Interaction processing method and device in game, electronic equipment and storage medium
By displaying scene masks in the game scene and aggregating virtual objects to form object clusters, the interaction difficulty problem caused by dense stacking of virtual objects is solved, the interaction accuracy and efficiency are improved, and the gaming experience is enhanced.
Patent Information
- Application Number
- CN202511036839.5
- Authority / Receiving Office
- CN · China
- Patent Type
- Applications(China)
- Current Assignee / Owner
- Filing Date
- 2025-07-25
- Publication Date
- 2025-09-05
AI Technical Summary
In multiplayer online role-playing games, the dense stacking of virtual objects makes it difficult for players to accurately locate and interact with them, and the overlapping status indicators make it difficult to obtain information, affecting the gaming experience and interaction efficiency.
By displaying a scene mask in the game scene, aggregating virtual objects to form object clusters, and displaying object identifiers on the mask, using fast clustering algorithms and dynamic heat map technology to ensure that the identifiers are clearly visible and do not block spatial relationships.
It improves the accuracy and efficiency of interactive operations in scenes with dense virtual objects, enhances game immersion, and reduces misoperations and information confusion.
Smart Images

Figure CN120586393A_ABST
Abstract
Description
Technical Field
[0001] The present application relates to the field of computer application technology, and in particular to a method, device, electronic device, and storage medium for interactive processing in a game. Background Art
[0002] With the continuous development of computer technology and the diversification of terminals, the application of electronic games has become increasingly widespread. In multiplayer online role-playing games, with the increasing number of players and the dense distribution of non-player characters, a large number of virtual objects often appear in the game scene, causing many inconveniences to players' interactive operations.
[0003] In existing technologies, when a player wants to click on a specific virtual object to trigger an interaction event, they may accidentally click on other player characters or NPCs stacked near the specific virtual object, making it difficult to accurately locate and touch the specific virtual object, greatly reducing the accuracy and efficiency of the interaction operation; Furthermore, in scenes with densely packed virtual objects, players struggle to intuitively distinguish the real-time status of each virtual object. For example, health bars and names are typically displayed above virtual objects to reflect their status. However, when a large number of virtual objects are stacked, these icons overlap chaotically, creating a chaotic visual effect. This prevents players from clearly and accurately obtaining the status information they need, further impacting their gaming experience and interaction efficiency. Summary of the Invention
[0004] In view of this, the embodiments of the present application provide at least one method, device, electronic device and storage medium for interactive processing in a game to overcome at least one of the above-mentioned defects.
[0005] In a first aspect, an exemplary embodiment of the present application provides an interactive processing method in a game, providing a graphical user interface through a terminal device, wherein the graphical user interface displays a map visual area corresponding to a controlled virtual object located in a game scene, including: displaying a scene mask above the map visual area in response to a preset trigger event; forming at least one object cluster according to the scene positions of multiple virtual objects located in the map visual area, and displaying object identifiers corresponding to the virtual objects included in the object cluster at display positions on the scene mask corresponding to the scene positions of each object cluster.
[0006] In a second aspect, an embodiment of the present application further provides an interactive processing device in a game, which provides a graphical user interface through a terminal device, wherein the graphical user interface displays a map visible area corresponding to a controlled virtual object located in a game scene, and includes: a rendering module, which displays a scene mask above the map visible area in response to a preset trigger event; a spatial clustering module, which forms at least one object cluster according to the scene positions of multiple virtual objects located in the map visible area; and a display control module, which displays the object identifiers corresponding to the virtual objects included in the object cluster at a display position on the scene mask corresponding to the scene position of each object cluster.
[0007] In a third aspect, an embodiment of the present application also provides an electronic device comprising: a processor, a storage medium and a bus, wherein the storage medium stores machine-readable instructions executable by the processor. When the electronic device is running, the processor communicates with the storage medium through the bus, and the processor executes the machine-readable instructions to perform the steps of the above-mentioned interactive processing method.
[0008] In a fourth aspect, an embodiment of the present application further provides a computer-readable storage medium, on which a computer program is stored, and when the computer program is executed by a processor, the steps of the above-mentioned interactive processing method are executed.
[0009] The interactive processing method, device, electronic device and storage medium in the game provided by the embodiments of the present application can improve the accuracy and efficiency of interactive operations in scenes with dense virtual objects by displaying object identifiers corresponding to virtual objects included in an object cluster on a scene mask.
[0010] In order to make the above-mentioned objects, features and advantages of the present application more obvious and easy to understand, preferred embodiments are given below and described in detail with reference to the accompanying drawings. BRIEF DESCRIPTION OF THE DRAWINGS
[0011] In order to more clearly illustrate the technical solutions of the embodiments of the present application, the following is a brief introduction to the drawings required for use in the embodiments. It should be understood that the following drawings only show certain embodiments of the present application and therefore should not be regarded as limiting the scope. For ordinary technicians in this field, other relevant drawings can be obtained based on these drawings without creative work.
[0012] Figure 1 A flowchart showing an interaction processing method in a game provided by an exemplary embodiment of the present application; Figure 2 A schematic diagram showing a map viewing area provided by an exemplary embodiment of the present application; Figure 3 A schematic diagram showing a scene mask provided by an exemplary embodiment of the present application is shown; Figure 4 A schematic diagram showing a display of a specified control provided by an exemplary embodiment of the present application is shown; Figure 5 One of the layout schematic diagrams showing the preset layout mode provided by the exemplary embodiment of the present application; Figure 6 A second schematic diagram illustrating a preset layout method provided by an exemplary embodiment of the present application; Figure 7 A schematic diagram showing the slot sequence of display slots provided by an exemplary embodiment of the present application is shown; Figure 8 A schematic diagram showing a merged identifier provided by an exemplary embodiment of the present application; Figure 9 A schematic diagram showing a display of a preset presentation form provided by an exemplary embodiment of the present application; Figure 10 A schematic diagram showing a flow chart of executing a game behavior provided by an exemplary embodiment of the present application; Figure 11 A schematic diagram showing an interactive interface provided by an exemplary embodiment of the present application is shown; Figure 12 A schematic diagram showing the structure of an interactive processing device in a game provided by an exemplary embodiment of the present application is shown; Figure 13 A schematic structural diagram of an electronic device provided by an exemplary embodiment of the present application is shown. DETAILED DESCRIPTION
[0013] In order to make the purpose, technical solutions and advantages of the embodiments of the present application clearer, the technical solutions in the embodiments of the present application will be clearly and completely described below in conjunction with the drawings in the embodiments of the present application. It should be understood that the drawings in the present application only serve the purpose of illustration and description and are not used to limit the scope of protection of the present application. In addition, it should be understood that the schematic drawings are not drawn to scale. The flowcharts used in this application illustrate the operations implemented according to some embodiments of the present application. It should be understood that the operations of the flowcharts can be implemented out of sequence, and steps without logical context can be reversed or implemented simultaneously. In addition, those skilled in the art, under the guidance of the contents of this application, can add one or more other operations to the flowchart, or remove one or more operations from the flowchart.
[0014] The terms "a", "an", "the" and "said" are used in this specification to indicate the presence of one or more elements / components / etc.; the terms "including" and "having" are used to express open-ended inclusion and mean that additional elements / components / etc. may exist in addition to the listed elements / components / etc.; the terms "first" and "second" etc. are used only as labels and are not intended to limit the quantity of their objects.
[0015] It should be understood that in the embodiments of the present application, "at least one" refers to one or more, and "more than one" refers to two or more. "And / or" is merely a description of the association relationship of associated objects, indicating that three relationships may exist. For example, A and / or B can represent: A exists alone, A and B exist at the same time, and B exists alone. The character " / " generally indicates that the previous and subsequent associated objects are in an "or" relationship. "Including A, B and / or C" means including any one, any two, or any three of A, B, and C.
[0016] It should be understood that in the embodiments of the present application, "B corresponding to A," "B corresponding to A," "A corresponds to B," or "B corresponds to A" means that B is associated with A and B can be determined based on A. Determining B based on A does not mean determining B based solely on A; B can also be determined based on A and / or other information.
[0017] In addition, the described embodiments are only a part of the embodiments of the present application, rather than all of the embodiments. The components of the embodiments of the present application generally described and shown in the drawings here can be arranged and designed in various configurations. Therefore, the following detailed description of the embodiments of the present application provided in the drawings is not intended to limit the scope of the claimed application, but merely represents selected embodiments of the present application. Based on the embodiments of the present application, all other embodiments obtained by those skilled in the art without making creative work are within the scope of protection of the present application.
[0018] With the continuous development of computer technology and the diversification of terminals, the application of electronic games has become increasingly widespread. In multiplayer online role-playing games, with the increasing number of players and the dense distribution of non-player characters, a large number of virtual objects often appear in the game scene, causing many inconveniences to players' interactive operations.
[0019] In the existing technology, when a player wants to click on a specific virtual object to trigger an interactive event, he may accidentally click on other player characters or NPCs stacked near the specific virtual object, making it difficult to accurately locate and contact the specific virtual object, greatly reducing the accuracy and efficiency of the interactive operation.
[0020] Furthermore, in scenes with densely packed virtual objects, players struggle to intuitively distinguish the real-time status of each virtual object. For example, health bars and names are typically displayed above virtual objects to reflect their status. However, when a large number of virtual objects are stacked, these icons overlap chaotically, creating a chaotic visual effect. This prevents players from clearly and accurately obtaining the status information they need, further impacting their gaming experience and interaction efficiency.
[0021] In order to solve the above problems, various solutions have been proposed in the prior art, but they all have certain limitations: For example, the list-based solution displays virtual objects in the game scene in a list format for players to select. However, this approach completely deviates from the actual spatial distribution of virtual objects in the game scene. When players select objects from the list for interaction, they cannot perceive the specific location of the objects in the scene, losing the spatial relationship of the scene. This makes the interaction process like a text game, greatly reducing the immersion of the game. For example, the outline highlighting solution highlights the target object's outline to make it stand out. However, when a large number of virtual objects are stacked, the highlighted outlines will overlap, making it impossible to effectively distinguish between the objects, and still making it difficult to accurately select the target object.
[0022] For example, a paging-based interaction solution displays multiple interactive options in separate pages. While this approach reduces the number of options on the interface to a certain extent, when there are too many virtual objects to select, players need to switch between pages multiple times to find the target object, which is cumbersome and also fails to reflect the spatial relationship of the virtual objects in the scene. In other words, the existing technology fails to effectively solve the model stacking problem caused by "no physical collision" and "single scene birth point", resulting in defects such as loss of spatial relationships, low selection accuracy and lack of state feedback in scenes with dense virtual objects, which cannot meet players' needs for precise interaction and good gaming experience.
[0023] In response to at least one of the above-mentioned problems, the present application proposes an interaction processing method in a game, which can improve the accuracy and efficiency of interactive operations in scenes with dense virtual objects, and help enhance the player's gaming immersion.
[0024] First, the names involved in the embodiments of this application are introduced.
[0025] Terminal equipment: The terminal device referred to in the embodiments of this application primarily refers to an electronic device capable of providing a user interface (UI) for human-computer interaction. In an exemplary application scenario, the terminal device can be a smart device used to provide game graphics (e.g., an interface presenting a game scene) and control virtual objects. The terminal device may include, but is not limited to, any of the following: a smartphone, a tablet computer, a laptop computer, a desktop computer, a game console, a personal digital assistant (PDA), an e-book reader, an MP4 (Moving Picture Experts Group Audio Layer IV) player, etc. The terminal device has installed and running an application that supports game scenes, such as an application that supports 3D game scenes. The application may include, but is not limited to, any of virtual reality applications, 3D mapping applications, military simulation applications, MOBA games (Multiplayer Online Battle Arena), multiplayer shooter survival games, and third-person shooter (TPS) games. Optionally, the application may be a stand-alone application, such as a stand-alone 3D game program, or a networked application.
[0026] In one case, the terminal device includes a display, a game console body separate from the display, and an input unit separate from the game console body, such as a mouse, keyboard, or controller, with multiple input buttons configured on the input unit. In another case, a portable terminal device includes the game console body, a liquid crystal display positioned approximately in the center of the game console body, and input units positioned on either side of the liquid crystal display, such as multiple input buttons. Alternatively, the portable terminal device may include a touch screen, with the touch screen serving as the input unit. In these terminal devices, by operating the input unit, various commands can be issued to the game character displayed on the display.
[0027] Graphical User Interface: A graphical user interface (GUI) is an interface display format for communication between humans and computers. It allows users to manipulate on-screen icons, logos, or menu options using input devices such as a mouse, keyboard, and / or game controller. It also allows users to manipulate on-screen icons or menu options by performing touch operations on the touch screen of a touch-sensitive terminal to select commands, launch programs, or perform other tasks. In a gaming scenario, the GUI can display both a game scene interface and a game configuration interface.
[0028] Game scene: A game scene is a virtual environment displayed (or provided) when an application is running on a terminal device or server. Optionally, the game scene is a simulation of the real world, a virtual environment that is partially simulated and partially fictional, or a purely fictional virtual environment. The game scene can be any of two-dimensional, 2.5-dimensional, and three-dimensional virtual environments, and can include the sky, land, ocean, and other environments. The game scene is where users control virtual objects to complete game logic. Optionally, the game scene also allows for virtual environment battles between at least two virtual objects, and the game scene contains virtual resources available to at least two virtual objects.
[0029] Virtual Objects: These can be various interactive or non-interactive virtual characters and items within the game scene, including player characters, NPCs, weapons, gems, and gift packs. These are the basic units that form object clusters, and their scene location determines the formation and distribution of object clusters. Alternatively, virtual objects can have different types and attributes, which affect their display and interaction within object clusters. For example, virtual objects can be NPCs carrying game quests, which may have a higher display priority when forming object clusters. Alternatively, virtual objects can be pickable virtual props, such as treasure chests and weapons, whose object identification patterns will be the corresponding treasure chest or weapon patterns for easier player identification. Alternatively, when the game environment is a three-dimensional virtual environment, virtual objects can be three-dimensional virtual models. Each virtual object has its own unique shape and volume within the three-dimensional virtual environment, occupying a portion of the space within the three-dimensional virtual environment. Alternatively, virtual objects can be three-dimensional characters constructed using three-dimensional human skeleton technology, or three-dimensional objects constructed using three-dimensional technology, with these three-dimensional characters given different skins to achieve different appearances. In some implementations, the virtual object may also be implemented using a 2.5-dimensional or 2-dimensional model, which is not limited in the embodiments of the present application.
[0030] There may be multiple virtual objects in the game scene, which are virtual objects controlled by players (i.e., objects controlled by players through input devices or touch screens), or artificial intelligence (AI) that is set up through training to fight in a virtual environment. Optionally, the virtual object is an object that fights in the game scene. Optionally, the number of virtual objects in the game scene battle is pre-set, or dynamically determined based on the number of terminal devices joining the virtual battle. This embodiment of the present application does not limit this. In one possible implementation, the user can control the virtual object to move in the game scene, and can also control the virtual object to fight with other virtual objects using skills, virtual props, etc. provided by the application.
[0031] In one embodiment of the present application, the interactive processing method in the game can be run on a local terminal device or a server. When the method is run on the server, the method can be implemented and executed based on a cloud interactive system, wherein the cloud interactive system includes a server and a client device.
[0032] In an optional embodiment, various cloud applications, such as cloud games, can be run under the cloud interaction system. Taking cloud games as an example, cloud games refer to a gaming method based on cloud computing. In the cloud game operation mode, the operating body of the game program and the main body of the game screen presentation are separated. The storage and operation of the control method of the virtual object are completed on the cloud game server. The role of the client device is to receive and send data and present the game screen. For example, the client device can be a display device with data transmission function close to the user side, such as a mobile terminal, TV, computer, PDA, etc.; but the cloud game server in the cloud is responsible for information processing. When playing the game, the player operates the client device to send operation instructions to the cloud game server. The cloud game server runs the game according to the operation instructions, encodes and compresses the game screen and other data, and returns it to the client device through the network. Finally, the client device decodes and outputs the game screen.
[0033] In an optional embodiment, taking a game as an example, a local terminal device stores a game program and is used to present the game screen. The local terminal device is used to interact with the player through a graphical user interface, that is, conventionally downloading and installing the game program through an electronic device and running it. The local terminal device can provide the graphical user interface to the player in a variety of ways, for example, it can be rendered and displayed on the terminal's display screen, or provided to the player through holographic projection. For example, the local terminal device may include a display screen and a processor, the display screen is used to present the graphical user interface, the graphical user interface includes the game screen, and the processor is used to run the game, generate the graphical user interface, and control the display of the graphical user interface on the display screen.
[0034] In one possible implementation, an embodiment of the present application provides an interaction processing method in a game, providing a graphical user interface through a terminal device, wherein the terminal device can be the local terminal device mentioned above (such as a local touch terminal) or the client device in the cloud interaction system mentioned above.
[0035] To facilitate understanding of the present application, the interactive processing method, device, electronic device and storage medium in the game provided by the embodiments of the present application are introduced in detail below.
[0036] See also Figure 1 , Figure 1This is a flowchart of an interactive processing method in a game provided by an exemplary embodiment of the present application, wherein a graphical user interface is provided by a terminal device, such as Figure 2 As shown, the graphical user interface 200 displays a map visible area 201 corresponding to the controlled virtual object in the game scene. Here, the map visible area 201 refers to the part of the game scene displayed in the graphical user interface 200 that corresponds to the controlled virtual object, that is, the range of the game scene currently visible to the player, that is, the game scene or game map area where the controlled virtual object is currently located. Only virtual objects located in the map visible area 201 can form an object cluster, that is, the spatial range formed by the object cluster is limited by the map visible area 201. Figure 1 In the example embodiment, the interaction processing method includes: Step S101: In response to a preset trigger event, a scene mask is displayed on the map visible area.
[0037] In order to make the object identifiers in the object cluster visually different from the virtual objects and other contents of the scene in the map visible area, so as to divert the player's attention to the object identifiers in the object cluster, the display brightness of the map visible area can be lowered, grayed, blurred, and visual effects such as glass effects can be added, just like covering the game scene with a mask. A scene mask layer can also be generated in the graphical user interface to cover the display layer where the map visible area is located to achieve the above-mentioned visual effect. Those skilled in the art can adopt various technical means to achieve this effect according to the needs of the game product. For the convenience of description, the following embodiments only illustrate the generation of a scene mask layer in a graphical user interface as an example. It should be noted that the scene mask described in this application can be a display layer specially generated on the graphical user interface, or it can be the display layer where the map visible area is located after the above-mentioned visual weakening effect. As long as the display effect of the map visible area is weakened to achieve the effect of highlighting the display of the object identifiers of the object cluster, it falls within the scope of protection of this application.
[0038] In an optional embodiment, a scene mask is displayed above the visible area of the map, covering virtual objects and other scene content in the game scene. The rendering level of the scene mask can be the highest rendering level of the graphical user interface, configured to override all UI controls and game scene elements to ensure that it is not obscured by any interface elements (such as skill icons, map panels, etc.) or scene models (such as buildings, trees, and other virtual objects). Here, the scene mask can provide an independent display layer to display the object identifiers corresponding to the object cluster, preventing the object identifiers from interfering with other elements in the game scene, while also allowing players to more clearly see and operate these object identifiers.
[0039] In an optional embodiment, the size of the scene mask can be consistent with the screen resolution of the terminal device and dynamically adjusted according to the current map visible area. Specifically, the map visible area can be the range of the game scene observed by the player through the virtual camera. The scene mask will track the boundaries of the map visible area in real time to ensure that the display range of the scene mask completely covers the map visible area. Even if the player changes the map visible area by sliding the screen, rotating the view angle, or moving the controlled virtual object, the scene mask will also adjust the coverage range synchronously to always maintain complete coverage of the map visible area.
[0040] Furthermore, to avoid obscuring the spatial orientation of the game scene, the scene mask can typically be set to a semi-transparent black (i.e., a black mask). Its transparency can be dynamically adjusted (e.g., 80% transparency). This ensures the independence of the scene mask while allowing players to vaguely see the outline of the scene below, thereby assisting in determining the actual spatial location of the object cluster through the scene background. For example, when a player activates the scene mask at a teleportation point (i.e., in response to a preset trigger event), the scene mask will cover the entire phone screen with a semi-transparent black color. The player can see the outline of the building at the teleportation point through the scene mask, while also clearly seeing the player and NPC avatar cluster displayed on the scene mask.
[0041] For example, Figure 3 As shown, the scene mask 202 can be in the form of a black mask ( Figure 3 The black mask in the scene has a certain degree of transparency. Its size is fixed to full screen, covering the entire visible map area 201, and displayed on the top layer of the graphical user interface. This ensures that the object identifier 203 can be seen by the player in all circumstances and is not obscured by other elements in the game scene. Specifically, the scene mask covers the UI layer above the visible map area. Dynamic masking can be achieved through Shader, using dynamic render textures (RenderTexture) to capture the current image. Combined with UV coordinate mapping, non-destructive masking is achieved, preserving the original scene depth information, ensuring that the scene spatial orientation information is not obscured, and providing an independent interactive layer.
[0042] The display of the scene mask can be achieved through the game engine's UI rendering module. For example, in the Unity engine, a full-screen Canvas is displayed above the map's visible area. Its rendering level is set to the highest to ensure that it is displayed above the map's visible area. By mounting a custom Shader script, a dynamic black mask effect is achieved. Simultaneously, the game scene is captured in real time using RenderTexture. After coordinate conversion, the display area is mapped onto the mask.
[0043] Furthermore, placing the scene mask at the top layer ensures that player clicks only affect elements on the scene mask, preventing accidental clicks on the game scene models or other UI controls below. For example, in a battle scene densely populated with virtual objects, if a player clicks the red-bordered icon of an enemy NPC on the scene mask, even if the corresponding NPC model below the icon is obscured by the player's model, the click will still accurately trigger combat interaction with the enemy NPC, without being blocked by the underlying model.
[0044] In an embodiment of the present application, by triggering a preset trigger event, a scene mask display effect is generated in the graphical user interface to highlight the object identifiers of the object cluster in the upper layer of the map visible area. The preset trigger event can trigger the scene mask display effect at an appropriate time to facilitate subsequent display and interactive processing of the object cluster.
[0045] Specifically, a preset trigger event can be generated in response to a trigger operation on a displayed designated control, wherein the designated control is permanently displayed on the graphical user interface, or the designated control is displayed on the graphical user interface when the map visible area of the game scene meets preset conditions.
[0046] Here, the designated control refers to an interactive entry that triggers a preset trigger event to generate a scene mask display effect to highlight the object identifier of the object cluster, such as Figure 4 As shown, a designated control 204 can be displayed in the lower left corner of the graphical user interface 200. When a player clicks on the designated control 204, this operation is recognized as a preset trigger event, thereby generating a scene mask display effect to highlight the object identifier of the object cluster. The designated control 204 can be permanently displayed on the graphical user interface 200, making it convenient for players to call it at any time; it can also be displayed on the graphical user interface 200 when the map visible area 201 of the game scene meets preset conditions. For example, when the number of virtual objects located in the map visible area is greater than a set number, or when it is recognized that the map visible area belongs to a designated interactive scene, the designated control will be displayed on the graphical user interface for the player to click. For example, the designated interactive scene can be the birthplace of a virtual object, or a single room in the game. In the single room, the player can perform some personalized settings, organize items, practice operations, etc. in the game alone.
[0047] For example, Figure 3 and Figure 4As shown, when the player is in an area with dense virtual objects and wants to more clearly select a certain NPC for interaction, the player can click the designated control 204 displayed on the graphical user interface 200. In response to this operation, the game system immediately creates a full-screen black scene mask 202. The scene mask 202 can cover the current map visible area 201, preparing for the subsequent display of the object identifier 203.
[0048] return Figure 1 , step S102: forming at least one object cluster according to the scene positions of multiple virtual objects located in the visible area of the map, and displaying the object identifiers corresponding to the virtual objects included in the object cluster at the display positions corresponding to the scene positions of each object cluster on the scene mask.
[0049] Here, the map visible area refers to the part of the game scene displayed in the graphical user interface that corresponds to the controlled virtual object, that is, the range of the game scene that the player can currently see. Only virtual objects located in the map visible area can form an object cluster, that is, the spatial range formed by the object cluster is limited by the map visible area.
[0050] Optionally, the map's visible area can change as the controlled virtual object moves or adjusts its field of view. For example, when a player controls a controlled virtual object to move within the game scene, the map's visible area will update accordingly, always displaying the scene within a certain range centered around the controlled virtual object. When the player adjusts the viewing angle, such as by rotating the camera, the map's visible area will also change its display angle and range accordingly, allowing the player to see scene content from different directions.
[0051] An object cluster is a group of closely located virtual objects. This cluster is used to group densely packed virtual objects together so their object identifiers appear more organized on the scene mask, reducing display clutter and making them easier for players to identify and operate.
[0052] Specifically, object clusters are formed based on the scene positions of virtual objects using a specific algorithm. For example, a fast clustering algorithm based on the coordinates of object centers is used to group closely spaced virtual objects together to form a cluster. For example, if a large number of players and NPCs are located close together near a teleport point, the game system will group them together to form one or more clusters, each representing a densely packed group of virtual objects.
[0053] For example, in a game scene, the visible area of the map is divided into a hexagonal honeycomb grid (which reduces visual blind spots by 14% compared to a square grid and is more conducive to object aggregation, display, and interaction). The world coordinates of each virtual object are obtained, converted into screen coordinates through the camera projection matrix, and then the KD-Tree algorithm is used to quickly find adjacent virtual objects based on the coordinate position and aggregate them into object clusters.
[0054] Here, scene position refers to the three-dimensional spatial coordinate position of a virtual object in the game scene. It is used to determine the relative positional relationship between virtual objects. Scene position can be used to determine whether virtual objects are close to each other, and then decide whether to group them into a cluster. For example, scene position is recorded and managed using the game engine's coordinate system. For example, each virtual object in the game scene has a unique three-dimensional coordinate (x, y, z). The game system uses these coordinates to determine the spatial distribution of each virtual object. When a virtual object moves, its scene position is updated in real time to ensure that the formation of object clusters reflects the latest position of the virtual object.
[0055] In an optional embodiment, at least one object cluster is formed by: Determine the scene position of each virtual object in the visible area of the map; map each scene position onto a scene mask to obtain a mapping position of each virtual object on the scene mask; and form at least one object cluster based on the mapping positions of multiple virtual objects.
[0056] In one embodiment of the present application, the game system first identifies the 3D spatial coordinates of each virtual object (such as a player character, NPC, etc.) within the player's current visible map area to determine their specific locations within the game scene. The specific locations of the virtual objects within the game scene are then mapped to a separate, two-dimensional interactive layer, the scene mask. Because the scene mask can overlay the graphical user interface, this converts the object positions within the 3D scene into two-dimensional points on the scene mask that facilitate player interaction, facilitating subsequent clustered display. For example, the position (X1, Y1, Z1) of an NPC in the visible map area might be mapped to the 2D coordinates (X2, Y2) on the scene mask. Based on the mapped positions of multiple virtual objects on the scene mask, they are grouped into one or more object clusters, based on proximity and other criteria. For example, if several NPCs are mapped very close together on the scene mask, they may be clustered together, facilitating player viewing and interaction, while avoiding fragmented and difficult-to-find locations.
[0057] The above scheme allows players to quickly identify and select target virtual objects through precise positioning and clustering, without having to search one by one in a complex scene. Especially when the virtual objects are dense, the interactive operation steps can be greatly reduced, and the interaction efficiency can be improved. In addition, the three-dimensional spatial coordinates of the virtual objects in the visible area of the map are orderly mapped to the scene mask, an independent two-dimensional interactive layer, and clustered, making the interface neater and the information presentation clearer. It not only retains the spatial correlation between scenes, but also avoids the confusion and occlusion of identification, and balances the game immersion and the convenience of interaction. Of course, the above three-dimensional spatial coordinates can also be mapped to the two-dimensional plane of the graphical user interface or the terminal screen and clustered. Those skilled in the art can take corresponding technical measures according to the specific circumstances.
[0058] Consider a scenario where, within the teleportation point area of a game scene, the visible area of the map contains a large number of player avatars, various NPCs, and pickable virtual items (such as treasure chests and weapons). These virtual objects each have a distinct scene location. The game system obtains the 3D spatial coordinates of each virtual object and maps them in real time into a 2D honeycomb grid on a separate 2D interactive layer called the scene mask. A fast clustering algorithm based on the coordinates of the object's center point is then used to group similarly located virtual objects together to form multiple clusters. For example, NPCs interacting near the teleportation point, along with virtual items like treasure chests and weapons, would form one cluster, while player avatars located close to each other would form another.
[0059] In the embodiment of the present application, the object identifier refers to the visual identifier of the virtual object. The object identifier can be displayed in the form of an avatar, an icon, etc., which allows players to quickly identify the type, status, and other information of the virtual object.
[0060] Specifically, if Figure 3 As shown, object identifiers 203 can have various presentation formats to reflect the different attributes and states of virtual objects. For example, for a conversational virtual object (such as a regular NPC), its object identifier might be a portrait with a white border; for a combatable virtual object (such as an enemy NPC or enemy virtual object), its object identifier might be a portrait with a red border; and for a lootable virtual item, its object identifier might be a yellow-bordered image corresponding to a treasure chest or weapon. Furthermore, the avatar's state can be indicated through UI design features such as lighting and corner marks. For example, a virtual object in combat might have a flashing corner mark. Furthermore, adjacent object identifier display areas do not overlap, facilitating clear identification and interaction for players.
[0061] In the above steps, the game system displays the created scene mask (e.g., a full-screen black mask) above the visible area of the map. Then, based on the scene position of each object cluster, a dynamic heatmap algorithm is used to determine their display position on the scene mask. For each previously formed object cluster, the object identifiers corresponding to the virtual objects included in the cluster are displayed at the corresponding display position. For example, the object cluster formed by the conversational NPC will display the NPC portrait with a white border at its corresponding display position; the object cluster formed by the player character will display the corresponding player portrait; and the object cluster formed by the treasure chest and weapons will display the pattern identifiers of the treasure chest and weapons. Through these object identifiers, players can clearly understand the location and basic status of each virtual object, facilitating subsequent interactive operations.
[0062] In the embodiment of the present application, when the scene mask and the object identifiers of the object cluster are displayed, all operations of the player on the controlled virtual object in the game scene are not affected. The player can still control the virtual object to move, run, change the direction of vision, etc. When the controlled virtual object moves, or when other virtual objects move, the visible area of the map displayed on the screen will change, and the object cluster displayed on the scene mask will also change accordingly.
[0063] Specifically, the embodiment of the present application further includes: in response to a change in the positional relationship between any object cluster and the controlled virtual object in the game scene, controlling the display positions of multiple object identifiers corresponding to any object cluster to change accordingly.
[0064] That is, when the positional relationship between any object cluster and the controlled virtual object changes, such as when the controlled virtual object moves toward a cluster, or when a virtual object within a cluster moves, causing the distance from the controlled virtual object to change, the game system responds to this change by controlling the display positions of the multiple object identifiers corresponding to the cluster on the scene mask. For example, when the controlled virtual object approaches an object cluster, the display position of the object identifier corresponding to the cluster on the scene mask will move toward the controlled virtual object to reflect the change in their positional relationship.
[0065] The above settings can ensure that the object identifiers on the scene mask are always synchronized with the virtual objects in the game scene. After the positions are synchronized in real time, the character identifiers clicked by the player can be accurately mapped to the virtual objects in the game scene, which helps to improve the success rate of interaction.
[0066] In an optional embodiment, the embodiment of the present application further includes: in response to a field of view adjustment instruction for the controlled virtual object, controlling the map visible area displayed in the graphical user interface to change accordingly according to the field of view adjustment of the controlled virtual object.
[0067] Here, the field of view adjustment instruction refers to the operation instruction sent by the player to the terminal device to change the field of view of the controlled virtual object in the game scene, which can trigger the update of the visible area of the map. Optionally, the field of view adjustment instruction can be generated through a perspective adjustment operation, such as sliding the screen, dragging the mouse, etc., or a mobile control operation, such as moving the virtual joystick, clicking to find the way, etc. In other words, the player can slide the screen to adjust the perspective (perspective adjustment operation) or slide the virtual joystick to move the controlled virtual object (mobile control operation) in the game, and these operations can be converted into field of view adjustment instructions. The following is a detailed explanation: (1) A movement control operation for a controlled virtual object is received, where the movement control operation is used to control the movement of the controlled virtual object in the game scene.
[0068] Taking mobile games as an example, when a player slides a virtual joystick, the game system identifies the direction and amplitude of the virtual joystick's movement and converts it into movement control commands, controlling the controlled virtual object in the game scene to move in the corresponding direction, such as forward, backward, or turn. This simultaneously causes the visible area of the map to move and incorporate new scene content. For example, if the player slides the virtual joystick forward, the controlled virtual object moves toward the teleportation point exit, and the visible area of the map gradually displays the street scene outside the teleportation point, along with new NPCs, props, and other scene content.
[0069] (2) A viewing angle adjustment operation for a controlled virtual object is received, where the viewing angle adjustment operation is used to control the controlled virtual object to change its viewing direction in the game scene.
[0070] Specifically, the control of changes in the map's visible area is based on adjusting the game camera's parameters. Taking the Unity engine as an example, when the perspective of a controlled virtual object is adjusted, the camera's rotation angle parameters change, its field of view is updated, and the map's visible area changes accordingly. New virtual objects that enter the field of view are identified, and virtual objects that leave the field of view are marked and removed. For example, if the player controls the character to turn around, an NPC that was originally behind them enters the field of view. The NPC is now included in the map's visible area, and the character identifier corresponding to the NPC displayed in the object cluster needs to be reprocessed.
[0071] Taking PC games as an example, when a player drags the right mouse button, the game system recognizes the mouse movement trajectory and converts it into perspective adjustment commands, changing the camera's rotation angle, such as looking up, looking down, looking left and right, and changing the viewing direction of the map's visible area. For example, if the player drags the right mouse button to the left, the controlled virtual object's perspective turns left, and the map's visible area displays buildings and NPCs on the left. The scene mask also updates the object identifiers corresponding to these virtual objects.
[0072] In an optional embodiment, the embodiment of the present application further includes: the object identification displayed on the scene mask changes according to the change of the virtual objects included in the visible area of the map.
[0073] Specifically, the object identifiers displayed on the scene mask are dynamically adjusted in real time based on changes in the number of virtual objects within the map's visible area. When a new virtual object is included in the map's visible area due to field of view adjustments, the game system re-runs spatial clustering to generate a new object cluster and updates the object identifiers displayed on the scene mask. When a virtual object leaves the map's visible area, the corresponding object identifier is removed from the scene mask.
[0074] In an optional embodiment, the embodiment of the present application also includes: in response to a field of view adjustment instruction for a controlled virtual object, controlling the map visible area displayed in the graphical user interface to change accordingly according to the field of view adjustment of the controlled virtual object; and changing the object identifier displayed on the scene mask according to the change of the virtual object included in the map visible area.
[0075] Specifically, when a player issues a command to adjust the field of view of a controlled virtual object, such as controlling the controlled virtual object to move or adjust the viewing angle, the game system will control the visible area of the map displayed in the graphical user interface to change in accordance with the field of view adjustment. Simultaneously, the object identifiers displayed on the scene mask will also change in accordance with the changes in the virtual objects included in the visible area of the map. For example, if the player controls the controlled virtual object to move forward, the visible area of the map will advance. New virtual objects entering the visible area of the map will form an object cluster and display their object identifiers on the scene mask, while the object identifiers corresponding to virtual objects leaving the area will disappear. In an embodiment of the present application, each virtual object is displayed in the game scene in the form of a character model, each object identifier is displayed on the scene mask in the form of a UI control, and the object information of the corresponding virtual object is displayed in each UI control.
[0076] Here, a character model represents a 3D or 2D model of a virtual object in the game scene, allowing players to intuitively see the virtual object's appearance. UI controls are interactive controls on the scene mask that display object identifiers. Object information refers to the virtual object's avatar and / or text information. This text information includes, but is not limited to, the virtual object's name, level, and status. Virtual objects are presented in the game scene as character models, which can intuitively reproduce the appearance characteristics of virtual objects (such as NPC clothing and the shape of props), giving players a stronger sense of substitution and immersion in the game world. For example, the character models corresponding to the player characters in the game scene can have different clothing and hairstyles, and the character models corresponding to NPCs can have specific professional attire, such as a knight NPC wearing armor.
[0077] Among them, object identifiers on the scene mask use UI controls such as buttons and icons. Each UI control displays the name, level, status, etc. of the virtual object. Here, the object identifier is displayed in the form of a UI control on the scene mask, which avoids the difficulty of selection caused by the stacking of character models. Players do not need to repeatedly click and try among the densely packed character models. They can simply use the UI controls on the scene mask to accurately locate the target. For example, when facing dozens of overlapping character models at the teleportation point, the player can quickly find the target NPC through the UI controls on the scene mask, thereby significantly reducing the operation cost.
[0078] Optionally, the style of the UI control can be adjusted based on the type of virtual object. For example, UI controls corresponding to combatable enemy characters may have a red border, UI controls corresponding to conversational friendly characters may have a green border, UI controls corresponding to conversational NPCs may have a white border, and UI controls corresponding to pickup items may have a yellow border. Object information, including the virtual object's status (e.g., in combat, idle, etc.), is displayed below the UI control.
[0079] Compared to traditional games that rely on scattered information display methods such as health bars and overhead text, the embodiments of the present application use control borders of different colors to represent the different states of virtual objects and display the object information of virtual objects in UI controls, allowing players to obtain the core attributes of virtual objects in a short period of time, solving the problem of lack of state feedback in the prior art, and allowing players to form intuitive judgments on the interactive possibilities of virtual objects (can talk / can fight / can pick up). In addition, the embodiments of the present application separate the character model from the UI control in a hierarchical manner, reducing the rendering pressure of the system. The rendering of the character model requires processing complex calculations such as lighting and shadows, while the UI control, as a 2D element, only needs to be simply drawn based on screen coordinates. The layered processing of the two can reduce performance loss.
[0080] In an optional embodiment, the object identifier corresponding to each object cluster is displayed at a display position on the scene mask in a preset layout manner, wherein the preset layout manner includes: all object identifiers in the object cluster are clustered and displayed at the display position, and the display areas occupied by two adjacent object identifiers do not overlap.
[0081] Here, the preset layout refers to the arrangement of object identifiers pre-set by the game system. This preset layout includes: all object identifiers in an object cluster are displayed together at a single display location, with the display areas occupied by adjacent object identifiers not overlapping. This clustering facilitates player viewing of virtual objects within the same cluster, while the non-overlapping display areas of adjacent object identifiers ensure that each object identifier is clearly visible and clickable. This ensures that the object identifiers are displayed together while avoiding overlap, allowing players to clearly distinguish each object identifier.
[0082] For example, Figure 5 and Figure 6 As shown, the preset layout mode can adopt a hexagonal honeycomb grid layout form, and each object identifier occupies an area, which can be as follows Figure 5 The circle in the figure can also be Figure 6 The square in the image can also be a hexagon or other shape. All identifiers in an object cluster are clustered at the display location, with adjacent areas not overlapping. For example, if an object cluster contains five virtual objects, their object identifiers are clustered and displayed in a hexagonal grid on the scene mask, allowing each identifier to be clearly identified. Of course, those skilled in the art can also use other grid formats as the preset layout, such as a square grid, as needed.
[0083] Optionally, the preset layout mode can be adjusted according to the size of the object cluster. When the number of virtual objects in the object cluster is large, the display area of each character logo is appropriately reduced while keeping adjacent areas non-overlapping.
[0084] For example, the first object cluster contains three player characters and two NPCs. At their display locations on the scene mask, this cluster displays their object identifiers using a pre-set hexagonal honeycomb grid layout. The object identifiers for the three player characters and the two NPCs are arranged sequentially within the hexagonal grid, with each object identifier area adjacent but non-overlapping. This allows the player to clearly see each identifier, making selection and interaction easier. Furthermore, the second object cluster contains ten virtual objects, and their corresponding object identifiers are displayed clustered in a smaller hexagonal grid, ensuring that no object identifiers overlap. Furthermore, a specified number of display slots are provided at each display position on the scene mask, and object identifiers corresponding to virtual objects included in each object cluster are respectively configured in a corresponding display slot for display.
[0085] Here, a display slot refers to a fixed location on the scene mask for placing object identifiers. The specified number refers to the maximum number of object identifiers that can be displayed at each display slot, which is set based on factors such as screen size. For example, a terminal device with a typical screen has seven display slots per display slot.
[0086] Furthermore, the designated number of display slots are configured with a slot sequence, and the designated display slot for displaying the merge identifier is the display slot at the end of the slot sequence.
[0087] Here, the slot order refers to the order in which the display slots are sorted. For example, the slot order is Figure 7As shown, the last display slot is the last position in the slot order. In addition, the slot order can also be such that the first display slot is in the middle of a specified number of display slots, and the other display slots are arranged in a ring in a clockwise or counterclockwise direction.
[0088] In particular, based on the fact that a specified number of display slots are provided at each display position on the scene mask, the embodiment of the present application further includes: Step S701: In response to the number of object identifiers included in the object cluster being greater than a specified number, controlling the display of a merge identifier at a specified display slot.
[0089] Here, the merge identifier refers to a special identifier used to merge redundant identifiers when the number of object identifiers exceeds the specified number. For example, Figure 8 As shown, the merge identifier 205 can be characterized as an “other” identifier.
[0090] Step S702 : In response to a trigger operation on the merge identifier, the merged object identifiers are expanded and displayed on the scene mask, and the number of merged object identifiers is the difference between the number of object identifiers and the specified number plus one.
[0091] Here, the trigger operation includes but is not limited to a click operation, a slide operation, and a long press operation.
[0092] The number of object identifiers merged is the difference between the number of object identifiers and the specified number plus one. For example, if the specified number is 7 and an object cluster has 10 virtual objects, 6 object identifiers will be displayed in 6 display slots, and the remaining 4 will be aggregated into a merged identifier and displayed in the specified slot. The UI control will display "Other" to represent this merged identifier. When the player clicks the "Other" control, the 4 merged object identifiers will be expanded and displayed.
[0093] Optionally, the designated number of display slots can be adjusted based on screen size, and can be set to 9 for larger screens. For example, when playing a game on a tablet, the designated number of display slots is 9. When the object cluster has 12 virtual objects, 8 object identifiers are displayed in the display slots, and 4 object identifiers are merged. The merged identifier can be displayed as "Other 4". Clicking it expands the display to reveal the 4 merged object identifiers, allowing the player to interact with the expanded identifiers.
[0094] Furthermore, the embodiment of the present application also includes: when the number of object identifiers included in the object cluster is less than a specified number, display slots that are not configured with object identifiers are displayed on the scene mask in a preset presentation form.
[0095] The preset presentation format refers to the display style of the display slot that is not configured with an object identifier, such as the gray blank box 206. Figure 9 For example, assuming that there are 7 display slots at each display position and a certain object cluster has only 3 object identifiers, the first 3 display slots display the object identifiers, and the last 4 display slots display gray blank boxes, so that the player can clearly understand the number of object identifiers corresponding to the virtual objects in the object cluster. In an optional embodiment, the embodiment of the present application further includes: determining the display area occupied by the object identifiers of the virtual objects included in the object cluster on the scene mask according to the relative positional relationship between the object cluster and the controlled virtual object.
[0096] Here, the relative position relationship refers to the spatial distance and orientation between the center of the object cluster and the controlled virtual object, and the display area refers to the pixel size occupied by the object identifier on the scene mask. Optionally, the closer the object cluster is to the controlled virtual object, the larger the display area occupied by the object identifier of the virtual objects included in the object cluster on the scene mask; the farther the object cluster is from the controlled virtual object, the smaller the display area occupied by the object identifier of the virtual objects included in the object cluster on the scene mask. For example, the object identifier of an object cluster near the controlled virtual object occupies a larger display area on the scene mask; the object identifier of an object cluster far away occupies a smaller display area on the scene mask.
[0097] The above embodiment enables players to intuitively judge the distance and direction of virtual objects simply by the size of the object identifier on the scene mask, without having to frequently zoom in and out or check map coordinates, thereby improving the efficiency of human-computer interaction.
[0098] In an optional embodiment, the embodiment of the present application further includes: determining a display order of the object identifier corresponding to each virtual object in the object cluster according to the display priority of each virtual object in the object cluster.
[0099] Here, display priority refers to the importance ranking of virtual objects, calculated by the game system based on factors such as object type and status. For example, NPCs with quests have higher priority than regular NPCs. Display order refers to the order in which object identifiers are arranged within an object cluster. For example, the object identifiers corresponding to virtual objects with high display priority are placed in a prominent position at the center or edge of the display location on the scene mask, such as the center or edge of a hexagonal grid, to ensure that players see the high-priority object identifiers first.
[0100] The display priority of each virtual object is determined based on the object type of the virtual object, which includes at least one of the following: a non-player virtual character with a game mission, an interactive player virtual character, a non-player virtual character without a game mission, or a virtual item.
[0101] Here, non-player avatars (AVCs) carrying game quests, such as quest NPCs, are key players in driving the game's plot forward, and therefore have the highest priority. Interactive player AVCs are characters controlled by other players who can interact with controlled virtual objects (e.g., forming a party or trading). Non-player AVCs without game quests, such as regular NPCs, provide only basic scene interactions (e.g., simple conversation) or have no interactive functionality. Virtual props are items in the game that can be picked up, used, or traded, such as weapons, medicine, and materials. Based on the importance of different types of virtual objects in the game, AVCs carrying game quests can be prioritized, followed by interactive player AVCs, then non-player AVCs without game quests, and finally virtual props. For example, if an object cluster contains NPCs carrying game quests, player characters, and regular NPCs, the object identifier of the NPC carrying game quests will be displayed in the most prominent position and at the top of the display order.
[0102] Furthermore, virtual item types can be further subdivided, with different subcategories having different display priorities. For example, virtual items can be divided into rare equipment, quest items, and common consumables. Rare equipment has a higher display priority than quest items, which in turn has a higher display priority than common consumables. This subdivision ensures that players prioritize virtual items that can significantly improve their abilities.
[0103] Optionally, the display priority can be quantified by a weight value, and the game system can sort by weight value. For example, the basic weight of the NPC carrying the task is set to X, and the basic weight of the interactive player character is set to X. For the weight value of the NPC carrying the task, a first floating weight value a can be added on the basis of its basic weight X, so that its sorting weight is very high, and it can be displayed at the top of the honeycomb avatar cluster first, so that players can quickly find the task interaction object; for the weight value of the interactive player character, a second floating weight value b can be added on the basis of its basic weight X, wherein the second floating weight value b is less than the first floating weight value a, so that its sorting weight is second only to the NPC carrying the task, ensuring that in the social interaction scene, players can easily find other players to interact with, thereby enhancing the sociality and immersion of the game. The weight value of an ordinary NPC can be determined based on the spatial distance between the ordinary NPC and the player character and the product of the first weight coefficient. The closer the spatial distance, the higher the calculated weight value. This design allows the player to have their avatar displayed relatively front in the object cluster when they are close to the ordinary NPC; the weight value of a virtual item can be determined based on the spatial distance between the virtual item and the player character and the product of the second weight coefficient. The closer the spatial distance, the higher the weight value. This ensures that when the player is close to a pickable item, its avatar (such as a treasure chest or weapon pattern) can be reasonably displayed in the object cluster, making it easier for the player to identify and pick up the item; and because the second weight coefficient is lower than the first weight coefficient, it can ensure that the display priority of virtual items is lower than that of ordinary NPCs.
[0104] Furthermore, the priority of object types can be dynamically adjusted based on the game scenario. For example, in a battle scene, the priority of interactive player avatars (teammates) might be temporarily raised to the same level as quest NPCs, facilitating quicker player collaboration. In a town scene, virtual items (such as limited-time treasure chests) might be given a higher priority than regular NPCs, encouraging players to pick them up promptly.
[0105] The above embodiment uses a display priority sorting method based on object type, so that players can quickly identify and locate key object identifiers on the scene mask to quickly locate virtual objects without having to search one by one among a large number of virtual objects, which helps to improve interaction efficiency.
[0106] In an optional embodiment, the embodiment of the present application also includes: determining the display area occupied by the object identifiers of the virtual objects included in the object cluster on the scene mask based on the relative positional relationship between the object cluster and the controlled virtual object; and determining the display order of the object identifiers corresponding to each virtual object in the object cluster based on the display priority of each virtual object in the object cluster.
[0107] Here, through dynamic adjustment of the display area and display order, players can quickly judge the distance and importance of virtual objects through the object identifiers in the object cluster without zooming the lens, reducing frequent lens adjustment operations while strengthening the intuitive cognition of spatial orientation and object priority.
[0108] In an optional embodiment, the presentation form of the object identifier displayed on the scene mask is determined based on at least one of the following: The game interaction state of each virtual object within the object cluster; The camp attribute of each virtual object in the object cluster; Object properties for each virtual object within the object cluster.
[0109] In the above steps, the presentation format refers to the visual expression style of the object identifier, including border color, icon brightness, superscript, background style, etc., which is used to intuitively convey the characteristic information of the virtual object. Among them, the game interaction state refers to the current interaction stage of the virtual object, such as in dialogue, in combat, idle, and away, which is updated in real time by the game system. Faction attributes refer to the faction classification to which the virtual object belongs, such as friendly, enemy, and neutral. Faction attributes determine the basic rules of interaction, such as friendly parties can talk and enemies can fight. Object attributes refer to the inherent characteristics of virtual objects, such as being able to talk, fight, pick up, and not interact. Exemplary steps for updating the presentation of the object identifier displayed on the scene mask based on the game interaction status of each virtual object within the object cluster are as follows: When a virtual object is in combat, its object identifier border can be set to turn red and flash, and the icon brightness can be reduced by 30%. For example, if a quest NPC is talking to another player, the background of its object identifier will be dimmed, indicating that the player cannot interact with it at this time and needs to wait for the conversation to end. When the object identifier displays a dialogue bubble corner mark, it indicates that the current virtual object is available for conversation.
[0110] For example, the steps for updating the presentation of object identifiers displayed on the scene mask based on the faction attributes of each virtual object within an object cluster are as follows: Friendly character object identifiers are framed green, enemy characters are framed red, and talkable NPC identifiers are framed white. The border colors allow players to quickly determine faction relationships with other virtual objects, preventing misoperation.
[0111] Exemplarily, the steps for updating the presentation of the object identification displayed on the scene mask based on the object attributes of each virtual object in the object cluster are as follows: the object identification frame of the NPC that can be spoken to is white and displays an avatar, the object identification frame of the friendly object that can be interacted with is green and displays an avatar, the object identification frame of the combat object is red and displays an avatar, the object identification frame of the object that can be picked up is yellow and displays a prop icon, and the object identification of the non-interactive object includes a gray semi-transparent icon. Figure 3 As shown, the object identification frame of the props that can be picked up is yellow and displays the prop icon. Players can judge the interaction possibility of the object through the presentation of the object identification.
[0112] Further, if Figure 3 As shown, when the object identifier becomes half gray and has two crossed swords, it indicates that the current virtual object is in battle; when the background of the object identifier is bright and has two crossed swords, it indicates that the current virtual object can fight.
[0113] In the above embodiment, based on the game interaction status, camp attributes, object attributes and other results of each virtual object in the object cluster, the game system will update the presentation form of the object identification displayed on the scene mask in real time, so that players can quickly obtain the feature information of the virtual object, which helps to improve the efficiency of human-computer interaction.
[0114] like Figure 10 As shown, the embodiment of the present application also includes: S1001: In response to a triggering operation on a target object identifier, display an interaction interface for interacting with a target virtual object indicated by the target object identifier.
[0115] The target object identifier refers to the object identifier corresponding to the virtual object selected by the player, such as an NPC portrait with a white border, an enemy identifier with a red border, etc. The trigger action is the interactive behavior performed by the player on the target object identifier, including but not limited to click, long press, double-click, etc.
[0116] like Figure 11 As shown, the interactive interface 301 refers to an independent UI panel that pops up in response to a trigger operation on the target object identifier, and is used to display interactive options related to the target virtual object. Its layout and style can be dynamically adjusted according to the properties of the target virtual object, such as a dialogue invitation using a dialog box style and a battle request using a battle invitation interface.
[0117] Optionally, the display position of the interactive interface can be associated with the spatial position of the target object identifier to enhance spatial relevance. For example, after the player clicks the quest NPC identifier in the upper left corner of the scene mask, the interactive interface will be displayed in the upper left corner of the screen instead of being centered full screen. This allows the player to intuitively perceive that they are interacting with the NPC to their left in the game scene, avoiding the loss of spatial orientation caused by traditional full-screen interfaces.
[0118] S1002: providing interactive controls matching the attributes on the interactive interface according to the attributes of the target virtual object.
[0119] Here, a plurality of interactive controls matching the attributes can be provided on the interactive interface, each of which corresponds to an attribute. Attributes include camp attributes and object attributes. For example, camp attributes include friendly, enemy, and neutral; object attributes include talkable, combatable, and lootable.
[0120] Specific game behaviors, such as dialogue controls triggering dialogue plots and attack controls initiating combat, require interactive controls to match the properties of the target virtual object. This means that enemy objects will not have dialogue controls, and non-pickup objects will not have pickup-enabled interactive controls, ensuring consistency in interaction logic.
[0121] Optionally, the style of interactive controls can be strongly associated with the attributes of the target virtual object to enhance visual guidance. For example, friendly NPC dialogue controls can use white speech bubble icons, enemy character attack controls can use red sword icons, and pickup control controls can use green hand icons. Players can quickly understand the function of the control by the color and shape of the icon, reducing cognitive overhead.
[0122] Optionally, the number of interactive controls can be dynamically increased or decreased based on the complexity of the target virtual object's attributes. For example, an NPC that carries both side quests and daily quests might have three controls on its interface: accept the main quest, accept the daily quest, and cancel it. Meanwhile, an ordinary NPC might only have two controls: simple conversation and leaving, to avoid interface redundancy.
[0123] Specifically, step S1002 includes: when it is determined based on the camp attributes of the target virtual object that the target virtual object does not belong to the enemy camp, providing interactive controls for dialogue on the interactive interface; when it is determined based on the camp attributes of the target virtual object that the target virtual object belongs to the enemy camp, providing interactive controls for combat on the interactive interface; when it is determined based on the object attributes of the target virtual object that the target virtual object is a pickable virtual prop, providing interactive controls for picking up on the interactive interface.
[0124] In step S1002, the logic for determining the faction attributes can be dynamically adjusted. For example, if an NPC is initially neutral, and after the player completes a specific task, its faction attribute changes to friendly, the controls on the interactive interface change from controls that ignore the target virtual object to controls that allow for dialogue.
[0125] Additionally, the object properties of pickable virtual items can include pickup conditions, and interactive controls will be dynamically enabled or disabled based on whether the conditions are met. For example, if a treasure chest requires a level of 30 or higher to be picked up, the interactive control for picking up the item will appear gray and unclickable when the player's level is lower than 30, with the text "Unable to pick up due to insufficient level." Once the level is met, the control will become green and clickable.
[0126] S1003: In response to a triggering operation on the interactive control, control the controlled virtual object and the target virtual object to execute the game behavior indicated by the interactive control.
[0127] Game behavior refers to the specific interactive actions and corresponding scene feedback performed between the controlled virtual object and the target virtual object based on the interactive controls. For example, for a target virtual object that can be chatted with, clicking the dialogue control on the interactive interface jumps to a chat dialog box between the controlled virtual object and the target virtual object; for a target virtual object that can be fought, clicking the battle control on the interactive interface jumps to a 1vs1 battle scene.
[0128] Furthermore, an embodiment of the present application also includes: displaying a filtering area at a preset position on the graphical user interface, displaying multiple type controls in the filtering area, each type control corresponding to an object type of a virtual object; in response to a selection operation on at least one type control, filtering the object identifiers of virtual objects under the object type corresponding to the selected at least one type control in the visible area of the map.
[0129] For example, Figure 3 As shown, the filter area 207 refers to an independent UI area on the scene mask 202 for filtering virtual object types, which is usually located at the edge of the screen, such as the top and bottom, and does not block the main interactive area. The type control 208 can be a UI button, selection box, etc. in the filter area 207. Each type control 208 corresponds to an object type, such as our player, enemy player, props, etc., and the type control 208 is marked with a type name. The selection operation includes but is not limited to a click operation and a check operation, which are used to specify the type of object to be displayed. After receiving the selection operation, the game system filters out the virtual objects that meet the type conditions so that only the object identifiers of these virtual objects are displayed on the scene mask.
[0130] Optionally, multiple type controls can be selected at the same time, and visual feedback will be provided on the status of each type control after it is selected, such as a background color change or a check mark added to the selected type control. For example, if a player selects the type controls corresponding to a quest NPC and a virtual item at the same time, the background of the two type controls in the filter area may turn blue and display a check icon. The game system will then only display the object identifiers corresponding to the quest NPC and virtual item on the scene mask, while the object identifiers of other types of objects will be temporarily hidden. Through the filtering function in the above embodiment, players can select specific types of objects according to current needs, further improving the interaction efficiency in multi-person scenarios, while reducing the interference of irrelevant information, which helps to improve the gaming experience. The embodiment of the present application solves the problem of accurate selection when objects in three-dimensional space are stacked by displaying the object identifiers corresponding to the virtual objects included in the object cluster at the display position corresponding to the scene position of each object cluster on the scene mask, allowing players to accurately locate the target virtual object in a scene with dense virtual objects, which not only improves the accuracy and efficiency of interactive operations, but also improves the user experience.
[0131] Based on the same application concept, an interactive processing device corresponding to the method provided in the above embodiment is also provided in the embodiment of the present application. Since the principle of solving the problem by the device in the embodiment of the present application is similar to the interactive processing method in the above embodiment of the present application, the implementation of the device can refer to the implementation of the method, and the repeated parts will not be repeated.
[0132] See also Figure 12 , Figure 12 This is a schematic diagram of the structure of the interactive processing device in the game provided by the exemplary embodiment of the present application. Figure 12 As shown, a graphical user interface is provided by a terminal device, wherein the graphical user interface displays a map visual area corresponding to a controlled virtual object in a game scene. The interactive processing device 1200 includes: The rendering module 1201 displays a scene mask on the map visible area in response to a preset trigger event; A spatial clustering module 1202 is configured to form at least one object cluster based on scene positions of a plurality of virtual objects within a visible area of the map; The display control module 1203 displays the object identifier corresponding to the virtual object included in the object cluster at a display position corresponding to the scene position of each object cluster on the scene mask.
[0133] In a possible implementation manner of the present application, the scene mask is displayed on the top layer of the graphical user interface and can cover the map visible area.
[0134] In a possible implementation of the present application, a display change module (not shown in the figure) is further included, which is used to: in response to a change in the positional relationship between any object cluster and the controlled virtual object in the game scene, control the display positions of multiple object identifiers corresponding to any object cluster to change accordingly.
[0135] In one possible embodiment of the present application, the display change module is further used to: in response to a field of view adjustment instruction for the controlled virtual object, control the map visible area displayed in the graphical user interface to change accordingly according to the field of view adjustment of the controlled virtual object, and / or, the display change module is further used to: change the object identifier displayed on the scene mask according to the change of the virtual object included in the map visible area.
[0136] In one possible implementation of the present application, the field of view adjustment instruction is generated by at least one of the following methods: receiving a movement control operation for the controlled virtual object, the movement control operation being used to control the controlled virtual object to move in the game scene; receiving a perspective adjustment operation for the controlled virtual object, the perspective adjustment operation being used to control the controlled virtual object to change the field of view direction in the game scene.
[0137] In one possible implementation of the present application, each virtual object is displayed in the game scene in the form of a character model, each object identifier is displayed on the scene mask in the form of a UI control, and object information of the corresponding virtual object is displayed in each UI control.
[0138] In one possible implementation of the present application, the object identifier corresponding to each object cluster is displayed at the display position on the scene mask in a preset layout manner, wherein the preset layout manner includes: all object identifiers in the object cluster are clustered and displayed at the display position, and the display areas occupied by two adjacent object identifiers do not overlap.
[0139] In a possible implementation of the present application, a specified number of display slots are provided at each display position on the scene mask, and the object identifiers corresponding to the virtual objects included in each object cluster are respectively configured in a corresponding display slot for display, wherein the display control module is further used to: in response to the number of object identifiers included in the object cluster being greater than the specified number, control the display of a merge identifier at the specified display slot; in response to a trigger operation for the merge identifier, expand and display the merged object identifier on the scene mask, and the number of merged object identifiers is the difference between the number of object identifiers and the specified number plus one.
[0140] In one possible embodiment of the present application, the specified number of display slots are configured with a slot order, and the specified display slot for displaying the merged identifier is the display slot located last in the slot order, and / or the display control module 1203 is also used to: when the number of object identifiers included in the object cluster is less than the specified number, display the display slots that are not configured with object identifiers in a preset presentation form on the scene mask.
[0141] In one possible implementation of the present application, the display control module 1203 is further used to: determine the display area occupied by the object identifiers of the virtual objects included in the object cluster on the scene mask based on the relative positional relationship between the object cluster and the controlled virtual object, and / or, the display control module 1203 is further used to: determine the display order of the object identifiers corresponding to each virtual object in the object cluster based on the display priority of each virtual object in the object cluster.
[0142] In one possible implementation of the present application, the display priority of each virtual object is determined based on the object type of the virtual object, wherein the object type includes at least one of the following items: a non-player virtual character carrying a game task, an interactive player virtual character, a non-player virtual character not carrying a game task, and a virtual prop.
[0143] In one possible implementation of the present application, the presentation form of the object identification displayed on the scene mask is determined based on at least one of the following: the game interaction status of each virtual object within the object cluster; the camp attributes of each virtual object within the object cluster; and the object attributes of each virtual object within the object cluster.
[0144] In one possible implementation of the present application, the display control module 1203 is also used to: in response to a trigger operation on a target object identifier, display an interactive interface for interacting with the target virtual object indicated by the target object identifier; provide interactive controls matching the attributes of the target virtual object on the interactive interface; and in response to a trigger operation on the interactive control, control the execution of the game behavior indicated by the interactive control between the controlled virtual object and the target virtual object.
[0145] In a possible implementation of the present application, the attributes include camp attributes and object attributes, wherein the display control module is specifically further used to: when it is determined based on the camp attributes of the target virtual object that the target virtual object does not belong to the enemy camp, provide interactive controls for conducting dialogue on the interactive interface; when it is determined based on the camp attributes of the target virtual object that the target virtual object belongs to the enemy camp, provide interactive controls for conducting combat on the interactive interface; when it is determined based on the object attributes of the target virtual object that the target virtual object is a pickable virtual prop, provide interactive controls for picking up on the interactive interface.
[0146] In one possible implementation of the present application, the display control module 1203 is specifically further used to: generate the preset trigger event in response to a trigger operation on a specified control displayed on the graphical user interface, wherein the specified control is permanently displayed on the graphical user interface, or the specified control is displayed on the graphical user interface when the map visible area of the game scene meets a preset condition.
[0147] In a possible implementation of the present application, the preset condition includes at least one of the following items: the number of virtual objects located in the visible area of the map is greater than a set number; and it is recognized that the visible area of the map belongs to a specified interaction scene.
[0148] In one possible implementation of the present application, the spatial clustering module 1202 is used to form at least one object cluster in the following manner: determining the scene position of each virtual object in the visible area of the map; mapping each scene position to the scene mask to obtain the mapping position of each virtual object on the scene mask; and forming at least one object cluster based on the mapping positions of multiple virtual objects.
[0149] In one possible implementation of the present application, the display control module 1203 is also used to: display a filtering area at a preset position on the graphical user interface, wherein a plurality of type controls are displayed in the filtering area, and each type control corresponds to an object type of a virtual object; in response to a selection operation on at least one type control, filter the object identifiers of virtual objects under the object type corresponding to the selected at least one type control in the visible area of the map.
[0150] Based on the above device, the problem of accurate selection when objects are stacked in three-dimensional space is solved, allowing players to accurately locate the target virtual object in a scene with dense virtual objects. This not only improves the accuracy and efficiency of interactive operations, but also improves the user experience.
[0151] See also Figure 13 , Figure 13This is a schematic diagram of the structure of an electronic device provided by an exemplary embodiment of the present application. Figure 13 As shown, the electronic device 1300 includes a processor 1310 , a memory 1320 and a bus 1330 .
[0152] The memory 1320 stores machine-readable instructions executable by the processor 1310. When the electronic device 1300 is running, the processor 1310 communicates with the memory 1320 via the bus 1330. When the machine-readable instructions are executed by the processor 1310, the steps of the interactive processing method in any of the above embodiments may be performed, specifically as follows: In response to a preset trigger event, a scene mask is displayed above the map visible area; at least one object cluster is formed according to the scene positions of multiple virtual objects located in the map visible area, and the object identifiers corresponding to the virtual objects included in the object cluster are displayed at the display positions corresponding to the scene positions of each object cluster on the scene mask.
[0153] Based on the above electronic devices, the problem of accurate selection when objects are stacked in three-dimensional space is solved, allowing players to accurately locate the target virtual objects in scenes with dense virtual objects. This not only improves the accuracy and efficiency of interactive operations, but also improves the user experience.
[0154] The present application also provides a computer-readable storage medium having a computer program stored thereon. When the computer program is executed by a processor, the steps of the interactive processing method in any of the above embodiments are performed, specifically as follows: In response to a preset trigger event, a scene mask is displayed above the map visible area; at least one object cluster is formed according to the scene positions of multiple virtual objects located in the map visible area, and the object identifiers corresponding to the virtual objects included in the object cluster are displayed at the display positions corresponding to the scene positions of each object cluster on the scene mask.
[0155] Based on the above-mentioned computer-readable storage medium, the problem of accurate selection when stacking three-dimensional space objects is solved, allowing players to accurately locate the target virtual object in a scene with dense virtual objects, which not only improves the accuracy and efficiency of interactive operations, but also improves the user experience.
[0156] Those skilled in the art can clearly understand that, for the convenience and simplicity of description, the specific working process of the system and device described above can refer to the corresponding process in the aforementioned method embodiment, and will not be repeated here. In the several embodiments provided in this application, it should be understood that the disclosed system, device and method can be implemented in other ways. The device embodiments described above are merely schematic. For example, the division of the units is only a logical function division. There may be other division methods in actual implementation. For example, multiple units or components can be combined or integrated into another system, or some features can be ignored or not executed. Another point is that the mutual coupling or direct coupling or communication connection shown or discussed can be through some communication interfaces, indirect coupling or communication connection of devices or units, which can be electrical, mechanical or other forms.
[0157] The units described as separate components may or may not be physically separate, and the components shown as units may or may not be physical units, that is, they may be located in one place or distributed across multiple network units. Some or all of these units may be selected to achieve the purpose of this embodiment according to actual needs.
[0158] In addition, each functional unit in each embodiment of the present application may be integrated into one processing unit, or each unit may exist physically separately, or two or more units may be integrated into one unit.
[0159] If the functions are implemented in the form of software functional units and sold or used as independent products, they can be stored in a non-volatile computer-readable storage medium that is executable by a processor. Based on this understanding, the technical solution of the present application, or the part that contributes to the prior art, or the part of the technical solution, can be embodied in the form of a software product. The computer software product is stored in a storage medium and includes several instructions for enabling a computer device (which can be a personal computer, server, or network device, etc.) to execute all or part of the steps of the method described in each embodiment of the present application. The aforementioned storage medium includes various media that can store program codes, such as a USB flash drive, a mobile hard disk, a read-only memory (ROM), a random access memory (RAM), a magnetic disk, or an optical disk.
[0160] The above are only specific embodiments of the present application, but the scope of protection of this application is not limited thereto. Any changes or substitutions that can be easily conceived by a person skilled in the art within the technical scope disclosed in this application should be included in the scope of protection of this application. Therefore, the scope of protection of this application should be based on the scope of protection of the claims.
Claims
1. A method for interactive processing in a game, characterized in that: A graphical user interface is provided through a terminal device, wherein the graphical user interface displays a map visual area corresponding to a controlled virtual object in a game scene, including: In response to a preset trigger event, displaying a scene mask on the map visible area; At least one object cluster is formed according to the scene positions of multiple virtual objects located in the visible area of the map, and object identifiers corresponding to the virtual objects included in the object cluster are displayed at display positions corresponding to the scene positions of each object cluster on the scene mask.
2. The method according to claim 1, characterized in that The scene mask is displayed on the top layer of the graphical user interface and can cover the map visible area.
3. The method according to claim 1, characterized in that Also includes: In response to a change in the positional relationship between any object cluster and the controlled virtual object in the game scene, the display positions of the plurality of object identifiers corresponding to the any object cluster are controlled to change accordingly.
4. The method according to any one of claims 1 to 3, characterized in that Also includes: In response to a field of view adjustment instruction for the controlled virtual object, controlling the map visible area displayed in the graphical user interface to change accordingly according to the field of view adjustment of the controlled virtual object, And / or, the object identification displayed on the scene mask changes according to the change of the virtual object included in the visible area of the map.
5. The method according to claim 4, characterized in that The field of view adjustment instruction is generated by at least one of the following methods: receiving a movement control operation for the controlled virtual object, wherein the movement control operation is used to control the controlled virtual object to move in the game scene; A viewing angle adjustment operation for the controlled virtual object is received, where the viewing angle adjustment operation is used to control the controlled virtual object to change a viewing direction in the game scene.
6. The method according to claim 1, characterized in that Each virtual object is displayed in the game scene in the form of a character model, each object identifier is displayed on the scene mask in the form of a UI control, and object information of the corresponding virtual object is displayed in each UI control.
7. The method according to claim 1 or 6, characterized in that The object identifier corresponding to each object cluster is displayed at a display position on the scene mask in a preset layout manner. The preset layout method includes: all object identifiers in the object cluster are displayed together at the display position, and the display areas occupied by two adjacent object identifiers do not overlap.
8. The method according to claim 7, characterized in that A specified number of display slots are set at each display position on the scene mask, and the object identifiers corresponding to the virtual objects included in each object cluster are respectively configured in a corresponding display slot for display. Among them, also include: In response to the number of object identifiers included in the object cluster being greater than the specified number, controlling the display of a merge identifier at the specified display slot; In response to a triggering operation on the merge identifier, the merged object identifiers are expanded and displayed on the scene mask, and the number of the merged object identifiers is the difference between the number of object identifiers and the specified number plus one.
9. The method according to claim 8, characterized in that The designated number of display slots are configured with a slot sequence, and the designated display slot for displaying the merge identifier is the display slot at the end of the slot sequence. and / or, also include: When the number of object identifiers included in the object cluster is less than the specified number, display slots that are not configured with object identifiers are displayed on the scene mask in a preset presentation form.
10. The method according to claim 7, characterized in that Also includes: Determining the display area occupied by the object identifiers of the virtual objects included in the object cluster on the scene mask according to the relative positional relationship between the object cluster and the controlled virtual object, and / or, also include: According to the display priority of each virtual object in the object cluster, the display order of the object identifier corresponding to each virtual object in the object cluster is determined.
11. The method according to claim 7, characterized in that The display priority of each virtual object is determined based on the object type of the virtual object. The object type includes at least one of the following items: a non-player virtual character carrying a game task, an interactive player virtual character, a non-player virtual character not carrying a game task, and a virtual prop.
12. The method according to claim 1 or 6, characterized in that The presentation form of the object identifier displayed on the scene mask is determined based on at least one of the following: The game interaction state of each virtual object within the object cluster; The camp attribute of each virtual object in the object cluster; Object properties for each virtual object within the object cluster.
13. The method according to claim 1, wherein Also includes: In response to a triggering operation on a target object identifier, displaying an interaction interface for interacting with a target virtual object indicated by the target object identifier; providing, on the interactive interface, interactive controls that match the attributes of the target virtual object; In response to a triggering operation on the interactive control, the controlled virtual object and the target virtual object are controlled to perform a game behavior indicated by the interactive control.
14. The method according to claim 13, characterized in that The attributes include camp attributes and object attributes. The step of providing, on the interactive interface, an interactive control that matches the attribute of the target virtual object according to the attribute of the target virtual object includes: When it is determined based on the camp attribute of the target virtual object that the target virtual object does not belong to the enemy camp, providing an interactive control for conducting a dialogue on the interactive interface, When it is determined that the target virtual object belongs to an enemy camp based on the camp attribute of the target virtual object, providing interactive controls for conducting a battle on the interactive interface, When the target virtual object is determined to be a pickable virtual item based on the object attributes of the target virtual object, an interactive control for picking up the item is provided on the interactive interface.
15. The method according to claim 1, wherein Also includes: In response to a trigger operation on a designated control displayed on the graphical user interface, generating the preset trigger event, The designated control is permanently displayed on the graphical user interface, or the designated control is displayed on the graphical user interface when a visible area of the map of the game scene meets a preset condition.
16. The method according to claim 15, characterized in that The preset condition includes at least one of the following items: The number of virtual objects located in the visible area of the map is greater than a set number; It is identified that the map visible area belongs to a designated interaction scenario.
17. The method according to claim 1, wherein Form at least one object cluster by: Determining the scene position of each virtual object within the visible area of the map; Mapping each scene position onto the scene mask to obtain a mapping position of each virtual object on the scene mask; At least one object cluster is formed based on the mapped positions of the plurality of virtual objects.
18. The method according to claim 1, wherein Also includes: Displaying a filter area at a preset position on the graphical user interface, wherein a plurality of type controls are displayed in the filter area, each type control corresponding to an object type of a virtual object; In response to a selection operation on at least one type of control, object identifiers of virtual objects under an object type corresponding to the selected at least one type of control in the map visual area are filtered.
19. An interactive processing device in a game, characterized in that: A graphical user interface is provided through a terminal device, wherein the graphical user interface displays a map visual area corresponding to a controlled virtual object in a game scene, including: A rendering module, in response to a preset trigger event, displays a scene mask on the visible area of the map; a spatial clustering module, forming at least one object cluster according to scene positions of a plurality of virtual objects located within a visible area of the map; The display control module displays the object identifier corresponding to the virtual object included in the object cluster at a display position corresponding to the scene position of each object cluster on the scene mask.
20. An electronic device, characterized in that: include: A processor, a storage medium and a bus, wherein the storage medium stores machine-readable instructions executable by the processor. When the electronic device is running, the processor and the storage medium communicate via the bus, and the processor executes the machine-readable instructions to perform the steps of any method described in claims 1 to 18.
21. A computer-readable storage medium, characterized in that The computer-readable storage medium stores a computer program, and when the computer program is executed by a processor, the steps of the method according to any one of claims 1 to 18 are executed.