Game interaction method and device
By introducing one-handed operation mode and automatic combat rules in the game, the cumbersome operation problem in the traditional two-hand collaborative operation mode is solved, and a simpler game interactive experience and higher game interactivity is achieved.
Patent Information
- Application Number
- CN202510450651.9
- Authority / Receiving Office
- CN · China
- Patent Type
- Applications(China)
- Current Assignee / Owner
- Filing Date
- 2025-04-10
- Publication Date
- 2025-06-20
- Estimated Expiration
- Not applicable · inactive patent
AI Technical Summary
In the traditional two-hand collaborative operation mode, the game operation is cumbersome and complicated. Gamers need to use their hands frequently for touch operations, and cannot take into account the interactions of other terminals.
Provides a game interaction method, allowing gamers to choose one-handed operation mode, control combat units to move in game interaction scenarios by monitoring gamers' touch operations on virtual control components, and automatically perform combat operations according to preset rules.
It simplifies the operation of gamers during the game, allows players to take into account other terminal interactions in the game, and improves game experience and interactivity.
Smart Images

Figure CN120168951A_ABST
Abstract
Description
Technical Field
[0001] The present invention relates to the technical field of games, and in particular to a game interaction method and device. Background Art
[0002] With the rapid development of the mobile game industry, the game operation mode of intelligent terminal devices has become a key factor affecting user experience. Currently, the mainstream mobile games generally adopt a two-handed collaborative operation mode. A typical implementation method is a two-handed separate control architecture. For example, the left hand controls a virtual joystick to achieve character movement, and the right hand clicks on a skill button to complete an attack action. In this mode, game players need to perform touch operations dozens or even up to hundreds of times per minute on average.
[0003] In the traditional two-handed collaborative operation mode, the game operation is cumbersome and complex. Game players need to frequently use both hands to perform touch operations such as dragging, sliding, or clicking, which makes game players only focus on the game itself and unable to attend to other matters during the game process, such as performing other terminal interactions during the game.
[0004] Therefore, there is an urgent need for a technical solution that can make up for the deficiencies of the traditional two-handed collaborative operation mode to simplify the operations required by game players during the game process. Summary of the Invention
[0005] The purpose of the present invention is to provide a method and device for game interaction to simplify the operations required by game players during the game process.
[0006] According to one aspect of the present invention, there is provided a game interaction method, which may include:
[0007] Monitoring the game player's selection of the game operation mode;
[0008] When the game player selects a single-handed operation mode, monitoring the game player's touch operation on the first virtual control component in the game interface; and
[0009] In response to the game player's touch operation on the first virtual control component, controlling the movement operation of the game player's combat unit in the game interaction scene, wherein the combat unit automatically performs combat operations in the game interaction scene according to a first preset rule.
[0010] According to this solution, the game interaction method of the present invention allows game players to select a one-handed operation mode in the game. And in the one-handed operation mode, the game player can use only one hand to control the movement of the combat unit in the game interaction scene. At the same time, the combat unit can automatically perform combat operations in the game interaction scene according to preset rules. Therefore, this method can ensure the smooth and complete progress of the game while allowing game players not to need to use both hands for coordinated operations, thus simplifying the operations of game players during the game process. If a game player needs to perform other terminal interactions during the game, this method allows the game player to take into account other interaction needs while playing the game.
[0011] In one embodiment, the game operation mode may further include a two-handed operation mode, and this method may further include:
[0012] When the game player selects the two-handed operation mode, monitor the touch operation of the game player on the second virtual control component in the game interface; and
[0013] In response to the touch operation of the game player on the second virtual control component, control the movement operation and combat operation of the game player's combat unit in the game interaction scene.
[0014] In one embodiment, this method may further include:
[0015] In response to the game player's selection, switch the game operation mode between the one-handed operation mode and the two-handed operation mode.
[0016] In one embodiment, the second virtual control component may include the first virtual control component.
[0017] According to the above solution, the exemplary method of the present invention can allow game players to freely switch between the one-handed operation mode and the two-handed operation mode as needed. For example, when a game player needs to perform other terminal interactions during the game, the operation mode can be switched from the two-handed operation mode to the one-handed operation mode. In the one-handed operation mode, the game player can smoothly and completely carry out the corresponding game interaction gameplay with only one hand, which allows the game player to use the other hand to complete the required other interaction operations. And after finishing other terminal interactions, the game player can switch the operation mode from the one-handed operation mode back to the two-handed operation mode, and use both hands to control the movement operation and combat operation of combat units such as the game protagonist, so as to deeply participate in the game interaction and improve the game experience.
[0018] In one embodiment, the combat unit may be the game player's game protagonist.
[0019] In one embodiment, the game interaction scenario can be a tower defense battle, and the method may further include: other combat units of the game player automatically participate in the battle according to the second preset rule in the tower defense battle.
[0020] In one embodiment, the other combat units may include at least one of attack / defense buildings, non-attack / defense buildings, or non-building combat units.
[0021] According to the above solution, in this method, not only the game protagonist of the game player can participate in the tower defense battle, but also other combat units of the game player can automatically participate in the corresponding battle based on the AI algorithm. Through the active control of the game protagonist by the game player, the monotonous experience of only building defensive towers and other buildings for passive defense in traditional tower defense games is solved, enabling the game player to deeply participate in the game interaction of the tower defense battle, improving the interactivity of the game, and at the same time enhancing the game experience of the game player.
[0022] In one embodiment, the first preset rule can be a preset priority rule, and the method may further include: the combat unit automatically attacks the enemy combat unit based on the preset priority rule.
[0023] In one embodiment, automatically attacking the enemy combat unit based on the preset priority rule may include: designating the enemy combat unit to be preferentially attacked by the combat unit based on the result calculated using multiple determination dimensions.
[0024] According to the above solution, the method realizes the automatic control of the combat units in the game based on the preset priority rule, enabling these combat units to automatically participate in the game battle according to different priorities under the preset rule, thus creating a good game interaction environment for the game player and attracting the game player to deeply participate in the game interaction, thereby enhancing the game experience.
[0025] According to another aspect of the present invention, there is also provided a device for game interaction, and the device may include:
[0026] A monitoring module, which is used to monitor the game player's selection of the game operation mode, and when the game player selects the single-handed operation mode, the monitoring module is also used to monitor the touch operation of the game player on the first virtual control component in the game interface; and
[0027] A control module, which is used to respond to the touch operation of the game player on the first virtual control component, control the movement operation of the game player's combat unit in the game interaction scenario, and control the combat unit to automatically execute combat operations in the game interaction scenario according to the preset rule. Description of the Drawings
[0028] To better understand the above and other objects, features, advantages and functions of the present invention, reference may be made to the preferred embodiments shown in the accompanying drawings. The same reference numerals in the drawings refer to the same components. Those skilled in the art should understand that the drawings are intended to schematically illustrate the preferred embodiments of the present invention and have no restrictive effect on the scope of the present invention, and the components in the drawings are not drawn to scale.
[0029] Figure 1 The flowchart of the game interaction method according to an embodiment of the present invention is shown.
[0030] Figure 2 The flowchart of the game interaction method according to another embodiment of the present invention is shown.
[0031] Figure 3 The flowchart of the game interaction method according to still another embodiment of the present invention is shown.
[0032] Figure 4 The flowchart of the game interaction method according to still another embodiment of the present invention is shown.
[0033] Figure 5 The schematic diagram of the device for game interaction according to an embodiment of the present invention is shown. Detailed Embodiments
[0034] Now referring to the accompanying drawings, the detailed embodiments of the present invention will be described in detail. What is described here is only the preferred embodiments of the present invention, and those skilled in the art can think of other ways to implement the present invention based on the preferred embodiments, and such other ways also fall within the scope of the present invention.
[0035] As Figure 1 shown, in an embodiment of the present invention, a game interaction method may include:
[0036] Monitoring the game player's selection of the game operation mode;
[0037] When the game player selects the single-handed operation mode, monitoring the touch operation of the game player on the first virtual control component in the game interface; and
[0038] In response to the touch operation of the game player on the first virtual control component, controlling the movement operation of the game player's combat unit in the game interaction scene, wherein the game player's combat unit automatically performs combat operations in the game interaction scene according to the first preset rule.
[0039] The combat unit in this method may be the game player's game protagonist. And the game interaction scene may be a tower defense battle.
[0040] When the game operation mode is the single - hand operation mode, corresponding first virtual control components can be displayed in the game interface. The first virtual control components are used to control the movement operation of the game player's combat unit in the game interaction scene. For example, they are used to control the movement of the game player's game protagonist in a tower - defense battle. The game player can perform touch operations such as dragging, swiping, or clicking on the first virtual control components to control different movement operations of their combat unit in the game interface. In the single - hand operation mode, the combat operations of the game player's combat unit can be automatically controlled according to the preset rules in the game. In other words, in the single - hand operation mode, the game player only needs to control the movement operation of their combat unit through the first virtual control components, and the combat operations of the combat unit can be automatically executed based on the preset rules without the game player's additional manipulation. Therefore, this method can ensure the smooth and complete progress of the game while allowing the game player not to need to use both hands for coordinated operations, thus simplifying the operations of the game player during the game. If the game player needs to perform other terminal interactions during the game, this method allows the game player to take into account other interaction needs while playing the game.
[0041] As Figure 2 shown, in one implementation, the game operation mode can also include a two - hand operation mode. Therefore, this method can also include:
[0042] When the game player selects the two - hand operation mode, monitor the touch operations of the game player on the second virtual control components in the game interface;
[0043] In response to the touch operations of the game player on the second virtual control components, control the movement operations and combat operations of the game player's combat unit in the game interaction scene.
[0044] In this exemplary method, the two - hand operation mode requires the game player to use both hands for coordinated operations during the game. In other words, in the two - hand operation mode, the game player not only needs to control the movement operation of their combat unit in the game interface but also needs to control the combat operations of the combat unit, such as launching a normal attack or releasing a skill on the enemy combat unit.
[0045] The second virtual control components can include the above - mentioned first virtual control components. For example, the first virtual control component can be a virtual joystick that can control the movement of the combat unit in the game interface, and the second virtual control components can include this virtual joystick and virtual buttons for controlling the combat operations of the combat unit. Of course, the second virtual control components can also not include the first virtual control components or be different from the first virtual control components.
[0046] In the exemplary method of the present invention, the game operation mode can also be switched between the single - hand operation mode and the two - hand operation mode based on the game player's selection.
[0047] Exemplary methods of the present invention may allow a gamer to freely switch between a single - hand operation mode and a two - hand operation mode as needed. For example, when a gamer needs to perform other terminal interactions during the game, the operation mode can be switched from the two - hand operation mode to the single - hand operation mode. In the single - hand operation mode, the gamer can smoothly and completely perform corresponding game interaction gameplay with only one hand, which allows the gamer to use the other hand to complete the required interaction operations. After finishing other terminal interactions, the gamer can switch the operation mode back from the single - hand operation mode to the two - hand operation mode, and use both hands to control the movement and combat operations of combat units such as the game protagonist, so as to deeply participate in the game interaction of the tower - defense battle and enhance the game experience.
[0048] When the first virtual control component in the game interface is a virtual joystick, the method may further include: controlling the movement of the game protagonist in the tower - defense battle based on the deflection direction of the virtual joystick.
[0049] When using the virtual joystick to control the movement operation of the game protagonist, the method can control the game protagonist to move forward, backward, left or right in the tower - defense battle by responding to the deflection direction of the virtual joystick. Further, the method can also control the game protagonist to move in a tilted direction in the tower - defense battle by responding to the angle of deflection of the virtual joystick relative to the horizontal or vertical direction of the game interface. In addition, the method can also respond to other operations applied by the gamer to the virtual joystick to enable the game protagonist to perform actions such as running, jumping or rolling in the tower - defense battle. For example, when the gamer keeps the virtual joystick deflected forward for a preset time, in response to this continuous forward deflection of the virtual joystick, the game protagonist can perform a forward - running action in the tower - defense battle.
[0050] In another embodiment, the first virtual control component (e.g., virtual joystick) can control the movement of other combat units of the gamer in addition to controlling the movement of the game protagonist. For example, control the movement of other movable combat units except the game protagonist in the tower - defense battle through a specific deflection mode of the virtual joystick.
[0051] The virtual joystick in the embodiments of the present invention can be fixedly set in a certain area or position in the game interface. Of course, the position of the virtual joystick can also be variable. For example, the position of the virtual joystick can move and change according to the touch operation of the gamer on the game interface. As an example, a virtual joystick can be generated or displayed when the gamer's finger touches a certain position in the game interface, and when the position of the touched finger changes, the position of the virtual joystick also changes accordingly.
[0052] The above embodiments of controlling the game protagonist or other combat units of the game player to move in the tower defense battle through the virtual joystick are merely exemplary rather than restrictive. The exemplary method of the present invention can also adopt other virtual control components suitable for controlling combat units in video games.
[0053] The above exemplary method enables the game player to control the movement operation of the game protagonist or even other combat units in the game interaction scene through, for example, a virtual joystick, improving the interactivity of the game. In addition, the method can also make the combat unit perform other actions besides moving in response to a specific touch method applied by the game player to the virtual joystick, such as running, jumping, or rolling, etc. Therefore, the interactive gameplay in the game is greatly enriched to further enhance the game experience of the game player.
[0054] Reference Figure 3 , in the exemplary method of the present invention, in addition to the game protagonist of the game player, other combat units of the game player can also participate in the battle. Therefore, the method can also include:
[0055] Other combat units of the game player automatically participate in the battle in the tower defense battle according to the second preset rule.
[0056] The above other combat units can be other combat units of the game player besides the game protagonist, for example, at least one of attack / defense buildings, non-attack / defense buildings, or non-building combat units.
[0057] As an example, the attack / defense buildings can be attack towers, defense towers, slowdown towers, sniper towers, magic towers, anti-aircraft towers, buff / debuff towers, control towers, or other buildings with attack / defense functions, etc. The non-attack / defense buildings can include buildings that do not directly attack the enemy, such as gold / resource generators, mines, barracks, recruitment offices, banks, terrain buildings, etc. The non-building combat units can be mobile combat units, for example, heroes, soldiers, equipment, tools, or other combat units that can move relative to stationary game elements such as buildings in the game.
[0058] The first preset rule and the second preset rule in the exemplary method can be the same or different from each other. For example, the game protagonist and other combat units of the game player can perform automatic battles in the tower defense battle based on the same AI algorithm or respectively based on different independent AI algorithms. Regardless of the preset rule or AI algorithm based on which the game protagonist conducts the battle, the movement operation of the game protagonist in the tower defense battle can be controlled through the virtual control component in the game interface. The specific rules or AI algorithms for controlling the game protagonist and other combat units of the game player to automatically participate in the battle will be described in detail below.
[0059] In the above exemplary method, not only can the game protagonist of the game player participate in the tower defense battle, but other combat units of the game player can also automatically participate in the battle based on the AI algorithm. By the game player's active control of the game protagonist, the monotonous experience of only being able to build defensive structures such as defensive towers for passive defense in traditional tower defense games is solved, enabling the game player to deeply participate in the game interaction of the tower defense battle, improving the interactivity of the game, and at the same time enhancing the game experience of the game player.
[0060] In the exemplary method of the present invention, the combat units of the game player can automatically attack enemy combat units according to preset rules. Taking the game protagonist as an example, various preset rules will be described in detail below. However, it should be noted that the various preset rules described below can also be applied to other combat units of the game player or enemy combat units. And, the game protagonist and other combat units of the game player as well as enemy combat units can be controlled by preset rules that are the same as or different from each other.
[0061] As Figure 4 shown, in this exemplary method, the game protagonist of the game player can automatically launch an attack on enemy combat units based on the AI algorithm according to the preset priority rules.
[0062] The preset priority rules can have multiple different determination dimensions, or only have a single determination dimension. These determination dimensions can include the type, distance, or health of the enemy combat units, etc.
[0063] The types of enemy combat units can be classified in different ways. For example, classified by movement mode, enemy combat units can be divided into air units, ground units, or water units, etc.; classified by whether they belong to buildings, enemy combat units can also be divided into building combat units (such as attack towers, etc.) and non-building combat units (such as heroes or soldiers, etc.). The above classification methods are only exemplary. Therefore, the types of enemy combat units can also be divided according to other suitable classification methods.
[0064] The distance of the enemy combat unit can refer to the distance of the enemy combat unit relative to any game element in the tower defense battle. For example, this distance can be the distance of the enemy combat unit relative to the game protagonist of the game player. In some cases, this distance can also be the distance of the enemy combat unit relative to the city, building, or other combat units of the game player, etc.
[0065] The above-mentioned health can be the total health, current remaining health, or lost health of the enemy combat unit, etc.
[0066] In one embodiment, when the preset priority rule has multiple determination dimensions, the exemplary method of the present invention can specify a target for the game protagonist of the game player to attack preferentially based on the result calculated using multiple determination dimensions.
[0067] As an example, the method can assign different type weights to multiple enemy combat units based on the type of air unit, ground unit, or water unit. Similarly, the method can also assign corresponding distance weights and health weights to them respectively according to the different distances of the enemy combat units relative to the game protagonist and their current remaining different health values. By substituting the weights under these determination dimensions into the calculation formula, the total weight of each enemy combat unit can be calculated. Then, based on the numerical magnitude relationship of the total weights of each enemy combat unit, the attack order of the game protagonist can be determined. The game protagonist of the game player can take the enemy combat unit with the highest total weight as the attack target with the highest priority.
[0068] In an example, the type weight of the air unit can be higher than that of the water unit, and the type weight of the water unit can be higher than that of the ground unit; when the distance of the enemy combat unit relative to the game protagonist is closer, a higher distance weight can be assigned to it; and when the current remaining health of the enemy combat unit is less, a higher health weight can be assigned to it. In the case of this example, if there is an enemy combat unit among multiple enemy combat units that is both an air unit, has the closest distance to the game protagonist of the game player, and has less current remaining health, then the total weight of this enemy combat unit calculated may be the highest. Based on this, the game protagonist of the game player will preferentially and automatically attack this enemy combat unit.
[0069] In the example of the above priority rule, the enemy combat units are classified according to the movement mode. However, it should be noted that the exemplary method of the present invention can also use other suitable types or classification methods to replace the above classification according to the movement mode, or can also combine other suitable types or classification methods with the classification according to the movement mode for the priority calculation of the enemy combat units.
[0070] In addition, as described above, the preset priority rule can also utilize only a single determination dimension. In other words, the exemplary method of the present invention can determine the target that the game protagonist attacks preferentially based on only one determination dimension and according to the comparison result between multiple enemy combat units in this determination dimension.
[0071] For example, when the preset priority rule only includes the determination dimension of the distance of the enemy combat unit relative to the game protagonist, the game protagonist can directly take the enemy combat unit closest to it as the attack target with priority.
[0072] In a tower defense battle, according to the above priority rules, the game protagonist of the game player can automatically attack the enemy combat unit with the highest priority. When the enemy combat unit with the highest priority is killed or out of the attack range of the game protagonist, the method can also control the game protagonist to switch the attack target to the other enemy combat unit with the highest priority that is currently alive within its attack range.
[0073] In the exemplary method of the present invention, when there is no attack target within the attack range of the game protagonist of the game player (for example, the enemy combat units within the attack range of the game protagonist have been killed or out of its attack range), the game protagonist can also automatically move towards other enemy combat units. For example, when the game player does not control the game protagonist to move through the virtual joystick, the game protagonist can automatically move towards the enemy combat unit closest to it. When this enemy combat unit enters the attack range of the game protagonist, the game protagonist automatically launches an attack on it. In addition, the game protagonist can also automatically move towards the enemy combat unit with the highest priority according to the preset priority rules.
[0074] As described above, the exemplary method of the present invention can also adopt the above preset rules to control the movement or attack of other combat units or enemy combat units of the game player in the tower defense battle.
[0075] In one implementation, the exemplary method can control the automatic attack operation of the attack / defense buildings of the game player only based on the distance. For example, various attack / defense buildings of the game player can each have the same or different attack ranges. When an enemy combat unit enters the attack range of the attack / defense building of the game player, the attack / defense building can automatically launch an attack on the enemy combat unit closest to it based on the AI algorithm according to the preset rules.
[0076] In addition, the exemplary method can also control the automatic attack operation of the movable combat units of the game player only based on the distance. For example, the movable combat units of the game player can each have the same or different attack ranges. When there is an enemy combat unit within the attack range of the movable combat unit, the method can control the movable combat unit to automatically launch an attack on the enemy combat unit closest to it. When there is no attack target within the attack range of the movable combat unit of the game player, it can move towards the closest enemy combat unit. When the enemy combat unit enters the attack range of the movable combat unit, it automatically launches an attack on the enemy combat unit.
[0077] The above exemplary method can control multiple combat units of the game player based on the same AI algorithm. In addition, the method can also control the corresponding combat units of the game player based on multiple independent AI algorithms.
[0078] In addition to the preset rules described in the above embodiments, the exemplary method of the present invention may also adopt other suitable control rules.
[0079] In the exemplary method of the present invention, based on one or more of the above preset rules, the control of the game protagonist or other combat units (including enemy combat units) in the game is realized, so that these combat units can automatically participate in, for example, tower defense battles according to different priorities or other control methods under the preset rules, thereby creating a good game interaction environment for game players, and being able to attract game players to deeply participate in the game interaction, and further improving the game experience.
[0080] It should be noted that the terms "attack" or "automatic attack" used herein may include at least one of ordinary attacks or skill releases. For example, when the game protagonist of the game player meets the conditions for releasing a skill, the game protagonist can preferentially release the skill. When the game protagonist does not meet the conditions for releasing a skill, it makes an ordinary attack.
[0081] In one implementation, the exemplary method of the present invention can control the release of the skills of the game protagonist according to the skill cooldown time (Cool Down Time, hereinafter simply referred to as "CD time"). For example, when the CD time of the skill is zero, the game protagonist automatically releases the skill. Subsequently, the CD time of the skill is reset until the next time the CD time is zero, and the game protagonist releases the skill again.
[0082] In addition to the game protagonist of the game player being able to release skills, other combat units or enemy combat units of the game player can also have various different skills and complete the automatic release of skills based on the above skill cooldown time rules.
[0083] In game interaction gameplay, for example, in tower defense battles, skills can be interrupted. For example, the combat units of the game player or enemy combat units can have control or silence skills. When one party in the battle is releasing a skill, the other party can interrupt the action of the other party releasing the skill by releasing the corresponding control or silence skill. The above control skills can also include skills that can change the position of the other party's combat units. In other words, one party in the battle can use a skill to change the position of the other party, thereby interrupting the skill being released by the other party.
[0084] At the start of the tower defense battle, the game protagonist of the game player can have at least one initial skill. As the game interaction process develops, other skills of the game protagonist can be gradually unlocked or the initial skills can be upgraded. Alternatively, at the start of the tower defense battle, the game protagonist can also not have any initial skills, and as the game interaction process develops, the game protagonist can gradually obtain at least one skill.
[0085] The above exemplary method controls the combat units in the game to automatically release skills, thereby enriching the gameplay and increasing the game interactivity, while also effectively reducing and simplifying the operations that game players need to perform during the game.
[0086] In addition, introducing skill interruption effects in the game increases the uncertainty and strategy of the game, thereby enhancing the fun of the game. The gradual unlocking or upgrading of skills can make game players look forward to the interactive content of the game after the skills are unlocked or upgraded, thereby stimulating the interest of game players.
[0087] In the exemplary method of the present invention, the attack range of the game protagonist can also be displayed in the game interface. For example, the attack range of the game protagonist can be displayed in a dotted circle around the game protagonist with the game protagonist as the center. In the case of this example, when an enemy combat unit enters the dotted circle with the game protagonist as the center, the game protagonist can automatically attack the enemy combat unit, for example, perform a normal attack or release a skill. In addition, the attack range of other combat units or enemy combat units other than the game player can also be displayed in the game interface.
[0088] Displaying the attack range of the game protagonist and other combat units in the game interface can serve as a visual prompt, so that the game player can operate the game protagonist and other combat units under the prompt, which further simplifies the operations required by the game player during the game.
[0089] In addition, in the exemplary method of the present invention, the damage value caused by the attacking unit to the attacked unit can also be determined based on the combat parameter configuration table. The combat parameter configuration table includes combat parameters associated with the attacking unit and the attacked unit, and these combat parameters are used to calculate the damage value caused by the attacking unit to the attacked unit.
[0090] The attacking unit may be a game player's game protagonist or other combat unit, and the attacked unit may be an enemy combat unit, or vice versa.
[0091] Furthermore, the exemplary method can also obtain specific parameter values corresponding to the combat parameters in the combat parameter configuration table from the attacking unit and the attacked unit based on the current game status of the attacking unit and the attacked unit, and bring these specific parameter values into the calculation formula, and then calculate the specific damage value caused by the attacking unit to the attacked unit.
[0092] The method according to an embodiment of the present invention may further include displaying the health of the game player's combat unit or the enemy combat unit in the game interface. The health may be displayed in the form of a bar, a sphere, or other suitable shapes at any position in the game interface.
[0093] In a tower defense battle, when the health of a certain combat unit reaches zero, the combat unit will be killed. In one example, when the game player's game protagonist is killed, it can be revived after a preset time. For example, when the game protagonist is killed, after a few seconds, the game protagonist can be revived at the position where it was killed.
[0094] The exemplary method of the present invention may further include: in response to a manual selection by the game player or an automatic trigger of a game event, ending, pausing, continuing, or restarting the tower defense battle. When ending the tower defense battle, the method may also switch the game interaction scene from the tower defense battle to other game interaction scenes.
[0095] For example, when the game player's city is being attacked by other game players, the exemplary method may, in response to the game player actively clicking on a certain area or position in the game interface, end the ongoing tower defense battle and switch the game interaction scene from the tower defense battle to the game player's main city scene, so as to facilitate the game player's defense operation.
[0096] As Figure 5 shown, the present invention also provides a device 1 for game interaction, and the device 1 may include:
[0097] A monitoring module 2, which is used to monitor the game player's selection of the game operation mode, and when the game player selects the one-handed operation mode, the monitoring module 2 is also used to monitor the touch operation of the game player on the first virtual control component in the game interface; and
[0098] A control module 3, which is used to control the movement operation of the game player's combat unit in the game interaction scene in response to the touch operation of the game player on the first virtual control component, and control the combat unit to automatically execute combat operations in the game interaction scene according to preset rules.
[0099] The above description of various embodiments of the present invention is provided to a person of ordinary skill in the relevant art for the purpose of description. It is not intended to exclude or limit the present invention to a single disclosed embodiment. As above, a person of ordinary skill in the art taught above will understand various alternatives and modifications of the present invention. Therefore, although some alternative embodiments are specifically described, a person of ordinary skill in the art will understand or relatively easily develop other embodiments. The present invention is intended to include all alternatives, modifications, and variations of the present invention described herein, as well as other embodiments that fall within the spirit and scope of the present invention described above.
Claims
1. A game interaction method, characterized in that: The method comprises: Monitor game players' choices of game operation modes; When the game player selects the one-handed operation mode, monitoring the game player's touch operation on the first virtual control component in the game interface; and In response to the touch operation of the game player on the first virtual control component, the movement operation of the game player's combat unit in the game interaction scene is controlled, wherein the combat unit automatically performs combat operations in the game interaction scene according to a first preset rule.
2. The method according to claim 1, characterized in that The game operation mode also includes a two-hand operation mode, and the method further includes: When the game player selects the two-hand operation mode, monitoring the game player's touch operation on the second virtual control component in the game interface; and In response to the touch operation of the game player on the second virtual control component, the movement operation and combat operation of the game player's combat unit in the game interactive scene are controlled.
3. The method according to claim 2, characterized in that The method further comprises: In response to a selection by a game player, the game operation mode is switched between the one-hand operation mode and the two-hand operation mode.
4. The method according to claim 2, characterized in that: The second virtual control component includes the first virtual control component.
5. The method according to claim 1, characterized in that The combat unit is the game protagonist of the game player.
6. The method according to claim 1, characterized in that The game interaction scene is a tower defense battle, and the method further includes: The other combat units of the game player automatically participate in the tower defense battle according to the second preset rule.
7. The method according to claim 6, characterized in that The other combat units include at least one of attack / defense buildings, non-attack / defense buildings or non-building combat units.
8. The method according to claim 1, characterized in that The first preset rule is a preset priority rule, and the method further includes: The combat unit automatically attacks the enemy combat unit based on the preset priority rule.
9. The method according to claim 8, characterized in that The automatic attack on the enemy combat unit based on the preset priority rule includes: Based on the results calculated using multiple determination dimensions, the combat unit is assigned an enemy combat unit for priority attack.
10. A device for game interaction, characterized in that: The device comprises: a monitoring module, the monitoring module being used to monitor a game player's selection of a game operation mode, and when the game player selects a one-hand operation mode, the monitoring module is further used to monitor the game player's touch operation on a first virtual control component in a game interface; and A control module, wherein the control module is used to control the movement operation of the game player's combat unit in the game interaction scene in response to the game player's touch operation on the first virtual control component, and control the combat unit to automatically perform combat operations in the game interaction scene according to preset rules.
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