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

By setting up virtual machines and virtual objects in the game, and using the field of vision adjustment and display of guide objects and guidance icons, the problem of oversimplicity of solving puzzles in the existing technology has been solved, achieving higher puzzle difficulty and fun, and improving player experience.

CN120132335APending Publication Date: 2025-06-13NETEASE (HANGZHOU) NETWORK CO LTD
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Patent Information

Application Number
CN202311705961.8
Authority / Receiving Office
CN · China
Patent Type
Applications(China)
Current Assignee / Owner
Filing Date
2023-12-12
Publication Date
2025-06-13

AI Technical Summary

Technical Problem

The way of solving puzzles in existing games is too simple, which leads to players' lack of fun and challenge, which leads to player loss and server waste.

Method used

By setting a controlled virtual character, a virtual machine to be dismissed, and a preset number of virtual objects in the game scene, and displaying the guide object and guidance icon after the field of view is adjusted, players are required to trigger the virtual objects in the target order to dismiss the virtual machine.

Benefits of technology

It increases the difficulty and fun of solving puzzles in the mechanism, improves the game experience of puzzles in the player, thereby improving user retention and reducing server waste.

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Abstract

The invention discloses an interaction control method and device in a game, electronic equipment and a readable storage medium, and the method comprises the steps: displaying a game scene which comprises a controlled virtual character, a to-be-relieved virtual organ and a preset number of virtual objects; in response to a view state adjustment instruction, controlling the current view range of the game scene to enter an invisible state; a first guiding object is displayed in a current view field range in an invisible state, a preset number of guiding icons are sequentially displayed according to a target sequence in response to a triggering operation of the controlled virtual character on the first guiding object, and each guiding icon corresponds to one virtual object; and in response to a trigger operation for the preset number of virtual objects, if the trigger sequence of the preset number of virtual objects is the same as the target sequence, releasing the virtual machine. According to the method and the device, the difficulty and interestingness of removing the virtual mechanism are increased, and the game experience of players is improved.
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Description

Technical Field

[0001] The present application relates to the field of computer technology, and in particular to an interactive control method, device, electronic device and computer-readable storage medium in a game. Background Art

[0002] In some games, various mechanisms are set up to increase the fun of the game. Players need to try to figure out how to solve the puzzles in the game to remove the mechanisms and successfully enter the next stage of the game.

[0003] However, the existing technology is too simple and obvious in setting the mechanism for solving puzzles. Players can easily find the correct way to solve the puzzles through intuitive observation. This design causes players to feel that it lacks fun and challenge, and players are prone to churn, resulting in server waste. Summary of the invention

[0004] The present application provides an interactive control method, device, electronic device and computer-readable storage medium in a game, which increase the difficulty and fun of solving puzzles, thereby enhancing the player's puzzle game experience.

[0005] In a first aspect, an embodiment of the present application provides an interactive control method in a game, the method comprising:

[0006] Displaying a game scene, wherein the game scene includes a controlled virtual character, a virtual level to be released, and a preset number of virtual objects;

[0007] In response to the adjustment instruction of the field of view state, controlling the current field of view range of the game scene to enter an invisible state;

[0008] Displaying a first guide object within the current visual field that is in an invisible state, and in response to a triggering operation of the controlled virtual character on the first guide object, sequentially displaying a preset number of guide icons in a target order, each of the guide icons corresponding to one of the virtual objects;

[0009] In response to the triggering operation for the preset number of virtual objects, if the triggering order of the preset number of virtual objects is the same as the target order, the virtual machine shutdown is released.

[0010] In a second aspect, an embodiment of the present application provides an interactive control device in a game, the device comprising:

[0011] Displaying a game scene, wherein the game scene includes a controlled virtual character, a virtual level to be released, and a preset number of virtual objects;

[0012] In response to the adjustment instruction of the field of view state, controlling the current field of view range of the game scene to enter an invisible state;

[0013] Displaying a first guide object within the current visual field that is in an invisible state, and in response to a triggering operation of the controlled virtual character on the first guide object, sequentially displaying a preset number of guide icons in a target order, each of the guide icons corresponding to one of the virtual objects;

[0014] In response to the triggering operation for the preset number of virtual objects, if the triggering order of the preset number of virtual objects is the same as the target order, the virtual machine shutdown is released.

[0015] In a third aspect, an embodiment of the present application provides an electronic device, the electronic device comprising:

[0016] A memory and a processor, wherein the memory and the processor are coupled;

[0017] The memory is used to store one or more computer instructions;

[0018] The processor is used to execute the one or more computer instructions to implement the interactive control method in the game described in any one of the first aspects above.

[0019] In a fourth aspect, an embodiment of the present application provides a computer-readable storage medium having one or more computer instructions stored thereon, characterized in that the instruction is executed by a processor to implement the interactive control method in the game described in any one of the first aspects above.

[0020] In a fifth aspect, an embodiment of the present application provides a computer program product, including a computer program, which, when executed by a processor, implements the interactive control method in the game described in any one of the first aspects above.

[0021] Compared with the prior art, this application has the following advantages:

[0022] The interactive control method in the game provided by the present application, in the interactive control method in the game provided by the embodiment of the present application, displays a game scene, which includes a controlled virtual character, a virtual level to be released, and a preset number of virtual objects. After seeing that the game scene includes both the virtual level to be released and the preset number of virtual objects, the player will naturally associate the virtual level with the preset number of virtual objects and think about how to use the preset number of virtual objects to release the virtual level. In response to the adjustment instruction of the visual field state, the current visual field of the game scene is controlled to enter an invisible state. When the current visual field of the game scene is in an invisible state, suspense and tension can be created for the player, and the player's attention can be guided to concentrate, and the player is guided to try to find the correct way to release the virtual level in this invisible state. Displaying a first guide object in the current visual field in an invisible state easily attracts the player's attention and stimulates the player's curiosity, and guides the player to try to interact with the first guide object to gradually show the player the puzzle-solving method for releasing the virtual level. Therefore, the first guide object, as a guiding element that promotes the player to find the correct way to release the virtual level, provides guidance to the player in time, increases the player's sense of immersion, and avoids the negative emotions caused by the player feeling at a loss. In response to the controlled virtual character's triggering operation on the first guide object, a preset number of guide icons are displayed in sequence according to the target order, and each guide icon corresponds to a virtual object. When the player controls the controlled virtual character to perform a triggering operation on the first guide object, the player sees that a preset number of guide icons are displayed in sequence according to the target order, and each guide icon corresponds to a virtual object, which makes it easy for the player to associate the triggering order of the virtual object with the display order of the guide icon, and it is easy to think of trying to trigger the virtual object corresponding to the guide icon according to the display order of the guide icon. In response to the triggering operation on the preset number of virtual objects, if the triggering order of the preset number of virtual objects is the same as the target order, the virtual level is released. After the player triggers the virtual object corresponding to the guide icon in the target order, the mechanism is successfully released.

[0023] Compared with the prior art, in this application, when the current field of view of the game scene enters an invisible state, the target sequence of the guidance icons related to releasing the virtual level will be displayed to the player only after the player triggers the first guidance object, so that the player can further explore the correct sequence of triggering the virtual objects and successfully release the virtual level. By setting the target sequence of the guidance icons related to releasing the virtual level to the player when the current field of view of the game scene enters an invisible state, the difficulty of releasing the virtual level is increased, requiring the player to gradually explore the hidden release clues through observation, guessing and exploration, increasing the difficulty and fun of solving the puzzles in the game, and improving the player's gaming experience, thereby improving user retention and reducing server idleness. BRIEF DESCRIPTION OF THE DRAWINGS

[0024] The drawings described herein are provided to further understand the present application and form a part of the present application. The schematic embodiments of the present application and their descriptions are used to explain the present application and do not constitute an improper limitation to the present application. In the drawings:

[0025] Figure 1 is a schematic flowchart of an interactive control method in a game provided by one embodiment of the present application;

[0026] Figure 2 is a schematic diagram of a game scene where a virtual organ is located provided by one embodiment of the present application;

[0027] FIG. 3(a) is a schematic diagram of a visible state of the current field of view of a game scene provided by one embodiment of the present application;

[0028] FIG. 3(b) is a schematic diagram of triggering an adjustment instruction for generating a field of view state provided by one embodiment of the present application;

[0029] FIG. 3(c) is a schematic diagram of an invisible state of the current field of view of a game scene provided by one embodiment of the present application;

[0030] Figure 4 is a schematic diagram of displaying a first guiding object provided by one embodiment of the present application

[0031] Figure 5 is a schematic diagram of displaying a first guiding object provided by another embodiment of the present application;

[0032] Figure 6 is a schematic diagram of the corresponding relationship between a guiding icon and a virtual object provided by one embodiment of the present application;

[0033] Figure 7 is a schematic diagram of sequentially displaying a preset number of guiding icons in a target order provided by one embodiment of the present application;

[0034] Figure 8 is a schematic diagram of performing a triggering operation on a preset number of virtual objects provided by one embodiment of the present application;

[0035] Figure 9 is a schematic diagram of performing a triggering operation on a preset number of virtual objects provided by another embodiment of the present application;

[0036] Figure 10 is a schematic diagram of sequentially playing the dynamic effects of a preset number of virtual objects in a first order provided by one embodiment of the present application;

[0037] Figure 11Schematic diagram showing a trigger prompt message for a first guiding object provided by one embodiment of the present application;

[0038] Figure 12 Schematic diagram showing a trigger prompt message for a first guiding object provided by another embodiment of the present application;

[0039] Figure 13 Schematic diagram showing a trigger operation performed on a preset number of virtual objects provided by yet another embodiment of the present application;

[0040] Figure 14 Schematic diagram showing a prompt message provided by one embodiment of the present application;

[0041] Figure 15 Schematic diagram showing a prompt message provided by another embodiment of the present application;

[0042] Figure 16 Schematic diagram showing a control object and a target virtual object corresponding to the control object provided by one embodiment of the present application;

[0043] Figure 17 Schematic diagram showing the dynamic effect of a control object and the dynamic effect of a target virtual object corresponding to the control object provided by one embodiment of the present application;

[0044] Figure 18 Schematic diagram showing the effect of a trigger operation on a position other than the control object provided by one embodiment of the present application;

[0045] Figure 19 Schematic diagram showing the structure of an interactive control device in a game provided by one embodiment of the present application;

[0046] Figure 20 Schematic diagram showing the hardware structure of an electronic device provided by one embodiment of the present application.

[0047] Through the above-mentioned drawings, specific embodiments of the present application have been shown, and more detailed descriptions will be provided later. These drawings and written descriptions are not intended to limit the scope of the concept of the present application in any way, but to illustrate the concept of the present application to those skilled in the art by referring to specific embodiments. Detailed Description of the Embodiments

[0048] To make the objectives, advantages and features of the present application clearer, the present application will be clearly and completely described below in conjunction with the accompanying drawings and specific embodiments. In the following description, many specific details are set forth in order to fully understand the present application. However, the described embodiments are only a part of the embodiments of the present application, rather than all of the embodiments. All other embodiments obtained by those of ordinary skill in the art without creative efforts fall within the scope of protection of the present application.

[0049] It should be noted that, in the description of the present application, the terms "first", "second", etc. are only used for descriptive purposes, and cannot be understood as indicating or implying relative importance, and a specific order or sequence. For those of ordinary skill in the art, the specific meanings of the above terms in the present application can be understood in specific circumstances. In addition, in the description of the present application, unless otherwise specified, the term "multiple" refers to two or more. The term "and / or" describes the association relationship of associated objects, indicating that three relationships may exist, for example, A and / or B can be represented: A exists alone, A and B exist at the same time, and B exists alone. The character " / " generally indicates that the associated objects before and after are an "or" relationship. The terms "include" and "have" and any of their variations are intended to cover non-exclusive inclusions, for example, a process, method, system, product or device comprising 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.

[0050] In order to facilitate understanding of the technical solution of the present application, the relevant concepts involved in the present application are first introduced.

[0051] Virtual scene: It is a virtual environment provided by the application corresponding to the virtual game when it is running on an electronic device. It can be displayed on the display screen of the terminal device for users to view. The virtual scene can be a simulation of the real world, a semi-simulation and semi-fictional environment, or a purely fictional environment. For example, it can be a fictional game environment, a virtual reality environment formed by superimposing a fictional game environment and a real environment, etc. The virtual scene can be a two-dimensional virtual scene or a three-dimensional virtual scene.

[0052] Virtual character: A game character controlled by a user in a game. In one embodiment of the present application, it may refer to a character selected and controlled by a user, and may represent a user image. The user may control the virtual character selected by the user to perform skills or operations such as walking, climbing, climbing, jumping, running, shooting, and performing light work in a virtual scene of the game, and may participate in puzzle games in the game scene, such as solving various virtual levels set up in the game scene.

[0053] In order to solve the problems existing in the above-mentioned related technologies, the present application provides an interactive control method in a game, an interactive control device in a game corresponding to the method, an electronic device that can implement the interactive control method in a game, and a computer-readable storage medium. The following provides embodiments to describe the above-mentioned method, device, electronic device, and computer-readable storage medium in detail.

[0054] The interactive control method in the game in one embodiment of the present application can run on a terminal device, which includes a local terminal device or a server. When the interactive control method in the game runs on the server, the method can be implemented and executed based on a cloud interaction system, where the cloud interaction system includes a server and a client device. A terminal device is any device with computing hardware that can support and execute a software application product corresponding to the game. The game software application product includes, but is not limited to, any one of a first-person game application, a third-person game application, a single-player game application, and a multiplayer online battle arena game application. The types of the above games can include, but are not limited to, at least one of the following: two-dimensional game applications, three-dimensional game applications, virtual reality game applications, augmented reality game applications, and mixed reality game applications. The above is only an example, and the embodiments of the present application do not make any limitations thereto.

[0055] In an alternative embodiment, various cloud applications can run under the cloud interaction system, such as cloud games. Taking cloud games as an example, cloud games refer to a game mode based on cloud computing. In the operation mode of cloud games, the running entity of the game program and the presenting entity of the game screen are separated. The storage and running of the interactive control method in the game are completed on the cloud game server, and the role of the client device is for data reception, transmission, and the presentation of the game screen. For example, the client device can be a display device with data transmission function near the user side, such as a mobile terminal, a television, a computer, a personal digital assistant, etc.; however, the information processing is performed by the cloud game server in the cloud. When playing a game, the player operates the client device to send an operation instruction to the cloud game server. The cloud game server runs the game according to the operation instruction, encodes and compresses data such as the game screen, returns it to the client device through the network, and finally, the game screen is decoded and output through the client device.

[0056] In an alternative embodiment, taking the game as an example, the local terminal device stores the game program and is used to present the game screen. The local terminal device is used to interact with the player through a graphical user interface, that is, conventionally, the game program is downloaded and installed on the electronic device and run. The manner in which the local terminal device provides the graphical user interface to the player can include various types. For example, it can be rendered and displayed on the display screen of the terminal, or provided to the player through holographic projection. For example, the local terminal device can include a display screen and a processor. The display screen is used to present the graphical user interface, which includes the game screen, and the processor is used to run the game, generate the graphical user interface, and control the display of the graphical user interface on the display screen.

[0057] The local terminal device can be a desktop computer, a laptop computer, a game console, a smart watch, a tablet computer, a mobile phone, a television set, etc., or other electronic devices, which is not specifically limited in this application.

[0058] In the embodiments of this application, players can observe the virtual scene from multiple perspectives and control virtual characters to play games. Among them, the perspective refers to the shooting perspective preset by the virtual camera in the game, and the virtual scene can be observed through the perspective of the virtual camera. The first-person perspective refers to the shooting perspective of the first virtual camera bound to the virtual character, the second-person perspective refers to the shooting perspective of the second virtual camera used to shoot the target scene area, and the third-person perspective refers to the shooting perspective of the third virtual camera used for global shooting. Among them, the position of the first virtual camera can change with the position change of the bound virtual character, the position of the second virtual camera can change with the position change of the target scene area, and the third virtual camera does not need to change its position because it shoots the entire virtual scene. Here, the virtual camera refers to a three-dimensional model located around the virtual character in the virtual scene. When the first-person perspective is adopted, the virtual camera can be near the head of the virtual character or located on the head of the virtual character. When the third-person perspective is adopted, the virtual camera can be located behind the virtual character.

[0059] In an optional embodiment, the first-person perspective can be adopted for display, and the virtual scene displayed can only include the hands, arms of the virtual character, or the props held in the hand, etc., so as to be able to simulate the effect of observing the virtual scene through the perspective of the virtual character.

[0060] In another optional embodiment, the third-person perspective can also be adopted for display. The third-person perspective is in the same direction as the first-person perspective, but the third-person perspective will display the virtual character with its back to the terminal screen in the virtual scene, so that players can see the actions and the environment where the virtual character they control is located in the virtual scene. The shooting direction of the virtual camera is the observation direction when observing in the virtual scene from the first-person perspective or the third-person perspective of the virtual character.

[0061] The following introduces the interactive control method in the game provided by this application. In the interactive control method in this game, a graphical user interface can be provided through the terminal device to display the game interface. Among them, the terminal device can be the aforementioned local terminal device or the client device in the aforementioned cloud interaction system.

[0062] Next, in combination with Figure 1 , the interactive control method in the game provided by one embodiment of this application will be described. Figure 1 It is a schematic flowchart of the interactive control method in the game provided by one embodiment of this application.

[0063] like Figure 1 As shown, the interactive control method in the game includes steps S10-S40:

[0064] S10, displaying a game scene, where the game scene includes a controlled virtual character, a virtual level to be released, and a preset number of virtual objects.

[0065] The above-mentioned controlled virtual character refers to the virtual character controlled by the current player through the terminal device.

[0066] The virtual level is a specially designed switch that appears in the game scene. Players need to observe and explore the game scene and perform specific operations to unlock the virtual level after finding the correct way to unlock the mechanism. Setting a virtual level in the game scene can increase the fun and challenge of the game, and also allow players to feel a sense of accomplishment and satisfaction when they successfully unlock the virtual level.

[0067] In the embodiment of the present application, the setting of the virtual machine lock can adopt various forms, such as a door, a flower in bud, a bridge, a lock, etc., which are only examples, and the embodiment of the present application does not impose any restrictions on the performance elements of the virtual machine lock. For example, taking the virtual machine lock as a stone door mechanism as an example, it is possible to determine whether the stone door mechanism is in a released state or an unreleased state according to the open or closed state of the stone door. For example, the stone door in a closed state can be regarded as the unreleased state of the stone door mechanism, and the stone door in an open state can be regarded as the released state of the stone door mechanism. For another example, taking the virtual machine lock as a flower bud mechanism as an example, it is possible to determine whether the flower mechanism is in a released state or an unreleased state according to the open or unopened state of the flower. For example, the flower in an unopened state can be regarded as the unreleased state of the flower mechanism, and the flower in an open state can be regarded as the released state of the flower mechanism. This is only an example, and the embodiment of the present application does not impose any restrictions on this.

[0068] The preset number of virtual objects is used to show the player the release method associated with the correct release method of the virtual level, and to allow the player to trigger the preset number of virtual objects according to the correct release method of the virtual level, so that the virtual level to be released is released.

[0069] For example, the game scene is introduced by taking the virtual gate as a virtual stone door mechanism and the virtual object as a virtual bronze bell as an example. Assuming that the virtual stone door mechanism is the only entrance to the virtual stone cave, and the stone door of the virtual stone door mechanism is in a closed state, the virtual stone door mechanism is considered to be in a waiting state; on the contrary, if the stone door of the virtual stone door mechanism is in an open state, the virtual stone door mechanism is considered to be in a released state. Figure 2A schematic diagram of the game scene where the virtual machine is located provided by one embodiment of the present application, as Figure 2 shown, within the current field of view of the game scene 101, a controlled virtual character 102 and a virtual stone cave 105 are displayed. At the entrance of the virtual stone cave 105, there is a virtual stone gate mechanism 103 in a closed state (i.e., the virtual stone gate mechanism 103 to be released), and 4 virtual bronze bells are hung on the outer wall of the stone cave of the virtual stone cave 105. Among them, the 4 virtual bronze bells are respectively virtual bronze bell 1041, virtual bronze bell 1042, virtual bronze bell 1043, and virtual bronze bell 1044. If the controlled virtual character 102 wants to enter the virtual stone cave 105, it is necessary to release the virtual stone gate mechanism 103. After the virtual stone gate mechanism 103 is released and the virtual stone gate of the virtual stone gate mechanism 103 is in an open state, the controlled virtual character 102 can enter the interior of the virtual stone cave 105 through the stone gate of the virtual stone gate mechanism 103.

[0070] The above is only an exemplary description of the controlled virtual character, the virtual mechanism to be released, and a preset number of virtual objects in the game scene, and is not a limitation. The embodiments of the present application do not make any limitations in this regard.

[0071] S20. In response to the adjustment instruction of the field of view state, control the current field of view range of the game scene to enter an invisible state.

[0072] The above, the field of view state refers to the display state of the scene range (i.e., the field of view range) that the virtual character (i.e., the controlled virtual character) controlled by the player can currently see in the game scene. The field of view state includes, but is not limited to, visible state, partially visible state, and invisible state; of course, the field of view state can also only include visible state and invisible state. Among them, the invisible state has less content or lower clarity of the displayed content compared to the visible state. Only by way of example, the embodiments of the present application do not make any limitations in this regard.

[0073] Among them, when the field of view state is in the visible state, all game scene objects and virtual characters within the current field of view of the controlled virtual character can be completely seen by the player without any occlusion or hiding. It should be noted that the visible state does not necessarily mean that there are no virtual obstacles within the field of view. For example, virtual high walls, virtual buildings, virtual mountains, etc. can occlude some scene objects or areas, but as long as these virtual obstacles do not affect the player's observation of all game scene objects and virtual characters within the current field of view, it is considered to be in the visible state.

[0074] Among them, when the field of view state is in the partially visible state, only some game scene objects and virtual characters within the current field of view of the controlled virtual character can be seen by the player, and other game scene objects and virtual characters are occluded or hidden.

[0075] Among them, when the field of view is in the invisible state, all game scene objects and virtual characters within the current field of view of the controlled virtual character cannot be seen by the player and are all blocked or hidden. This means that in the invisible state, the player cannot know any game scene information within the field of view of the controlled virtual character, including the game environment, virtual terrain, virtual props, our or enemy virtual characters, etc.

[0076] In an optional implementation manner, the implementation manner of the step of "controlling the current field of view of the game scene to enter an invisible state" may include one or more of the following two manners:

[0077] Method 1: Add an occlusion layer to the image corresponding to the current field of view of the game scene. For example, add an occlusion layer to the image within the current field of view, which can be semi-transparent or completely opaque.

[0078] Method 2: Reduce the scene brightness within the current field of view of the game scene. For example, reduce the scene brightness level within the current field of view to make it darker.

[0079] Below, three optional ways of generating the adjustment instruction of the field of view state are exemplified.

[0080] An optional implementation manner is to generate an adjustment instruction for the field of view state in response to the controlled virtual character moving to the preset range of the third guidance object. The third guidance object is used to guide the player to try to enter the invisible state within the current field of view of the game scene to explore the release method of the virtual level. The third guidance object can be expressed as virtual vegetation, virtual flowers, virtual animals, virtual stones, etc. in the game scene. This is just an example, and the embodiments of the present application do not impose any restrictions on this. The preset range of the third guidance object can be a circular area in the game scene with the third guidance object as the center and a preset distance threshold as the radius. It can also be an area of ​​any size and shape in the game scene that contains the above-mentioned third guidance object. This is just an example, and the embodiments of the present application do not impose any restrictions on this.

[0081] Another optional implementation is to generate an adjustment instruction for the field of view state in response to a release instruction for a target skill. Among them, the target skill is used to generate an adjustment instruction for adjusting the field of view state of the current field of view range of the game scene to an invisible state. Among them, according to different types of terminal devices, the trigger operations for generating the release instruction of the target skill will also be different. For example, when the terminal device is a touch screen type terminal device such as a mobile phone, a tablet computer, a game console, etc., the trigger operations performed by the player on the control corresponding to the target skill with a finger include, but are not limited to, sliding operations such as swiping up, swiping down, swiping left, swiping right, long-pressing operations, clicking operations, double-clicking operations, etc. For example only, the embodiments of the present application do not make any restrictions on this. Another example is that when the terminal device is a non-touch screen type terminal device such as a desktop computer or a notebook computer, if the target skill is released by performing a trigger operation on a physical key on the keyboard, such as the key "K", then the trigger operations performed by the player on the key "K" with a finger include, but are not limited to, performing key trigger operations such as pressing, continuously pressing, lifting, single-clicking, double-clicking, etc. on the physical key "K" on the keyboard. For example only, the embodiments of the present application do not make any restrictions on this.

[0082] In the embodiments of the present application, in response to the adjustment instruction for the field of view state, the current field of view range of the game scene is controlled to enter an invisible state.

[0083] Next, in combination with FIGS. 3(a), 3(b), 3(c) and the above optional implementation "generate an adjustment instruction for the field of view state in response to the controlled virtual character moving to within the preset range of the third guiding object", taking the virtual organ as the virtual stone gate organ, the virtual object as the virtual bronze bell, and the third guiding object as the virtual plant as an example, an exemplary description is given of controlling the current field of view range of the game scene to enter an invisible state.

[0084] Exemplarily, FIG. 3(a) is a schematic diagram of the current field of view range of the game scene in a visible state provided by one embodiment of the present application, FIG. 3(b) is a schematic diagram of triggering the generation of an adjustment instruction for the field of view state provided by one embodiment of the present application, and FIG. 3(c) is a schematic diagram of the current field of view range of the game scene in an invisible state provided by one embodiment of the present application.

[0085] As shown in Figure 3(a), the current game interface displays a game scene 101 and a mini-map 106. Among them, the current field of view of the game scene 101 is in a visible state. Inside the current field of view of the game scene 101, a controlled virtual character 102, a virtual stone cave 105 are displayed. At the entrance of the virtual stone cave 105, there is a virtual stone door mechanism 103 in a closed state (i.e., the virtual stone door mechanism 103 to be released), and on the outer wall of the stone cave of the virtual stone cave 105, 4 virtual bronze bells are hung. Among them, the 4 virtual bronze bells are respectively virtual bronze bell 1041, virtual bronze bell 1042, virtual bronze bell 1043, and virtual bronze bell 1044. Near the controlled virtual character 102, a virtual plant 107 and a preset range 1071 of the virtual plant 107 are also displayed.

[0086] As shown in Figure 3(b), the controlled virtual character 102 moves into the preset range 1071 of the virtual plant 107. Subsequently, in response to the controlled virtual character 102 moving into the preset range 1071 of the virtual plant 107 (i.e., the third guiding object), an adjustment instruction for the field of view state is generated.

[0087] And, in response to the adjustment instruction for the field of view state, control the current field of view of the game scene 101 to enter an invisible state. As shown in Figure 3(c), the current game interface includes a mini-map 106 and a game scene 101 in an invisible state. Among them, the game scene 101 in an invisible state is in a completely dark state, and any objects within the current field of view of the game scene, such as the controlled virtual character 102, the virtual stone door mechanism 103, the virtual bronze bells, etc., cannot be seen.

[0088] The above is only an exemplary description of controlling the current field of view of the game scene to enter an invisible state, and is not a limitation.

[0089] Next, two optional implementation methods for restoring the current field of view of the game scene from an invisible state to a visible state will be described by way of example.

[0090] One optional implementation method is to control the current field of view of the game scene to enter a visible state in response to the controlled virtual character moving outside the preset range of the third guiding object. For example, the preset range of the third guiding object is a circular area determined by a preset radius centered on the third guiding object. Then, when the controlled virtual character moves from within the circular area to outside the circular area instantaneously, control the current field of view of the current game scene to enter a visible state, that is, the field of view state of the current field of view of the current game scene is restored from an invisible state to a visible state.

[0091] In another optional implementation, in response to the current visual range of the game scene being in an invisible state for a preset time, the current visual range of the game scene is controlled to enter a visible state. For example, if the preset time is 10 seconds, then if the current visual range of the game scene is in an invisible state for 10 seconds, the current visual range of the game scene is controlled to enter a visible state.

[0092] S30, displaying a first guidance object within the current field of view that is in an invisible state, and in response to a triggering operation of the controlled virtual character on the first guidance object, displaying a preset number of guidance icons in sequence according to a target order, each guidance icon corresponding to a virtual object.

[0093] As mentioned above, the first guide object is used to display a preset number of guide icons in sequence according to the target order when the current field of view of the game scene is invisible, and each guide icon corresponds to a virtual object, so as to guide the controlled virtual character to trigger the preset number of virtual objects in the target order to try to release the virtual switch. Among them, the setting of the first guide object can be in various forms, such as virtual stone pillars, virtual switches, virtual buttons, a virtual dagger, etc., which are only examples, and the embodiment of the present application does not impose any restrictions on the performance elements of the first guide object.

[0094] As mentioned above, the target sequence is the trigger sequence of virtual objects required to successfully unlock the virtual machine, that is, the virtual machine can be unlocked successfully by triggering the virtual objects according to the target sequence. Then, that is to say, the first guide object is displayed within the current visual field in an invisible state, and in response to the trigger operation of the controlled virtual character on the first guide object, the trigger sequence (i.e., the target sequence) of virtual objects required to successfully unlock the virtual machine will be displayed to the player. Then, if the player wants to know the trigger sequence (i.e., the target sequence) of virtual objects required to successfully unlock the virtual machine, he must first be in an invisible state within the current visual field of the game scene, and secondly, the player controls the controlled virtual character to trigger the first guide object, and displays a preset number of guide icons in sequence according to the target sequence, each guide icon corresponding to a virtual object. Finally, the player will try to associate the target sequence of the preset number of guide icons with the trigger sequence for the virtual objects required to unlock the virtual machine, and try to trigger the virtual objects according to the target sequence to unlock the virtual machine. Such a setting increases the difficulty of unlocking the game appropriately, and enhances the fun of the game and the game experience of the players.

[0095] For example, taking the first guidance object as the virtual stone pillar 1200 as an example, Figure 4 This is a schematic diagram showing a first guidance object provided in one embodiment of the present application. Figure 4 As shown, a virtual stone pillar 1200 is displayed in the game scene 101.

[0096] An optional implementation manner. The implementation manner of the step "display the first guiding object in the current visual field range in an invisible state" further includes at least one or both of the following two manners:

[0097] Manner 1: Add a highlighting prompt identifier at the position where the first guiding object is located. For example, a flashing light-emitting aperture can be added to the first guiding object, or a brightly colored aperture can be added to the first guiding object. By adding a highlighting prompt identifier at the position where the first guiding object is located, the attention of the player can be attracted, enabling the player to promptly pay attention to the first guiding object.

[0098] Manner 2: Increase the scene brightness of the area associated with the first guiding object. Herein, the area associated with the first guiding object refers to the area related to the display position of the first guiding object. For example, the area associated with the first guiding object can be the display area where the first guiding object is located, or the surrounding area of the display area where the first guiding object is located. By way of example only, the embodiments of the present application do not impose any limitations thereon. By increasing the scene brightness of the area associated with the first guiding object, an obvious contrast can be generated between the first guiding object and the surrounding environment. Specifically, it can be achieved by means of increasing the lighting effect, changing the color saturation, or adjusting the light and darkness, etc. Such adjustments can make the first guiding object more prominent visually and can guide the player to promptly pay attention to the first guiding object.

[0099] Exemplarily, taking the first guiding object as the virtual stone pillar 1200 as an example, Figure 5 is a schematic diagram showing the display of the first guiding object provided for another embodiment of the present application. As Figure 5 shown, the virtual stone pillar 1200 is displayed in the game scene 101, and the scene brightness of the area 1211 associated with the virtual stone pillar 1200 is enhanced, so that the focus of the player immediately gathers in the area 1211, thereby guiding the player to pay attention to the first guiding object for the first time.

[0100] In the embodiments of the present application, according to different types of terminal devices, the triggering operations for the first guiding object will also be different. For example, when the terminal device is a touch screen type terminal device such as a mobile phone, a tablet computer, a game console, etc., the first guiding object displayed within the current visible field of view in the visible state is a virtual stone pillar in the shape of a cube or a cylinder, etc. The player can click or touch the virtual stone pillar to perform a triggering operation. For another example, when the terminal device is a non-touch screen type terminal device such as a desktop computer or a laptop computer, the first guiding object displayed within the current visible field of view in the invisible state of the game scene is a virtual stone pillar in the shape of a cube or a cylinder, etc. The triggering operation for the first guiding object can be performed by an external device such as a key on a physical keyboard, such as the "F" key. The triggering operation includes but is not limited to key triggering operations such as pressing, continuous pressing, lifting, single clicking, double clicking, etc. By way of example only, the embodiments of the present application do not impose any restrictions on this.

[0101] As described above, each guiding icon corresponds to a virtual object. For example, the game scene includes 4 virtual objects (i.e., the preset quantity is 4), and the 4 virtual objects are respectively virtual object 1, virtual object 2, virtual object 3, and virtual object 4. The guiding icons corresponding to virtual object 1, virtual object 2, virtual object 3, and virtual object 4 are respectively guiding icon 1, guiding icon 2, guiding icon 3, and guiding icon 4. The corresponding relationship between each guiding icon and the virtual object corresponding to the guiding icon can be indicated in the following ways, such as the positional relationship, color, etc., to display the association relationship between the virtual object and the guiding icon with the corresponding relationship. By way of example only, the embodiments of the present application do not impose any limitations on this. For example, the display position of virtual object 1 in the visible state of the game scene is the same as the display position of guiding icon 1 in the invisible state of the game scene, that is, the virtual object 1 and the guiding icon 1 are in a corresponding relationship with each other. For another example, the display color of virtual object 1 in the visible state of the game scene, such as red, is the same as the display color of guiding icon 1 in the invisible state of the game scene, such as red. The display colors of the guiding icon and the virtual object are the same, that is, the virtual object 1 and the guiding icon 1 are in a corresponding relationship with each other. Moreover, the display contents of each guiding icon and the virtual object corresponding to the guiding icon can be exactly the same, completely different, or similar. By way of example only, the embodiments of the present application do not impose any limitations on this. For example, when the virtual object is a virtual bronze bell, the guiding icon corresponding to the virtual bronze bell can be a graphic representing the outline of the virtual bronze bell.

[0102] In an embodiment of the present application, in response to the controlled virtual character's triggering operation on the first guide object, a preset number of guide icons are displayed in sequence according to the target order. For example, the target order of the four guide icons is: guide icon 3, guide icon 2, guide icon 4, guide icon 1. That is, in response to the controlled virtual character's triggering operation on the first guide object, the guide icons are displayed in sequence according to the above target order. The player observes that after triggering the first guide object, the preset number of guide icons in the game scene will be displayed in sequence according to the target order, and each guide icon corresponds to a virtual object. The player can then make the following guesses: Guess 1, triggering the virtual objects in a certain order may be the release method of the virtual switch to be released. Guess 2, the triggering order of the virtual objects may be related to the display order of the guide icons. Guess 3, triggering the virtual objects corresponding to the guide icons in the above target order may be the correct release method of the virtual switch to be released. Therefore, based on the above guesses, the player tries to release the virtual switch by triggering a preset number of virtual objects in the game scene in a certain order.

[0103] For example, combining 6 and Figure 7 To explain, Figure 6 A schematic diagram of the corresponding relationship between the guide icon and the virtual object provided in one embodiment of the present application, Figure 7 A schematic diagram of displaying a preset number of guidance icons in sequence according to a target order is provided in one embodiment of the present application. Figure 2 The four virtual objects in the example are virtual bronze bell 1041, virtual bronze bell 1042, virtual bronze bell 1043, and virtual bronze bell 1044. Figure 6 As shown, Figure 6 It includes interface (a) and interface (b). Figure 6 Interface (a) shows the display positions of the four virtual bronze bells when the game scene is visible; Figure 6 Interface (b) shows the display positions of the four guide icons when the game scene is invisible. For example, the correspondence between the virtual object and the guide icon is indicated by the display position. For example, if the display position of the virtual object when the game scene is visible is the same as the display position of the guide icon when the game scene is invisible, the virtual object and the guide icon have a correspondence. Figure 6As can be seen from Interface (a) and Interface (b), when the game scene is in a visible state, the display position of the virtual bronze bell 1041 is the same as that of the guiding icon 1051 when the game scene is in an invisible state, that is, the virtual bronze bell 1041 and the guiding icon 1051 are in a corresponding relationship with each other. Similarly, when the game scene is in a visible state, the display position of the virtual bronze bell 1042 is the same as that of the guiding icon 1052 when the game scene is in an invisible state, that is, the virtual bronze bell 1042 and the guiding icon 1052 are in a corresponding relationship with each other; when the game scene is in a visible state, the display position of the virtual bronze bell 1043 is the same as that of the guiding icon 1053 when the game scene is in an invisible state, that is, the virtual bronze bell 1043 and the guiding icon 1053 are in a corresponding relationship with each other. When the game scene is in a visible state, the display position of the virtual bronze bell 1044 is the same as that of the guiding icon 1054 when the game scene is in an invisible state, that is, the virtual bronze bell 1044 and the guiding icon 1054 are in a corresponding relationship with each other.

[0104] It should be noted here that when the game scene is in an invisible state, a preset number of guiding icons will not be displayed simultaneously. Generally, only one guiding icon is displayed at the same time. In Figure 6 Interface (b), the simultaneous display of the preset number of guiding icons is only for the convenience of indicating the display positions of the preset number of guiding icons.

[0105] Therefore, Figure 6 the corresponding relationship between the 4 virtual objects displayed in Interface (a) and Figure 6 the 4 guiding icons displayed in Interface (b) can be referred to Table 1.

[0106] Table 1

[0107] Virtual object Guidance icon Virtual bronze bell 1041 Guidance icon 1051 Virtual bronze bell 1042 Guidance icon 1052 Virtual bronze bell 1043 Guidance icon 1053 Virtual bronze bell 1044 Guidance icon 1054

[0108] As Figure 7 shown, Figure 7Including interface (a), interface (b), interface (c), interface (d), interface (e), and interface (f). As shown in interface (a), the first guide object 1200 is displayed in the current visual range of the game scene 101 in an invisible state, and in response to the player controlling the controlled virtual character performing a trigger operation such as a double-click operation on the first guide object 1200 (i.e., in response to the controlled virtual character's trigger operation on the first guide object), a preset number of guide icons are displayed in sequence according to the target order. As shown in interfaces (b) to (e), the order of display of the guide icons (i.e., the target order) is: guide icon 1053, guide icon 1052, guide icon 1054, guide icon 1051. Subsequently, in response to the duration of the current visual range of the game scene 101 being in an invisible state reaching a preset duration such as 5 seconds, the current visual range of the game scene 101 enters a visible state, as shown in interface (f), the current visual range of the game scene 101 enters a visible state. It should be noted that in the game scene 101, when the guide icon is displayed, the light emitted from the guide icon shines on the controlled virtual character. Figure 7 As shown in interfaces (b) to (e), the controlled virtual character 102 gradually appears.

[0109] Therefore, based on the above players' guesses, subsequent players will try to trigger the virtual objects corresponding to the guide icons in the target order to try to release the virtual shutdown.

[0110] S40: In response to a trigger operation for a preset number of virtual objects, if a triggering order of the preset number of virtual objects is the same as a target order, then releasing the virtual machine shutdown.

[0111] In the embodiment of the present application, the player controls a controlled virtual character to perform a triggering operation on a preset number of virtual objects. In response to the triggering operation on the preset number of virtual objects, if the triggering order of the preset number of virtual objects is the same as the order of the virtual objects corresponding to the guiding icons in the target order, the virtual mechanism is released. For example, the target order in which 4 guiding icons are sequentially displayed is: guiding icon 3, guiding icon 2, guiding icon 4, guiding icon 1. Each guiding icon corresponds to a virtual object. Assuming that the virtual objects corresponding to the 4 guiding icons are virtual object 1, virtual object 2, virtual object 3, and virtual object 4 respectively, then the order of the virtual objects corresponding to the guiding icons in the target order is: virtual object 3, virtual object 2, virtual object 4, virtual object 1. If the sequence of the triggering operations on the 4 virtual objects is: virtual object 3, virtual object 2, virtual object 4, virtual object 1. It can be seen from this that the triggering order of the 4 virtual objects is the same as the order of the virtual objects corresponding to the guiding icons in the target order, and the order is virtual object 3, virtual object 2, virtual object 4, virtual object 1. Therefore, if the triggering order of the preset number of virtual objects is the same as the target order, the virtual mechanism is released.

[0112] Next, in combination with Figure 7 the display order (i.e., the target order) of the 4 guiding icons shown in Figure 8 and Figure 7 taking the virtual object as a virtual bronze bell as an example, step S40 will be exemplarily described. Among them, Figure 7 the display order of the 4 guiding icons in

[0113] is: guiding icon 1053, guiding icon 1052, guiding icon 1054, guiding icon 1051. Therefore, the order of the virtual objects corresponding to the guiding icons in the target order is: virtual bronze bell 1043, virtual bronze bell 1042, virtual bronze bell 1044, virtual bronze bell 1041.

[0113] Exemplarily, Figure 8 is a schematic diagram of performing a triggering operation on a preset number of virtual objects provided in one embodiment of the present application. As Figure 8 shown, Figure 8Including interface (a), interface (b), interface (c), interface (d), and interface (e). As shown in interface (a), the controlled virtual character 102 holds a virtual crossbow 108 and shoots a virtual bronze bell 1043 (i.e., the trigger operation performed by the controlled virtual character on the virtual object). Subsequently, as shown in interface (b), the controlled virtual character 102 holds a virtual crossbow 108 and shoots a virtual bronze bell 1042. Subsequently, as shown in interface (c), the controlled virtual character 102 holds a virtual crossbow 108 and shoots a virtual bronze bell 1044. Subsequently, as shown in interface (d), the controlled virtual character 102 holds a virtual crossbow 108 and shoots a virtual bronze bell 1041. By observing interfaces (a), (b), (c), and (d), it can be seen that the trigger order of the controlled virtual character 102 for the virtual objects is: virtual bronze bell 1043, virtual bronze bell 1042, virtual bronze bell 1044, virtual bronze bell 1041. Then, by comparison, it can be known that the trigger order of these 4 virtual objects is the same as the order of the virtual objects corresponding to the guiding icons in the target order (i.e., the trigger order of the preset number of virtual objects is the same as the target order of the displayed guiding icons), then the virtual stone gate mechanism 103 is released. As shown in interface (e), the virtual stone gate mechanism 103 is released, and the virtual stone gate of the virtual stone gate mechanism 103 is in an open state. Subsequently, the player can enter the interior of the virtual stone cave 105 through the virtual stone gate of the opened virtual stone gate mechanism 103.

[0114] In the interactive control method in the game provided in the embodiment of the present application, a game scene is displayed, which includes a controlled virtual character, a virtual level to be released, and a preset number of virtual objects. After seeing that the game scene includes both the virtual level to be released and the preset number of virtual objects, the player will naturally associate the virtual level with the preset number of virtual objects and think about how to use the preset number of virtual objects to release the virtual level. In response to the adjustment instruction of the visual field state, the current visual field of the game scene is controlled to enter an invisible state. When the current visual field of the game scene is in an invisible state, suspense and tension can be created for the player, and the player's attention can be guided to concentrate, and the player is guided to try to find the correct way to release the virtual level in this invisible state. Displaying a first guide object in the current visual field in an invisible state easily attracts the player's attention and stimulates the player's curiosity, and guides the player to try to interact with the first guide object to gradually show the player the puzzle-solving method for releasing the virtual level. Therefore, the first guide object, as a guiding element that promotes the player to find the correct way to release the virtual level, provides guidance to the player in time, increases the player's sense of immersion, and avoids the negative emotions caused by the player feeling at a loss. In response to the controlled virtual character's triggering operation on the first guide object, a preset number of guide icons are displayed in sequence according to the target order, and each guide icon corresponds to a virtual object. When the player controls the controlled virtual character to perform a triggering operation on the first guide object, the player sees that a preset number of guide icons are displayed in sequence according to the target order, and each guide icon corresponds to a virtual object, which makes it easy for the player to associate the triggering order of the virtual object with the display order of the guide icon, and it is easy to think of trying to trigger the virtual object corresponding to the guide icon according to the display order of the guide icon. In response to the triggering operation on the preset number of virtual objects, if the triggering order of the preset number of virtual objects is the same as the target order, the virtual level is released. After the player triggers the virtual object corresponding to the guide icon in the target order, the mechanism is successfully released.

[0115] Compared with the prior art, in this application, when the current field of view of the game scene enters an invisible state, the target sequence of the guidance icons related to releasing the virtual level will be displayed to the player only after the player triggers the first guidance object, so that the player can further explore the correct sequence of triggering the virtual objects and successfully release the virtual level. By setting the target sequence of the guidance icons related to releasing the virtual level to the player when the current field of view of the game scene enters an invisible state, the difficulty of releasing the virtual level is increased, requiring the player to gradually explore the hidden release clues through observation, guessing and exploration, increasing the difficulty and fun of solving the puzzles in the game, and improving the player's gaming experience, thereby improving user retention and reducing server idleness.

[0116] Based on the above embodiments, the interactive control method in the game provided by this application will be further described.

[0117] An optional implementation manner is that the interactive control method in the game provided by the embodiments of this application may further include step S50:

[0118] S50. In response to a trigger operation on a preset number of virtual objects, play the dynamic effects corresponding to each triggered virtual object in sequence.

[0119] As mentioned above, the dynamic effects corresponding to the triggered virtual objects can be animation special effects, sound special effects, or can include both animation special effects and sound special effects. Among them, animation special effects are visual feedback and can be presented through, for example, beautiful graphics, cool transitions, and smooth animations. For example, when a player successfully triggers a virtual object, various colorful, light and shadow-changing, or three-dimensional rotating animation effects can appear, and these animation special effects can enhance the fun and interactivity of the game. Sound special effects are auditory feedback and can be presented through sound effects, background music, and voices, etc. For example, when a player successfully triggers a virtual object, short and clear sound prompts can appear, such as click sounds, machine startup sounds, or magic release sounds, etc. These sound special effects can help players better feel the interaction effects generated by triggering virtual objects and contribute to enhancing the game atmosphere. Therefore, for the dynamic effects corresponding to the triggered virtual characters, the coordination of both visual and auditory aspects can be considered to create a better game experience, so that players can be more immersed in the game and improve the interestingness and playability of the game.

[0120] As mentioned above, the animation special effects can be animation special effects of virtual objects moving or swinging. For example, when a player controls a controlled virtual character to shoot a virtual bronze bell with a virtual crossbow, an animation special effect of the virtual bronze bell swinging left and right and front and back is shown. The animation special effects can also be special effects of light and shadow changes. For example, when a player interacts with a triggered virtual object, special effects of light and dark changes, projection patterns, or lighting effects can appear. Only by way of example, the embodiments of this application do not make any limitations in this regard.

[0121] Exemplarily, Figure 9 is a schematic diagram of performing a trigger operation on a preset number of virtual objects provided by another embodiment of this application. As Figure 9 shown, Figure 9It includes interface (a), interface (b), interface (c), and interface (d). As shown in interface (a), the controlled virtual character 102 holds a virtual crossbow 108 and shoots a virtual bronze bell 1043 (i.e., the triggering operation performed by the controlled virtual character on the virtual object), and plays the dynamic effect 1103 corresponding to the triggered virtual bronze bell 1043. Subsequently, as shown in interface (b), the controlled virtual character 102 holds a virtual crossbow 108 and shoots a virtual bronze bell 1042, and plays the dynamic effect 1102 corresponding to the triggered virtual bronze bell 1042. Subsequently, as shown in interface (c), the controlled virtual character 102 holds a virtual crossbow 108 and shoots a virtual bronze bell 1044, and plays the dynamic effect 1104 corresponding to the triggered virtual bronze bell 1044. Subsequently, as shown in interface (d), the controlled virtual character 102 holds a virtual crossbow 108 and shoots a virtual bronze bell 1041, and plays the dynamic effect 1101 corresponding to the triggered virtual bronze bell 1041.

[0122] As mentioned above, the dynamic effects corresponding to the virtual bronze bell can include animation effects and sound effects. Among them, the animation effect can be an animation of the virtual bronze bell swinging back and forth, or other animation effects such as the special effect of the virtual bronze bell body glowing. Only by way of example, the embodiments of the present application do not make any limitations in this regard. The sound effect can be a long and deep bell echo, or a crisp and pleasant bell sound. Only by way of example, the sound effect of the virtual bronze bell can be selected and adjusted according to the specific situation and the overall style of the game to achieve the purpose of conforming to the game environment. The present application does not make any restrictions in this regard.

[0123] An optional implementation manner is that the game scene further includes a second guiding object. The interactive control method in the game provided by the embodiments of the present application may further include step S60:

[0124] S60. When the current field of view is in a visible state, in response to the triggering operation on the second guiding object, play the dynamic effects of a preset number of virtual objects in the first order, where the first order is different from the target order.

[0125] In an embodiment of the present application, the second guide object is used to play the dynamic effects of a preset number of virtual objects in a first order in the current field of view of the game scene in a visible state, so as to guide the controlled virtual character to trigger the preset number of virtual objects in a certain order to try to release the virtual switch. Among them, according to different types of terminal devices, the setting method for the second guide object and the triggering operation for the second guide object will also be different. For example, when the terminal device is a touch screen terminal device such as a mobile phone, a tablet computer, a game console, etc., the second guide object displayed in the current field of view in a visible state can be a virtual cylinder switch in the shape of a cube or a cylinder, and the player can click or touch to trigger the operation. This virtual cylinder switch can feedback the operation status by changing the color, rotating or moving, etc.; the second guide object can also be a virtual slider switch that is turned on or off by sliding operation, which can be a horizontal or vertical slider, and the player can slide the slider by sliding up, down, left, right, etc. to change the state of the virtual slider switch. This is just an example, and the embodiment of the present application is not limited to this.

[0126] In an embodiment of the present application, when the current field of view of the game scene is in a visible state, in response to the trigger operation for the second guide object, the dynamic effects of a preset number of virtual objects are played in sequence in a first order different from the target order. It can be seen from step S40 that the virtual shutdown can only be released when the player's triggering order for the preset number of virtual objects is the same as the target order. Then, it can be understood that when the current field of view of the game scene is in a visible state, the dynamic effects of a preset number of virtual objects are played in sequence in a first order different from the target order. The purpose is to only prompt the player that the way to release the virtual shutdown is to trigger the preset number of virtual objects in a certain order, but the first order displayed is not the triggering order of the virtual objects that can release the virtual shutdown (that is, the target order is not displayed). By displaying the incorrect triggering order of virtual objects in a visible state, this prompts the player to think more deeply and explore the correct virtual object triggering order, thereby increasing the challenge of the game.

[0127] For example, Figure 10 A schematic diagram of playing a preset number of virtual objects' motion effects in a first order in one embodiment of the present application. Assume that the order of the virtual bells corresponding to the guide icons under the target order (i.e., the target order) is: virtual bell 1043, virtual bell 1042, virtual bell 1044, virtual bell 1041. Figure 10 As shown, Figure 10Including interface (a), interface (b), interface (c), interface (d), and interface (e). As shown in interface (a), the player performs a trigger operation such as single-clicking and pressing on the second guidance object 1300 with a finger. Subsequently, for the four virtual bronze bells, the dynamic effects of each virtual bronze bell are played in sequence according to the first order. As shown in interface (b), the dynamic effect 1202 of the virtual bronze bell 1042 is played. Subsequently, as shown in interface (c), the dynamic effect 1204 of the virtual bronze bell 1044 is played. Subsequently, as shown in interface (d), the dynamic effect 1203 of the virtual bronze bell 1043 is played. Subsequently, as shown in interface (e), the dynamic effect 1201 of the virtual bronze bell 1041 is played. It can be seen from this that when the player performs a trigger operation on the second guidance object 1300 when the current field of view is visible, the first order of the virtual bronze bell dynamic effects played is: virtual bronze bell 1042, virtual bronze bell 1044, virtual bronze bell 1043, virtual bronze bell 1041. Subsequently, the player may attempt to trigger the four virtual bronze bells in the first order in an attempt to release the virtual stone door mechanism 103 .

[0128] In an optional implementation manner, the second guidance object is a sound-emitting object in the game scene.

[0129] In the above, the second guidance object is a sound-emitting object in the game scene. The sound effect emitted by the second guidance object is associated with the virtual object. For example, if the virtual object is a virtual bronze bell, the sound effect emitted by the second guidance object may be a sound effect related to the bell sound; for another example, if the virtual object is a virtual gong and drum, the sound effect emitted by the second guidance object may be a sound effect related to the gong and drum sound. This is just an example and no limitation is imposed on this.

[0130] In an embodiment of the present application, when the current field of view is visible in the game scene, in response to a trigger operation on the second guidance object, animations of a preset number of virtual objects are played in sequence according to a first order, and while playing the animation of each virtual object, the second guidance object is controlled to play a sound effect. These sound effects can help players better understand the game scene and feel the game atmosphere.

[0131] For example, taking the virtual object as a virtual bronze bell, the corresponding motion effect of the virtual bronze bell is the virtual bronze bell swinging left and right for 5 seconds, and the sound effect of the second guidance object is a 5-second long bell sound as an example, the audio-visual experience brought to the player is: seeing the virtual bronze bell swinging left and right for 5 seconds and hearing a 5-second long bell sound playing synchronously.

[0132] An alternative implementation is that the first guiding object and the second guiding object are the same object. For ease of description, the first guiding object and the second guiding object belonging to the same object are collectively referred to as the target guiding object. Among them, the target guiding object is displayed within the current visual field in an invisible state. In response to the triggering operation of the controlled virtual character on the target guiding object, a preset number of guiding icons are sequentially displayed in the target order. Each guiding icon corresponds to a virtual object. When the triggering order for the preset number of virtual objects is the same as the target order, the virtual mechanism is released. When the current visual field is in a visible state, in response to the triggering operation on the target guiding object, the dynamic effects of the preset number of virtual objects are sequentially played in the first order, where the first order is different from the target order. That is to say, in the embodiments of the present application, when the current visual field of the game scene is in an invisible state, in response to the triggering operation of the controlled virtual character on the target guiding object, the triggering order (i.e., the target order) of the virtual objects required to successfully release the virtual mechanism is shown to the player. When the current visual field of the game scene is in a visible state, in response to the triggering operation of the controlled virtual character on the target guiding object, the triggering order (i.e., the first order) of the virtual objects required to not release the virtual mechanism is shown to the player.

[0133] In the embodiments of the present application, the first guiding object and the second guiding object are the same object. That is to say, regardless of whether the current visual field state of the game scene is in an invisible state or a visible state, the first guiding object and the second guiding object for which the player performs the triggering operation are the same object. Such a setting facilitates the player to accurately find the guiding object (i.e., the first guiding object or the second guiding object) in any display state of the current visual field of the game scene, which can enhance the player's gaming experience. For example, taking the first guiding object and the second guiding object both referring to a specific virtual stone pillar as an example, then the virtual stone pillar (i.e., the first virtual object) is displayed when the current visual field state of the game scene is in an invisible state, or the virtual stone pillar (i.e., the second virtual object) is displayed when the current visual field state of the game scene is in an invisible state. Then the player sees the same virtual stone pillar in both the visible state and the invisible state.

[0134] An alternative implementation is that the implementation method of the step "display the first guiding object within the current visual field in an invisible state" can be step S70:

[0135] S70. In response to the controlled virtual character moving into the preset range of the first guiding object, display the triggering prompt information for the first guiding object.

[0136] In an embodiment of the present application, in response to the controlled virtual character moving within the preset range of the first guiding object, trigger indication information of the first guiding object is displayed on the graphical user interface. The above trigger prompt information is to prompt the player which keys can be triggered for which operations to successfully trigger the first guiding object. By displaying the trigger prompt information for the first guiding object, more detailed operation guidance and prompts can be provided to the player, helping the player more quickly clarify how to correctly trigger the first guiding object and improving the playability and user experience of the game.

[0137] Among them, according to different types of terminal devices, the setting method for the first guiding object and the trigger operation for the first guiding object will also be different.

[0138] For example, when the terminal device is a touch screen type terminal device such as a mobile phone, a tablet computer, a game console, etc., a "start" control can be displayed near the first guiding object, and the player can use a finger to perform a trigger operation on the "start" control. The trigger operation includes but is not limited to sliding operations such as swiping up, swiping down, swiping left, swiping right, long pressing operations, clicking operations, double clicking operations, etc. By way of example only, the embodiments of the present application do not make any restrictions on this.

[0139] Exemplarily, Figure 11 is a schematic diagram showing the trigger prompt information for the first guiding object provided by one embodiment of the present application. As Figure 11 shown, Figure 11 It includes interface (a) and interface (b). Among them, as Figure 11 shown in interface (a), on the game interface 101, a "start" control 108 is displayed near the virtual stone pillar 1200 (i.e., the first virtual object). Subsequently, as Figure 11 shown in interface (b), the player performs a trigger operation such as a click operation on the "start" control 108 with a finger.

[0140] Also, for example, when the terminal device is a non-touch screen type terminal device such as a desktop computer or a laptop computer, a "F start" text box 109 can be displayed near the first guiding object to prompt the player to perform a trigger operation on the "F" key on the keyboard. The trigger operation includes but is not limited to key trigger operations such as pressing, continuously pressing, lifting, single clicking, double clicking, etc. By way of example only, the embodiments of the present application do not make any restrictions on this.

[0141] Exemplarily, Figure 12 is a schematic diagram showing the trigger prompt information for the first guiding object provided by another embodiment of the present application. As Figure 12 shown, Figure 12 It includes interface (a) and interface (b). Among them, as Figure 12As shown in the middle interface (a), a text box 109 of "F Start" is displayed on the game interface. Subsequently, as Figure 12 shown in the middle interface (b), the player performs a triggering operation on the "F" key on the keyboard through a finger, such as a double-click operation.

[0142] The above is only an exemplary description of the triggering prompt information for displaying the first guiding object. Only by way of example, the embodiments of the present application do not make any limitations in this regard.

[0143] An optional implementation manner. The interactive control method in the game provided by the embodiments of the present application may further include step S80:

[0144] S80. In response to the triggering operation of the controlled virtual character on the first guiding object, a preset number of target sound effects are played in sequence, and the playback of each target sound effect is respectively matched with the display of each guiding icon.

[0145] In the embodiments of the present application, in response to the triggering operation of the controlled virtual character on the first guiding object, while a preset number of guiding icons are displayed in sequence according to the target order, a preset number of target sound effects are played in sequence. Among them, the playback of each target sound effect is respectively matched with the display of each guiding icon. The matching relationship between the playback of the target sound effect and the display of the guiding icon can refer to Table 2.

[0146] Table 2

[0147] Display of guidance icon Target sound effect Guidance icon 1 Target sound effect 1 Guidance icon 2 Target sound effect 2 Guidance icon 3 Target sound effect 3 Guidance icon 4 Target sound effect 4

[0148] As shown in Table 2, the playback of target sound effect 1 is matched with the display of guiding icon 1; the playback of target sound effect 2 is matched with the display of guiding icon 2; the playback of target sound effect 3 is matched with the display of guiding icon 3; the playback of target sound effect 4 is matched with the display of guiding icon 4.

[0149] In the embodiments of the present application, in response to the triggering operation of the controlled virtual character on the first guiding object, while any guiding icon is displayed, the target sound effect matching the guiding icon is played synchronously. Taking guiding icon 3 as an example, while any guiding icon 3 is displayed, the target sound effect 3 matching the guiding icon 3 is played synchronously.

[0150] Optionally, the target sound effect is associated with the virtual object corresponding to the guiding icon. For example, if the virtual object corresponding to the guiding icon is a virtual bronze bell, the target sound effect can be a sound effect related to the bell sound; another example is that if the virtual object corresponding to the guiding icon is a virtual gong and drum, the target sound effect can be a sound effect related to the gong and drum sound. Only by way of example, no limitations are made in this regard.

[0151] For example, taking the virtual object corresponding to the guide icon as a virtual bronze bell and the target sound effect as a 2-second bell sound as an example, the audio-visual experience brought to the player is: every time a guide icon is displayed, a 2-second bell sound will be played synchronously.

[0152] In the embodiment of the present application, in response to the controlled virtual character's triggering operation on the first guide object, a preset number of target sound effects are played in sequence, and the playing of the target sound effects is synchronized with the display of the guide icon. This helps the player to associate seeing the guide icon and hearing the target sound effects with the virtual object. This is equivalent to further reminding the player that the virtual object triggering sequence required to unlock the virtual object is related to the display sequence of the guide icon, thereby helping to guide the player to find the correct virtual object triggering sequence.

[0153] In an optional implementation manner, the interactive control method in the game provided in the embodiment of the present application may further include step S90:

[0154] S90: In response to a trigger operation for a preset number of virtual objects, if a triggering order of the preset number of virtual objects is different from a target order, the virtual machine shutdown release fails.

[0155] In an embodiment of the present application, the player controls the controlled virtual character to perform a trigger operation on a preset number of virtual objects. In response to the trigger operation on the preset number of virtual objects, if the trigger order of the preset number of virtual objects is different from the order of virtual objects corresponding to the guide icons under the target order, the virtual machine shutdown fails to be released. For example, the target order of the four guide icons displayed in sequence is: guide icon 3, guide icon 2, guide icon 4, guide icon 1. Each guide icon corresponds to a virtual object. Assuming that the virtual objects corresponding to the four guide icons are virtual object 1, virtual object 2, virtual object 3, and virtual object 4, respectively, the order of virtual objects corresponding to the guide icons under the target order is: virtual object 3, virtual object 2, virtual object 4, virtual object 1. If the order of the trigger operations for the four virtual objects is: virtual object 3, virtual object 4, virtual object 2, virtual object 1. It can be seen from this that if the trigger order for the four virtual objects is different from the order of virtual objects corresponding to the guide icons under the target order, the virtual machine shutdown fails to be released.

[0156] Next, combine Figure 7 The display order of the four guidance icons shown in (i.e., the target order) and Figure 13 , taking the virtual object as a virtual bronze bell as an example, step S90 is exemplarily described. Figure 7The display order of the four guiding icons is as follows: guiding icon 1053, guiding icon 1052, guiding icon 1054, guiding icon 1051. Therefore, the order of the virtual objects corresponding to the guiding icons in the target order is: virtual bronze bell 1043, virtual bronze bell 1042, virtual bronze bell 1044, virtual bronze bell 1041.

[0157] Exemplarily, Figure 13 This is a schematic diagram for performing a triggering operation on a preset number of virtual objects provided by another embodiment of the present application. As Figure 13 shown, Figure 13 It includes interface (a), interface (b), interface (c), interface (d), and interface (e). As shown in interface (a), the controlled virtual character 102 holds the virtual crossbow 108 and shoots the virtual bronze bell 1043 (i.e., the triggering operation performed by the controlled virtual character on the virtual object). Subsequently, as shown in interface (b), the controlled virtual character 102 holds the virtual crossbow 108 and shoots the virtual bronze bell 1044. Subsequently, as shown in interface (c), the controlled virtual character 102 holds the virtual crossbow 108 and shoots the virtual bronze bell 1042. Subsequently, as shown in interface (d), the controlled virtual character 102 holds the virtual crossbow 108 and shoots the virtual bronze bell 1041. By observing what is shown in interface (a), interface (b), interface (c), and interface (d), it can be known that the triggering order of the controlled virtual character 102 on the virtual objects is: virtual bronze bell 1043, virtual bronze bell 1044, virtual bronze bell 1042, virtual bronze bell 1041. Then, by comparison, it can be seen that the order of these 4 virtual objects is different from the order of the virtual objects of the guiding icons in the target order (i.e., the triggering order of the preset number is different from the target order), so the virtual stone gate mechanism 103 is not successfully released (i.e., the release of the virtual stone gate mechanism 103 fails). As shown in interface (e), the virtual stone gate mechanism 103 is not released, and the virtual stone gate of the virtual stone gate mechanism 103 remains in the closed state.

[0158] An alternative implementation manner, the interactive control method in the game provided by the embodiments of the present application may further include step S100:

[0159] S100. In response to the failure of releasing the virtual mechanism, play a first sound effect and control the controlled virtual character to perform a target action, where the first sound effect and the target action are used to prompt that the virtual mechanism is not successfully released.

[0160] In the embodiment of the present application, when the player tries to unlock the virtual machine but fails, a first sound effect such as an error reminder sound effect, a warning sound effect, an explosion sound, etc. will be played. For another example, taking the virtual object as a virtual bronze bell, the first sound effect can be a disturbing and noisy bell sound to remind the player that the virtual machine has not been unlocked successfully. At the same time, when the player tries to unlock the virtual machine but fails, the controlled virtual character will be controlled to perform a target action, such as a dizzy action of the virtual character, a fearful or panicking action of the controlled virtual character, a deformed or distorted body of the controlled virtual character, etc., which are only examples and are not limited in any way in the embodiment of the present application.

[0161] In the embodiment of the present application, in response to the failure of releasing the virtual machine level, the first sound effect is played and the controlled virtual character is controlled to perform a target action, and the first sound effect and the target action are used to prompt that the virtual machine level has not been successfully released. Playing the first sound effect and controlling the controlled virtual character to perform the target action can attract the player's attention, and can prompt the player to promptly discover and understand that he has failed to successfully release the virtual machine level, and stimulate the player to further think and try to find the correct method to release the virtual machine level, thereby increasing the challenge and interactivity of the game.

[0162] In an optional implementation manner, the interactive control method in the game provided in the embodiment of the present application may further include step S110:

[0163] S110: In response to the number of failed virtual machine shutdown release attempts reaching a preset number threshold, display a prompt message for prompting to release the virtual machine shutdown.

[0164] In the embodiment of the present application, the prompt information can be presented to the player in the following ways. For example, method 1, pop-up text prompt box: display text prompts on the game interface to inform the player of matters that need to be paid attention to or provide clues to unlock the virtual machine. Method 2, character dialog box: let other virtual characters or NPCs in the game communicate with the player through dialogue to provide guidance or suggestions. Method 3, environmental interaction: design environmental elements, such as flashing light spots, objects that make sounds, etc., to attract the player's attention. For example, you want to prompt the player to try to enter the invisible state in the current field of view of the game scene and explore. If in response to the controlled virtual character moving to the preset range of the third guide object, an adjustment instruction for the field of view state is generated to make the current field of view of the game scene enter an invisible state, then the third guide object in the game scene can be emphasized, such as highlight effects such as making its edges glow, animation effects such as rotation, vibration or movement, to attract the player's attention. Method 4, visual effects: use special effects or light and shadow changes to indicate the area or object that the player should pay attention to. Method 5, virtual map marking: mark the place to go or useful target points on the map. Method 6: Update mission objectives: Update prompt information in the mission list to let players know clearly what to do next.

[0165] The above is only an exemplary description of possible display methods of prompt information. Other methods are also possible and the embodiments of the present application do not impose any limitation on this.

[0166] In an optional implementation manner, the prompt information includes at least one of the following: a first guide object, a second guide object, a third guide object, and a target order displayed by a preset number of guide icons. This allows the player to focus on the first guide object, the second guide object, the third guide object, and the target order displayed by a preset number of guide icons to try to find clues to the unlocked virtual level in order to quickly unlock the virtual level.

[0167] In an embodiment of the present application, when the number of failed attempts to unlock the virtual machine level reaches a preset threshold, a prompt message for unlocking the virtual machine level is displayed, which helps to better guide the player and provide clues to unlock the virtual machine level, thereby avoiding the defect that the player falls into confusion and frustration due to the player's inability to unlock the virtual machine level for a long time.

[0168] Next, combine Figure 14 and Figure 15 , an exemplary description is given of “displaying a prompt message for prompting to shut down the virtual machine”, Figure 14 A schematic diagram of displaying prompt information provided in one embodiment of the present application, Figure 15 A schematic diagram of displaying prompt information provided by another embodiment of the present application.

[0169] like Figure 14 As shown, an unexpected letter 1301 is displayed on the game interface, and the content of the letter is "Water comes from the sky and returns to the well in the lake; I play the long organ in the north, south, east and west of the sky. What you see is not real, and you can't believe your true heart." Among them, the last sentence of the letter "What you see is not real, and you can't believe your true heart." This reminds the player that the display order of the virtual object's animation effect seen by the player himself is not the triggering order of the virtual object required to successfully unlock the virtual level. At the same time, it also implicitly reminds the player to try to enter the invisible state in the current field of view of the game scene to find clues to unlock the virtual level.

[0170] like Figure 15 As shown, the game interface displays a dialogue message 1302 between the controlled virtual character and other virtual characters. In the dialogue message 1302, a virtual character named "天不收" tells the controlled virtual character: "Although the virtual plant 107 can cause temporary blindness, it is actually harmless to the human body. However, it is not a coincidence that the virtual plant 107 appears here." This actually prompts the player to pay attention to the virtual plant 107, and prompts the player to try to find clues to unlock the virtual plant when the virtual plant 107 is blinded (i.e., it enters an invisible state in the current field of view of the game scene).

[0171] In an optional implementation manner, the interactive control method in the game provided in the embodiment of the present application may further include step S120:

[0172] S120: In response to the triggering operation of the controlled virtual character on the first guiding object, cancel the display of the first guiding object.

[0173] In the embodiment of the present application, a first guide object is displayed on the game interface, and in response to the controlled virtual character's triggering operation on the first guide object, the first guide object is canceled. When the first guide object no longer needs to be paid attention to, canceling its display can reduce redundant elements on the game interface, avoid excessive information from interfering with the player's attention, and thus improve the visual clarity of the game.

[0174] In an optional implementation manner, the step of “unblocking the virtual machine” may be implemented as step S130:

[0175] S130, controlling the virtual machine shutdown to change from a to-be-released state to a released state, and playing a second sound effect, where the second sound effect is used to prompt that the virtual machine shutdown is released.

[0176] In the game, the virtual machine level, as a mechanism in the game, usually has two states: to be released and released. The to be released state means that the player needs to take certain measures (such as triggering other mechanisms, obtaining specific items, performing specific operations, etc.) to release the virtual machine level. The released state means that the player has successfully released the virtual machine level, so that the player can pass through the virtual machine level or enter the area controlled by the virtual machine level. This is only an example, and the embodiments of the present application do not impose any restrictions on this. For example, taking the virtual machine level as a virtual stone gate mechanism, when the virtual stone gate mechanism is in the to be released state, the virtual stone gate of the virtual stone gate mechanism is in a closed state; when the virtual stone gate mechanism is in the released state, the virtual stone gate of the virtual stone gate mechanism is in an open state.

[0177] In an embodiment of the present application, in response to the virtual machine lock being released, a second sound effect is played to prompt that the virtual machine lock is released. Among them, the second sound effect can be a cheerful prompt sound, a short metal knocking sound, a whistle sound, etc., which is only an example, and the embodiment of the present application does not impose any limitation on this. For example, when the virtual machine lock is a virtual stone door mechanism, the sound effect of opening the door can be played when the virtual stone door mechanism is released, and, the teammate or NPC sends a text or voice prompt, "Well, by the way, the stone door has opened a crack." In this way, the player can clearly perceive in time that the virtual stone door mechanism has been successfully released, and there is no need to waste time continuing to try to release the virtual stone door mechanism.

[0178] In the embodiments of the present application, by changing the virtual mechanism from the to-be-released state to the released state and playing the second sound effect, players can clearly know that they have obtained the released virtual mechanism, which enhances players' understanding of the game process, enables players to better understand and master the game rules, and improves the users' game experience.

[0179] An optional implementation manner, the interactive control method in the game provided by the embodiments of the present application may further include step S140:

[0180] S140. Update the target order in response to the release of the virtual mechanism.

[0181] In the embodiments of the present application, after the virtual mechanism is released, adjusting the target order of displaying a preset number of guiding icons can add changes and diversities to the game. Each time the virtual mechanism is released, the target order will change, bringing new game experiences and challenges to players, which helps to improve the playability of the game and keep players interested and engaged.

[0182] An optional implementation manner, the interactive control method in the game provided by the embodiments of the present application may further include steps S151 - S153.

[0183] S151. When the current field of view is in an invisible state, determine whether the first guiding object in the game scene is within the current field of view.

[0184] S152. If the first guiding object in the game scene is within the current field of view, highlight the first guiding object in the graphical user interface.

[0185] In the embodiments of the present application, the first guiding object can be highlighted in the following several ways: Way 1: Highlight display, that is, use bright colors, borders, or glowing effects, etc., to distinguish the first guiding object from the surrounding environment, thereby attracting the attention of players. Way 2: Magnification effect: Magnify the first guiding object so that it becomes larger in the game screen, making it more obvious and prominent. Way 3: Color or texture change: By changing the color or texture of the first guiding object to form a contrast with the surrounding environment, making it more conspicuous in the game scene. For example, color the first guiding object in gold or gem-like colors to make it stand out in the environment, and so on.

[0186] The above is only an exemplary description of the method for highlighting the first guiding object, and the embodiments of the present application do not make any limitations thereto.

[0187] S153. If the first guiding object in the game scene is not within the current field of view, then according to the direction of the first guiding object relative to the current field of view, display an image for guiding the first guiding object in the graphical user interface.

[0188] In the embodiments of the present application, when the first guiding object in the game scene is not within the current field of view, in order to help the player more easily find the first guiding object, an image for guiding the first guiding object can be displayed in the graphical user interface, and these images are usually adjusted and displayed according to the direction of the first guiding object relative to the player's current field of view. For example, the image for guiding the first guiding object can be an arrow or a direction indicator, indicating the general direction where the first guiding object is located. As the player approaches the first guiding object, this image can disappear to prompt the player that the first guiding object has been found.

[0189] In the embodiments of the present application, when the first guiding object in the game scene is not within the current field of view, by displaying an image for guiding the first guiding object in the graphical user interface, this can help the player find the first guiding object faster and provide functions of navigation and guidance. This way can improve the playability of the game and enhance the user experience of the player.

[0190] An optionally implementation manner, the interactive control method in the game provided by the embodiments of the present application may further include step S160:

[0191] S160. In response to a trigger operation on a control object, determine to generate a trigger instruction for a target virtual object corresponding to the control object, where the control object is used to control the target virtual object, and the target virtual object is one of a preset number of virtual objects.

[0192] In the embodiments of the present application, each virtual object corresponds to a control object respectively, and each control object is used to control its corresponding target virtual object. In response to a trigger operation on the control object, determine to generate a trigger instruction for the target virtual object corresponding to the control object. Among them, the target virtual object is one of a preset number of virtual objects.

[0193] Next, in combination with Table 3, an exemplary description will be given of the virtual object corresponding to each control object above.

[0194] Table 3

[0195]

[0196]

[0197] As shown in Table 3, when the control object is Control Object 1, the target virtual object corresponding to the control object 1 is Virtual Object 1. Then, in response to the trigger operation for Control Object 1, it is determined to generate a trigger instruction for Virtual Object 1 (i.e., the target virtual object corresponding to Control Object 1). Similarly, when the control object is Control Object 2, the target virtual object corresponding to the control object 2 is Virtual Object 2. Then, in response to the trigger operation for Control Object 2, it is determined to generate a trigger instruction for Virtual Object 2 (i.e., the target virtual object corresponding to Control Object 2). And so on for others, which will not be elaborated here.

[0198] In the embodiment of the present application, in response to the trigger operation for the control object, it is determined to generate a trigger instruction for the target virtual object corresponding to the control object. That is to say, the control object is used to receive the trigger operation to generate a trigger instruction for the target virtual object corresponding to the control object. That is to say, to generate a trigger instruction for the target virtual object, a trigger operation needs to be performed on the control object corresponding to the target virtual object.

[0199] In the embodiment of the present application, when the player controls the controlled virtual character to perform a trigger operation on a preset number of virtual objects, the trigger operation must act on the control object corresponding to the virtual object to generate a trigger instruction for the virtual object corresponding to the control object.

[0200] Next, in combination with Figure 16 an exemplary description will be given of the corresponding relationship between a preset number of control objects and a preset number of virtual objects. Figure 16 This is a schematic diagram of the control object and the target virtual object corresponding to the control object provided in one embodiment of the present application.

[0201] As Figure 16 shown, the target virtual object corresponding to control object 1411 is virtual object 1412; the target virtual object corresponding to control object 1421 is virtual object 1422; the target virtual object corresponding to control object 1431 is virtual object 1432; the target virtual object corresponding to control object 1441 is virtual object 1442.

[0202] For example, taking the circular stone pillar in the virtual square stone as the control object and the virtual bronze bell corresponding to the control object as an example, where the virtual square stone (i.e., the control object) is set above the virtual bronze bell (i.e., the target virtual object), and a retractable circular stone pillar with patterns is horizontally placed inside the virtual square stone. After the player controls the controlled virtual character to perform a triggering operation on the virtual bronze bell (such as the player controls the controlled virtual character to shoot the virtual bronze bell body with a virtual crossbow), the virtual arrow shoots the virtual bronze bell body and frictions with the bell body to produce sparks and emits a clear collision sound. The player tries to perform the same triggering operation on multiple virtual bronze bells and finds that there is no additional interaction effect, realizing that this is not the correct triggering method, so the player tries to perform a triggering operation on the circular stone pillar extending above the virtual bronze bell. After the player performs a triggering operation on the circular stone pillar extending above the virtual bronze bell, the circular stone pillar shrinks inward, and then the virtual bronze bell below the circular stone pillar starts to swing and emits a huge bell sound. At this time, the player understands that performing a triggering operation on the extended circular stone pillar is the correct way to trigger the virtual object.

[0203] In a possible implementation manner, in response to generating a trigger instruction for the target virtual object corresponding to the control object, play the dynamic effect of the control object and the dynamic effect of the target virtual object corresponding to the control object.

[0204] Exemplarily, Figure 17 is a schematic diagram showing the dynamic effect of the display control object and the dynamic effect of the target virtual object corresponding to the control object provided by one embodiment of the present application. As Figure 17 shown, Figure 17 includes interface (a) and interface (b). As Figure 17 shown in interface (a), the controlled virtual character 102 holds the virtual crossbow 108 and shoots the control object 1441. As Figure 17 shown in interface (b), the animation effect of the lit control object 1441 and the dynamic effect 1541 of the left and right back-and-forth swing of the target virtual object (i.e., the virtual object 1442) corresponding to the control object are displayed.

[0205] An alternative implementation manner, based on the above step "in response to a triggering operation on the control object, determine to generate a trigger instruction for the target virtual object corresponding to the control object", the interactive control method in the game provided by the embodiments of the present application may further include step S170:

[0206] S170. In response to a triggering operation on the virtual object, play a target dynamic effect at the triggering position of the triggered virtual object, and the target dynamic effect is used to prompt that the triggering position is not the correct triggering position for generating the trigger instruction of the virtual object.

[0207] In an embodiment of the present application, the control object corresponding to the virtual object is used to generate a trigger instruction for the virtual object. When a trigger operation is performed on an area other than a virtual object, a target animation will be played at the triggered position. The role of this target animation is to remind the player that the current trigger operation position is not a trigger operation that can generate a trigger instruction for the virtual object. Such a design helps guide the player to perform the operation correctly and deepen the understanding of how to trigger the virtual object. Through the prompt of the target animation, the player can realize that his operation needs to be adjusted and find the correct trigger position, thereby improving the accuracy and challenge of the game.

[0208] For example, Figure 18 A schematic diagram of the effect of triggering an operation on a location other than a control object provided in one of the embodiments of the present application.

[0209] like Figure 18 As shown, Figure 18 It includes interface (a) and interface (b). Figure 18 As shown in interface (a), the controlled virtual character 102 holds a virtual crossbow 108 and shoots a virtual object 1442. Figure 18 As shown in the interface (b), there is a metal impact animation 1641 on the virtual object 1442, which prompts the player that the current trigger operation position is not the correct trigger position for generating a trigger instruction for the virtual object.

[0210] The interactive control device in the game provided by the present application is described below. The interactive control device in the game described below and the interactive control method in the game described above can be referenced to each other.

[0211] Figure 19 This is a schematic diagram of the structure of an interactive control device in a game provided by one embodiment of the present application. Figure 19 As shown, the interactive control device in the game includes: a first display module 1901 , a control module 1902 , a second display module 1903 , and a processing module 1904 .

[0212] A first display module, used for displaying a game scene, wherein the game scene includes a controlled virtual character, a virtual level to be released, and a preset number of virtual objects;

[0213] A control module, configured to control the current field of view of the game scene to enter an invisible state in response to a field of view state adjustment instruction;

[0214] A second display module is used to display a first guide object within a current visual field that is in an invisible state, and in response to a triggering operation of the controlled virtual character on the first guide object, sequentially display a preset number of guide icons in a target order, each of the guide icons corresponding to one of the virtual objects;

[0215] The processing module is used to respond to the triggering operation for the preset number of virtual objects, and if the triggering order of the preset number of virtual objects is the same as the target order, then release the virtual machine shutdown.

[0216] Optionally, the processing module is further used for:

[0217] In response to the triggering operation on the preset number of virtual objects, the animation corresponding to each triggered virtual object is played in sequence.

[0218] Optionally, the game scene further includes a second guidance object, and the processing module is further used for:

[0219] When the current field of view is in a visible state, in response to a trigger operation on the second guiding object, the animations of the preset number of virtual objects are played in sequence in a first order, wherein the first order is different from the target order.

[0220] Optionally, the game scene further includes a third guidance object, and the processing module is further used for:

[0221] In response to the controlled virtual character moving into a preset range of the third guiding object, an adjustment instruction for the field of view state is generated.

[0222] Optionally, the processing module is further used for:

[0223] In response to the controlled virtual character moving outside the preset range of the third guidance object, or in response to the current field of view of the game scene being in an invisible state for a preset time period, the current field of view of the game scene is controlled to enter a visible state.

[0224] Optionally, the second guiding object is a sound-emitting object in the game scene.

[0225] Optionally, the second display module is further used for:

[0226] In response to the controlled virtual character moving into a preset range of the first guiding object, trigger prompt information for the first guiding object is displayed.

[0227] Optionally, the second display module is specifically used for:

[0228] When the current field of view is in an invisible state, determine whether a first guiding object in the game scene is within the current field of view;

[0229] If the first guiding object in the game scene is within the current field of view, highlight the first guiding object in the graphical user interface;

[0230] If the first guiding object in the game scene is not within the current field of view, display an image for guiding the first guiding object in the graphical user interface according to the direction of the first guiding object relative to the current field of view.

[0231] Optionally, the first guiding object and the second guiding object are the same object.

[0232] Optionally, the second display module is specifically configured to:

[0233] Add an occlusion layer to the image corresponding to the current field of view of the game scene; or,

[0234] Reduce the scene brightness of the current field of view of the game scene.

[0235] Optionally, the second display module is specifically configured to:

[0236] Add a highlight prompt identifier at the position where the first guiding object is located; or,

[0237] Increase the scene brightness of the area associated with the first guiding object.

[0238] Optionally, the processing module is further configured to:

[0239] In response to a trigger operation of the controlled virtual character on the first guiding object, sequentially play a preset number of target sound effects, and the playing of each target sound effect respectively matches the display of each guiding icon.

[0240] Optionally, the processing module is further configured to:

[0241] In response to a trigger operation on the preset number of virtual objects, if the trigger order of the preset number of virtual objects is different from the target order, the virtual machine unlocking fails.

[0242] Optionally, the processing module is further configured to:

[0243] In response to the failure of unlocking the virtual machine, play a first sound effect and control the controlled virtual character to perform a target action, and the first sound effect and the target action are used to prompt that the virtual machine has not been successfully unlocked.

[0244] Optionally, the second display module is further used for:

[0245] In response to the number of failed virtual machine shutdown releases reaching a preset number threshold, prompt information for prompting to release the virtual machine shutdown is displayed.

[0246] Optionally, the control module is further used for:

[0247] In response to the triggering operation of the controlled virtual character on the first guiding object, the first guiding object is cancelled from being displayed.

[0248] Optionally, the processing module is specifically used for:

[0249] A second sound effect is played, where the second sound effect is used to prompt that the virtual machine shutdown is released.

[0250] Optionally, the processing module is further used for:

[0251] In response to the virtual machine shutdown being released, the target sequence is updated.

[0252] Optionally, the processing module is further used for:

[0253] In response to a trigger operation on a control object, a trigger instruction for a target virtual object corresponding to the control object is determined and generated, the control object is used to control the target virtual object, and the target virtual object is one of the preset number of virtual objects.

[0254] Optionally, the prompt information includes at least one of the following: the first guidance object, and a target order in which the preset number of guidance icons are displayed.

[0255] The interactive control device in the game provided in this embodiment can be used to execute the technical solution of the interactive control method embodiment in the above game. Its implementation principle and technical effects are similar, and this embodiment will not be repeated here.

[0256] Figure 20 A schematic diagram of the hardware structure of an electronic device provided in one embodiment of the present application is shown in FIG. Figure 20 As shown, the electronic device 2000 of this embodiment includes: a processor 2001 and a memory 2002; wherein

[0257] Memory 2002, used for storing computer-executable instructions;

[0258] The processor 2001 is used to execute the computer-executable instructions stored in the memory to implement the various steps executed by the interactive control method in the game in the above embodiment. For details, please refer to the relevant description in the above method embodiment.

[0259] Optionally, the memory 2002 can be either independent or integrated with the processor 2001.

[0260] When the memory 2002 is independently provided, the electronic device further includes a bus 2003 for connecting the memory 2002 and the processor 2001.

[0261] One embodiment of the present application further provides a computer-readable storage medium, in which computer-executable instructions are stored. When the processor executes the computer-executable instructions, the technical solutions corresponding to the interactive control methods in the games in any of the above embodiments executed by the above electronic device are implemented.

[0262] One embodiment of the present application further provides a computer program product, which includes: a computer program. The computer program is stored in a readable storage medium. At least one processor of the electronic device can read the computer program from the readable storage medium, and the at least one processor executes the computer program to enable the electronic device to execute the technical solutions corresponding to the interactive control methods in the games in any of the above embodiments.

[0263] Although the present application is disclosed above with preferred embodiments, it is not used to limit the present application. Any person skilled in the art can make possible changes and modifications without departing from the spirit and scope of the present application. Therefore, the protection scope of the present application should be subject to the scope defined by the claims of the present application.

[0264] In several embodiments provided by the present application, it should be understood that the disclosed devices and methods can be implemented in other ways. For example, the device embodiments described above are only illustrative. For example, the division of the modules is only a logical function division. In actual implementation, there may be other division methods. For example, multiple modules can be combined or integrated into another system, or some features can be ignored or not executed. Another point is that the displayed or discussed couplings or direct couplings or communication connections to each other can be through some interfaces, indirect couplings or communication connections of devices or modules, and can be in electrical, mechanical or other forms.

[0265] The integrated modules implemented in the form of software function modules as described above can be stored in a computer-readable storage medium. The above software function modules are stored in a storage medium, including several instructions for enabling an electronic device (which can be a personal computer, a server, or a network device, etc.) or a processor (English: processor) to execute some steps of the methods described in various embodiments of the present application.

[0266] It should be understood that the above-mentioned processor may be a Central Processing Unit (CPU), or other general-purpose processors, Digital Signal Processors (DSPs), Application Specific Integrated Circuits (ASICs), etc. The general-purpose processor may be a microprocessor or any conventional processor, etc. The steps of the method disclosed in combination with the invention can be directly implemented by a hardware processor, or implemented by a combination of hardware and software modules in the processor.

[0267] The memory may include high-speed RAM memory and may also include non-volatile storage NVM, such as at least one disk memory, and may also be a USB flash drive, a mobile hard disk, a read-only memory, a magnetic disk, or an optical disc, etc.

[0268] The bus may be an Industry Standard Architecture (ISA) bus, a Peripheral Component Interconnect (PCI) bus, an Extended Industry Standard Architecture (EISA) bus, etc. The bus can be divided into an address bus, a data bus, a control bus, etc. For the sake of convenience in representation, the buses in the drawings of this application are not limited to only one bus or one type of bus.

[0269] The above-mentioned storage medium can be implemented by any type of volatile or non-volatile storage device or a combination thereof, such as Static Random Access Memory (SRAM), Electrically Erasable Programmable Read-Only Memory (EEPROM), Erasable Programmable Read-Only Memory (EPROM), Programmable Read-Only Memory (PROM), Read-Only Memory (ROM), magnetic memory, flash memory, magnetic disk, or optical disc. The storage medium can be any available medium that can be accessed by a general-purpose or special-purpose computer.

[0270] Those of ordinary skill in the art can understand that all or part of the steps of implementing the above method embodiments can be completed by hardware related to program instructions. The foregoing program can be stored in a computer-readable storage medium. When the program is executed, it executes the steps including the above method embodiments; and the foregoing storage medium includes: various media such as ROM, RAM, magnetic disk, or optical disc that can store program codes.

[0271] Finally, it should be noted that the above embodiments are only used to illustrate the technical solutions of the present application, rather than to limit them; although the present application has been described in detail with reference to the foregoing embodiments, those of ordinary skill in the art should understand that they can still modify the technical solutions described in the foregoing embodiments, or perform equivalent replacements on some or all of the technical features; and these modifications or replacements do not make the essence of the corresponding technical solutions deviate from the scope of the technical solutions of the embodiments of the present application.

Claims

1. An interactive control method in a game, It is characterized in that The method comprises: Displaying a game scene, wherein the game scene includes a controlled virtual character, a virtual level to be released, and a preset number of virtual objects; In response to the adjustment instruction of the field of view state, controlling the current field of view range of the game scene to enter an invisible state; Displaying a first guide object within the current visual field that is in an invisible state, and in response to a triggering operation of the controlled virtual character on the first guide object, sequentially displaying a preset number of guide icons in a target order, each of the guide icons corresponding to one of the virtual objects; In response to the triggering operation for the preset number of virtual objects, if the triggering order of the preset number of virtual objects is the same as the target order, the virtual machine shutdown is released.

2. The method according to claim 1, It is characterized in that The method further comprises: In response to the triggering operation on the preset number of virtual objects, the animation corresponding to each triggered virtual object is played in sequence.

3. The method according to claim 1, It is characterized in that The game scene also includes a second guidance object, and the method further includes: When the current field of view is in a visible state, in response to a trigger operation on the second guiding object, the animations of the preset number of virtual objects are played in sequence in a first order, wherein the first order is different from the target order.

4. The method according to claim 1, It is characterized in that The game scene also includes a third guidance object, and the method further includes: In response to the controlled virtual character moving into a preset range of the third guiding object, an adjustment instruction for the field of view state is generated.

5. The method according to claim 4, It is characterized in that The method further comprises: In response to the controlled virtual character moving outside the preset range of the third guidance object, or in response to the current field of view of the game scene being in an invisible state for a preset time period, the current field of view of the game scene is controlled to enter a visible state.

6. The method according to claim 3, It is characterized in that The second guiding object is a sound-emitting object in the game scene.

7. The method according to claim 1, It is characterized in that When the first guiding object is displayed within the current visual field that is in an invisible state, the method further includes: In response to the controlled virtual character moving into a preset range of the first guiding object, trigger prompt information for the first guiding object is displayed.

8. The method according to claim 1, It is characterized in that The step of displaying the first guiding object within the current visual field which is in an invisible state comprises: When the current visual field is in an invisible state, determining whether a first guidance object in the game scene is located within the current visual field; If the first guidance object in the game scene is within the current field of view, highlighting the first guidance object in the graphical user interface; If the first guiding object in the game scene is not within the current field of view, an image for guiding the first guiding object is displayed in the graphical user interface according to the direction of the first guiding object relative to the current field of view.

9. The method according to claim 1, wherein, the first guiding object and the second guiding object are the same object.

10. The method according to claim 1, wherein, controlling the current field of view of the game scene to enter an invisible state includes: adding an occlusion layer to the image corresponding to the current field of view of the game scene; or, reducing the scene brightness of the current field of view of the game scene.

11. The method according to claim 1, wherein, displaying the first guiding object within the current field of view in an invisible state includes: adding a highlighting prompt identifier at the position where the first guiding object is located; or, increasing the scene brightness of the area associated with the first guiding object.

12. The method according to claim 1, wherein, the method further includes: in response to a triggering operation of the controlled virtual character on the first guiding object, sequentially playing a preset number of target sound effects, and the playing of each target sound effect respectively matches the display of each guiding icon.

13. The method according to claim 1, wherein, the method further includes: in response to a triggering operation on the preset number of virtual objects, if the triggering order of the preset number of virtual objects is different from the target order, the virtual mechanism unlocking fails.

14. The method according to claim 1, wherein, the method further includes: in response to the failure of unlocking the virtual mechanism, playing a first sound effect and controlling the controlled virtual character to perform a target action, and the first sound effect and the target action are used to prompt that the virtual mechanism has not been successfully unlocked.

15. The method according to claim 1, wherein, the method further includes: in response to the number of failures of unlocking the virtual mechanism reaching a preset number threshold, displaying a prompt message for prompting to unlock the virtual mechanism.

16. The method according to claim 1, wherein, the method further includes: in response to a triggering operation of the controlled virtual character on the first guiding object, canceling the display of the first guiding object.

17. The method according to claim 1 of the claims, wherein, unlocking the virtual mechanism includes: playing a second sound effect, and the second sound effect is used to prompt that the virtual mechanism has been unlocked.

18. The method according to claim 1 of the claims, wherein, the method further includes: in response to the virtual mechanism being unlocked, updating the target order.

19. The method according to claim 1 of the claims, wherein, the method further includes: in response to a triggering operation on a control object, determining to generate a triggering instruction for a target virtual object corresponding to the control object, the control object being used to control the target virtual object, and the target virtual object being one of the preset number of virtual objects.

20. The method according to claim 15, It is characterized in that The prompt information includes at least one of the following: the first guidance object, and the target order of displaying the preset number of guidance icons.

21. An interactive control device in a game, It is characterized in that The device comprises: A first display module, used for displaying a game scene, wherein the game scene includes a controlled virtual character, a virtual level to be released, and a preset number of virtual objects; A control module, configured to control the current field of view of the game scene to enter an invisible state in response to an instruction to adjust the field of view state; A second display module is used to display a first guide object within a current visual field that is in an invisible state, and in response to a triggering operation of the controlled virtual character on the first guide object, sequentially display a preset number of guide icons in a target order, each of the guide icons corresponding to one of the virtual objects; The processing module is used to respond to the triggering operation for the preset number of virtual objects, and if the triggering order of the preset number of virtual objects is the same as the target order, then release the virtual machine shutdown.

22. An electronic device, It is characterized in that The electronic device comprises: Processor; and The memory is used to store a data processing program. After the electronic device is powered on and the program is run by the processor, the interactive control method in the game as described in any one of claims 1 to 20 is executed.

23. A computer-readable storage medium, It is characterized in that A data processing program is stored, and the program is run by a processor to execute the interactive control method in the game as described in any one of claims 1-20.