a player terminal device and a server. The terminal can be a device that includes both receiving and transmitting hardware, i.e., a device with receiving and transmitting hardware capable of performing bidirectional communication over a bidirectional communication link. The player terminal device and the server can communicate bidirectionally via a network.
[0038] Optionally, the server can be a standalone server, or a server network or server cluster, including but not limited to computers, network hosts, single network servers, multiple network server sets, or cloud servers composed of multiple servers. Cloud servers consist of a large number of computers or network servers based on cloud computing.
[0039] In one embodiment of this disclosure, the game interaction method can run on a local terminal device or a server. When the game interaction 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.
[0040] 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 in-game interaction 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 game screen data, returns it to the client device via the network, and finally, the client device decodes and outputs the game screen.
[0041] 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.
[0042] The following detailed description is provided in conjunction with the accompanying drawings. In this embodiment, the execution subject is a terminal device as an example. It should be noted that the order of description in the following embodiments is not intended to limit the preferred order of the embodiments. Although a logical order is shown in the flowcharts, in some cases, the steps shown or described may be performed in a different order than that shown in the accompanying drawings.
[0043] The game interaction method of this embodiment displays a corresponding command panel for the first game character in the graphical user interface in response to a command trigger event. The command panel includes at least one command. In response to a moving aiming marker operation, the aiming assist marker is moved. A target command is determined from the command panel based on the moved aiming assist marker, wherein the target command is one of the at least one commands. In response to a command confirmation event, the target command is sent to the first game character corresponding to the target command. This method can improve the efficiency of communication and interaction between teammates in multiplayer team games.
[0044] Please refer to Figure 1Taking a terminal as an example, this embodiment provides a game interaction method. This method provides a graphical user interface (GUI) that displays a game screen. The game screen includes at least a portion of a virtual scene and at least a portion of a first game character located within the virtual scene. The specific flow of this game interaction method can be summarized in steps 101 to 104, wherein:
[0045] Step 101: In response to the command triggering event, display the corresponding command panel for the first game character in the graphical user interface, the command panel including at least one command.
[0046] The aforementioned command trigger event is used to indicate the event that triggers entry into command mode. In command mode, a command panel can be displayed in the graphical user interface so that users can send commands to the first game character in the virtual scene by performing specific operations on the command panel.
[0047] Specifically, the aforementioned command triggering event can be triggered by performing a specific operation on the graphical user interface, such as operating the command triggering control provided on the graphical user interface to trigger the command triggering event. For example, in a mobile game scenario, a command template can be brought up, and the corresponding command triggering event can be triggered by selecting the command template. The aforementioned command triggering event can also be triggered by performing a specific operation on the first external input device associated with the electronic device to which the graphical user interface belongs (in this embodiment, the terminal). The first external input device can be a mouse, keyboard, etc. The aforementioned command triggering event can also be triggered by the terminal user controlling the controlled second game character to perform a specific behavior, such as the controlled second game character approaching a certain game character until it reaches a preset range. The specific settings can be configured according to the requirements and are not limited here.
[0048] The graphical user interface can contain at least one primary game character. This primary game character can be a character belonging to the same faction as the currently controlled secondary game character, such as a character in the same team as the controlled secondary game character, or a character in a different team within the same alliance as the controlled secondary game character. The primary game character can also be a character with a pre-defined relationship to the currently controlled secondary game character, such as a character who is a friend of the controlled secondary game character, or a character who is related to the controlled secondary game character. Alternatively, the primary game character can be a character without any relationship to the currently controlled secondary game character. For example, the player can use the command panel to establish a specific connection between the unrelated character and the controlled secondary game character. Specific settings can be configured according to needs and are not limited here.
[0049] It should be noted that, in order to enable the terminal to clearly understand which first game character the terminal user's operation on the command panel is aimed at, in the graphical user interface of this embodiment, a corresponding command panel can be displayed for each first game character, that is, one command panel corresponds to one first game character, thereby realizing point-to-point multi-command command of a single game character.
[0050] Understandably, displaying at least one command on the command panel allows users to select which command to send to the first game character associated with that command panel, thus improving the ease of communication between users and users associated with other game characters.
[0051] Specifically, the commands in the command panel are used to communicate and interact with other game characters. The commands in the command panel include, but are not limited to, attack commands, garrison commands, retreat commands, healing commands, and resurrection commands. The specific commands can be set according to the needs and are not limited here.
[0052] Specifically, the commands in the command panel can be displayed through a combination of at least one type of information, such as text, icons, or characters. The specific settings can be configured according to requirements and are not limited here.
[0053] Optionally, the command panel is displayed with a preset transparency to avoid obstructing the virtual environment. For example, if a battle scene exists in the virtual environment, and the command panel obscures the battle scene, it will affect the player's experience and may easily lead to battle failure.
[0054] Specifically, the aforementioned command panel can be displayed on the graphical user interface in the form of a floating window, a pop-up window, or other windows. It can also be displayed in separate areas from the game screen. For example, the graphical user interface can be divided into two areas, one area for displaying the game screen and the other area for displaying the command panel. The specific settings can be configured according to the requirements and are not limited here.
[0055] Specifically, the display styles of the command panels corresponding to the different first game characters can be the same or different; the command panels corresponding to the different first game characters can be displayed in a specific area of the graphical user interface, or they can be displayed in the graphical user interface in association with the corresponding first game character (such as displayed on the top, sides or bottom of the first game character, etc.). The specific settings can be configured according to the requirements and are not limited here.
[0056] Specifically, the commands in the command panel corresponding to the different first game characters can be the same or different. For example, the relationship between the first game character and the controlled second game character can match the commands in the command panel. Or, for example, the character type of the first game character can match the commands in the command panel.
[0057] Specifically, the above method also includes: obtaining the character type of the first game character and controlling the display of commands matching the character type in the command panel.
[0058] For example, if the first game character's role type is attack type, then the commands in the command panel above can be attack commands, garrison commands, retreat commands, etc.; if the first game character's role type is support type, then the commands in the command panel above can be healing commands, revive commands, retreat commands, etc.
[0059] Optionally, in order to clearly identify the first game character corresponding to the command panel, the character identifier of the first game character can also be displayed on the command panel. The character identifier can be obtained by combining at least one type of information such as text, icon, or avatar. For example, the character identifier can be the character name of the first game character.
[0060] For example, such as Figure 2 and Figure 3 As shown, set in Figure 2 The graphical user interface shown includes two initial game characters, namely game character A and game character B. Figure 2 In the graphical user interface shown, for game character A and game character B respectively, the corresponding character identifiers "Game Character A" and "Game Character B" are displayed above their heads. Then, the terminal can respond to command-triggered events and display, as shown... Figure 3 The graphical user interface shown is in Figure 3 In the graphical user interface shown, corresponding command panels are displayed above the heads of game characters A and B, respectively. Figure 3 The commands in the provided command panel are represented by a combination of text and icons. Furthermore, in... Figure 2 and Figure 3 The top left corner displays a scene map of the virtual scene. End users can use this scene map to clearly see the current location of the controlled second game character in the virtual scene, as well as the surrounding environment of the controlled second game character.
[0061] In some embodiments, since the command panel is displayed for the first game character in the virtual scene, if there is no first game character in the virtual scene of the game screen, the command panel will not be displayed in the graphical user interface; or, if the third game character in the first game character leaves the virtual scene corresponding to the game screen, the command panel corresponding to the third game character will not be displayed in the graphical user interface, thereby avoiding screen obstruction and visual obstruction.
[0062] In some embodiments, the electronic device to which the graphical user interface belongs is associated with a first external input device, and the display of a corresponding instruction panel for the first game character in the graphical user interface in response to an instruction triggering event may include: displaying a corresponding instruction panel for the first game character in the graphical user interface in response to an instruction triggering event triggered by the first external input device.
[0063] In this embodiment, the first external input device can be a mouse, keyboard, etc. The user performs a specific operation on the first external input device to cause the terminal to respond to the instruction triggering event triggered by the specific operation, thereby displaying the corresponding instruction panel for the first game character in the graphical user interface.
[0064] The specific operation on the first external input device can be an operation on at least one button of the first external input device (such as a button on a keyboard, the left mouse button, the middle mouse button, etc.), such as a click operation, a press operation, a long press operation, etc. The specific operation can be set according to the needs and is not limited here.
[0065] Accordingly, after displaying the corresponding instruction panel for the first game character in the graphical user interface, the interface may further include: in response to an instruction end event triggered by the first external input device, canceling the display of the instruction panel for the first game character in the graphical user interface.
[0066] In this embodiment, the instruction trigger event and the instruction end event of the first external input device can be continuous operations on the first external input device, such as continuous operations on a certain key of the first external input device, or discontinuous operations on the first external input device, such as sequential operations on a certain key of the first external input device, or sequential operations on two keys of the first external input device, etc. The specific settings can be set according to the requirements and are not limited here.
[0067] Specifically, the first external input device is provided with a first button. For example, if the first external input device is a keyboard, the first button can be the "Alt key", "Ctrl key", etc. The specific setting can be made according to the user's needs and is not limited here. Then, the terminal can determine the event triggered by the operation of the first button in response to the operation, so as to perform subsequent processing.
[0068] The above-mentioned response to the instruction triggering event triggered by the first external input device, displaying a corresponding instruction panel for the first game character in the graphical user interface, may include: responding to the pressing operation of the first button, displaying a corresponding instruction panel for the first game character in the graphical user interface.
[0069] The aforementioned action of canceling the display of the command panel corresponding to the first game character in the graphical user interface in response to the command end event triggered by the first external input device may include: canceling the display of the command panel corresponding to the first game character in the graphical user interface in response to the end of the pressing operation.
[0070] It should be noted that during the continuous pressing of the first button, the command panel for the first game character can be continuously displayed in the graphical user interface. While the command panel is continuously displayed, the user can operate on the command panel of at least the first game character. By operating on the command panels of different first game characters, the user can select different or the same commands to interact with different first game characters. For example, if the user selects the same command in both command panels, it means that the user sends the same command to interact with different first game characters. If the user selects different commands in both command panels, it means that the user sends different commands to interact with different first game characters.
[0071] Specifically, the first external input device is provided with a second button, which may be the same as the first button or different from the first button.
[0072] The above-mentioned response to the instruction triggering event triggered by the first external input device, displaying a corresponding instruction panel for the first game character in the graphical user interface, may include: in response to the click operation of the second button, if the instruction panel is not displayed in the graphical user interface, then displaying a corresponding instruction panel for the first game character in the graphical user interface.
[0073] The aforementioned action of canceling the display of the command panel corresponding to the first game character in the graphical user interface in response to the command end event triggered by the first external input device may include: in response to the click operation of the second button, if the command panel is displayed in the graphical user interface, then canceling the display of the command panel corresponding to the first game character in the graphical user interface.
[0074] The click operation mentioned above can be a single click, a double click, etc., and can be set according to the needs. There are no restrictions here. Clicking the second button can open or close the command panel.
[0075] It should be noted that after clicking the second button to display the command panel, the command panel for the first game character will remain displayed in the graphical user interface until the second button is clicked again. During the continuous display of the command panel, the user can operate on at least the command panel of the first game character. By operating on the command panels of different first game characters, the user can select different or the same commands to interact with different first game characters. For example, if the user selects the same command in both command panels, it means that the user is sending the same command to interact with different first game characters. If the user selects different commands in both command panels, it means that the user is sending different commands to interact with different first game characters.
[0076] In some embodiments, displaying a corresponding instruction panel for the first game character in the graphical user interface includes: displaying a corresponding instruction panel for the first game character in the graphical user interface based on the position of the first game character.
[0077] In this embodiment, the command panel corresponding to the first game character is displayed based on the position of the first game character, so that the relationship between the first game character and the command panel corresponding to the first game character in the graphical user interface is closer, enabling the user to more intuitively understand the command panel corresponding to a certain first game character, or the first game character to which a certain command panel belongs.
[0078] Specifically, the command panel can be displayed in a specific position adjacent to the first game character, such as above the first game character's head. Alternatively, the command panel can be controlled to match the style of the first game character. The specific settings can be configured according to the needs and are not limited here.
[0079] In some embodiments, the above-mentioned displaying a corresponding instruction panel for the first game character in the graphical user interface based on the position of the first game character includes: if the distance between at least two first game characters is less than or equal to a preset distance threshold, determining the display style and / or display position of the instruction panels for at least two first game characters based on the positions of the at least two first game characters; and displaying a corresponding instruction panel for each of the at least two first game characters in the graphical user interface based on the display style and / or display position of the instruction panels for the at least two first game characters.
[0080] Understandably, if the distance between at least two first game characters is less than or equal to a preset distance threshold, it means that at least two first game characters are adjacent or at least partially overlapped. This may cause the command panels associated with the first game characters to be too close, making it difficult for end users to intuitively and quickly identify which of the at least two first game characters a command panel belongs to.
[0081] Therefore, in this embodiment, the terminal can determine the display style and / or display position of the command panel of at least two first game characters based on the positions of at least two first game characters, so as to enable the terminal user to intuitively and quickly identify which game character among at least two first game characters a certain command panel belongs to by distinguishing the display style and / or display position of the command panel of at least two first game characters.
[0082] In some embodiments, the virtual scene further includes a controlled second game character. The determination of the display style and / or display position of the command panel of the at least two first game characters based on the positions of the at least two first game characters may include: determining the display style and / or display position of the command panel of the at least two first game characters based on the relative positions between the at least two first game characters and / or the distance between the at least two first game characters and the second game character.
[0083] Specifically, based on the relative positions between at least two first game characters, the command panels of at least two first game characters are displayed relative to each other at a preset center position. For example, the command panel of the first game character closer to the left is displayed to the left of the preset center position.
[0084] Specifically, based on the relative positions of at least two first game characters, the relative directions between at least two first game characters are determined. Then, based on a pre-built mapping relationship between relative directions and display styles, the corresponding display style is determined. Finally, the command panel of the corresponding first game character is displayed in the corresponding display style. For example, the command panel of the first game character closer to the left is red.
[0085] Specifically, based on the distance between at least two first game characters and the aforementioned second game character, the display position of the command panel of the at least two first game characters can be determined based on the distance between them. For example, ... Figure 4 As shown, set in Figure 4The graphical user interface shown includes two first game characters, namely game character C and game character D. Game character D is closer to the second game character than game character C. Therefore, the display position of the command panel of the closest game character D can be set to the bottom, and the display position of the command panel of the farthest game character C can be set to the top.
[0086] Specifically, based on the distance between at least two first game characters and the aforementioned second game character, the display style of the command panel of at least two first game characters can be determined based on the distance between them. For example, a mapping relationship between distance and real-world style can be constructed, and the corresponding display style can be determined based on this mapping relationship. Then, the command panel of the corresponding first game character can be displayed in the corresponding display style. For example, the panel color of the command panel of the closest first game character is red.
[0087] In some embodiments, since the display position of the command panel can be set according to the first game character, during the game, the command panel moves with the first game character in the graphical user interface. That is, when the first game character moves, the command panel corresponding to the first game character will also move, so as to maintain a preset positional relationship between the first game character and the command panel corresponding to the first game character, such as the command panel corresponding to the first game character being displayed on top of the first game character.
[0088] Step 102: In response to the aiming target movement operation, move the auxiliary aiming target.
[0089] In this embodiment, the terminal can respond to the aiming icon movement operation by moving the aiming icon on the graphical user interface, and select commands in the command panel by moving the aiming icon.
[0090] The aforementioned aiming assistance indicator can be displayed on the graphical user interface continuously, or it can be triggered to display on the graphical user interface when the user performs an aiming indicator movement operation, and the aiming assistance indicator can be controlled to move with the aiming indicator movement operation.
[0091] Specifically, the aforementioned aiming mark movement operation can be a specific operation performed on the graphical user interface, such as operating on the auxiliary aiming mark or mark control control provided on the graphical user interface; the aforementioned aiming mark movement operation can also be a specific operation performed on a third input device associated with the electronic device (in this embodiment, a terminal) to which the graphical user interface belongs. The third input device can be a mouse, keyboard, etc., and can be set according to requirements, without limitation here.
[0092] For example, the aforementioned aiming retrieval indicator can be the game crosshair, meaning that moving the aiming indicator is equivalent to moving the game crosshair. It's understood that when moving the game crosshair, the game screen's perspective changes accordingly to keep the crosshair centered on the screen. Furthermore, if the aiming indicator movement is set to be a mouse-based operation, where the crosshair's position can be changed by sliding the mouse, then during the aiming retrieval indicator's movement, the mouse-controlled crosshair remains centered on the screen. If the player's second game character is currently in a state where they can attack at any time (e.g., shooting), then while interacting with other game characters (selecting targets), they won't miss crucial combat opportunities, thus enhancing the user experience.
[0093] Step 103: Determine the target instruction from the instruction panel based on the moved auxiliary aiming indicator, wherein the target instruction is one of the at least one of the above instructions.
[0094] In this embodiment, the terminal can select a command in the command panel based on the moved auxiliary aiming mark. That is, the command that the moved auxiliary aiming mark is aiming at is the command selected by the user, and the command is used as the selected target command.
[0095] In some embodiments, while determining the target command from the command panel based on the moved auxiliary aiming indicator, the method may also include: in the graphical user interface described above, selecting the command aimed at by the moved auxiliary aiming indicator, thereby enabling the end user to intuitively understand the currently selected command.
[0096] For example, such as Figure 5 As shown, in Figure 5 In the graphical user interface shown, the game crosshair is positioned at the "Stay" command in the command panel, causing... Figure 5 The "Station Command" option is selected.
[0097] In some embodiments, while determining the target command from the command panel based on the moved aiming reticle, the method may also include: the terminal may respond to the attack command to attack the attack position corresponding to the moved aiming reticle. For example, the terminal may control the controlled game character to attack the enemy game character at the attack position corresponding to the moved aiming reticle using a virtual item. It can be seen that the player's attack function is not disabled during the process of selecting a command from the command panel, and the controlled game character still has the attack function in order to deal with unexpected situations in the game scene at any time.
[0098] Step 104: In response to the instruction confirmation event, send the aforementioned target instruction to the first game character corresponding to the aforementioned target instruction.
[0099] The aforementioned instruction confirmation event is used to indicate the confirmation of the target instruction in order to send the target instruction to the first game character corresponding to the target instruction.
[0100] Specifically, the aforementioned command confirmation event can be triggered by performing a specific operation on the graphical user interface, such as operating the command confirmation control provided on the graphical user interface to trigger the command confirmation event; the aforementioned command confirmation event can also be triggered by performing a specific operation on the first external input device associated with the electronic device to which the graphical user interface belongs (in this embodiment, the terminal), the first external input device may be a mouse, keyboard, etc.; the aforementioned command confirmation event can also be triggered by the terminal user controlling the controlled second game character to perform a specific action, for example, the controlled second game character approaches the first game character corresponding to the target command until it is within a preset range; the aforementioned command confirmation event can also be triggered by controlling the assisted aiming indicator to stop for a preset time, or by not operating for a preset time, etc., and can be set according to needs, without limitation here.
[0101] In this embodiment, the target instruction is sent to the first game character corresponding to the target instruction through an instruction confirmation event, thereby enabling the user or the second game character controlled by the user to conveniently send instructions to other game characters, realizing convenient communication and interaction between game characters. Furthermore, the instruction panel does not obstruct the screen in a large area during the process, which can adapt to different scenarios and needs.
[0102] In some embodiments, the electronic device to which the graphical user interface belongs is associated with a second external input device, and the sending of the target instruction to the first game character corresponding to the target instruction in response to the instruction confirmation event may include: sending the target instruction to the first game character corresponding to the target instruction in response to the instruction confirmation event triggered by the second external input device.
[0103] In this embodiment, the second external input device can be a mouse, keyboard, etc. The user performs a specific operation on the second external input device to enable the terminal to respond to the instruction confirmation event triggered by the specific operation, thereby sending the target instruction to the first game character corresponding to the target instruction.
[0104] The specific operation on the second external input device mentioned above can be an operation on at least one button of the second external input device (such as a button on a keyboard, the left mouse button, the middle mouse button, etc.), such as a click operation, a press operation, a long press operation, etc. The specific operation can be set according to the needs and is not limited here.
[0105] It should be noted that the aforementioned second external input device may be the same as the aforementioned first external input device, or the aforementioned second external input device may be a different device from the aforementioned first external input device.
[0106] In some embodiments, after determining the target command from the command panel based on the moved auxiliary aiming identifier, the method may further include: displaying prompt information corresponding to the target command in the graphical user interface. The prompt information is used to instruct the user to send the target command. That is, the prompt information can prompt the user to confirm the target command in order to send the target command, and can also provide other auxiliary information to improve the efficiency of the user triggering the command confirmation event. For example, the auxiliary information in the prompt information may be operation information that triggers the command confirmation event.
[0107] Specifically, the second external input device is provided with a third button, the prompt information includes the button identifier of the third button, and the sending of the target instruction to the first game character corresponding to the target instruction in response to the instruction confirmation event triggered by the second external input device may include: sending the target instruction to the first game character corresponding to the target instruction in response to the triggering operation of the third button.
[0108] For example, based on Figure 5 The prompt message "F Send Command" displayed below the command panel indicates to the user that the third key is the F key on the keyboard, and the second external input device is the keyboard. The user can then send the target command to the first game character corresponding to the target command by clicking, pressing, or other triggering operations on the F key on the keyboard.
[0109] In some embodiments, to facilitate the user's understanding of whether the target instruction has been successfully sent to the first game character corresponding to the target instruction, after sending the target instruction to the first game character corresponding to the target instruction in response to the instruction confirmation event, the method may further include: displaying instruction feedback information of the first game character corresponding to the target instruction in the graphical user interface, so as to prompt the user to understand that the target instruction has been successfully sent to the first game character corresponding to the target instruction through the instruction feedback information.
[0110] Specifically, the commands in the command panel are represented by corresponding command icons. Displaying the command feedback information of the first game character corresponding to the target command in the graphical user interface may include updating the command panel of the first game character corresponding to the target command to the command icon corresponding to the target command in the graphical user interface.
[0111] For example, based on Figure 5 As shown in the example, if the terminal sends a "garrison command" to the first game character corresponding to the "garrison command", then the command panel of the first game character corresponding to the "garrison command" will be updated, resulting in the following: Figure 6 The command panel of the first game character corresponding to the "Garrison Command" will be updated to the command icon corresponding to the "Garrison Command".
[0112] Specifically, the above-mentioned display of the instruction feedback information of the first game character corresponding to the target instruction in the above-mentioned graphical user interface may include: displaying a character message at the first game character corresponding to the target instruction in the above-mentioned graphical user interface, the character message being used to indicate whether the target instruction has been received. For example, if the first game character corresponding to the target instruction receives the target instruction, the character message of the first game character corresponding to the target instruction may be "Target instruction received".
[0113] For example, based on Figure 5 As shown in the example, if the terminal sends a "garrison command" to the first game character corresponding to the "garrison command", then the character message for the first game character corresponding to the "garrison command" is generated, resulting in the following: Figure 6 The character message for the first game character corresponding to the "garrison command" shown is "Target command received".
[0114] As can be seen from the above, by providing a graphical user interface (GUI) that displays a game screen, including at least a portion of a virtual scene and at least a portion of first game characters located within the virtual scene, and firstly, in response to an instruction triggering event, displaying a corresponding instruction panel for the first game character in the GUI, including at least one instruction, then, in response to an aiming indicator movement operation, moving the aiming assisted indicator; determining a target instruction from the instruction panel based on the moved aiming assisted indicator, wherein the target instruction is one of the at least one instructions, and finally, in response to an instruction confirmation event, sending the target instruction to the first game character corresponding to the target instruction, thereby improving the efficiency of communication and interaction between teammates in multiplayer team games by performing specific operations on the instruction panel of a specific game character to send specific instructions to that specific game character.
[0115] This embodiment also provides a game interaction device, which provides a graphical user interface (GUI) displaying a game screen. The game screen includes at least a portion of a virtual scene and at least a portion of a first game character located within the virtual scene. This game interaction device can be specifically integrated into a terminal device. For example, as... Figure 7 As shown, the interactive game device may include:
[0116] The panel display module 701 is used to display a corresponding command panel for the first game character in the graphical user interface in response to the command triggering event. The command panel includes at least one command.
[0117] The marker movement module 702 is used to move the auxiliary aiming marker in response to the aiming marker movement operation;
[0118] The instruction determination module 703 is used to determine the target instruction from the instruction panel based on the moved auxiliary aiming mark, wherein the target instruction is an instruction among at least one of the instructions;
[0119] The instruction sending module 704 is used to send the target instruction to the first game character corresponding to the target instruction in response to the instruction confirmation event.
[0120] In some embodiments, the electronic device to which the graphical user interface belongs is associated with a first external input device, and the panel display module 701 is specifically used for:
[0121] In response to an instruction triggering event triggered by the first external input device, a corresponding instruction panel is displayed for the first game character in the graphical user interface.
[0122] In some embodiments, the panel display module 701 is further specifically used for:
[0123] In response to the command termination event triggered by the first external input device, the command panel corresponding to the first game character in the graphical user interface is de-displayed.
[0124] In some embodiments, the first external input device is provided with a first button, and the panel display module 701 is specifically used for:
[0125] In response to the pressing of the first button, a corresponding command panel is displayed in the graphical user interface for the first game character.
[0126] In response to the end of the above pressing operation, the command panel corresponding to the first game character in the above graphical user interface is de-displayed.
[0127] In some embodiments, the first external input device is provided with a second button, and the panel display module 701 is specifically used for:
[0128] In response to the click operation of the second button, if the command panel is not displayed in the graphical user interface, the corresponding command panel is displayed for the first game character in the graphical user interface.
[0129] In response to the click operation of the second button, if the command panel is displayed in the graphical user interface, the command panel corresponding to the first game character is de-displayed in the graphical user interface.
[0130] In some embodiments, the panel display module 701 is specifically used for:
[0131] Based on the position of the first game character, a corresponding command panel is displayed for the first game character in the graphical user interface.
[0132] In some embodiments, the panel display module 701 is specifically used for:
[0133] If the distance between at least two first game characters is less than or equal to a preset distance threshold, then the display style and / or display position of the command panel of at least two first game characters are determined based on the positions of the at least two first game characters.
[0134] Based on the display style and / or display position of the command panels of at least two first game characters, the graphical user interface described above displays the corresponding command panels for each of the at least two first game characters.
[0135] In some embodiments, the virtual scene further includes a controlled second game character, and the panel display module 701 is specifically used for:
[0136] Based on the relative positions between at least two first game characters, and / or the distances between at least two first game characters and the aforementioned second game characters, determine the display style and / or display position of the command panels of at least two first game characters.
[0137] In some embodiments, the instruction panel moves in the graphical user interface following the movement of the first game character.
[0138] In some embodiments, the above-described game interaction device further includes an instruction determining module, which is specifically used for:
[0139] Obtain the character type of the first game character mentioned above;
[0140] Control the display of commands in the command panel that match the aforementioned character type.
[0141] In some embodiments, the above-described game interaction device further includes a status display module, which is specifically used for:
[0142] In the graphical user interface described above, the command to be aimed at by the moved aiming aid is selected.
[0143] In some embodiments, the electronic device to which the graphical user interface belongs is associated with a second external input device, and the instruction sending module 704 is specifically used for:
[0144] In response to the instruction confirmation event triggered by the second external input device, the target instruction is sent to the first game character corresponding to the target instruction.
[0145] In some embodiments, the above-described game interaction device further includes a prompt information display module, which is specifically used for:
[0146] The graphical user interface displays the prompt information corresponding to the target instruction, which is used to instruct the sending of the target instruction.
[0147] In some embodiments, the second external input device is provided with a third button, the prompt information includes the button identifier of the third button, and the instruction sending module 704 is specifically used for:
[0148] In response to the triggering operation of the third button, the target command is sent to the first game character corresponding to the target command.
[0149] In some embodiments, the above-mentioned game interaction device further includes an attack module, which is specifically used for:
[0150] In response to the attack command, the attack is directed to the attack position corresponding to the moved auxiliary aiming marker.
[0151] In some embodiments, the instruction panel is displayed with a preset transparency.
[0152] In some embodiments, the above-mentioned game interaction device further includes a feedback information display module, which is specifically used for:
[0153] The graphical user interface described above displays the instruction feedback information of the first game character corresponding to the aforementioned target instruction.
[0154] In some embodiments, the instructions in the instruction panel are represented by corresponding instruction icons, and the feedback information display module is specifically used for:
[0155] In the graphical user interface described above, the command panel of the first game character corresponding to the target command is updated to the command icon corresponding to the target command.
[0156] As can be seen from the above, by providing a graphical user interface (GUI) that displays a game screen, including at least a portion of a virtual scene and at least a portion of first game characters located within the virtual scene, and firstly, in response to an instruction triggering event, displaying a corresponding instruction panel for the first game character in the GUI, including at least one instruction, then, in response to an aiming indicator movement operation, moving the aiming assisted indicator; determining a target instruction from the instruction panel based on the moved aiming assisted indicator, wherein the target instruction is one of the at least one instructions, and finally, in response to an instruction confirmation event, sending the target instruction to the first game character corresponding to the target instruction, thereby improving the efficiency of communication and interaction between teammates in multiplayer team games by performing specific operations on the instruction panel of a specific game character to send specific instructions to that specific game character.
[0157] Accordingly, this application also provides an electronic device, which can be a terminal, such as a smartphone, tablet computer, laptop computer, touch screen, game console, personal computer (PC), personal digital assistant (PDA), or other terminal device. Alternatively, the electronic device can be a server.
[0158] like Figure 8 As shown, Figure 8 This is a schematic diagram of the structure of an electronic device provided in an embodiment of this application. The electronic device 800 includes a processor 801 with one or more processing cores, a memory 802 with one or more computer-readable storage media, and a computer program stored on the memory 802 and executable on the processor. The processor 801 and the memory 802 are electrically connected. Those skilled in the art will understand that the electronic device structure shown in the figure does not constitute a limitation on the electronic device, and may include more or fewer components than shown, or combine certain components, or have different component arrangements.
[0159] The processor 801 is the control center of the electronic device 800. It connects various parts of the electronic device 800 via various interfaces and lines. By running or loading software programs and / or units stored in the memory 802, and by calling data stored in the memory 802, it executes various functions and processes data of the electronic device 800, thereby providing overall monitoring of the electronic device 800. The processor 801 can be a central processing unit (CPU), a graphics processing unit (GPU), a network processor (NP), etc., and can implement or execute the methods, steps, and logic diagrams disclosed in the embodiments of this application.
[0160] In this embodiment, the processor 801 in the electronic device 800 loads the instructions corresponding to the processes of one or more application programs into the memory 802 according to the following steps, and the processor 801 runs the application programs stored in the memory 802 to achieve various functions, such as:
[0161] In response to the command triggering event, a corresponding command panel is displayed for the first game character in the graphical user interface, the command panel including at least one command;
[0162] In response to the aiming target movement operation, move the auxiliary aiming target;
[0163] The target instruction is determined from the instruction panel based on the moved auxiliary aiming indicator, wherein the target instruction is one of the at least one of the instructions.
[0164] In response to the instruction confirmation event, the aforementioned target instruction is sent to the first game character corresponding to the aforementioned target instruction.
[0165] In some embodiments, the electronic device to which the graphical user interface belongs is associated with a first external input device, and the display of a corresponding instruction panel for the first game character in the graphical user interface in response to an instruction triggering event includes:
[0166] In response to an instruction triggering event triggered by the first external input device, a corresponding instruction panel is displayed for the first game character in the graphical user interface.
[0167] In some embodiments, after displaying the corresponding instruction panel for the first game character in the graphical user interface, the method further includes:
[0168] In response to the command termination event triggered by the first external input device, the command panel corresponding to the first game character in the graphical user interface is de-displayed.
[0169] In some embodiments, a first button is provided on the first external input device, and the display of a corresponding command panel for the first game character in the graphical user interface in response to an instruction triggering event triggered by the first external input device includes:
[0170] In response to the pressing of the first button, a corresponding command panel is displayed in the graphical user interface for the first game character.
[0171] In response to the command termination event triggered by the first external input device, the above-mentioned cancellation of the command panel corresponding to the first game character in the graphical user interface includes:
[0172] In response to the end of the above pressing operation, the command panel corresponding to the first game character in the above graphical user interface is de-displayed.
[0173] In some embodiments, a second button is provided on the first external input device, and the display of a corresponding command panel for the first game character in the graphical user interface in response to an instruction triggering event triggered by the first external input device includes:
[0174] In response to the click operation of the second button, if the command panel is not displayed in the graphical user interface, the corresponding command panel is displayed for the first game character in the graphical user interface.
[0175] In response to the command termination event triggered by the first external input device, the above-mentioned cancellation of the command panel corresponding to the first game character in the graphical user interface includes:
[0176] In response to the click operation of the second button, if the command panel is displayed in the graphical user interface, the command panel corresponding to the first game character is de-displayed in the graphical user interface.
[0177] In some embodiments, displaying a corresponding instruction panel for the first game character in the graphical user interface includes:
[0178] Based on the position of the first game character, a corresponding command panel is displayed for the first game character in the graphical user interface.
[0179] In some embodiments, the above-mentioned display of a corresponding instruction panel for the first game character in the graphical user interface based on the position of the first game character includes:
[0180] If the distance between at least two first game characters is less than or equal to a preset distance threshold, then the display style and / or display position of the command panel of at least two first game characters are determined based on the positions of the at least two first game characters.
[0181] Based on the display style and / or display position of the command panels of at least two first game characters, the graphical user interface described above displays the corresponding command panels for each of the at least two first game characters.
[0182] In some embodiments, the virtual scene further includes a controlled second game character, and determining the display style and / or display position of the instruction panels of at least two first game characters based on their positions includes:
[0183] Based on the relative positions between at least two first game characters, and / or the distances between at least two first game characters and the aforementioned second game characters, determine the display style and / or display position of the command panels of at least two first game characters.
[0184] In some embodiments, the instruction panel moves in the graphical user interface following the movement of the first game character.
[0185] In some embodiments, the above method further includes:
[0186] Obtain the character type of the first game character mentioned above;
[0187] Control the display of commands in the command panel that match the aforementioned character type.
[0188] In some embodiments, while determining the target command from the command panel based on the moved auxiliary aiming identifier, the method further includes:
[0189] In the graphical user interface described above, the command to be aimed at by the moved aiming aid is selected.
[0190] In some embodiments, the electronic device to which the graphical user interface belongs is associated with a second external input device, and the sending of the target instruction to the first game character corresponding to the target instruction in response to the instruction confirmation event includes:
[0191] In response to the instruction confirmation event triggered by the second external input device, the target instruction is sent to the first game character corresponding to the target instruction.
[0192] In some embodiments, after determining the target command from the command panel based on the moved aiming retrieval identifier, the method further includes:
[0193] The graphical user interface displays the prompt information corresponding to the target instruction, which is used to instruct the sending of the target instruction.
[0194] In some embodiments, a third button is provided on the second external input device, the prompt information includes the button identifier of the third button, and the sending of the target instruction to the first game character corresponding to the target instruction in response to the instruction confirmation event triggered by the second external input device includes:
[0195] In response to the triggering operation of the third button, the target command is sent to the first game character corresponding to the target command.
[0196] In some embodiments, while determining the target command from the command panel based on the moved auxiliary aiming identifier, the method further includes:
[0197] In response to the attack command, the attack is directed to the attack position corresponding to the moved auxiliary aiming marker.
[0198] In some embodiments, the instruction panel is displayed with a preset transparency.
[0199] In some embodiments, after sending the target instruction to the first game character corresponding to the target instruction in response to the instruction confirmation event, the method further includes:
[0200] The graphical user interface described above displays the instruction feedback information of the first game character corresponding to the aforementioned target instruction.
[0201] In some embodiments, the commands in the command panel are represented by corresponding command icons, and the display of command feedback information of the first game character corresponding to the target command in the graphical user interface includes:
[0202] In the graphical user interface described above, the command panel of the first game character corresponding to the target command is updated to the command icon corresponding to the target command.
[0203] Therefore, the electronic device 800 provided in this embodiment can bring the following technical effects: improve the efficiency of communication and interaction between teammates in multiplayer team games.
[0204] For details on the implementation of each of the above operations, please refer to the previous examples, which will not be repeated here.
[0205] Optional, such as Figure 8 As shown, the electronic device 800 also includes: a touch display screen 803, a radio frequency circuit 804, an audio circuit 805, an input unit 806, and a power supply 807. The processor 801 is electrically connected to the touch display screen 803, the radio frequency circuit 804, the audio circuit 805, the input unit 806, and the power supply 807. Those skilled in the art will understand that... Figure 8 The electronic device structure shown does not constitute a limitation on the electronic device and may include more or fewer components than shown, or combine certain components, or have different component arrangements.
[0206] The touch display screen 803 can be used to display a graphical user interface (GUI) and receive operation commands generated by the user interacting with the GUI. The touch display screen 803 may include a display panel and a touch panel. The display panel can be used to display information input by the user or information provided to the user, as well as various graphical user interfaces of the electronic device. These graphical user interfaces can be composed of graphics, text, icons, video, and any combination thereof. Optionally, the display panel can be configured using a liquid crystal display (LCD), organic light-emitting diode (OLED), or other similar technologies. The touch panel can be used to collect touch operations performed by the user on or near it (such as operations performed by the user using a finger, stylus, or any suitable object or accessory on or near the touch panel), generate corresponding operation commands, and execute the corresponding program according to the operation commands. Optionally, the touch panel may include two parts: a touch detection device and a touch controller. The touch detection device detects the user's touch location and the signal generated by the touch operation, transmitting the signal to the touch controller. The touch controller receives touch information from the touch detection device, converts it into touch point coordinates, and sends it to the processor 801. It can also receive and execute commands from the processor 801. The touch panel can cover the display panel. When the touch panel detects a touch operation on or near it, it transmits the information to the processor 801 to determine the type of touch event. Subsequently, the processor 801 provides corresponding visual output on the display panel based on the type of touch event. In this embodiment, the touch panel and the display panel can be integrated into the touch display screen 803 to achieve input and output functions. However, in some embodiments, the touch panel and the touch display screen 803 can be implemented as two independent components to achieve input and output functions. That is, the touch display screen 803 can also be used as part of the input unit 806 to achieve input functions.
[0207] The radio frequency circuit 804 can be used to transmit and receive radio frequency signals to establish wireless communication with network devices or other electronic devices, and to transmit and receive signals with network devices or other electronic devices.
[0208] Audio circuit 805 can be used to provide an audio interface between a user and an electronic device via a speaker and a microphone. Audio circuit 805 can convert received audio data into electrical signals and transmit them to the speaker, where the speaker converts them into sound signals for output. Conversely, the microphone converts collected sound signals into electrical signals, which are then received by audio circuit 805, converted back into audio data, and then processed by processor 801 before being transmitted via radio frequency circuit 804 to, for example, another electronic device, or output to memory 802 for further processing. Audio circuit 805 may also include an earphone jack to provide communication between peripheral headphones and electronic devices.
[0209] The input unit 806 can be used to receive input numbers, characters, or user characteristic information (such as fingerprints, iris, facial information, etc.), and to generate keyboard, mouse, joystick, optical, or trackball signal inputs related to user settings and function control.
[0210] Power supply 807 is used to supply power to various components of electronic device 800. Optionally, power supply 807 can be logically connected to processor 801 through a power management system, thereby enabling functions such as charging, discharging, and power consumption management through the power management system. Power supply 807 may also include one or more DC or AC power supplies, recharging systems, power fault detection circuits, power converters or inverters, power status indicators, and other arbitrary components.
[0211] although Figure 8 As not shown in the diagram, the electronic device 800 may also include a camera, sensor, wireless fidelity module, Bluetooth module, etc., which will not be described in detail here.
[0212] In the above embodiments, the descriptions of each embodiment have different focuses. For parts not described in detail in a certain embodiment, please refer to the relevant descriptions in other embodiments.
[0213] Those skilled in the art will understand that all or part of the steps in the various methods of the above embodiments can be performed by instructions, or by instructions controlling related hardware. These instructions can be stored in a computer-readable storage medium and loaded and executed by a processor.
[0214] Therefore, embodiments of this application provide a computer-readable storage medium storing multiple computer programs that can be loaded by a processor to execute any of the game interaction methods provided in embodiments of this application. The computer program can execute the steps of the following game interaction method:
[0215] In response to the command triggering event, a corresponding command panel is displayed for the first game character in the graphical user interface, the command panel including at least one command;
[0216] In response to the aiming target movement operation, move the auxiliary aiming target;
[0217] The target instruction is determined from the instruction panel based on the moved auxiliary aiming indicator, wherein the target instruction is one of the at least one of the instructions.
[0218] In response to the instruction confirmation event, the aforementioned target instruction is sent to the first game character corresponding to the aforementioned target instruction.
[0219] As can be seen, a computer program can be loaded by a processor to execute any of the game interaction methods provided in the embodiments of this application, thereby bringing about the following technical effects: improving the efficiency of communication and interaction between teammates in multiplayer team games.
[0220] For details on the implementation of each of the above operations, please refer to the previous examples, which will not be repeated here.
[0221] The computer-readable storage medium may include: read-only memory (ROM), random access memory (RAM), disk or optical disk, etc.
[0222] Since the computer program stored in the computer-readable storage medium can execute any of the game interaction methods provided in the embodiments of this application, it can achieve the beneficial effects that any of the game interaction methods provided in the embodiments of this application can achieve, as detailed in the preceding embodiments, and will not be repeated here.
[0223] According to one aspect of this application, a computer program product or computer program is also provided, comprising computer instructions stored in a computer-readable storage medium. A processor of an electronic device reads the computer instructions from the computer-readable storage medium and executes the computer instructions, causing the electronic device to perform the methods provided in the various optional implementations of the above embodiments.
[0224] In the above embodiments of the game interaction device, computer-readable storage medium, electronic device, and computer program product, the descriptions of each embodiment have different focuses. Parts not described in detail in a particular embodiment can be referred to in the relevant descriptions of other embodiments. Those skilled in the art will clearly understand that, for the sake of convenience and brevity, the specific working processes and beneficial effects of the game interaction device, computer-readable storage medium, computer program product, electronic device, and their corresponding units described above can be referred to the description of the game interaction method in the above embodiments, and will not be repeated here.
[0225] The foregoing has provided a detailed description of a game interaction method, apparatus, electronic device, computer-readable storage medium, and computer program product provided in the embodiments of this application. Specific examples have been used to illustrate the principles and implementation methods of this application. The descriptions of the embodiments above are only for the purpose of helping to understand the method and core ideas of this application. At the same time, for those skilled in the art, there will be changes in the specific implementation methods and application scope based on the ideas of this application. Therefore, the content of this specification should not be construed as a limitation of this application.
Claims
1. A game interaction method, characterized in that, A graphical user interface is provided, the graphical user interface displaying a game screen, the game screen including at least a portion of a virtual scene and at least a portion of a first game character located in the virtual scene, the method comprising: In response to an instruction triggering event, a corresponding instruction panel is displayed for the first game character in the graphical user interface, the instruction panel including at least one instruction; In response to the aiming target movement operation, move the auxiliary aiming target; The target instruction is determined from the instruction panel based on the moved auxiliary aiming indicator, wherein the target instruction is one of the at least one instructions; In response to the instruction confirmation event, the target instruction is sent to the first game character corresponding to the target instruction.
2. The game interaction method as described in claim 1, characterized in that, The electronic device to which the graphical user interface belongs is associated with a first external input device. The step of displaying a corresponding instruction panel for the first game character in the graphical user interface in response to an instruction trigger event includes: In response to an instruction triggering event triggered by the first external input device, a corresponding instruction panel is displayed for the first game character in the graphical user interface.
3. The game interaction method as described in claim 2, characterized in that, After displaying the corresponding command panel for the first game character in the graphical user interface, the system further includes: In response to an instruction end event triggered by the first external input device, the instruction panel corresponding to the first game character is de-displayed in the graphical user interface.
4. The game interaction method as described in claim 3, characterized in that, The first external input device is provided with a first button. The step of displaying a corresponding command panel for the first game character in the graphical user interface in response to a command trigger event triggered by the first external input device includes: In response to the pressing operation of the first button, a corresponding instruction panel is displayed in the graphical user interface for the first game character; The step of canceling the display of the command panel corresponding to the first game character in the graphical user interface in response to the command end event triggered by the first external input device includes: In response to the end of the press operation, the command panel corresponding to the first game character is de-displayed in the graphical user interface.
5. The game interaction method as described in claim 4, characterized in that, The first external input device is provided with a second button. The step of displaying a corresponding command panel for the first game character in the graphical user interface in response to a command trigger event triggered by the first external input device includes: In response to a click on the second button, if the command panel is not displayed in the graphical user interface, then the corresponding command panel is displayed in the graphical user interface for the first game character. The step of canceling the display of the command panel corresponding to the first game character in the graphical user interface in response to the command end event triggered by the first external input device includes: In response to a click on the second button, if a command panel is displayed in the graphical user interface, the command panel corresponding to the first game character is de-displayed in the graphical user interface.
6. The game interaction method as described in claim 1, characterized in that, The step of displaying the corresponding command panel for the first game character in the graphical user interface includes: Based on the position of the first game character, a corresponding instruction panel is displayed for the first game character in the graphical user interface.
7. The game interaction method as described in claim 6, characterized in that, The step of displaying a corresponding command panel for the first game character in the graphical user interface based on the first game character's position includes: If the distance between at least two first game characters is less than or equal to a preset distance threshold, then the display style and / or display position of the command panel of at least two first game characters are determined based on the positions of the at least two first game characters. Based on the display style and / or display position of the command panels of at least two first game characters, the graphical user interface displays corresponding command panels for each of the at least two first game characters.
8. The game interaction method as described in claim 7, characterized in that, The virtual scene also includes a controlled second game character. Determining the display style and / or display position of the command panels of at least two first game characters based on their positions includes: Based on the relative positions between at least two first game characters and / or the distances between at least two first game characters and the second game character, determine the display style and / or display position of the command panels of at least two first game characters.
9. The game interaction method as described in claim 1, characterized in that, The instruction panel moves with the first game character in the graphical user interface.
10. The game interaction method as described in claim 1, characterized in that, The method further includes: Obtain the character type of the first game character; The command panel displays commands that match the character type.
11. The game interaction method as described in claim 1, characterized in that, While determining the target command from the command panel based on the moved auxiliary aiming indicator, the method also includes: In the graphical user interface, the command to be aimed at by the moved auxiliary aiming icon is selected.
12. The game interaction method as described in claim 1, characterized in that, The electronic device to which the graphical user interface belongs is associated with a second external input device. The step of sending the target instruction to the first game character corresponding to the target instruction in response to an instruction confirmation event includes: In response to an instruction confirmation event triggered by the second external input device, the target instruction is sent to the first game character corresponding to the target instruction.
13. The game interaction method as described in claim 12, characterized in that, After determining the target command from the command panel based on the moved aiming reticle, the method further includes: The graphical user interface displays a prompt message corresponding to the target instruction, which is used to instruct the sending of the target instruction.
14. The game interaction method as described in claim 13, characterized in that, The second external input device is provided with a third button, and the prompt information includes the button identifier of the third button. The step of sending the target command to the first game character corresponding to the target command in response to a command confirmation event triggered by the second external input device includes: In response to the triggering operation of the third button, the target command is sent to the first game character corresponding to the target command.
15. The game interaction method as described in claim 1, characterized in that, While determining the target command from the command panel based on the moved auxiliary aiming indicator, the method also includes: In response to the attack command, an attack is launched at the attack position corresponding to the moved auxiliary aiming marker.
16. The game interaction method as described in claim 1, characterized in that, The instruction panel is displayed with a preset transparency.
17. The game interaction method according to any one of claims 1 to 16, characterized in that, After sending the target command to the first game character corresponding to the target command in response to the command confirmation event, the method further includes: The graphical user interface displays the instruction feedback information of the first game character corresponding to the target instruction.
18. The game interaction method as described in claim 17, characterized in that, The commands in the command panel are represented by corresponding command icons. The graphical user interface displays the command feedback information of the first game character corresponding to the target command, including: In the graphical user interface, the command panel of the first game character corresponding to the target command is updated to the command icon corresponding to the target command.
19. A game interactive device, characterized in that, A graphical user interface is provided, the graphical user interface displaying a game screen, the game screen including at least a portion of a virtual scene and at least a portion of a first game character located in the virtual scene, the device comprising: A panel display module is used to display a corresponding command panel for the first game character in the graphical user interface in response to a command triggering event, wherein the command panel includes at least one command; The target movement module is used to move the auxiliary target in response to the target movement operation; The instruction determination module is used to determine a target instruction from the instruction panel based on the moved auxiliary aiming identifier, wherein the target instruction is an instruction among the at least one instruction; The instruction sending module is used to send the target instruction to the first game character corresponding to the target instruction in response to an instruction confirmation event.
20. An electronic device, characterized in that, The system includes a processor and a memory, the memory storing multiple instructions; the processor loads instructions from the memory to perform the steps of the game interaction method as described in any one of claims 1 to 18.
21. A computer-readable storage medium, characterized in that, The computer-readable storage medium stores a plurality of instructions adapted for loading by a processor to perform the steps of the game interaction method as described in any one of claims 1 to 18.
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