Game interaction method and device, computer equipment and computer readable storage medium
By responding to changes in triggered operations in the game and switching the game perspective to adapt to different needs, the attack and timing missed problems during game perspective switching is solved, improving the gaming experience and reducing load pressure.
Patent Information
- Application Number
- CN202510590080.9
- Authority / Receiving Office
- CN · China
- Patent Type
- Applications(China)
- Current Assignee / Owner
- Filing Date
- 2025-05-07
- Publication Date
- 2025-07-22
AI Technical Summary
When switching game perspectives in the game, controlled virtual characters are vulnerable to opponent attacks or missed game opportunities, resulting in poor game experience.
During the continuous process of the trigger operation, in response to preset conditions, the game perspective is switched from the first game perspective to the second game perspective, and the controlled virtual character continues to perform the specified game behavior in the second game perspective, ensuring the continuity and flexibility of the game behavior.
It realizes switching the game perspective without blocking game behavior, avoiding controlled virtual characters being counterattacked by opponents, reducing the number of deaths, improving the gaming experience and reducing the load pressure of terminals and servers.
Smart Images

Figure CN120346524A_ABST
Abstract
Description
Technical Field
[0001] This application relates to the field of game technologies, and particularly to a game interaction method, apparatus, computer device, and computer-readable storage medium. Background Art
[0002] Currently, games usually use a fixed game perspective. If a player needs to switch the game perspective, the control of the controlled virtual character usually needs to be interrupted, which may cause the controlled virtual character to be vulnerable to attacks from opponents or miss game opportunities during the process of switching the game perspective, resulting in a poor game experience. Summary of the Invention
[0003] Embodiments of this application provide a game interaction method, apparatus, computer device, and computer-readable storage medium, which can switch the game perspective without interrupting the execution of a specified game behavior, flexibly adapt to different game requirements, avoid the controlled virtual character being counterattacked by opponents or missing game opportunities during the process of switching the game perspective, and improve the player's game experience.
[0004] A game interaction method provided by an embodiment of this application includes:
[0005] Display a game interface corresponding to a first game perspective, where the content displayed on the game interface includes at least a virtual game scene and a controlled virtual character located in the virtual game scene, and the game interface further includes a target game control;
[0006] In response to a trigger operation on the target game control, control the controlled virtual character to perform a specified game behavior in the first game perspective;
[0007] During the continuous process of the trigger operation, in response to the change of the trigger operation satisfying a first preset condition, switch the first game perspective to a second game perspective, and control the controlled virtual character to continue to perform the specified game behavior in the second game perspective, where the field of view ranges of the first game perspective and the second game perspective are different.
[0008] Correspondingly, a game interaction apparatus provided by an embodiment of this application further includes:
[0009] A display unit, configured to display a game interface corresponding to a first game perspective, where the content displayed on the game interface includes at least a virtual game scene and a controlled virtual character located in the virtual game scene, and the game interface further includes a target game control;
[0010] A control unit, configured to control the controlled virtual character to perform a specified game behavior in the first game perspective in response to a trigger operation on the target game control;
[0011] A switching unit, configured to, during the duration of the triggering operation, in response to a change in the triggering operation satisfying a first preset condition, switch the first game perspective to a second game perspective, and control the controlled virtual character to continue to perform the specified game behavior in the second game perspective, where the field of view ranges of the first game perspective and the second game perspective are different.
[0012] Correspondingly, an embodiment of the present application further provides a computer device, including a memory and a processor; the memory stores a computer program, and the processor is configured to run the computer program in the memory to execute any one of the game interaction methods provided by the embodiments of the present application.
[0013] Correspondingly, an embodiment of the present application further provides a computer-readable storage medium, which is used to store a computer program, and the computer program is loaded by a processor to execute any one of the game interaction methods provided by the embodiments of the present application.
[0014] In the embodiment of the present application, by displaying a game interface corresponding to a first game perspective, the content displayed on the game interface at least includes a virtual game scene and a controlled virtual character located in the virtual game scene, and the game interface further includes a target game control; in response to a triggering operation on the target game control, controlling the controlled virtual character to perform a specified game behavior in the first game perspective; during the duration of the triggering operation, in response to a change in the triggering operation satisfying a first preset condition, switching the first game perspective to a second game perspective, and controlling the controlled virtual character to continue to perform the specified game behavior in the second game perspective, where the field of view ranges of the first game perspective and the second game perspective are different, it is possible to switch the game perspective without interrupting the execution of the specified game behavior, flexibly adapt to different game requirements, avoid the controlled virtual character being counterattacked by an opponent or missing a game opportunity during the process of switching the game perspective, and improve the player's game experience. Moreover, avoiding the controlled virtual character being counterattacked by an opponent during the process of switching the game perspective can reduce the number of deaths of the controlled virtual character in the game session, thereby reducing the number of times the player starts a game session, and further reducing the load pressure on the terminal and the server. BRIEF DESCRIPTION OF THE DRAWINGS
[0015] In order to more clearly illustrate the technical solutions in the embodiments of the present application, the following will briefly introduce the drawings required for the description of the embodiments. Obviously, the following drawings are only some embodiments of the present application. For those skilled in the art, without creative efforts, other drawings can be obtained based on these drawings.
[0016] Figure 1 is a flowchart of the game interaction method provided by the embodiment of the present application;
[0017] Figure 2 It is a schematic diagram of a game interface corresponding to the first game perspective provided by an embodiment of the present application;
[0018] Figure 3 It is a schematic diagram of a game interface corresponding to the first game perspective provided by an embodiment of the present application;
[0019] Figure 4 It is a schematic diagram of a game interaction device provided by an embodiment of the present application;
[0020] Figure 5 It is a schematic diagram of the structure of a computer device provided by an embodiment of the present application. Detailed implementation manners
[0021] Next, the technical solutions in the embodiments of the present application will be clearly and completely described in conjunction with the accompanying drawings in the embodiments of the present application. Obviously, the described embodiments are only a part of the embodiments of the present application, rather than all the embodiments. Based on the embodiments in the present application, all other embodiments obtained by those skilled in the art without creative efforts belong to the scope of protection of the present application.
[0022] An embodiment of the present application provides a game interaction method, device, computer device, and computer-readable storage medium. The game interaction device can be integrated in the computer device, and the computer device can be a server or a terminal device, etc.
[0023] Among them, the terminal may include a mobile phone, a wearable intelligent device, a tablet computer, a notebook computer, a personal computer (PC), and an in-vehicle computer, etc.
[0024] Among them, the server may be an independent physical server, or a server cluster or a distributed system composed of multiple physical servers, or a cloud server providing basic cloud computing services such as cloud services, cloud databases, cloud computing, cloud functions, cloud storage, network services, cloud communications, middleware services, domain name services, security services, content delivery network (CDN), and big data and artificial intelligence platforms.
[0025] The following will be described in detail respectively. It should be noted that the description order of the following embodiments does not limit the preferred order of the embodiments.
[0026] This embodiment will be described from the perspective of the game interaction device. The game interaction device can be specifically integrated in the computer device, and the computer device can be a server or a terminal device, etc.
[0027] First, some terms involved in the embodiments of the present application will be described.
[0028] A virtual game scene (also known as a virtual scene or a game scene) is a virtual scene displayed (or provided) when an application runs on a terminal or a server. Optionally, the virtual scene is a simulation environment of the real world, or a semi-simulated and semi-fictional virtual environment, or a purely fictional virtual environment. The virtual scene can be either a two-dimensional virtual scene or a three-dimensional virtual scene. The virtual environment can be the sky, land, sea, etc. Among them, the land includes environmental elements such as deserts and cities. Among them, the virtual scene is a scene for the complete game logic of virtual objects such as user control. For example, in a sandbox 3D shooting game, the virtual scene is a 3D game world for players to control virtual objects to fight. An exemplary virtual scene may include at least one element among mountains, flatlands, rivers, lakes, seas, deserts, sky, plants, buildings, and vehicles. For example, in a 2D card game, the virtual scene is a scene for displaying the release of cards or the virtual objects corresponding to the cards. An exemplary virtual scene may include an arena, a battle field, or other "field" elements or other elements that can display the card battle status. For a 2D or 3D multiplayer online tactical competitive game, the virtual scene is a 2D or 3D terrain scene for virtual objects to fight. An exemplary virtual scene may include elements such as canyon-style mountains, lines, rivers, classrooms, desks, chairs, and podiums.
[0029] The game interface refers to the interface corresponding to the application provided or displayed through a graphical user interface. This interface includes a UI interface and a game screen for players to interact. In an optional implementation manner, the UI interface may include game controls (such as skill controls, movement controls, function controls, etc.), indication marks (such as direction indication marks, character indication marks, etc.), information display areas (such as the number of kills, game time, etc.), or game setting controls (such as system settings, stores, gold coins, etc.). In an optional implementation manner, the game screen is the display screen corresponding to the terminal device displaying the virtual scene. The game screen may include virtual objects such as game characters, NPC characters, and AI characters that execute game logic in the virtual scene.
[0030] A virtual game character (also known as a virtual object, game character, game object, etc.) refers to a dynamic object that can be controlled in a virtual scene. Optionally, the dynamic object can be a virtual human, virtual animal, anime character, etc. The virtual object is a character controlled by a player through an input device, or an artificial intelligence (AI) set in a virtual environment battle through training, or a non-player character (NPC) set in a virtual scene battle. Optionally, the virtual object is a virtual human competing in a virtual scene. Optionally, the number of virtual objects in the virtual scene battle is preset or dynamically determined according to the number of clients joining the battle, which is not limited in the embodiments of the present application. In a possible implementation, the user can control the virtual object to move in the virtual scene. For example, the user can control the virtual object to run, jump, crawl, etc., and can also control the virtual object to use skills, virtual props, etc. provided by the application to fight with other virtual objects. A (game) prop refers to a prop that can be used by a virtual object in a virtual environment, including but not limited to firearms, cold weapons, grenades, shields, springboards, puppets, etc. that can be used by a virtual object to boost its own attributes, assist in combat, or inflict damage on other virtual objects. Virtual props can also be supply props such as bullets, and can also be accessories such as extended magazines, aiming scopes, flash suppressors, and gun stocks assembled on specified virtual weapons. A virtual camera is an essential component of the game scene screen, used to present the game scene screen. At least one virtual camera corresponds to a game scene, and according to actual needs, there can be two or more. As a window for game rendering, it captures and presents the picture content of the game world for the player. By setting the parameters of the virtual camera, the player's viewing angle of the game world can be adjusted, such as the first-person perspective and the third-person perspective.
[0031] A game interaction method provided by an embodiment of the present application, as Figure 1 shown, the specific process of the game interaction method can be as follows:
[0032] 101. Display a game interface corresponding to a first game perspective. The content displayed on the game interface includes at least a virtual game scene and a controlled virtual character located in the virtual game scene. The game interface also includes a target game control.
[0033] Among them, the controlled virtual character is a virtual character that can be controlled by a game account currently logged in to the game through a terminal device. The target game control is a control available for interaction on the game interface. The target interaction control can receive the player's operation and trigger the terminal to control the controlled virtual character to perform a specified game behavior.
[0034] Among them, the first game perspective can be one of at least two preset game perspectives in the game, and the field of view ranges of different game perspectives are different. The first game perspective can also be the perspective corresponding to the virtual item used by the controlled virtual character. For example, in a shooting game, the first game perspective can be the shooting perspective. Exemplarily, the first game perspective is the shooting perspective corresponding to the shoulder shooting mode, or the shooting perspective corresponding to the scope shooting. The shooting perspective corresponding to the scope shooting can be determined according to the aiming scope configured for the virtual game item.
[0035] Exemplarily, the game interfaces corresponding to different game perspectives can be as Figure 2 and Figure 3 shown, Figure 2 and Figure 3 have different field of view ranges, and the target game control can be the Figure 2 and Figure 3 "bullet" control in the game interface shown.
[0036] 102. In response to a trigger operation on the target game control, control the controlled virtual character to perform a specified game behavior in the first game perspective.
[0037] Among them, the trigger operation on the target game control is an interaction operation acting on the target game control, and the touch operation is a continuous action. For example, the trigger operation can be a long press operation, a swipe operation, or include a long press operation and a swipe operation.
[0038] The specified game behavior can be set according to the applied game. For example, the specified game behavior can be throwing a virtual throwable, shooting an arrow, using a slingshot, etc. Optionally, the specified game behavior can also include shooting through a virtual game item. Different shooting modes correspond to different game perspectives, and the shooting modes include at least one of shoulder shooting, hip shooting, and scope shooting. The first game perspective is the game perspective corresponding to the default shooting mode.
[0039] The virtual game item can include a virtual firearm, a bubble gun, a flame thrower, a paint sprayer, etc.; there are multiple shooting modes. For example, the shooting modes can include at least one of shoulder shooting, hip shooting, and scope shooting. The game perspectives corresponding to different shooting modes are different, that is, the aiming accuracies are different, so the attack scenarios suitable for different shooting modes are different, and the appropriate shooting mode can be selected according to needs.
[0040] In one embodiment, the order of the field of view ranges of the game perspectives corresponding to shoulder shooting, hip shooting, and scope shooting from large to small is scope shooting with a high magnification scope, scope shooting with a low magnification scope, shoulder shooting, and hip shooting.
[0041] The first game perspective can be the default perspective set in the game. For example, it can be aiming and shooting, shoulder shooting, or hip shooting. The second game perspective is a game perspective different from the first game perspective among the game perspectives available for switching in the game.
[0042] Exemplarily, for a shooting game, the game interface may include a shooting control, i.e., the target game control. The shooting control is used to control the controlled virtual character to perform shooting using virtual game props. In response to a trigger operation on the target game control, the controlled virtual character is controlled to perform a specified game behavior in the first game perspective. It can be that in response to a trigger operation on the shooting control, the controlled virtual character is controlled to use the hip shooting mode and perform shooting through virtual game props.
[0043] 103. During the continuation of the trigger operation, in response to the change of the trigger operation satisfying a first preset condition, the first game perspective is switched to the second game perspective, and the controlled virtual character is controlled to continue to perform the specified game behavior in the second game perspective. The field of view ranges of the first game perspective and the second game perspective are different.
[0044] When the change of the trigger operation satisfies the first preset condition, the first game perspective is switched to the second game perspective. At this time, the game interface corresponding to the first game perspective is updated to the game interface corresponding to the second game perspective, and the controlled virtual character is controlled to continue to perform the specified game behavior in the second game perspective.
[0045] In an embodiment, the game perspective can be corresponding to the shooting mode. The first game perspective can correspond to the first shooting mode, and the second game perspective can correspond to the second shooting mode. When the change of the trigger operation satisfies the first preset condition, the first shooting mode is switched to the second shooting mode. Since the shooting mode and the game perspective are corresponding, when the first shooting mode is switched to the second shooting mode, the first game perspective is also switched to the second game perspective.
[0046] Through the change of the trigger operation, it is possible to switch the game perspective without interrupting the execution of the specified game behavior, flexibly adapting to different game requirements, and avoiding the controlled virtual character being counterattacked by the opponent during the process of switching the game perspective, resulting in a poor gaming experience for the player. Avoiding the controlled virtual character being counterattacked by the opponent during the process of switching the game perspective can reduce the number of deaths of the controlled virtual character in the game round, thereby reducing the number of times the player starts a game round, and further reducing the load pressure on the terminal and the server.
[0047] Among them, the first preset condition may include that the change range of the operation position of the triggering operation on the game interface exceeds a preset range threshold. Exemplarily, by performing a long - press operation, the controlled virtual character can be controlled to continuously perform a specified game behavior. When it is detected that the change range of the operation position of the long - press operation is greater than the preset range threshold, the first game perspective is switched to the second game perspective, and the controlled virtual character is controlled to continue performing the specified game behavior in the second game perspective.
[0048] Optionally, the first preset condition may include that the movement trajectory of the triggering operation on the target game control conforms to a specified first movement trajectory. Exemplarily, for a shooting game, the game interface corresponding to the first game perspective may be as Figure 2 shown, and the target game control is Figure 2 the "bullet" control on the shown game interface. By clicking on the target game control, the controlled virtual character can be controlled to perform a single shot through a virtual firearm. A single shot can fire one or more bullets. By performing a long - press operation on the target game control, the controlled virtual character can be controlled to continuously shoot through the virtual firearm. When the player switches from a long - press operation to a swipe operation, it can also be considered that the operation position of the long - press operation has changed, and the change of the operation position meets the preset conditions, and the first game perspective is switched to the second game perspective, Figure 2 the shown game interface is updated to the game interface corresponding to the second game perspective as shown in Figure 3 and the controlled virtual character is controlled to continue shooting until the triggering operation ends. It can be understood that before switching to the second game perspective, the controlled virtual character is kept shooting through the virtual firearm in the first game perspective.
[0049] Optionally, the first preset condition is that the interaction operation includes a continuous first swipe operation and a second swipe operation, and the swipe directions of the first swipe operation and the second swipe operation are different. Exemplarily, for example, the triggering operation changes from a long - press operation to a swipe operation, and the first swipe operation and the second swipe operation are continuously and uninterruptedly performed, and the swipe directions of the first swipe operation and the second swipe operation are different. For example, the first swipe operation is a left - swipe, and the second swipe operation is a right - swipe. Or, the first swipe operation is an up - swipe, and the second swipe operation is a down - swipe.
[0050] In an embodiment, in addition to being used to control the controlled virtual character to perform a specified game behavior and switch the game perspective, the target game control can also be used to adjust the aiming crosshair of the virtual game item, that is, the specified game behavior includes attacking through the virtual game item. The game interaction method provided by the embodiments of the present application may further include:
[0051] In response to the change of the trigger operation satisfying a second preset condition, update the position of the aiming point of the virtual game item, and control the controlled virtual character to use the virtual game item to attack based on the aiming point with the updated position.
[0052] Wherein, the second preset condition is different from the first preset condition. The second preset condition may include that the movement trajectory of the trigger operation on the target game control conforms to a specified second movement trajectory. The second preset condition may also include that the trigger operation includes a third sliding operation, and the sliding direction of the third sliding operation is different from the sliding direction of at least one of the first sliding operation and the second sliding operation.
[0053] Exemplarily, in a shooting game, in order to simulate a real shooting situation, after the virtual firearm shoots, due to the influence of recoil and the like, the muzzle of the virtual firearm will jump upward, so the aiming point of the virtual firearm will move upward. During the shooting process, the player can press down the muzzle of the virtual firearm through a downward sliding operation on the target game control to stabilize the aiming point of the virtual firearm.
[0054] If the operation of controlling the aiming point of the virtual game item is a downward sliding operation, the operation of triggering the game perspective switch may at least include an upward sliding operation, and the game perspective is switched through an anti-intuitive operation during the shooting process.
[0055] In an embodiment, the game may provide two game perspectives, and switching the game perspective may be switching to another game perspective; optionally, the game may provide more than two game perspectives. Switching the perspective may be, according to the preset order of multiple game perspectives, when each touch operation satisfies the first preset condition, switching the game perspective to the next perspective according to the preset order; the game perspective may also be determined according to the distance or other information of the virtual object to be interacted with by the controlled virtual character. That is, before the step of "switching the first game perspective to the second game perspective", the game interaction method provided by the embodiments of the present application may further include:
[0056] In response to the change of the trigger operation satisfying the first preset condition, determine the virtual object to be interacted with corresponding to the specified game behavior;
[0057] Determine the second game perspective according to the interaction correlation information of the virtual object to be interacted with.
[0058] Wherein, the interaction correlation information may include information related to interacting with the virtual object to be interacted with. For example, the interaction correlation information includes at least one of the distance between the virtual object to be interacted with and the controlled virtual character in the virtual game scene, the object size of the virtual object to be interacted with, the survival index value, and the part to be interacted with by the controlled virtual character for the virtual object to be interacted with.
[0059] Determining the second game perspective according to the interaction association information of the virtual object to be interacted can make the second game perspective match the virtual object to be interacted, so that the player has a better game perspective for interacting with the virtual object to be interacted.
[0060] Determining the second game perspective according to the interaction association information of the virtual object to be interacted may specifically be that the first game perspective is the default perspective of the game, and another game perspective is also set in the game. Determine whether the interaction association information meets the condition for switching perspectives. If it meets, use the other game perspective as the second game perspective.
[0061] In one embodiment, different game perspectives correspond to different shooting modes. The step of "determining the second game perspective according to the interaction association information of the virtual object to be interacted" may include:
[0062] If the distance is greater than a preset distance threshold, select a target shooting mode from the preset shooting modes according to the distance, so as to switch the first game perspective to the second game perspective corresponding to the target shooting mode;
[0063] If the distance is not greater than the preset distance threshold and the part to be interacted is the target interaction part, select the target shooting mode from the preset shooting modes according to the target interaction part.
[0064] Specifically, the distance between the virtual object to be interacted and the controlled virtual character in the virtual game scene can be determined. If the distance is greater than the preset distance threshold, it is determined that a larger aiming perspective with greater magnification ability is required. An appropriate target shooting mode can be determined according to the distance, and the current shooting mode can be switched to the target shooting mode, so as to switch the first game perspective corresponding to the current shooting mode to the second game perspective corresponding to the target shooting mode; Optionally, the larger the distance, the smaller the field of view range of the game perspective corresponding to the determined shooting mode can be.
[0065] If the distance is not greater than the preset distance threshold, an appropriate target shooting mode can be determined according to the aiming part (i.e., the part to be interacted of the controlled virtual character for the virtual object to be interacted). For example, if the aiming part requires precise shooting, that is, a larger aiming perspective with greater magnification ability is required, a target shooting mode matching the aiming part can be determined from the preset shooting modes, and the current shooting mode can be switched to the target shooting mode, so as to switch the first game perspective corresponding to the current shooting mode to the second game perspective corresponding to the target shooting mode; Optionally, the weaker the aiming part, the smaller the field of view range of the game perspective corresponding to the determined shooting mode can be.
[0066] In one embodiment, the step of "determining the second game perspective according to the interaction association information of the virtual object to be interacted" may include:
[0067] Determine candidate game perspectives, where the candidate game perspectives and the first game perspective include game perspectives determined based on the item attributes of the virtual game item currently used by the controlled virtual character;
[0068] According to the interaction association information of the virtual object to be interacted with and the mapping relationship between the preset interaction association information and the game perspective, determine a second game perspective from the candidate game perspectives, where, in the mapping relationship, the game perspective with a smaller field of view corresponds to a greater distance, a smaller object size, a larger survival index value, or a weaker part to be interacted with.
[0069] The game perspectives available for switching in the game include game perspectives determined according to the virtual game item currently used by the controlled virtual character, that is, the candidate game perspectives and the first game perspective include game perspectives determined based on the item attributes of the virtual game item currently used by the controlled virtual character. For example, if the virtual game item is equipped with a scope, the game perspective can include a game perspective corresponding to the magnification of the scope, so that the player can observe the virtual game scene through the scope and control the controlled virtual character to perform specified game actions.
[0070] Determining the candidate game perspectives can be to determine the game perspectives available for switching other than the first game perspective. Suppose the game provides two preset perspectives, the game perspective corresponding to shoulder shooting, the game perspective corresponding to hip shooting, and the game perspective corresponding to aiming and shooting. The field of view of the game perspective of aiming and shooting is determined based on the virtual game item. Determining the candidate game perspectives can be to determine the game perspectives available for switching according to the first game perspective and the virtual game item used by the controlled virtual character, that is, the candidate game perspectives.
[0071] According to the mapping relationship between the preset interaction association information and the game perspective, determine the game perspective corresponding to the interaction association information of the virtual object to be interacted with from the candidate game characters, that is, determine the second game perspective.
[0072] In the mapping relationship, the game perspective with a smaller field of view corresponds to a greater distance, a smaller object size, a larger survival index value, or a weaker part to be interacted with.
[0073] The smaller the field of view of the game perspective, the greater the magnification of the virtual game scene displayed on the corresponding game interface. The game perspective with a smaller field of view in the mapping relationship corresponds to a greater distance of the virtual character to be interacted with. When the distance of the virtual object to be interacted with is far, the game perspective can be switched to a game perspective with a smaller field of view, so that the player can see the virtual object to be interacted with more clearly, and thus can accurately interact with the virtual object to be interacted with. For example, perform accurate shooting on the virtual object to be interacted with.
[0074] Among the mapping relationships, the smaller the field of view of the game perspective, the smaller the corresponding object size. When the object size of the virtual object to be interacted with is small, the game perspective can be switched to a game perspective with a smaller field of view, enabling the player to see the virtual object to be interacted with more clearly, and thus being able to accurately interact with the virtual object to be interacted with. For example, accurately shooting at the virtual object to be interacted with. The object size can be the actual size of the virtual object to be interacted with or the size when displayed on the game interface.
[0075] Among the mapping relationships, the smaller the field of view of the game perspective, the larger the corresponding survival index value. When the survival index value of the virtual object to be interacted with is large, the game perspective can be switched to a game perspective with a smaller field of view, enabling the player to see the virtual object to be interacted with more clearly, and thus being able to accurately attack the virtual object to be interacted with for interaction and causing greater damage to the virtual object to be interacted with.
[0076] Among the mapping relationships, the smaller the field of view of the game perspective, the weaker the corresponding part to be interacted with. When the part to be interacted with of the virtual object to be interacted with is weak, the game perspective can be switched to a game perspective with a smaller field of view, enabling the player to see the virtual object to be interacted with more clearly, and thus being able to accurately attack the part to be interacted with of the virtual object to be interacted with to cause greater damage to the virtual object to be interacted with and increase the winning rate of the controlled virtual character in the game.
[0077] When the triggering operation for the target game control ends, control the controlled virtual character to stop the specified game behavior, and set the second game perspective as the game perspective controlled by the target game control. It can also still use the first game perspective as the game perspective controlled by the target game control. That is, in one embodiment, after the step "control the controlled virtual character to continue to execute the specified game behavior in the second game perspective", the modified game interaction method of the present application may further include:
[0078] In response to the end of the triggering operation, control the controlled virtual character to stop executing the specified game behavior;
[0079] In response to a new triggering operation for the target game control, control the controlled virtual character to execute the specified game behavior in the first game perspective or the second game perspective.
[0080] In response to the end of the triggering operation, control the controlled virtual character to stop executing the specified game behavior.
[0081] When receiving a new triggering operation for the target game control, control the controlled virtual character to execute the specified game behavior in the first game perspective or in the second game perspective.
[0082] In one embodiment, after the triggering operation ends, the second game perspective is switched back to the first game perspective so that when a new triggering operation for the target game control is received, the controlled virtual character is controlled to perform a specified game behavior in the first game perspective, that is, the step "in response to a new triggering operation for the target game control, controlling the controlled virtual character to perform the specified game behavior in the first game perspective or the second game perspective" may include:
[0083] In response to a new triggering operation for the target game control, controlling the controlled virtual character to perform the specified game behavior in the first game perspective.
[0084] Specifically, the first game perspective may be the default perspective of the game. After the game perspective is switched to the second game perspective, in response to the end of the triggering operation, the game perspective is switched back to the first game perspective.
[0085] In one embodiment, there are multiple target game controls on the game interface, and different target game controls are used to control the controlled virtual character to perform the specified game behavior in different first game perspectives.
[0086] Specifically, there are multiple target game controls on the game interface, and different target game controls are used to control the controlled virtual character to perform the specified game behavior in different game perspectives. Exemplarily, the game interface may include two target game controls. One target game control is used to control the controlled virtual character to shoot in a shoulder-fire mode, and the other target game control is used to control the controlled virtual character to shoot in a scope-fire mode. In response to a triggering operation for the target game control corresponding to the shoulder-fire mode, the controlled virtual character can be controlled to shoot in the shoulder-fire mode, and in response to the change of the triggering operation satisfying a first preset condition, the shoulder-fire mode can be switched to other shooting modes; in response to a triggering operation for the target game control corresponding to the scope-fire mode, the controlled virtual character can be controlled to shoot in the scope-fire mode, and in response to the change of the triggering operation satisfying a first preset condition, the scope-fire mode can be switched to other shooting modes. The switching process of the shooting modes can refer to the relevant content of switching the first perspective to the second perspective above and will not be elaborated here.
[0087] If after switching the first game perspective to the second game perspective through the target game control, the first game perspective controlled by the target game control can be switched to the second game perspective so that the controlled virtual character is controlled to perform the specified game behavior in the second game perspective based on the target game control, that is, in one embodiment, after the step "switching the first game perspective to the second game perspective", the game interaction method provided by the embodiments of the present application may further include:
[0088] Switch the game view controlled by the first target game control affected by the trigger operation from the first game view to the second game view;
[0089] If the game view controlled by the second target game control other than the first target game control is the second game view, then update the game view controlled by the second target game control to be different from the second game view and different from the game views controlled by other target game controls, so as to control the controlled virtual character to perform specified game behaviors in different game views through different target game controls.
[0090] As can be seen from the above, in the embodiment of the present application, by displaying the game interface corresponding to the first game view, the content displayed on the game interface at least includes a virtual game scene and a controlled virtual character located in the virtual game scene, and the game interface further includes a target game control; in response to a trigger operation on the target game control, controlling the controlled virtual character to perform a specified game behavior in the first game view; during the continuous process of the trigger operation, in response to the change of the trigger operation satisfying the first preset condition, switching the first game view to the second game view, and controlling the controlled virtual character to continue to perform the specified game behavior in the second game view, the field of view ranges of the first game view and the second game view are different, it is possible to switch the game view without blocking the execution of the specified game behavior, flexibly adapt to different game requirements, avoid the controlled virtual character being counterattacked by the opponent or missing the game opportunity during the process of switching the game view, and improve the player's game experience. Moreover, avoiding the controlled virtual character being counterattacked by the opponent during the process of switching the game view can reduce the number of deaths of the controlled virtual character in the game session, thereby reducing the number of times the player starts the game session, and further reducing the load pressure on the terminal and the server.
[0091] To facilitate better implementation of the game interaction method provided in the embodiment of the present application, the following will take the game as a shooting game, the specified game behavior includes shooting through a virtual firearm, and the game view is the view corresponding to the shooting mode as an example for further illustration.
[0092] The first game view can be the game view corresponding to the shoulder shooting mode. The shoulder shooting mode can be the default shooting mode of the game. Before the player triggers the switch of the shooting mode, the controlled virtual character shoots in the shoulder shooting mode. The game interface corresponding to the shoulder shooting mode can be as Figure 2 shown, and the target game control is the "bullet" control in the game interface as Figure 2 shown.
[0093] In response to a long press operation on the target game control on the game interface as Figure 2 shown, control the controlled virtual character to continuously shoot using the virtual firearm until the long press operation ends.
[0094] When the change in the operation position of the long - press operation on the game interface satisfies the first preset condition, for example, when the change trajectory of the operation position of the long - press operation is a specified trajectory, the shoulder - shooting mode is switched to the aiming - shooting mode. Since different shooting modes correspond to different game perspectives, switching the shoulder - shooting mode to the aiming - shooting mode means switching the first game perspective to the second game perspective.
[0095] Optionally, switching the shoulder - shooting mode to the aiming - shooting mode can specifically be to determine the virtual object aimed at by the sight of the virtual firearm and the part of the virtual object being aimed at. If the distance between the virtual object and the controlled virtual character is greater than the preset distance threshold, or the part of the virtual object being aimed at is a vulnerable part of the virtual object, then the shoulder - shooting mode is switched to the aiming mode.
[0096] In one embodiment, when the change in the operation position of the long - press operation on the game interface satisfies the first preset condition, it is equivalent to switching the long - press operation to a specified sliding operation. Exemplarily, the specified sliding operation can be sliding up and then sliding down.
[0097] After switching the shoulder - shooting mode to the aiming mode, if the player continues to long - press the target game control, the controlled virtual character is controlled to shoot in the aiming - shooting mode. During the process of switching the long - press operation to a sliding operation and then switching the sliding operation back to a long - press operation, the operation is continuous. If the player operates the target game control with a finger, it can be considered that during this process, the player's finger is always acting on the target game control.
[0098] When the long - press operation ends, the aiming - shooting mode is switched to the shoulder - shooting mode. In response to a new long - press operation on the target game control, the controlled virtual character can be controlled to shoot using the shoulder - shooting mode, and in response to the change in the operation position of the long - press operation on the game interface satisfying the first preset condition, the shoulder - shooting mode can be switched to the aiming - shooting mode.
[0099] To facilitate better implementation of the game interaction method provided by the embodiments of the present application, in one embodiment, a game interaction device is also provided. The meanings of the nouns are the same as those in the above - mentioned game interaction method, and the specific implementation details can refer to the description in the method embodiments.
[0100] This game interaction device can be specifically integrated in a computer device, such as Figure 4 As shown, this game interaction device can include: a display unit 301, a control unit 302, and a switching unit 303, specifically as follows:
[0101] (1) The display unit 301 is used to display the game interface corresponding to the first game perspective. The content displayed on the game interface includes at least a virtual game scene and a controlled virtual character located in the virtual game scene. The game interface also includes a target game control.
[0102] (2) A control unit 302, configured to control the controlled virtual character to perform a specified game behavior in the first game perspective in response to a trigger operation on the target game control.
[0103] (3) A switching unit 303, configured to switch the first game perspective to a second game perspective and control the controlled virtual character to continue performing the specified game behavior in the second game perspective in response to a change in the trigger operation satisfying a first preset condition during the duration of the trigger operation, where the viewing ranges of the first game perspective and the second game perspective are different.
[0104] In one embodiment, the specified game behavior includes shooting with a virtual game prop, and different shooting modes correspond to different game perspectives. The shooting modes include at least one of shoulder shooting, hip shooting, and aiming shooting, and the first game perspective is the game perspective corresponding to the default shooting mode.
[0105] In one embodiment, the first preset condition is that the interaction operation includes a continuous first sliding operation and a second sliding operation, and the sliding directions of the first sliding operation and the second sliding operation are different.
[0106] In one embodiment, the specified game behavior includes attacking with a virtual game prop, and the game interaction device provided in the embodiment of the present application may further include:
[0107] A crosshair control unit, configured to update the position of the crosshair of the virtual game prop in response to a change in the trigger operation satisfying a second preset condition, and control the controlled virtual character to use the virtual game prop to attack based on the crosshair with the updated position.
[0108] Before switching the first game perspective to the second game perspective, the switching unit 303 may further be configured to:
[0109] Determine a to-be-interacted virtual object corresponding to the specified game behavior in response to a change in the trigger operation satisfying the first preset condition;
[0110] Determine the second game perspective according to the interaction association information of the to-be-interacted virtual object.
[0111] In one embodiment, the switching unit 303 may further be configured to:
[0112] Determine candidate game perspectives, where the candidate game perspectives and the first game perspective include game perspectives determined based on the prop attributes of the virtual game prop currently used by the controlled virtual character;
[0113] Determine a second game perspective from the candidate game perspectives according to the interaction association information of the to-be-interacted virtual object and the mapping relationship between the preset interaction association information and the game perspective, wherein, in the mapping relationship, the game perspective with a smaller field of view corresponds to a greater distance, a smaller object size, a greater survival index value, or a weaker to-be-interacted part.
[0114] In one embodiment, the interaction association information includes at least one of the distance between the to-be-interacted virtual object and the controlled virtual character in the virtual game scene, the object size of the to-be-interacted virtual object, the survival index value, and the to-be-interacted part of the controlled virtual character with respect to the to-be-interacted virtual object.
[0115] In one embodiment, the game interaction device provided by the embodiments of the present application may further include:
[0116] A stop control unit, configured to control the controlled virtual character to stop executing the specified game behavior in response to the end of the trigger operation;
[0117] The control unit 302 may further be configured to:
[0118] In response to a new trigger operation on the target game control, control the controlled virtual character to execute the specified game behavior in the first game perspective or the second game perspective.
[0119] In one embodiment, in response to the end of the trigger operation, the second game perspective is further switched to the first game perspective;
[0120] The control unit 302 may further be configured to:
[0121] In response to a new trigger operation on the target game control, control the controlled virtual character to execute the specified game behavior in the first game perspective.
[0122] In one embodiment, there are multiple target game controls, and different target game controls are used to control the controlled virtual character to execute the specified game behavior in different game perspectives.
[0123] As described above, in the game interaction device according to the embodiment of the present application, the display unit 301 displays a game interface corresponding to a first game perspective. The content displayed on the game interface at least includes a virtual game scene and a controlled virtual character located in the virtual game scene. The game interface further includes a target game control. The control unit 302 controls the controlled virtual character to perform a specified game behavior in the first game perspective in response to a trigger operation on the target game control. During the continuous process of the trigger operation, the switching unit 303 switches the first game perspective to a second game perspective in response to the change of the trigger operation satisfying a first preset condition, and controls the controlled virtual character to continue to perform the specified game behavior in the second game perspective. The field of view ranges of the first game perspective and the second game perspective are different. It can achieve switching the game perspective without interrupting the execution of the specified game behavior, flexibly adapting to different game requirements, avoiding the controlled virtual character being counterattacked by the opponent or missing the game opportunity during the process of switching the game perspective, and improving the player's game experience. Moreover, avoiding the controlled virtual character being counterattacked by the opponent during the process of switching the game perspective can reduce the number of deaths of the controlled virtual character in the game session, thereby reducing the number of times the player starts a game session, and further reducing the load pressure on the terminal and the server.
[0124] Correspondingly, the embodiment of the present application further provides a computer device, which can be a terminal. As Figure 5 shown, Figure 5 is a schematic structural diagram of the computer device provided by the embodiment of the present application. The computer device 500 includes a processor 501 with one or more processing cores, a memory 502 with one or more computer-readable storage media, and a computer program stored on the memory 502 and executable on the processor. Among them, the processor 501 is electrically connected to the memory 502. Those skilled in the art can understand that the structural diagram of the computer device shown in the figure does not constitute a limitation on the computer device, and it may include more or fewer components than shown in the figure, or combine certain components, or have different component arrangements.
[0125] The processor 501 is the control center of the computer device 500, connecting various parts of the entire computer device 500 through various interfaces and lines. By running or loading software programs and / or modules stored in the memory 502, and calling data stored in the memory 502, it executes various functions of the computer device 500 and processes data, thereby overall monitoring the computer device 500.
[0126] In the embodiment of the present application, the processor 501 in the computer device 500 will load the instructions corresponding to the processes of one or more application programs into the memory 502 according to the following steps, and the processor 501 will run the application programs stored in the memory 502 to implement various functions:
[0127] Display a game interface corresponding to a first game perspective, the content displayed on the game interface includes at least a virtual game scene and a controlled virtual character located in the virtual game scene, and the game interface further includes a target game control;
[0128] In response to a trigger operation on the target game control, control the controlled virtual character to perform a specified game behavior in the first game perspective;
[0129] During the duration of the trigger operation, in response to the change of the trigger operation satisfying a first preset condition, switch the first game perspective to a second game perspective, and control the controlled virtual character to continue to perform the specified game behavior in the second game perspective, where the field of view ranges of the first game perspective and the second game perspective are different.
[0130] In one embodiment, the specified game behavior includes shooting with a virtual game prop, different shooting modes correspond to different game perspectives, the shooting modes include at least one of shoulder shooting, hip shooting, and aiming shooting, and the first game perspective is the game perspective corresponding to the default shooting mode.
[0131] In one embodiment, the first preset condition is that the interaction operation includes a continuous first sliding operation and a second sliding operation, and the sliding directions of the first sliding operation and the second sliding operation are different.
[0132] In one embodiment, the specified game behavior includes attacking with a virtual game prop, and the method further includes:
[0133] In response to the change of the trigger operation satisfying a second preset condition, update the position of the aiming crosshair of the virtual game prop, and control the controlled virtual character to use the virtual game prop to attack based on the aiming crosshair with the updated position.
[0134] In one embodiment, before switching the first game perspective to the second game perspective, the method further includes:
[0135] In response to the change of the trigger operation satisfying the first preset condition, determine a virtual object to be interacted with corresponding to the specified game behavior;
[0136] Determine the second game perspective according to the interaction association information of the virtual object to be interacted with.
[0137] In one embodiment, the determining the second game perspective according to the interaction association information of the virtual object to be interacted with includes:
[0138] Determine candidate game perspectives, where the candidate game perspectives and the first game perspective include game perspectives determined based on the prop attributes of the virtual game prop currently used by the controlled virtual character;
[0139] Determine a second game perspective from the candidate game perspectives according to the interaction association information of the to-be-interacted virtual object and the mapping relationship between the preset interaction association information and the game perspective.
[0140] In one embodiment, the interaction association information includes at least one of the distance between the to-be-interacted virtual object and the controlled virtual character in the virtual game scene, the object size of the to-be-interacted virtual object, the survival index value, and the to-be-interacted part of the controlled virtual character with respect to the to-be-interacted virtual object;
[0141] Among them, the game perspective with a smaller field of view in the mapping relationship corresponds to a greater distance, a smaller object size, a greater survival index value, or a weaker to-be-interacted part.
[0142] In one embodiment, after controlling the controlled virtual character to continue to execute the specified game behavior in the second game perspective, the method further includes:
[0143] In response to the end of the trigger operation, control the controlled virtual character to stop executing the specified game behavior;
[0144] In response to a new trigger operation on the target game control, control the controlled virtual character to execute the specified game behavior in the first game perspective or the second game perspective.
[0145] In one embodiment, in response to the end of the trigger operation, the second game perspective is also switched to the first game perspective;
[0146] The controlling the controlled virtual character to execute the specified game behavior in the first game perspective or the second game perspective in response to a new trigger operation on the target game control includes:
[0147] In response to a new trigger operation on the target game control, control the controlled virtual character to execute the specified game behavior in the first game perspective.
[0148] In one embodiment, there are multiple target game controls, and different target game controls are used to control the controlled virtual character to execute the specified game behavior in different game perspectives.
[0149] As described above, the embodiments of the present application can achieve switching the game perspective without interrupting the execution of the specified game behavior, flexibly adapting to different game requirements, avoiding the controlled virtual character being counterattacked by the opponent or missing the game opportunity during the process of switching the game perspective, and enhancing the player's game experience. Moreover, avoiding the controlled virtual character being counterattacked by the opponent during the process of switching the game perspective can reduce the number of deaths of the controlled virtual character in the game session, thereby reducing the number of times the player starts a game session, and further reducing the load pressure on the terminal and the server.
[0150] For the specific implementation of each of the above operations, reference may be made to the previous embodiments and will not be elaborated herein.
[0151] Optionally, as Figure 5 shown, the computer device 500 further includes: a touch display screen 503, a radio frequency circuit 504, an audio circuit 505, an input unit 506, and a power supply 507. Among them, the processor501 is electrically connected to the touch display screen 503, the radio frequency circuit 504, the audio circuit 505, the input unit 506, and the power supply 507 respectively. Those skilled in the art can understand that Figure 5 the computer device structure shown in
[0152] The touch display screen 503 can be used to display a graphical user interface and receive operation instructions generated by a user acting on the graphical user interface. The touch display screen 503 may include a display panel and a touch panel. Among them, the display panel can be used to display information input by the user or information provided to the user, as well as various graphical user interfaces of the computer device, and these graphical user interfaces can be composed of graphics, text, icons, videos, and any combination thereof. Optionally, the display panel can be configured in the form of a liquid crystal display (LCD), an organic light-emitting diode (OLED), etc. The touch panel can be used to collect touch operations of the user on or near it (such as operations of the user using a finger, a stylus, or any suitable object or accessory on or near the touch panel), and generate corresponding operation instructions, and the operation instructions execute corresponding programs. Optionally, the touch panel can include two parts: a touch detection device and a touch controller. Among them, the touch detection device detects the touch position of the user and detects the signal brought by the touch operation, and transmits the signal to the touch controller; the touch controller receives the touch information from the touch detection device, converts it into contact coordinates, and then sends it to the processor 501, and can receive and execute commands sent by the processor 501. The touch panel can cover the display panel. When the touch panel detects a touch operation on or near it, it is transmitted to the processor 501 to determine the type of touch event. Subsequently, the processor 501 provides corresponding visual output on the display panel according to the type of touch event. In the embodiments of the present application, the touch panel and the display panel can be integrated into the touch display screen 503 to implement input and output functions. However, in some embodiments, the touch panel and the touch panel can be implemented as two independent components to implement input and output functions. That is, the touch display screen 503 can also be used as part of the input unit 506 to implement the input function.
[0153] The radio frequency circuit 504 can be used to receive and transmit radio frequency signals to establish wireless communication with a network device or other computer devices through wireless communication, and receive and transmit signals with the network device or other computer devices.
[0154] The audio circuit 505 can be used to provide an audio interface between the user and the computer device through a speaker and a microphone. The audio circuit 505 can transmit the electrical signal after converting the received audio data to the speaker, and the speaker converts it into a sound signal for output; on the other hand, the microphone converts the collected sound signal into an electrical signal, which is received by the audio circuit 505 and then converted into audio data. After the audio data is output to the processor 501 for processing, it is sent to another computer device, for example, through the radio frequency circuit 504, or the audio data is output to the memory 502 for further processing. The audio circuit 505 may also include an earphone jack to provide communication between a peripheral earphone and the computer device.
[0155] The input unit 506 can be used to receive input numerical, character information or user characteristic information (such as fingerprint, iris, facial information, etc.), and generate keyboard, mouse, joystick, optical or trackball signal inputs related to user settings and function controls.
[0156] The power supply 507 is used to supply power to each component of the computer device 500. Optionally, the power supply 507 can be logically connected to the processor 501 through a power management system, so as to realize functions such as management of charging, discharging, and power consumption management through the power management system. The power supply 507 can also include any components such as one or more DC or AC power supplies, a recharge system, a power failure detection circuit, a power converter or inverter, and a power status indicator.
[0157] Although Figure 5 not shown in the figure, the computer device 500 may further include a camera, a sensor, a Wi-Fi module, a Bluetooth module, etc., which will not be elaborated here.
[0158] In the above embodiments, the descriptions of each embodiment have their own emphases. For the parts not detailed in a certain embodiment, reference can be made to the relevant descriptions of other embodiments.
[0159] Those of ordinary skill in the art can understand that all or part of the steps in the various methods of the above embodiments can be completed by instructions, or by controlling relevant hardware through instructions. The instructions can be stored in a computer-readable storage medium and loaded and executed by a processor.
[0160] For this reason, the embodiments of the present application provide a computer-readable storage medium, in which multiple computer programs are stored. The computer programs can be loaded by a processor to execute the steps in any game interaction method provided by the embodiments of the present application. For example, the computer program can execute the following steps:
[0161] Display a game interface corresponding to a first game perspective. The content displayed on the game interface includes at least a virtual game scene and a controlled virtual character located in the virtual game scene. The game interface also includes a target game control;
[0162] In response to a trigger operation on the target game control, control the controlled virtual character to perform a specified game behavior in the first game perspective;
[0163] During the continuous process of the trigger operation, in response to the change of the trigger operation satisfying a first preset condition, switch the first game perspective to a second game perspective, and control the controlled virtual character to continue to perform the specified game behavior in the second game perspective. The field of view ranges of the first game perspective and the second game perspective are different.
[0164] As described above, the embodiments of the present application can achieve switching the game perspective without blocking the execution of the specified game behavior, flexibly adapting to different game requirements, avoiding the controlled virtual character being counterattacked by the opponent or missing the game opportunity during the process of switching the game perspective, and improving the player's game experience. Moreover, avoiding the controlled virtual character being counterattacked by the opponent during the process of switching the game perspective can reduce the number of deaths of the controlled virtual character in the game session, thereby reducing the number of times the player starts the game session, and further reducing the load pressure on the terminal and the server.
[0165] For the specific implementation of each of the above operations, reference may be made to the foregoing embodiments, which will not be elaborated herein.
[0166] Among them, the storage medium may include: read-only memory (ROM, Read Only Memory), random access memory (RAM, Random Access Memory), magnetic disk or optical disc, etc.
[0167] The above has introduced in detail a game interaction method, device, computer device, and computer storage medium provided by the embodiments of the present application. Specific examples are used in this article to elaborate on the principle and implementation manner of the present application. The description of the above embodiments is only used to help understand the method and its core idea of the present application; at the same time, for those skilled in the art, according to the idea of the present application, there will be changes in the specific implementation manner and application scope. In summary, the content of this specification should not be construed as a limitation to the present application.
Claims
1. A game interaction method, characterized in that, Including: Display a game interface corresponding to a first game perspective, the content displayed on the game interface including at least a virtual game scene and a controlled virtual character located in the virtual game scene, and the game interface further including a target game control; In response to a trigger operation on the target game control, control the controlled virtual character to perform a specified game behavior in the first game perspective; During the duration of the trigger operation, in response to the change of the trigger operation satisfying a first preset condition, switch the first game perspective to a second game perspective, and control the controlled virtual character to continue performing the specified game behavior in the second game perspective, where the field of view ranges of the first game perspective and the second game perspective are different.
2. The method according to claim 1, characterized in that, The specified game behavior includes shooting with a virtual game prop, and different shooting modes correspond to different game perspectives, and the shooting modes include at least one of normal shooting, shoulder shooting, hip shooting, and aiming shooting.
3. The method according to claim 1, wherein The first preset condition is that the interaction operation includes a continuous first sliding operation and a second sliding operation, and the sliding directions of the first sliding operation and the second sliding operation are different.
4. The method according to claim 1, wherein The specified game behavior includes attacking with a virtual game prop, and the method further includes: In response to the change of the trigger operation satisfying a second preset condition, update the position of the crosshair of the virtual game prop, and control the controlled virtual character to use the virtual game prop to attack based on the crosshair with the updated position.
5. The method according to claim 1, characterized in that Before switching the first game perspective to the second game perspective, the method further includes: In response to the change of the trigger operation satisfying the first preset condition, determine a virtual object to be interacted with corresponding to the specified game behavior; Determine the second game perspective according to the interaction correlation information of the virtual object to be interacted with.
6. The method according to claim 5, wherein The interaction correlation information includes at least one of the distance between the virtual object to be interacted with and the controlled virtual character in the virtual game scene, the object size of the virtual object to be interacted with, the survival index value, and the part to be interacted with of the controlled virtual character for the virtual object to be interacted with.
7. The method according to claim 6, characterized in that, Different game perspectives correspond to different shooting modes, and determining the second game perspective according to the interaction correlation information of the virtual object to be interacted with includes: If the distance is greater than a preset distance threshold, select a target shooting mode from the preset shooting modes according to the distance, so as to switch the first game perspective to the second game perspective corresponding to the target shooting mode; If the distance is not greater than the preset distance threshold and the part to be interacted with is the target interaction part, select the target shooting mode from the preset shooting modes according to the target interaction part.
8. The method according to claim 6, characterized in that, Determining the second game perspective according to the interaction correlation information of the virtual object to be interacted with includes: Determine candidate game perspectives, where the candidate game perspectives and the first game perspective include the game perspective determined based on the prop attribute of the virtual game prop currently used by the controlled virtual character; Determine a second game perspective from the candidate game perspectives according to the interaction association information of the virtual object to be interacted and the mapping relationship between the preset interaction association information and the game perspective, wherein, among the mapping relationships, the game perspective with a smaller field of view corresponds to a greater distance, a smaller object size, a greater survival index value, or a weaker part to be interacted.
9. The method according to any one of claims 1 to 8, characterized in that, After controlling the controlled virtual character to continue to execute the specified game behavior in the second game perspective, the method further includes: In response to the end of the trigger operation, control the controlled virtual character to stop executing the specified game behavior; In response to a new trigger operation on the target game control, control the controlled virtual character to execute the specified game behavior in the first game perspective or the second game perspective.
10. The method according to claim 9, wherein In response to the end of the trigger operation, also switch the second game perspective to the first game perspective; The step of, in response to a new trigger operation on the target game control, controlling the controlled virtual character to execute the specified game behavior in the first game perspective or the second game perspective includes: In response to a new trigger operation on the target game control, control the controlled virtual character to execute the specified game behavior in the first game perspective.
11. The method according to any one of claims 1 to 8, characterized in that There are multiple target game controls on the game interface, and different target game controls are used to control the controlled virtual character to execute the specified game behavior in different first game perspectives.
12. A game interaction device, characterized in that, It includes: A display unit for displaying a game interface corresponding to the first game perspective, the content displayed on the game interface at least includes a virtual game scene and a controlled virtual character located in the virtual game scene, and the game interface further includes a target game control; A control unit for, in response to a trigger operation on the target game control, controlling the controlled virtual character to execute a specified game behavior in the first game perspective; A switching unit for, during the duration of the trigger operation, in response to the change of the trigger operation satisfying a first preset condition, switching the first game perspective to a second game perspective and controlling the controlled virtual character to continue to execute the specified game behavior in the second game perspective, wherein the field of view of the first game perspective and the second game perspective is different.
13. A computer device, characterized in that, It includes a memory and a processor; the memory stores a computer program, and the processor is used to run the computer program in the memory to execute the game interaction method according to any one of claims 1 to 11.
14. A computer-readable storage medium, characterized in that, The computer-readable storage medium is used to store a computer program, and the computer program is loaded by a processor to execute the game interaction method according to any one of claims 1 to 11.