Interface interaction method and device, electronic equipment and computer readable storage medium
By using a graphical user interface to display the game scene in competitive games, and responding to player control operations, controlling the interaction between virtual game characters and target virtual objects in the sports area, the problems of low human-computer interaction efficiency and low user retention in competitive games are solved, achieving more efficient hardware resource utilization and better user experience.
Patent Information
- Application Number
- CN202510205923.9
- Authority / Receiving Office
- CN · China
- Patent Type
- Applications(China)
- Current Assignee / Owner
- Filing Date
- 2025-02-24
- Publication Date
- 2025-05-13
- Estimated Expiration
- 2045-02-24
AI Technical Summary
In competitive games, human-computer interaction efficiency is low, the hardware processing resource utilization rate of electronic devices is low, and it affects user retention rate.
The game scene is displayed through the graphical user interface of the electronic device, responding to the player's control operation of the virtual game character, controlling the virtual game character to perform target actions on the motion area, and controlling the movement of the target virtual object in the motion area based on the change of the target action to the motion area.
It improves human-computer interaction efficiency and the utilization rate of electronic device hardware resources, while enhancing the user's gaming experience, thereby improving user retention.
Smart Images

Figure CN119971496A_ABST
Abstract
Description
Technical Field
[0001] The present application relates to the field of game technology, and in particular to an interface interaction method, device, electronic device and computer-readable storage medium. Background Art
[0002] With the development of science and technology, the types of games are becoming increasingly diverse, including not only traditional entertainment games but also new types of games such as competitive games.
[0003] In competitive games, players control virtual game characters to drive virtual vehicles so that they can bind the virtual game characters and virtual vehicles as a competitive object to compete with other players. This results in low human-computer interaction efficiency, low utilization of hardware processing resources of electronic devices, and affects user retention rate. Summary of the invention
[0004] The embodiments of the present application provide an interface interaction method, device, electronic device and computer-readable storage medium, which can improve the efficiency of human-computer interaction, the utilization rate of hardware processing resources of electronic devices and the retention rate of players on the game platform.
[0005] In a first aspect, an embodiment of the present application provides an interface interaction method, wherein at least a portion of a game scene is displayed through a graphical user interface of an electronic device, wherein the game scene includes at least one virtual game character, a target virtual object corresponding to the virtual game character, and a motion area corresponding to the target virtual object, and the method includes:
[0006] In response to a control operation on the virtual game character, controlling the virtual game character to perform a target action on the motion area;
[0007] Based on the change of the movement area caused by the target action, the movement of the target virtual object in the movement area is controlled.
[0008] In a second aspect, an embodiment of the present application further provides an interface interaction device, which displays at least part of a game scene through a graphical user interface of an electronic device, wherein the game scene includes at least one virtual game character, a target virtual object corresponding to the virtual game character, and a motion area corresponding to the target virtual object, and the device includes:
[0009] A first control module, configured to control the virtual game character to perform a target action on the motion area in response to a control operation on the virtual game character;
[0010] The second control module is used to control the movement of the target virtual object in the movement area based on the change of the movement area caused by the target action.
[0011] In a third aspect, an embodiment of the present application further provides an electronic device, comprising a memory storing a plurality of instructions; the above-mentioned processor loads instructions from the above-mentioned memory to execute any one of the interface interaction methods provided in the embodiment of the present application.
[0012] In a fourth aspect, an embodiment of the present application further provides a computer-readable storage medium, wherein the computer-readable storage medium stores a plurality of instructions, and the instructions are suitable for loading by a processor to execute any one of the interface interaction methods provided in the embodiment of the present application.
[0013] In an embodiment of the present application, in response to a control operation on a virtual game character, the virtual game character is controlled to perform a target action on a motion area, and based on the change of the motion area to the target action, the movement of a target virtual object in the motion area is controlled, thereby achieving control of the target virtual object through interaction between the virtual game character and the activity area, enriching the interaction mode of competitive games, and while improving the efficiency of human-computer interaction, also improving the utilization rate of hardware resources of electronic devices and user retention rate. BRIEF DESCRIPTION OF THE DRAWINGS
[0014] In order to more clearly illustrate the technical solutions in the embodiments of the present application, the drawings required for use in the description of the embodiments will be briefly introduced below. Obviously, the drawings described below are only some embodiments of the present application. For those skilled in the art, other drawings can be obtained based on these drawings without creative work.
[0015] Figure 1 is a schematic diagram of an interface interaction system provided in an embodiment of the present application;
[0016] Figure 2 This is a flow chart of an embodiment of the interface interaction method provided in the embodiment of the present application;
[0017] Figure 3 is a schematic diagram of a graphical user interface provided in an embodiment of the present application;
[0018] Figure 4 is another schematic diagram of a graphical user interface provided in an embodiment of the present application;
[0019] Figure 5 is another schematic diagram of a graphical user interface provided in an embodiment of the present application;
[0020] Figure 6 is a schematic diagram of preset game elements provided in an embodiment of the present application;
[0021] Figure 7 is another schematic diagram of a graphical user interface provided in an embodiment of the present application;
[0022] Figure 8is another schematic diagram of a graphical user interface provided in an embodiment of the present application;
[0023] Fig. 9 is another schematic diagram of a graphical user interface provided in an embodiment of the present application;
[0024] Fig.10 is a schematic diagram of the structure of the interface interaction device provided in an embodiment of the present application;
[0025] Fig.11 It is a schematic diagram of the structure of an electronic device provided in an embodiment of the present application. DETAILED DESCRIPTION
[0026] The following will be combined with the drawings in the embodiments of the present application to clearly and completely describe the technical solutions in the embodiments of the present application. Obviously, the described embodiments are only part of the embodiments of the present application, not all of the embodiments. Based on the embodiments in the present application, all other embodiments obtained by those skilled in the art without creative work are within the scope of protection of this application.
[0027] Before explaining the embodiments of the present application in detail, some terms involved in the embodiments of the present application are first explained.
[0028] Among them, in the description of the embodiments of the present application, the terms "first", "second", etc. may be used in this article to describe various concepts, but unless otherwise specified, these concepts are not limited by these terms. These terms are only used to distinguish one concept from another concept. In addition, the terms "including" and "having" and any of their variations are intended to cover non-exclusive inclusions, for example, a process, method, system, product or device that includes a series of steps or units is not necessarily limited to those steps or units clearly listed, but may include other steps or units that are not clearly listed or inherent to these processes, methods, products or devices.
[0029] The embodiments of the present application provide an interface interaction method, device, electronic device and computer readable storage medium. Specifically, the interface interaction method of the embodiments of the present application can be executed by an electronic device, wherein the electronic device can be a terminal or a server.
[0030] The terminal can be a terminal device such as a smart phone, a tablet computer, a laptop computer, a touch screen, a game console, a personal computer (PC), a personal digital assistant (PDA), etc. The terminal can also include a client, which can be a game application client, a browser client carrying a game program, or an instant messaging client, etc.
[0031] The server can be an independent physical server, a server cluster or distributed system composed of multiple physical servers, or a cloud server that provides basic cloud computing services such as cloud services, cloud databases, cloud computing, cloud functions, cloud storage, network services, cloud communications, middleware services, domain name services, security services, content delivery networks (CDNs), as well as big data and artificial intelligence platforms.
[0032] For example, Figure 1 As shown, the electronic device is described by taking the terminal 10 as an example. The terminal 10 sends a start instruction to the server 20 in response to the start operation of the game match. The server 20 obtains the virtual game characters to be matched based on the start instruction, and organizes the virtual game characters into at least two game teams. Based on the at least two game teams, the target virtual objects corresponding to each game team, and at least part of the game scene corresponding to the target virtual object, the game scene is sent to the terminal 10 for display. In response to the control operation on the virtual game character, the terminal 10 controls the virtual game character to perform the target action on the motion area, and controls the movement of the target virtual object in the motion area based on the change of the motion area by the target action.
[0033] The applicant has found in his long-term game research that the relevant technology has at least the following defects:
[0034] (1) After the player controls the virtual game character to enter the virtual vehicle, the virtual game character and the virtual vehicle are bound to form a whole competitive object, and then the player controls the competitive object to compete in the track. This interaction method is relatively simple, and if the player needs to control the virtual game character, he needs to control the virtual game character to leave the virtual vehicle first, which increases the number of operations. The above interaction method is relatively simple and the operation steps are cumbersome, resulting in low efficiency of human-computer interaction and low utilization of hardware processing resources of electronic devices.
[0035] (2) Players can purchase game resources to improve the competitive attributes of virtual vehicles, thereby affecting competitive results. This makes competitive results more dependent on the performance of virtual vehicles rather than the player's interactive control, resulting in low efficiency of human-computer interaction, affecting the player's gaming experience, and reducing user retention rate.
[0036] In this embodiment, in response to the control operation of the virtual game character, the virtual game character is controlled to perform a target action on the motion area, and based on the change of the motion area to the target action, the movement of the target virtual object in the motion area is controlled, so that the target virtual object can be controlled through the interaction between the virtual game character and the motion area, thereby enriching the human-computer interaction mode, improving the human-computer interaction efficiency and the player's gaming experience, thereby improving the user retention rate, and the player directly controls the virtual game character without directly controlling the target virtual object, reducing the number of interactions, and improving the utilization rate of the hardware processing resources of the electronic device.
[0037] The following is a detailed description of the embodiments in conjunction with the accompanying drawings. It should be noted that the description order of the following embodiments is not intended to limit the preferred order of the embodiments. Although the logical order is shown in the flow chart, in some cases, the steps shown or described may be performed in an order different from that shown in the accompanying drawings.
[0038] In this embodiment, the terminal is an electronic device as an example for explanation. This embodiment provides an interface interaction method, which displays at least part of a game scene through a graphical user interface of the electronic device. The game scene includes at least one virtual game character, a target virtual object corresponding to the virtual game character, and a motion area corresponding to the target virtual object. The interface interaction method is as follows Figure 2 As shown, the specific process of the interface interaction method can be as follows:
[0039] 201. In response to a control operation on a virtual game character, control the virtual game character to perform a target action on a motion area.
[0040] The game scene is a virtual scene displayed (or provided) when the application is running on a terminal or server. Optionally, the virtual scene is a simulation environment of the real world, or a semi-simulation and semi-fictitious virtual environment, or a purely fictitious virtual environment. The virtual scene is any one of a two-dimensional virtual scene and a three-dimensional virtual scene.
[0041] A virtual game character refers to a dynamic object that can be controlled in a virtual scene. Optionally, a virtual game character can be a virtual person, a virtual animal, a cartoon character, etc. A virtual game character is a character that a player controls through an input device, or an artificial intelligence (AI) that is set in a virtual environment battle through training, or a non-player character (NPC) that is set in a virtual scene battle. Optionally, the number of virtual game characters in the virtual scene is pre-set, or is dynamically determined according to the number of clients that join the game match, and the embodiment of the present application does not limit this. In a possible implementation, a user can control a virtual game character to move in the virtual scene, for example, control the virtual game character to move, run, jump, roll, jump, collide, and crawl, etc.
[0042] The target virtual object refers to a scene object in the game scene, which can move in the game scene. The movement of the target virtual object in the game scene is affected by the virtual game character. The type of the target virtual object can be set according to actual conditions. For example, the target virtual object can be a virtual ball or a virtual box, which is not limited in this embodiment.
[0043] Optionally, in order to improve the controllability of the target virtual object, the target virtual object has a larger volume.
[0044] The target virtual object corresponding to the virtual game character refers to the target virtual object belonging to the virtual game character. Optionally, when there are at least two virtual game characters, the at least two virtual game characters can form a game team, or the at least two virtual game characters can form different game teams. When the at least two virtual game characters form different game teams, the role relationship between the virtual game characters of different game teams can be a hostile relationship.
[0045] When virtual game characters form a game team, the target virtual objects corresponding to the virtual game characters can be called the target virtual objects corresponding to the game team, and the target virtual objects corresponding to the game team can be understood as the target virtual objects belonging to the game team.
[0046] The target virtual object has a corresponding motion area in the game scene. When the target virtual object is outside the motion area, it can indicate that the game is over or the game has failed. The shape of the motion area can be set according to actual conditions, for example, the shape of the motion area can be a regular shape or an irregular shape, which is not limited in this embodiment.
[0047] When the shape of the motion area is a regular shape, the game scene can be as follows Figure 3As shown in FIG. 1 , when the shape of the motion area is an irregular shape, the game scene can be as follows Figure 4 shown.
[0048] Optionally, the ground in the sports area may be a virtual road, or the ground in the sports area may be a virtual floor, which is not limited in this embodiment.
[0049] Optionally, the terminal may display at least a portion of a game scene in response to a game start operation, wherein the game scene includes at least one virtual game character, a target virtual object corresponding to the virtual game character, and a motion area corresponding to the target virtual object.
[0050] Specifically, when the terminal completes displaying the game scene, the terminal can automatically control the target virtual object to move from the starting point of the movement area corresponding to the game scene at a preset movement speed. Alternatively, after completing displaying the game scene, the terminal can respond to a start instruction to control the target virtual object to move from the starting point of the movement area corresponding to the game scene at a preset movement speed. This embodiment is not limited here.
[0051] It can be understood that when there are multiple target virtual objects, the multiple target virtual objects can start moving at the same time.
[0052] Optionally, the terminal can display not only the game scene through a graphical user interface, but also at least one of the game controls (such as skill controls, movement controls, function controls, etc.), indicator signs (such as direction indicator signs, character indicator signs, etc.), information display areas (such as movement speed, game time, etc.) and game setting controls (such as system settings, stores, gold coins, etc.).
[0053] Optionally, the control operation on the virtual game character may be a direct control operation on the virtual game character, or may be an indirect control operation on the virtual game character. When the control operation on the virtual game character is an indirect control operation on the virtual game character, the graphical user interface also displays that the control operation of the virtual game character by the control control is a trigger operation on the control control. At this time, the control control may be, for example, Figure 3 shown.
[0054] Among them, the type of trigger operation on the control control can be set according to actual conditions. For example, the trigger operation on the control control can be a click operation or a long press operation on the control control, which is not limited in this embodiment.
[0055] The type of the target action may be set according to actual conditions. For example, the target action may be a wiping action or a spraying action on the motion area, which is not limited in this embodiment.
[0056] Optionally, in response to a trigger operation on a control component, a game prop can be displayed on the hand of the virtual game character, and the game prop on the hand of the virtual game character is controlled to perform a target action on the motion area; alternatively, a game prop is displayed on the hand of the virtual game character, and in response to a trigger operation on the control component, the game prop on the hand of the virtual game character is controlled to perform a target action on the motion area.
[0057] For example, when the target action is a wiping action, the game prop is a wiping game prop, which controls the wiping game prop on the hand of the virtual game character to wipe the movement area; when the target action is a spraying action, the game prop is a lubricating bottle, which controls the lubricating bottle on the hand of the virtual game character to spray liquid onto the movement area.
[0058] Optionally, performing the target action on the motion area may be performing the target action on a certain sub-area in the motion area, where the certain sub-area includes at least one position. Since the target action affects the motion of the target virtual object, the certain sub-area may be any sub-area in front of the target virtual object.
[0059] 202. Control the movement of the target virtual object in the movement area based on the change of the movement area caused by the target action.
[0060] Among them, the target action changes the motion area, and the motion area affects the motion of the target virtual object. Therefore, the target action affects the motion parameters of the target virtual object. Therefore, based on the change of the motion area by the target action, the motion of the target virtual object in the motion area can be controlled.
[0061] It can be understood that after the target virtual object is controlled to move in the motion area based on the change of the motion area by the target action, the target virtual object may still be in the motion area or may move out of the motion area.
[0062] In this embodiment, in response to the control operation of the virtual game character, the virtual game character is controlled to perform a target action on the motion area, and based on the change of the motion area to the target action, the movement of the target virtual object in the motion area is controlled, so that the target virtual object can be controlled through the interaction between the virtual game character and the motion area, thereby enriching the human-computer interaction mode, improving the player's gaming experience, and thus improving the user retention rate. The player directly controls the virtual game character without directly controlling the target virtual object, thereby reducing the number of interactions and improving the utilization rate of the hardware processing resources of the electronic device.
[0063] For example, the target action is an action performed on the first sub-area in front of the target virtual object in the motion area. Based on the change of the motion area caused by the target action, the process of controlling the motion of the target virtual object in the motion area may also be:
[0064] Based on the target action, adjusting the motion influence parameter of the first sub-region;
[0065] Based on the adjusted motion influence parameters, the motion of the target virtual object in the motion area is controlled.
[0066] The first sub-region is not only a sub-region in front of the target virtual object in the motion region, but also an area within a certain range near the virtual game character. For example, the first sub-region can be as follows: Figure 3 The first sub-area may include at least one location.
[0067] The motion influencing parameter refers to the physical surface parameter of the first sub-area, which is a parameter that can affect the motion parameter of the target virtual object. The type of the motion influencing parameter can be set according to actual conditions. For example, the motion influencing parameter can be the smoothness or roughness of the first sub-area, which is not limited in this embodiment.
[0068] In this embodiment, the target action is an action performed on the first sub-area in front of the target virtual object in the motion area. Based on the target action, the motion influence parameters of the first sub-area are adjusted. Based on the adjusted motion influence parameters, the movement of the target virtual object in the motion area is controlled. The motion influence parameters of the first sub-area are adjusted by the target action, and the motion influence parameters of the first sub-area are used to control the movement of the target virtual object in the motion area, so that the movement of the target virtual object is more in line with natural laws and more realistic.
[0069] In some embodiments, based on the adjusted motion impact parameter, controlling the motion of the target virtual object in the motion area includes:
[0070] Acquire a motion influence parameter of a second sub-region in front of the target virtual object in the motion region;
[0071] Based on the adjusted motion influence parameter and the motion influence parameter of the second sub-area, the motion of the target virtual object in the motion area is controlled.
[0072] The second sub-region may include at least one position, wherein a longitudinal distance between the second sub-region and the target virtual object is equal to a longitudinal distance between the first sub-region and the target virtual object, or a lateral distance between the second sub-region and the target virtual object is equal to a lateral distance between the first sub-region and the target virtual object.
[0073] For example, when the longitudinal distance between the second sub-region and the target virtual object is equal to the longitudinal distance between the first sub-region and the target virtual object, the first sub-region and the second sub-region may be as follows: Figure 3 shown.
[0074] In this embodiment, motion influence parameters of the second sub-area in front of the target virtual object in the motion area are obtained, and the movement of the target virtual object in the motion area is controlled based on the adjusted motion influence parameters and the motion influence parameters of the second sub-area. The motion of the target virtual object in the motion area is controlled based on the motion influence parameters of each sub-area in front of the target virtual object at a certain distance and the adjusted motion influence parameters, so that the movement of the target virtual object is more in line with natural laws and more realistic.
[0075] In some embodiments, the motion influencing parameter of the second sub-region is a preset parameter, and at this time, no virtual game character performs a target action on the second sub-region.
[0076] Alternatively, in some embodiments, the virtual game character includes a first virtual game character and at least one second virtual game character, the first virtual game character is controlled by an electronic device, and the motion influencing parameters of the second sub-area are parameters adjusted based on a target action performed by at least one second virtual game character on the second sub-area.
[0077] Among them, the first virtual game character is controlled by an electronic device, and the electronic device is this terminal. The virtual game character controlled by this terminal is called the first virtual game character, and the second virtual game character is a virtual game character controlled by other terminals. At least one second virtual game character and the first virtual game character can be hostile game characters. At this time, at least one second virtual game character and the first virtual game character belong to different game teams, and the target virtual object is the target virtual object corresponding to the first virtual game character, or at least one second virtual game character and the first virtual game character can be teammates. At this time, at least one second virtual game character and the first virtual game character belong to the same game team.
[0078] When at least one second virtual game character and the first virtual game character belong to different game teams, other terminals can control at least one second virtual game character to perform a target action on the second sub-area so as to affect the movement of the target virtual object through the second sub-area, thereby interfering with the first virtual game character's control over the movement of the target virtual object.
[0079] It can be understood that the method of adjusting the motion influence parameters of the second sub-area based on the target action performed by at least one second virtual game character on the second sub-area can refer to the adjustment process of the motion influence parameters of the first sub-area based on the target action performed by the first virtual game character on the first sub-area, and this embodiment will not be repeated here.
[0080] In some embodiments, based on the adjusted motion influence parameter and the motion influence parameter of the second sub-area, controlling the motion of the target virtual object in the motion area includes:
[0081] determining a target motion speed and / or a target motion direction of the target virtual object based on the adjusted motion influence parameter and the motion influence parameter of the second sub-region;
[0082] Based on the target movement speed and / or the target movement direction, the movement of the target virtual object in the movement area is controlled.
[0083] In this embodiment, based on the adjusted motion influence parameters and the motion influence parameters of the second sub-area, the target motion speed and / or target motion direction of the target virtual object are determined, and based on the target motion speed and / or target motion direction, the movement of the target virtual object in the motion area is controlled to achieve control of the motion speed and / or motion direction of the target virtual object.
[0084] In some embodiments, determining the target motion direction of the target virtual object based on the adjusted motion influence parameter and the motion influence parameter of the second sub-region includes:
[0085] Determine a target sub-region from the first sub-region and the second sub-region based on the adjusted motion influence parameter and the motion influence parameter of the second sub-region;
[0086] Based on the target sub-region, a target motion direction of the target virtual object is determined.
[0087] Among them, when the motion influence parameter is represented by smoothness, when the adjusted motion influence parameter is greater than the motion influence parameter of the second sub-region, the first sub-region is determined as the target sub-region, otherwise, the second sub-region is determined as the target sub-region, or, when the motion influence parameter is represented by roughness, when the adjusted motion influence parameter is less than the motion influence parameter of the second sub-region, the first sub-region is determined as the target sub-region, otherwise, the second sub-region is determined as the target sub-region.
[0088] After determining the target sub-region, the orientation relationship between the target sub-region and the target virtual object can be determined, and the target movement direction of the target virtual object can be determined based on the orientation relationship, so that after controlling the movement of the target virtual object based on the target movement direction, the target virtual object moves toward the target sub-region.
[0089] In this embodiment, based on the adjusted motion influence parameters and the motion influence parameters of the second sub-area, a target sub-area is determined from the first sub-area and the second sub-area, and based on the target sub-area, the target motion direction of the target virtual object is determined, so that the movement of the target virtual object is more in line with natural laws and more realistic.
[0090] In some embodiments, determining the target motion speed of the target virtual object based on the adjusted motion influence parameter and the motion influence parameter of the second sub-area includes:
[0091] Determining a target motion influence parameter from the adjusted motion influence parameter and the motion influence parameter of the second sub-region;
[0092] The target motion influencing parameters are mapped to obtain the target motion speed of the target virtual object.
[0093] Among them, when the motion influence parameter is represented by smoothness, when the adjusted motion influence parameter is greater than the motion influence parameter of the second sub-area, the adjusted motion influence parameter is determined as the target motion influence parameter, otherwise, the motion influence parameter of the second sub-area is determined as the target motion influence parameter, or, when the motion influence parameter is represented by roughness, when the adjusted motion influence parameter is less than the motion influence parameter of the second sub-area, the adjusted motion influence parameter is determined as the target motion influence parameter, otherwise, the motion influence parameter of the second sub-area is determined as the target motion influence parameter.
[0094] After obtaining the target motion influencing parameters, the target motion influencing parameters are mapped to obtain the corresponding speed adjustment amplitude, and then the current motion speed of the target virtual object is added to the speed adjustment amplitude to obtain the target motion speed of the target virtual object.
[0095] For example, when the target motion influence parameter is 0, the speed adjustment is 0, when the target motion influence parameter is 1, the speed adjustment is 0.2, when the target motion influence parameter is 2, the speed adjustment is 0.4, when the target motion influence parameter is 3, the speed adjustment is 0.6, when the target motion influence parameter is 4, the speed adjustment is 0.8. If the current motion speed of the target virtual object is 0.8 and the target motion influence parameter is 3, the target motion speed is 1.4m / s.
[0096] In this embodiment, the target motion influence parameter is determined from the adjusted motion influence parameter and the motion influence parameter of the second sub-area, and the target motion influence parameter is mapped to obtain the target motion speed of the target virtual object, so that the movement of the target virtual object is more in line with natural laws and more realistic.
[0097] In some embodiments, based on the target movement speed, controlling the movement of the target virtual object in the movement area includes:
[0098] The target virtual object is controlled to move in the motion area for a first time period according to the target motion speed.
[0099] Among them, starting from the target sub-area, the target virtual object can be controlled to move in the motion area at the target motion speed for a first duration. The first duration is a preset duration, which can be set according to actual conditions, for example, the first duration can be 1 or 2 seconds, which is not limited in this embodiment.
[0100] In some embodiments, based on the target action, adjusting the motion impact parameter of the first sub-region includes:
[0101] Based on the amount of the target motion, the motion impact parameter of the first sub-region is adjusted.
[0102] The virtual game character can perform at least one target action on the first sub-area. The greater the number of target actions, the greater the adjusted motion impact parameter of the first sub-area, and the smaller the number of target actions, the smaller the adjusted motion impact parameter of the first sub-area.
[0103] For example, when the number of target actions is 0, the adjusted motion influence parameter is 0; when the number of target actions is between 0 and 2, the adjusted motion influence parameter is 1; when the number of target actions is between 3 and 4, the adjusted motion influence parameter is 2; when the number of target actions is between 5 and 6, the adjusted motion influence parameter is 3; and when the number of target actions is greater than 6, the adjusted motion influence parameter is 4.
[0104] In this embodiment, the motion influencing parameters of the first sub-region are adjusted based on the number of target actions, so that multiple target actions can be performed on the first sub-region, thereby improving the controllability of the motion of the target virtual object.
[0105] In some embodiments, after performing the target action on the first sub-area, the embodiment further includes:
[0106] The display style of the first sub-region is updated.
[0107] The display style of the first sub-region is used to indicate the display effect of the first sub-region. The specific type of the display style can be set according to actual conditions, for example, the display style can be a display color or a display special effect, which is not limited in this embodiment.
[0108] In this embodiment, after the target action is performed on the first sub-region, the display style of the first sub-region is updated so that the display effect of the first sub-region is different from the display effects of other sub-regions in the motion region, so as to highlight the first sub-region.
[0109] In some embodiments, after the target action is performed on the first sub-region, the display style of the first sub-region may be updated to a target display style, where the target display style is a preset display style.
[0110] Alternatively, the display style of the first sub-area is updated, including:
[0111] Based on the number of target actions, the display style of the first sub-area is updated.
[0112] The display style corresponding to the number of actions may be preset, with different numbers of actions corresponding to different display styles, and then the display style of the first sub-area may be updated to a display style corresponding to a number of actions matching the number of target actions.
[0113] For example, when the display style is display special effects and the number of target actions is 4, the updated display style of the first sub-area can be as follows: Figure 5 As shown, at this time, when the number of target actions is different, the color in the display special effect and the number of target game elements are different. Specifically, when the number of target actions is larger, the color in the display special effect is darker and the number of target game elements is greater. When the number of target actions is smaller, the color in the display special effect is lighter and the number of target game elements is smaller.
[0114] The type of the target game element can be set according to actual conditions, and this embodiment does not limit it here.
[0115] In this embodiment, based on the number of target actions, the display style of the first sub-area is updated, so that not only the first sub-area can be highlighted, but also the number of target actions can be reflected through the display style of the first sub-area, so that the player can intuitively view the number of target actions.
[0116] In some embodiments, the virtual game characters include a first virtual game character and at least one third virtual game character, the first virtual game character is controlled by an electronic device, the at least one third virtual game character and the first virtual game character belong to the same game team, and the movement of the target virtual object in the motion area is also affected by the target action performed by the at least one third virtual game character on the third sub-area in the motion area.
[0117] The first virtual game character is controlled by an electronic device, which is the terminal. The virtual game character controlled by the terminal is called the first virtual game character, and the third virtual game character is a virtual game character controlled by another terminal. The third sub-area is located before or after the first sub-area. When the third sub-area is located after the first sub-area, the third sub-area can be as follows: Figure 5 shown.
[0118] The influence of the target action performed by at least one third virtual game character on the third sub-area in the motion area on the movement of the target virtual object can refer to the influence of the target action performed by the first virtual game character on the first sub-area on the movement of the target virtual object, and this embodiment will not be repeated here.
[0119] In this embodiment, the virtual game characters include a first virtual game character and at least one third virtual game character, the first virtual game character is controlled by an electronic device, the at least one third virtual game character and the first virtual game character belong to the same game team, and the movement of the target virtual object in the motion area is also affected by the target action performed by the at least one third virtual game character on the third sub-area in the motion area, so that the first virtual game character and the at least one third virtual game character can cooperate to control the movement of the target virtual object.
[0120] In some embodiments, the motion area also displays preset game elements. This embodiment also includes:
[0121] During the movement of the target virtual object, if it is detected that the target virtual object interacts with a preset game element, the first movement parameter of the target virtual object is adjusted.
[0122] Among them, the preset game element is a pre-set graphic logo, which can be set according to actual conditions. For example, the preset game element can be a virtual door or a virtual conveyor belt, which is not limited in this embodiment.
[0123] When the preset game element is a virtual door, the preset game element can be Figure 6 shown.
[0124] When the target virtual object moves to the position where the preset game element is located, it means that the target virtual object interacts with the preset game element.
[0125] The first motion parameter is used to indicate the motion of the target virtual object, and may be set according to actual conditions. For example, the first motion parameter may include at least one of the position and motion speed of the target virtual object, which is not limited in this embodiment.
[0126] In this embodiment, the motion area also displays preset game elements. During the movement of the target virtual object, if it is detected that the target virtual object interacts with the preset game element, the first motion parameter of the target virtual object is adjusted so that the player can control the target virtual object to move to the position of the preset game element or control the target virtual object not to move to the position of the preset game element, thereby further enriching the gameplay and further improving the player's gaming experience.
[0127] In some embodiments, the first motion parameter includes a position, and if it is detected that the target virtual object interacts with a preset game element, adjusting the first motion parameter of the target virtual object includes:
[0128] If it is detected that the target virtual object interacts with the preset game element, the target virtual object is transmitted to the target position.
[0129] Among them, the target position is a position that is far away from the position where the preset game element is located and is located in front of the position where the preset game element is located. At this time, the role of the preset game element is a transmission role.
[0130] In some embodiments, the first motion parameter includes a motion speed, and the adjusted motion speed of the target virtual object lasts for a second duration.
[0131] The second duration is a preset duration, which can be set according to actual conditions, for example, the second duration is 5 seconds or 6 seconds. When the first motion parameter includes a motion speed, the motion speed corresponding to the preset game element can be preset as the first motion speed, and the adjusted motion speed of the target virtual object can be the first motion speed, or the speed adjustment range corresponding to the preset game element can be preset as the first speed adjustment range, and the adjusted motion speed of the target virtual object is determined based on the current motion speed of the target virtual object and the first speed adjustment range.
[0132] When the target virtual object moves to the position of the preset game element at the second movement speed, after controlling the target virtual object to move at the first movement speed for a second period of time, if there is no sub-area in the front sub-area for performing the target action or no interaction with the new preset game element occurs, the target virtual object can be controlled to continue moving at the second movement speed.
[0133] In this embodiment, the first motion parameter includes motion speed, and the adjusted motion speed of the target virtual object lasts for a second duration, so as to control the duration of the adjusted motion speed of the target virtual object, increase the difficulty of the virtual game character to win, thereby increasing the challenge of the game, and further improving the player's gaming experience.
[0134] It can be understood that when the position of the preset game element belongs to the first sub-area, the movement speed of the target virtual object can be adjusted based on the first speed adjustment range corresponding to the preset game element and the speed adjustment range determined based on the adjusted motion influencing parameter.
[0135] For example, the first speed adjustment amplitude is 1 m / s, the speed adjustment amplitude is 0.6 m / s, and the current movement speed of the target virtual object is 0.8, then the adjusted movement speed of the target virtual object is 2.4 m / s.
[0136] In some embodiments, the first motion parameter includes a motion speed, the preset game element includes a first preset game element and a second preset game element, and if it is detected that the target virtual object interacts with the preset game element, adjusting the first motion parameter of the target virtual object includes:
[0137] If it is detected that the target virtual object interacts with the first preset game element, increasing the movement speed of the target virtual object;
[0138] If it is detected that the target virtual object interacts with the second preset game element, the movement speed of the target virtual object is reduced.
[0139] In this embodiment, different preset game elements are set. Specifically, the preset game elements include a first preset game element and a second preset game element. If it is detected that the target virtual object interacts with the first preset game element, the movement speed of the target virtual object is increased. If it is detected that the target virtual object interacts with the second preset game element, the movement speed of the target virtual object is reduced, thereby further enriching the gameplay and further improving the player's gaming experience.
[0140] In some embodiments, the present embodiment further includes:
[0141] If a collision between the target virtual object and the virtual game character is detected, an animation effect of the virtual game character being bounced away is displayed.
[0142] In this embodiment, the volume of the target virtual object is much larger than that of the virtual game character, so that when a collision between the target virtual object and the virtual game character is detected, the virtual game character is bounced away, thereby improving the controllability of the target virtual object.
[0143] In some embodiments, the game scene displays at least two game teams, each game team corresponds to a target virtual object and includes at least one virtual game character, and the movement area is provided with a movement end point. This embodiment also includes:
[0144] In response to the target virtual object moving to a movement end point of its movement area, acquiring a movement time of the target virtual object;
[0145] In response to the movement time satisfying a preset condition, the game team corresponding to the target virtual object is determined to be a winning team.
[0146] When the game scene includes three game teams, the three game teams may be game team t1, game team t2, and game team t3, respectively, and the game scene includes three target virtual objects and three motion areas. At this time, the game scene may be, for example, Figure 7 shown.
[0147] It is understandable that the display position of each game team in the game scene can be set according to the actual situation. For example, when the game scene is Figure 7 As shown, game team 2 is the game team where the first virtual game character controlled by this terminal is located, and other game teams are game teams where virtual game characters controlled by other terminals are located, which is not limited in this embodiment.
[0148] The end point of a movement indicates the end position. For example, the end point of a movement can be Figure 8 Finish line shown.
[0149] The movement time of the target virtual object refers to the time it takes for the target virtual object to move from the movement start point of the movement area to which it belongs to to the movement end point of the movement area to which it belongs. The preset condition can be set according to actual conditions, for example, the preset condition can be the shortest time or the movement time when there is no other target virtual object, which is not limited in this embodiment.
[0150] When the preset condition is the shortest time, if the movement time meets the preset condition, it means that the target virtual object is the first virtual object to reach the movement end point.
[0151] Since the other target virtual objects have not reached the movement end point of their movement area, the movement time of the other target virtual objects has not been obtained at this time. Therefore, the preset condition may also be that there is no movement time of the other target virtual objects.
[0152] Optionally, after determining that the game team corresponding to the target virtual object is the winning team, relevant information of the winning team can be displayed on the graphical user interface. For example, the name of the winning team and the movement time of the target virtual object of the winning team can be displayed.
[0153] When displaying the name of the winning team and the movement time of the target virtual object of the winning team, the graphical user interface may be as follows: Fig. 9 As shown, at this time, the name of the winning team is the yellow team, and the movement time of the target virtual object of the winning team is 3 minutes and 21 seconds.
[0154] In this embodiment, the game scene displays at least two game teams, each game team corresponds to a target virtual object and includes at least one virtual game character, the movement area is provided with a movement end point, in response to the target virtual object moving to the movement end point of its movement area, the movement time of the target virtual object is obtained, in response to the movement time satisfying a preset condition, the game team corresponding to the target virtual object is determined to be the winning team, thereby realizing the setting of multiple game teams and the win-loss mechanism of multiple game teams, further improving the challenge and competitiveness of the game, and further improving the gaming experience of the players, and the target virtual objects of different game teams are the same, so that the competitive results of different game teams depend on the interactive manipulation of the players, rather than on the performance of the target virtual objects, further improving the efficiency of human-computer interaction, and improving the gaming experience and retention rate of the players.
[0155] From the above content, it can be seen that in the embodiment of the present application, in response to the control operation of the virtual game character, the virtual game character is controlled to perform the target action on the motion area, and the movement of the target virtual object in the motion area is controlled based on the change of the motion area to the target action, so that the target virtual object is controlled through the interaction between the virtual game character and the activity area, which enriches the interaction mode of the competitive game, and while improving the efficiency of human-computer interaction, it also improves the utilization rate of the hardware resources of the electronic device and the user retention rate.
[0156] In order to better implement the above method, the embodiment of the present application also provides an interface interaction device, which can be specifically integrated into an electronic device, such as a computer device, which can be a terminal, a server, or other device.
[0157] Among them, the terminal can be a mobile phone, a tablet computer, a smart Bluetooth device, a laptop computer, a personal computer and other devices; the server can be a single server or a server cluster composed of multiple servers.
[0158] For example, in this embodiment, the method of the embodiment of the present application is described in detail by taking the interface interaction device being specifically integrated in the terminal as an example. This embodiment provides an interface interaction device, such as Fig.10 As shown, the interface interaction device displays at least part of the game scene through a graphical user interface of an electronic device, the game scene includes at least one virtual game character, a target virtual object corresponding to the virtual game character, and a motion area corresponding to the target virtual object. The interface interaction device may include:
[0159] The first control module 1001 is used to control the virtual game character to perform a target action on the motion area in response to a control operation on the virtual game character.
[0160] The second control module 1002 is used to control the movement of the target virtual object in the movement area based on the change of the movement area caused by the target action.
[0161] In some embodiments, the target action is an action performed on the first sub-area in front of the target virtual object in the motion area, and the second control module 1002 is specifically used to perform:
[0162] Based on the target action, adjusting the motion influence parameter of the first sub-region;
[0163] Based on the adjusted motion influence parameters, the motion of the target virtual object in the motion area is controlled.
[0164] In some embodiments, the second control module 1002 is specifically configured to execute:
[0165] Acquire a motion influence parameter of a second sub-region in front of the target virtual object in the motion region;
[0166] Based on the adjusted motion influence parameter and the motion influence parameter of the second sub-area, the motion of the target virtual object in the motion area is controlled.
[0167] In some embodiments, the second control module 1002 is specifically configured to execute:
[0168] determining a target motion speed and / or a target motion direction of the target virtual object based on the adjusted motion influence parameter and the motion influence parameter of the second sub-region;
[0169] Based on the target movement speed and / or the target movement direction, the movement of the target virtual object in the movement area is controlled.
[0170] In some embodiments, the second control module 1002 is specifically configured to execute:
[0171] Determine a target sub-region from the first sub-region and the second sub-region based on the adjusted motion influence parameter and the motion influence parameter of the second sub-region;
[0172] Based on the target sub-region, a target motion direction of the target virtual object is determined.
[0173] In some embodiments, the second control module 1002 is specifically configured to execute:
[0174] The target virtual object is controlled to move in the motion area for a first time period according to the target motion speed.
[0175] In some embodiments, the virtual game character includes a first virtual game character and at least one second virtual game character, the first virtual game character is controlled by an electronic device, and the motion influencing parameters of the second sub-area are parameters adjusted based on a target action performed by at least one second virtual game character on the second sub-area.
[0176] In some embodiments, at least one of the second virtual game character and the first virtual game character are hostile game characters.
[0177] In some embodiments, the second control module 1002 is specifically configured to execute:
[0178] Based on the amount of the target motion, the motion impact parameter of the first sub-region is adjusted.
[0179] In some embodiments, the interface interaction device further includes:
[0180] Display module for executing:
[0181] The display style of the first sub-region is updated.
[0182] In some embodiments, the display module is specifically configured to perform:
[0183] Based on the number of target actions, the display style of the first sub-area is updated.
[0184] In some embodiments, the virtual game characters include a first virtual game character and at least one third virtual game character, the first virtual game character is controlled by an electronic device, the at least one third virtual game character and the first virtual game character belong to the same game team, and the movement of the target virtual object in the motion area is also affected by the target action performed by the at least one third virtual game character on the third sub-area in the motion area.
[0185] In some embodiments, the third sub-region is located before or after the first sub-region.
[0186] In some embodiments, the sports area also displays preset game elements, and the second control module 1002 is further used to execute:
[0187] During the movement of the target virtual object, if it is detected that the target virtual object interacts with a preset game element, the first movement parameter of the target virtual object is adjusted.
[0188] In some embodiments, the first motion parameter includes at least one of a position and a motion speed of the target virtual object.
[0189] In some embodiments, the first motion parameter includes a motion speed, and the adjusted motion speed of the target virtual object lasts for a second duration.
[0190] In some embodiments, the first motion parameter includes a motion speed, the preset game element includes a first preset game element and a second preset game element, and the second control module 1002 is used to execute:
[0191] If it is detected that the target virtual object interacts with the first preset game element, increasing the movement speed of the target virtual object;
[0192] If it is detected that the target virtual object interacts with the second preset game element, the movement speed of the target virtual object is reduced.
[0193] In some embodiments, the second control module 1002 is further configured to execute:
[0194] If a collision between the target virtual object and the virtual game character is detected, an animation effect of the virtual game character being bounced away is displayed.
[0195] In some embodiments, the target motion is a wiping motion on the motion area.
[0196] In some embodiments, a control control is also displayed on the graphical user interface, and the control operation is a trigger operation on the control control.
[0197] In some embodiments, the game scene displays at least two game teams, each game team corresponds to a target virtual object and includes at least one virtual game character, the movement area is provided with a movement end point, and the second control module 1002 is further used to execute:
[0198] In response to the target virtual object moving to a movement end point of its movement area, acquiring a movement time of the target virtual object;
[0199] In response to the movement time satisfying a preset condition, the game team corresponding to the target virtual object is determined to be a winning team.
[0200] In specific implementation, the above modules can be implemented as independent entities, or can be arbitrarily combined and implemented as the same or several entities. The specific implementation methods and corresponding beneficial effects of the above modules can be found in the previous method embodiments, which will not be repeated here.
[0201] Accordingly, an embodiment of the present application further provides an electronic device, which may be a terminal, and the terminal may be a smart phone, a tablet computer, a laptop computer, a touch screen, a game console, a personal computer (PC), a personal digital assistant (PDA), or other terminal devices. Fig.11 As shown, Fig.11A schematic diagram of the structure of an electronic device provided in an embodiment of the present application. The electronic device 1100 includes a processor 1101 having one or more processing cores, a memory 1102 having one or more computer-readable storage media, and a computer program stored in the memory 1102 and executable on the processor. The processor 1101 is electrically connected to the memory 1102. It will be understood by those skilled in the art 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 in the figure, or combine certain components, or arrange the components differently.
[0202] The processor 1101 is the control center of the electronic device 1100. It uses various interfaces and lines to connect the various parts of the entire electronic device 1100, executes various functions of the electronic device 1100 and processes data by running or loading software programs and / or modules stored in the memory 1102, and calling data stored in the memory 1102, thereby monitoring the electronic device 1100 as a whole.
[0203] In the embodiment of the present application, the processor 1101 in the electronic device 1100 will load instructions corresponding to the processes of one or more application programs into the memory 1102 according to the following steps, and the processor 1101 will run the application programs stored in the memory 1102 to implement various functions, such as:
[0204] In response to a control operation on the virtual game character, controlling the virtual game character to perform a target action on the motion area;
[0205] Based on the change of the motion area caused by the target action, the motion of the target virtual object in the motion area is controlled.
[0206] The specific implementation methods and corresponding beneficial effects of the above operations can be found in the detailed description of the interface interaction method above, which will not be elaborated here.
[0207] Optional, such as Fig.11 As shown, the electronic device 1100 further includes: a touch screen 1103, a radio frequency circuit 1104, an audio circuit 1105, an input unit 1106, and a power supply 1107. The processor 1101 is electrically connected to the touch screen 1103, the radio frequency circuit 1104, the audio circuit 1105, the input unit 1106, and the power supply 1107, respectively. Those skilled in the art can understand that Fig.11 The electronic device structure shown in the figure does not constitute a limitation of the electronic device, and may include more or less components than shown in the figure, or combine certain components, or arrange the components differently.
[0208] The touch display screen 1103 can be used to display a graphical user interface and receive operation instructions generated by the user acting on the graphical user interface. The touch display screen 1103 may include a display panel and a touch panel. Among them, the display panel can be used to display information input by the user or information provided to the user and various graphical user interfaces of the electronic device, and these graphical user interfaces can be composed of graphics, text, icons, videos and any combination thereof. Optionally, the display panel can be configured in the form of a liquid crystal display (LCD, Liquid Crystal Display), an organic light-emitting diode (OLED, Organic Light-EmittingDiode) and the like. The touch panel can be used to collect the user's touch operation on or near it (such as the user uses any suitable object or attachment such as a finger, a stylus, etc. on the touch panel or near the touch panel), and generate corresponding operation instructions, and the operation instructions execute corresponding programs. Optionally, the touch panel may include two parts: a touch detection device and a touch controller. Among them, the touch detection device detects the user's touch orientation, detects the signal brought by the touch operation, and transmits the signal to the touch controller; the touch controller receives the touch information from the touch detection device, converts it into the touch point coordinates, and then sends it to the processor 1101, and can receive the command sent by the processor 1101 and execute it. The touch panel can cover the display panel. When the touch panel detects a touch operation on or near it, it is transmitted to the processor 1101 to determine the type of touch event, and then the processor 1101 provides a corresponding visual output on the display panel according to the type of touch event. In an embodiment of the present application, the touch panel and the display panel can be integrated into the touch display screen 1103 to realize the input and output functions. However, in some embodiments, the touch panel and the touch panel can be used as two independent components to realize the input and output functions. That is, the touch display screen 1103 can also be used as a part of the input unit 1106 to realize the input function.
[0209] The radio frequency circuit 1104 may be used to send and receive radio frequency signals, so as to establish wireless communication with a network device or other electronic devices through wireless communication, and to send and receive signals with the network device or other electronic devices.
[0210] The audio circuit 1105 can be used to provide an audio interface between the user and the electronic device through a speaker and a microphone. The audio circuit 1105 can transmit the electrical signal converted from the received audio data to the speaker, which is converted into a sound signal for output; on the other hand, the microphone converts the collected sound signal into an electrical signal, which is received by the audio circuit 1105 and converted into audio data, and then the audio data is output to the processor 1101 for processing, and then sent to another electronic device through the radio frequency circuit 1104, or the audio data is output to the memory 1102 for further processing. The audio circuit 1105 may also include an earplug jack to provide communication between an external headset and an electronic device.
[0211] The input unit 1106 may be used to receive input numbers, character information or user feature information (such as fingerprint, iris, facial information, etc.), and generate keyboard, mouse, joystick, optical or trackball signal input related to user settings and function control.
[0212] The power supply 1107 is used to supply power to various components of the electronic device 1100. Optionally, the power supply 1107 can be logically connected to the processor 1101 through a power management system, so as to manage charging, discharging, and power consumption through the power management system. The power supply 1107 can also include one or more DC or AC power supplies, recharging systems, power failure detection circuits, power converters or inverters, power status indicators, and other arbitrary components.
[0213] although Fig.11 Not shown, the electronic device 1100 may also include a camera, a sensor, a wireless fidelity module, a Bluetooth module, etc., which will not be described in detail here.
[0214] In the above embodiments, the description of each embodiment has its own emphasis. For parts that are not described in detail in a certain embodiment, reference can be made to the relevant descriptions of other embodiments.
[0215] A person of ordinary skill in the art will appreciate that all or part of the steps in the various methods of the above embodiments may be completed by instructions, or by controlling related hardware through instructions. The instructions may be stored in a computer-readable storage medium and loaded and executed by a processor.
[0216] To this end, an embodiment of the present application provides a computer-readable storage medium, in which multiple computer programs are stored, and the computer program can be loaded by a processor to execute any interface interaction method provided in the embodiment of the present application. For example, the computer program can execute the following steps:
[0217] In response to a control operation on the virtual game character, controlling the virtual game character to perform a target action on the motion area;
[0218] Based on the change of the motion area caused by the target action, the motion of the target virtual object in the motion area is controlled.
[0219] The specific implementation methods and corresponding beneficial effects of the above operations can be found in the detailed description of the interface interaction method above, which will not be elaborated here.
[0220] The computer-readable storage medium may include: a read-only memory (ROM), a random access memory (RAM), a magnetic disk or an optical disk, etc.
[0221] Since the computer program stored in the computer-readable storage medium can execute any one of the interface interaction methods provided in the embodiments of the present application, the beneficial effects that can be achieved by any one of the interface interaction methods provided in the embodiments of the present application can be achieved. Please refer to the previous embodiments for details and will not be repeated here.
[0222] The above is a detailed introduction to an interface interaction method, device, electronic device and computer-readable storage medium provided in the embodiments of the present application. Specific examples are used in this article to illustrate the principles and implementation methods of the present application. The description of the above embodiments is only used to help understand the method of the present application and its core idea; at the same time, for technical personnel in this field, according to the ideas of the present application, there will be changes in the specific implementation methods and application scopes. In summary, the content of this specification should not be understood as a limitation on the present application.
Claims
1. An interface interaction method, characterized in that: Displaying at least part of a game scene through a graphical user interface of an electronic device, the game scene including at least one virtual game character, a target virtual object corresponding to the virtual game character, and a motion area corresponding to the target virtual object, the method comprising: In response to a control operation on the virtual game character, controlling the virtual game character to perform a target action on the motion area; Based on the change of the motion area caused by the target action, the motion of the target virtual object in the motion area is controlled.
2. The interface interaction method according to claim 1, characterized in that: The target action is an action performed on a first sub-area in front of the target virtual object in the motion area, and the changing of the motion area by the target action, controlling the motion of the target virtual object in the motion area, comprises: Based on the target action, adjusting a motion impact parameter of the first sub-region; Based on the adjusted motion influence parameters, the motion of the target virtual object in the motion area is controlled.
3. The interface interaction method according to claim 2, characterized in that: The controlling the movement of the target virtual object in the movement area based on the adjusted movement influence parameter includes: Acquire a motion influence parameter of a second sub-region in front of the target virtual object in the motion region; Based on the adjusted motion influence parameter and the motion influence parameter of the second sub-area, the motion of the target virtual object in the motion area is controlled.
4. The interface interaction method according to claim 3, characterized in that: The controlling the movement of the target virtual object in the movement area based on the adjusted movement influence parameter and the movement influence parameter of the second sub-area includes: Determining a target motion speed and / or a target motion direction of the target virtual object based on the adjusted motion influence parameter and the motion influence parameter of the second sub-area; Based on the target movement speed and / or the target movement direction, the movement of the target virtual object in the movement area is controlled.
5. The interface interaction method according to claim 4, characterized in that: The determining the target motion direction of the target virtual object based on the adjusted motion influence parameter and the motion influence parameter of the second sub-region includes: determining a target sub-region from the first sub-region and the second sub-region based on the adjusted motion influence parameter and the motion influence parameter of the second sub-region; Based on the target sub-region, a target movement direction of the target virtual object is determined.
6. The interface interaction method according to claim 4, characterized in that: Based on the target movement speed, controlling the movement of the target virtual object in the movement area includes: The target virtual object is controlled to move in the movement area for a first period of time according to the target movement speed.
7. The interface interaction method according to claim 3, characterized in that: The virtual game character includes a first virtual game character and at least one second virtual game character, the first virtual game character is controlled by the electronic device, and the motion influencing parameter of the second sub-area is a parameter adjusted based on a target action performed by the at least one second virtual game character on the second sub-area.
8. The interface interaction method according to claim 7, characterized in that: The at least one second virtual game character and the first virtual game character are hostile game characters.
9. The interface interaction method according to claim 2, characterized in that: The adjusting the motion impact parameter of the first sub-region based on the target action includes: Based on the number of the target motion, a motion impact parameter of the first sub-region is adjusted.
10. The interface interaction method according to claim 2, characterized in that: After performing the target action on the first sub-area, the method further includes: The display style of the first sub-area is updated.
11. The interface interaction method according to claim 10, characterized in that: The updating of the display style of the first sub-area includes: Based on the number of the target actions, a display style of the first sub-area is updated.
12. The interface interaction method according to claim 2, characterized in that: The virtual game characters include a first virtual game character and at least one third virtual game character, the first virtual game character is controlled by the electronic device, the at least one third virtual game character and the first virtual game character belong to the same game team, and the movement of the target virtual object in the motion area is also affected by the target action performed by the at least one third virtual game character on the third sub-area in the motion area.
13. The interface interaction method according to claim 12, characterized in that: The third sub-region is located before or after the first sub-region.
14. The interface interaction method according to claim 1, characterized in that: The sports area also displays preset game elements, and the method further includes: During the movement of the target virtual object, if it is detected that the target virtual object interacts with the preset game element, the first movement parameter of the target virtual object is adjusted.
15. The interface interaction method according to claim 14, characterized in that: The first motion parameter includes at least one of a position and a motion speed of the target virtual object.
16. The interface interaction method according to claim 15, characterized in that: The first motion parameter includes a motion speed, and the adjusted motion speed of the target virtual object lasts for a second duration.
17. The interface interaction method according to claim 14, characterized in that: The first motion parameter includes a motion speed, the preset game element includes a first preset game element and a second preset game element, and if it is detected that the target virtual object interacts with the preset game element, adjusting the first motion parameter of the target virtual object includes: If it is detected that the target virtual object interacts with the first preset game element, increasing the movement speed of the target virtual object; If it is detected that the target virtual object interacts with the second preset game element, the movement speed of the target virtual object is reduced.
18. The interface interaction method according to claim 1, characterized in that: The method further comprises: If it is detected that the target virtual object collides with the virtual game character, an animation effect of the virtual game character being bounced away is displayed.
19. The interface interaction method according to claim 1, characterized in that: The target action is a wiping action on the motion area.
20. The interface interaction method according to claim 1, characterized in that: A control control is also displayed on the graphical user interface, and the control operation is a triggering operation on the control control.
21. The interface interaction method according to any one of claims 1 to 20, characterized in that: The game scene displays at least two game teams, each of the game teams corresponds to one of the target virtual objects and includes at least one virtual game character, the movement area is provided with a movement end point, and the method further includes: In response to the target virtual object moving to a movement end point of its movement area, acquiring a movement time of the target virtual object; In response to the movement time satisfying a preset condition, the game team corresponding to the target virtual object is determined to be a winning team.
22. An interface interaction device, characterized in that: At least part of a game scene is displayed through a graphical user interface of an electronic device, wherein the game scene includes at least one virtual game character, a target virtual object corresponding to the virtual game character, and a motion area corresponding to the target virtual object, and the device includes: A first control module, configured to control the virtual game character to perform a target action on the motion area in response to a control operation on the virtual game character; The second control module is used to control the movement of the target virtual object in the movement area based on the change of the movement area caused by the target action.
23. An electronic device, characterized in that: It comprises a processor and a memory, wherein the memory stores a plurality of instructions; the processor loads instructions from the memory to execute the interface interaction method as described in any one of claims 1 to 21.
24. A computer-readable storage medium, characterized in that: The computer-readable storage medium stores a plurality of instructions, and the instructions are suitable for being loaded by a processor to execute the interface interaction method described in any one of claims 1 to 21.
Citation Information
Patent Citations
Virtual object control method and device, equipment and storage medium
CN111330277A
Interaction method and device in game, computer equipment and storage medium
CN117753001A
Game interaction method and device, equipment and storage medium
CN119327100A
Content control system, content control method, and content control program
US20220343783A1
Information processing method, apparatus, and device, and storage medium
US20230166190A1