Game interaction control method and device and electronic equipment
By gradually switching and restoring the appearance materials of game characters, the problem of abrupt skin changes of game characters is solved, the naturalness and controllability of appearance changes are achieved, and the gaming experience is improved.
Patent Information
- Application Number
- CN202510705794.X
- Authority / Receiving Office
- CN · China
- Patent Type
- Applications(China)
- Current Assignee / Owner
- Filing Date
- 2025-05-28
- Publication Date
- 2025-09-09
AI Technical Summary
The process of changing the skin of game characters is stiff and poorly controllable, resulting in unnatural appearance changes.
The natural change of character appearance is achieved by gradually switching and restoring the appearance material. The material switching process is controlled by using appearance switching instructions and interrupt events to ensure that the replacement process is smooth and natural and improves controllability.
The game character appearance change process is made smooth, natural and controllable, enhancing the gaming experience.
Smart Images

Figure CN120605503A_ABST
Abstract
Description
Technical Field
[0001] The present invention relates to the field of game technology, and in particular to a method, device and electronic equipment for interactive control of games. Background Art
[0002] During a game, a character can change their skin within the game scene. In related art, this is accomplished by switching the character model or the model faces of the character model. This requires changing the model or model structure, making the skin-changing process awkward and difficult to control. Summary of the Invention
[0003] In view of this, an object of the present invention is to provide a method, device and electronic device for interactive control of a game, so as to make the appearance changing process smooth and natural and improve the controllability of the appearance changing.
[0004] In a first aspect, an embodiment of the present invention provides an interactive control method for a game, providing a graphical user interface through a terminal device; the graphical user interface displays at least part of a game scene, the game scene including a game character controlled by the terminal device, wherein the game character is configured with a character appearance, and the character appearance is displayed as a first appearance performance determined based on a first appearance material. The method includes: in response to an appearance switching instruction, controlling the appearance material corresponding to the character appearance to gradually switch from the first appearance material to the second appearance material, so that the appearance performance of the game character gradually switches from the first appearance performance to the second appearance performance corresponding to the second appearance material; before the second appearance material is switched, in response to an appearance switching interruption event, controlling the second appearance material that has been switched on the game character to gradually restore to the first appearance material according to the appearance switching interruption event, so that the game character gradually restores to the first appearance performance; or, in response to the appearance switching interruption event, continuing to switch the first appearance material that has not been switched on the game character to the second appearance material, so that the game character continues to switch to the second appearance performance.
[0005] In a second aspect, an embodiment of the present invention provides an interactive control device for a game, which provides a graphical user interface through a terminal device; the graphical user interface displays at least part of a game scene, and the game scene includes a game character controlled by the terminal device, wherein the game character is configured with a character appearance, and the character appearance is displayed as a first appearance performance determined based on a first appearance material. The device includes: an appearance switching module, which is used to control the appearance material corresponding to the character appearance to be gradually switched from the first appearance material to the second appearance material in response to an appearance switching instruction, so that the appearance performance of the game character is gradually switched from the first appearance performance to the second appearance performance corresponding to the second appearance material; a switching interruption control module, which is used to respond to an appearance switching interruption event before the second appearance material is switched, and control the second appearance material that has been switched on the game character to be gradually restored to the first appearance material according to the appearance switching interruption event, so that the game character gradually restores to the first appearance performance; or, according to the appearance switching interruption event, the first appearance material that has not been switched on the game character continues to be switched to the second appearance material, so that the game character continues to switch to the second appearance performance.
[0006] In a third aspect, an embodiment of the present invention provides an electronic device including a processor and a memory, wherein the memory stores computer-executable instructions that can be executed by the processor, and the processor executes the computer-executable instructions to implement the above-mentioned interactive control method of the game.
[0007] In a fourth aspect, an embodiment of the present invention provides a computer-readable storage medium, which stores computer-executable instructions. When the computer-executable instructions are called and executed by a processor, the computer-executable instructions prompt the processor to implement an interactive control method for a game.
[0008] The embodiments of the present invention bring the following beneficial effects:
[0009] The interactive control method, device and electronic device of the above-mentioned game provide a graphical user interface through a terminal device; the graphical user interface displays at least part of the game scene, and the game scene includes a game character controlled by the terminal device, wherein the game character is configured with a character appearance, and the character appearance is displayed as a first appearance performance determined based on a first appearance material. In response to an appearance switching instruction, the appearance material corresponding to the character appearance is controlled to be gradually switched from the first appearance material to the second appearance material, so that the appearance performance of the game character is gradually switched from the first appearance performance to the second appearance performance corresponding to the second appearance material; before the second appearance material is switched, in response to an appearance switching interrupt event, the second appearance material that has been switched on the game character is controlled to be gradually restored to the first appearance material according to the appearance switching interrupt event, so that the game character gradually restores to the first appearance performance; or, according to the appearance switching interrupt event, the first appearance material that has not been switched on the game character continues to be switched to the second appearance material, so that the game character continues to switch to the second appearance performance.
[0010] In the above method, the character's appearance is gradually changed by controlling the appearance material, making the appearance change process smooth and natural; the appearance switching interrupt event can stop the appearance switching process and restore to the original appearance, or continue the appearance switching process, thereby improving the controllability of the appearance change.
[0011] Other features and advantages of the present invention will be described in the following description, and in part will become apparent from the description, or understood by practicing the present invention. The purposes and other advantages of the present invention are realized and obtained by the structures particularly pointed out in the description, claims and drawings.
[0012] In order to make the above-mentioned objects, features and advantages of the present invention 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
[0013] In order to more clearly illustrate the specific embodiments of the present invention or the technical solutions in the prior art, the following briefly introduces the drawings required for use in the specific embodiments or the description of the prior art. Obviously, the drawings described below are some embodiments of the present invention. For those skilled in the art, other drawings can be obtained based on these drawings without paying any creative work.
[0014] Figure 1 A flowchart of a method for interactive control of a game provided by an embodiment of the present invention;
[0015] Figure 2 A schematic diagram of a first appearance, a target sub-action, and a second appearance provided in an embodiment of the present invention;
[0016] Figure 3 A schematic diagram of an appearance change from a first appearance material gradually switching to a second appearance material provided by an embodiment of the present invention;
[0017] Figure 4 A schematic diagram of an appearance change from a second appearance material gradually returning to a first appearance material provided by an embodiment of the present invention;
[0018] Figure 5 A schematic diagram of an interactive control device for a game provided by an embodiment of the present invention;
[0019] Figure 6 A schematic diagram of an electronic device provided by an embodiment of the present invention. DETAILED DESCRIPTION
[0020] To make the objectives, technical solutions, and advantages of the embodiments of the present invention more clear, the technical solutions of the present invention will be clearly and completely described below with reference to the accompanying drawings. Obviously, the embodiments described are only part of the embodiments of the present invention, not all of them. Based on the embodiments of the present invention, all other embodiments obtained by those skilled in the art without creative work shall fall within the scope of protection of the present invention.
[0021] Taking into account that the process of changing the skin of a game character during a game is stiff and has poor controllability, based on this, an interactive control method, device and electronic device for a game provided by an embodiment of the present invention can be applied to various games, especially to changing the skin and appearance of a game character during a game.
[0022] In one embodiment of the present disclosure, the interactive control method for a game can be run on a local terminal device or a server. When the interactive control method for a game is run on a 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.
[0023] 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 gaming 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 interactive control method of the game are completed on the cloud gaming 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 gaming 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 gaming server. The cloud gaming 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.
[0024] 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.
[0025] In one possible implementation, an embodiment of the present invention provides an interactive control method for a game, providing a graphical user interface through a terminal device, wherein the terminal device can be the local terminal device mentioned above, or it can be a client device in the cloud interactive system mentioned above.
[0026] The graphical user interface displays at least a portion of a game scene, wherein the game scene includes a game character controlled by a terminal device, wherein the game character is configured with a character appearance, and the character appearance is displayed as a first appearance expression determined based on a first appearance material.
[0027] A virtual camera is provided within the game scene. The virtual camera captures the game scene, generating a scene image that is displayed on a graphical user interface. When the position or orientation of the virtual camera changes, the scene image captured by the virtual camera changes accordingly. The game scene can be a game scene within a game session, with a game character positioned within the game scene, participating in the game session under the control of a terminal device. In this embodiment, the appearance of a game character within the game scene can be changed.
[0028] The appearance of a game character can also be referred to as a character skin. This appearance can include clothing, hairstyles, shoes, hats, accessories, and more. This appearance can be achieved by rendering the surface of the character model. The aforementioned first appearance material can be implemented using a first appearance material map, which stores the material parameters corresponding to each location on the character model's surface. When each location is rendered according to the corresponding material parameters, the game character displays the first appearance corresponding to the first appearance material.
[0029] Material parameters may include color parameters, reflection level, glossiness, etc. After each position of the character model's model surface is rendered according to the corresponding material parameters, the game character's appearance is a first appearance; the first appearance may be, for example, a red uniform and a red mask.
[0030] like Figure 1 As shown, the interactive control method of the game includes the following steps:
[0031] Step S102, in response to the appearance switching instruction, controlling the appearance material corresponding to the character appearance to gradually switch from the first appearance material to the second appearance material, so that the appearance of the game character gradually switches from the first appearance to the second appearance corresponding to the second appearance material;
[0032] The appearance switching instruction can be triggered by a player operation or automatically triggered by the game character's status. Specifically, the appearance switching instruction can be generated by triggering an appearance switching control, by the game character performing a specified action, or by the game character reaching a specified scene position.
[0033] After the appearance switching instruction is generated, in this embodiment, the appearance of the game character is gradually switched by gradually switching the appearance material. The appearance material switching process takes a certain amount of time, for example, 10 seconds; during the process of gradually switching the appearance material, the appearance of the game character is also gradually switched.
[0034] Different appearance materials correspond to different visual expressions. Appearance materials can be implemented using texture maps. Texture maps store the material parameters for each appearance location of a character's appearance. Character appearances are located on the surface of the game character model, and appearance locations correspond to locations on the character model's surface. In a texture map, each appearance location corresponds to one or a group of material parameters.
[0035] During the gradual switching of the appearance materials, the material parameters of each appearance position can be gradually switched in a certain order until the material parameters of all appearance positions are switched and the game character's appearance is the second appearance. If only some appearance positions are switched, the game character's appearance is such that some appearance positions are in the first appearance and the other appearance positions are in the second appearance.
[0036] In one example, the material parameters for each appearance position of a game character are switched sequentially, from the top of the head to the soles of the feet. First, the material parameters for the head are switched. The material parameters for the head are retrieved from the texture map of the second appearance material and replaced with the current material parameters for the head (i.e., the material parameters for the head in the texture map of the first appearance material). After the material parameters for the head are switched, the material parameters for the neck, chest, abdomen, and legs, etc., are switched in the same manner.
[0037] Of course, you can also switch the material parameters of each appearance position in other orders. For example, first switch the material parameters of the chest appearance position, then switch the material parameters of the abdomen appearance position, and then switch the material parameters of the limbs, head and other parts.
[0038] Step S104, before the second appearance material is switched, in response to the appearance switch interruption event, the second appearance material that has been switched on the game character is gradually restored to the first appearance material according to the appearance switch interruption event, so that the game character gradually restores to the first appearance performance; or, according to the appearance switch interruption event, the first appearance material that has not been switched on the game character continues to be switched to the second appearance material, so that the game character continues to switch to the second appearance performance.
[0039] The appearance switch interrupt event can be triggered by a player operation or automatically triggered by the game character's status. Specifically, the appearance switch interrupt event can be generated by triggering an appearance switch interrupt control, by the game character executing a specified command or action, or by the game character being attacked or receiving a specified skill.
[0040] This appearance switch interrupt event can affect the switching process of the game character's appearance. After the appearance switch interrupt event is generated, the second appearance material that has been switched can be controlled to gradually revert to the first appearance material. As the first appearance material is restored, the game character gradually returns to the first appearance. In this case, the appearance switch interrupt event is used to interrupt the appearance switching process, allowing the game character to maintain the original appearance, that is, the first appearance.
[0041] After the appearance switch interrupt event is generated, the first appearance material that has not been switched can also be controlled to continue to gradually switch to the second appearance material. Due to the switch to the second appearance material, the game character gradually switches to the second appearance. In this case, the appearance switch interrupt event is used to continue the appearance switching process, so that the game character's appearance is completely switched to the new appearance, that is, the second appearance.
[0042] In actual implementation, it can be determined based on parameters such as the event type and event generation time of the appearance switching interruption event, whether to control the switched second appearance material to gradually restore to the first appearance material after the appearance switching interruption event is generated, or to control the unswitched first appearance material to continue to gradually switch to the second appearance material.
[0043] For example, if an appearance switching interruption event is generated within 5 seconds after the aforementioned appearance switching instruction is generated, the second appearance material that has been switched is controlled to gradually restore to the first appearance material; if an appearance switching interruption event is generated 5 seconds or more after the aforementioned appearance switching instruction is generated, the first appearance material that has not been switched is controlled to continue to gradually switch to the second appearance material.
[0044] For example, if the event type of the appearance switch interruption event is type A, the second appearance material that has been switched is controlled to gradually restore to the first appearance material; if the event type of the appearance switch interruption event is type B, the first appearance material that has not been switched is controlled to continue to gradually switch to the second appearance material.
[0045] The interactive control method of the above-mentioned game provides a graphical user interface through a terminal device; the graphical user interface displays at least part of the game scene, and the game scene includes a game character controlled by the terminal device, wherein the game character is configured with a character appearance, and the character appearance is displayed as a first appearance performance determined based on a first appearance material. In response to an appearance switching instruction, the appearance material corresponding to the character appearance is controlled to be gradually switched from the first appearance material to the second appearance material, so that the appearance performance of the game character is gradually switched from the first appearance performance to the second appearance performance corresponding to the second appearance material; before the second appearance material is switched, in response to an appearance switching interruption event, the second appearance material that has been switched on the game character is controlled to be gradually restored to the first appearance material according to the appearance switching interruption event, so that the game character gradually restores to the first appearance performance; or, according to the appearance switching interruption event, the first appearance material that has not been switched on the game character continues to be switched to the second appearance material, so that the game character continues to switch to the second appearance performance.
[0046] In the above method, the character's appearance is gradually changed by controlling the appearance material, making the appearance change process smooth and natural; the appearance switching interrupt event can stop the appearance switching process and restore to the original appearance, or continue the appearance switching process, thereby improving the controllability of the appearance change.
[0047] In one implementation, the character appearance corresponds to a designated action, and an appearance switching instruction is generated in response to the game character performing the designated action in the game scene.
[0048] It can be understood that the designated action is used to trigger the generation of an appearance switching instruction, that is, the designated action controls the switching of the character's appearance. It is also possible to set a correspondence between the designated action and the character's appearance, that is, different designated actions correspond to different second appearance materials.
[0049] The game character can perform the specified action under the control of the terminal device. For example, the player triggers the action control corresponding to the specified action, and the game character performs the specified action. The game character can also automatically perform the specified action. Specifically, the game character can be controlled to automatically perform the specified action through the character state of the game character. The character state may include, the game character moves to a specified scene position, the game character completes a specified task, the specified character parameter of the game character reaches a preset parameter threshold, etc.
[0050] The designated action may be a dance action, a leaping action, etc. When the game character starts to perform the designated action, or when the game character finishes performing the designated action, the appearance switching instruction is generated, thereby controlling the game character's appearance to start switching.
[0051] In one method, when the game character starts to perform the specified action, an appearance switching instruction is generated; it takes a certain amount of time for the game character to perform the specified action, for example, 15 seconds. During the process of the game character performing the specified action, the game character's appearance is switched, that is, the game character switches its appearance while specifying the specified action.
[0052] In the above method, when the game character performs a specified action, an appearance switching instruction is generated, and then the character's appearance is controlled to start switching. The method of controlling the switching of appearance is richer and more flexible, enriching the game experience of changing the character's appearance.
[0053] The appearance switching interruption event includes at least one of the following: an attack event on a game character, a displacement event on a game character. The attack event may be a game character attacking another game character, or a game character being attacked by another game character.
[0054] The terminal device generates an attack control command, controlling the game character to execute an attack task, thereby generating an attack event. Alternatively, another game character in the game scene triggers the generation of an attack control command. After the other game character executes an attack action, releases an attack skill, or uses an attack item, a corresponding attack range is generated. When the game character is within this attack range, an attack event is generated for the game character. Alternatively, the attack event can be triggered by a scene item or an NPC (Non-Player Character) in the game scene.
[0055] The displacement event can be generated by a terminal device generating a displacement control instruction to control the movement of a game character in the game scene, thereby generating the displacement event. The displacement event can also be automatically triggered by the game character, for example, after the game character reaches a designated scene location, it automatically moves, such as running or jumping, thereby generating the displacement event. The displacement event can also be passively triggered, for example, when the game character receives a movement control skill from another game character, and the game character moves passively under the control of the movement control skill.
[0056] In the above manner, the appearance switching process is stopped and restored to the original appearance, or the appearance switching process is continued, by controlling the attack event or the displacement event, thereby improving the controllability of the appearance switching.
[0057] In one implementation, the designated action includes multiple consecutive sub-actions, which are arranged sequentially. When the game character performs the multiple consecutive sub-actions in sequence, the designated action is executed. For example, if the designated action is a dance move, the designated action may include multiple sub-actions corresponding to dance postures.
[0058] The game character performs multiple consecutive sub-actions one by one in the game scene; each sub-action can be performed one by one at a preset speed, and it takes a certain amount of time, such as 15 seconds, for the game character to complete all sub-actions.
[0059] In response to an appearance switching interruption event, the first sub-action currently executed by the game character is determined; if the first sub-action is located before a target sub-action in multiple consecutive sub-actions, the second appearance material that has been switched on the game character is controlled to be gradually restored to the first appearance material; if the first sub-action is not located before the target sub-action in multiple consecutive sub-actions, the first appearance material that has not been switched on the game character is controlled to continue to be switched to the second appearance material.
[0060] When the appearance switch interrupt event is generated, the sub-action currently being executed by the game character is the first sub-action. In this embodiment, the game character's action when the appearance switch interrupt event is generated determines whether to gradually restore the game character's second appearance material that has been switched to the first appearance material, or to continue switching the game character's first appearance material that has not been switched to the second appearance material.
[0061] At least one sub-action can be pre-selected as the target sub-action from the aforementioned multiple sub-actions. Furthermore, since the multiple sub-actions are arranged in sequence, after an appearance switch interruption event is generated, if the first sub-action is before the target sub-action, i.e., the target sub-action has not yet been executed, then the control will gradually restore the second appearance material on the game character that has been switched to the first appearance material. If the first sub-action is not before the target sub-action in multiple consecutive sub-actions, for example, if the first sub-action is the target sub-action, or if the first sub-action is after the target sub-action, then it can also be understood that the target sub-action has been executed or is being executed. In this case, the control will continue to switch the first appearance material on the game character that has not been switched to the second appearance material.
[0062] exist Figure 2 In the example, (a) shows the character in the first appearance; (b) shows the character executing the target sub-action. In this figure, as the character begins executing the aforementioned sub-actions, the appearance material gradually switches from the bottom of the character upwards. By the time the character reaches the target sub-action, the appearance material has already switched nearly halfway, meaning the bottom half of the character is in the second appearance, while the top half is in the first appearance. In (c), the character has completed all sub-actions, and the appearance material switching is complete, with the entire character's appearance switching to the second appearance.
[0063] In the above method, according to the action of the game character when the appearance switching interruption event is generated, it is determined whether to stop the appearance switching process and restore to the original appearance, or to continue the appearance switching process, which further improves the controllability of the appearance switching.
[0064] Specifically, the appearance switching interruption events described above include: a displacement event for the game character; in response to a displacement event, the game character is controlled to stop executing the sub-actions following the first sub-action and begin executing the displacement action corresponding to the displacement event. After the displacement event is generated, the game character stops executing the sub-actions following the first sub-action in the specified action and instead executes the displacement action corresponding to the displacement event, such as running or jumping.
[0065] In another embodiment, the appearance switching interruption event includes: an attack event against the game character; in response to the attack event against the game character, the game character is controlled to stop executing the sub-actions subsequent to the first sub-action and start executing the preset action corresponding to the attack event.
[0066] After an attack event is generated, the game character no longer executes the sub-actions following the first sub-action in the specified action, but executes the preset actions corresponding to the attack event, such as the attack action, the hit action, etc.
[0067] In the above method, the game character still responds to displacement events and attack events during the process of switching appearance. The process of switching the character's appearance does not affect other functions of the game character, ensuring the smoothness of the game.
[0068] In one implementation, in response to an appearance switching instruction, a preset animation is played in which the appearance material corresponding to the character's appearance gradually switches from a first appearance material to a second appearance material; in response to the completion of the preset animation, the appearance material corresponding to the character's appearance is controlled to switch from the first appearance material to the second appearance material.
[0069] The preset animation can be pre-recorded. Once the appearance switching command is generated, the game character in the game scene is no longer displayed on the scene screen, but the preset animation is played. During the playback of the preset animation, the appearance material of the game character in the game scene remains unchanged. However, during the preset animation, the appearance material corresponding to the character's appearance gradually switches from the first appearance material to the second appearance material. Therefore, during the preset animation, the character's appearance gradually switches from the first appearance to the second appearance.
[0070] When the preset animation is finished playing, the scene screen redisplays the game character in the game scene, and the appearance material corresponding to the character appearance of the game character is switched from the first appearance material to the second appearance material. At this time, the appearance material of the appearance position of the character appearance is switched from the first appearance material to the second appearance material at the same time, and the gradual switching method is no longer used.
[0071] Since the appearance material in the preset animation gradually switches from the first appearance material to the second appearance material, in terms of visual performance, the appearance of the game character is gradually switched, but in fact the character appearance is switched instantly after or before the preset animation is finished.
[0072] Furthermore, in response to the appearance switching interruption event, the animation frames of the preset animation that have been played are controlled to be played in reverse order, or the animation frames that have not been played in the preset animation are continued to be played in forward order.
[0073] After the appearance switching interruption event is generated, by controlling the reverse playback of the animation frames of the preset animation that has been played, the effect of gradually restoring the second appearance material that has been switched on the game character to the first appearance material can be visually presented. Ultimately, the appearance of the game character is not switched and remains the first appearance.
[0074] When the preset animation is played in reverse order to the first animation frame, the preset animation is finished playing, and the game character in the game scene is displayed, and the character appearance of the game character is the first appearance.
[0075] After the appearance switching interruption event is generated, by continuing to play the unplayed animation frames in the preset animation in forward order, the effect of switching the unswitched first appearance material on the game character to the second appearance material can be visually presented, and finally the appearance of the game character is switched to the second appearance.
[0076] When the preset animation is played in the positive order to the last animation frame, the preset animation is finished playing, and the game character in the game scene is displayed, and the character appearance of the game character is the second appearance.
[0077] In the above method, the process of gradually switching the appearance material of the character's appearance is expressed by playing an animation, and the amount of calculation is low, which can ensure that the game runs smoothly.
[0078] In another implementation, the character appearance includes multiple appearance positions; the multiple appearance positions are preset with a parameter switching order; the character model surface of the game character is used to render and display the character appearance; the character model surface can be divided into multiple areas, each area corresponding to an appearance position; in order to ensure the visual effect of the character appearance, the character model surface can be divided into a large number of areas, the area of each area is small, and accordingly, the area of each appearance position is small.
[0079] The parameter switching order for each appearance position can be pre-set, and the parameter switching order for different appearance positions can be different. In this case, when switching material parameters, the material parameters of each appearance position are switched one by one. Alternatively, multiple appearance positions can be divided into multiple groups, and the parameter switching order of multiple appearance positions in the same group is the same. In this case, when switching material parameters, the appearance positions in the same group switch material parameters at the same time.
[0080] In response to the appearance switching instruction, the material parameters of multiple appearance positions of the game character are controlled in sequence to switch from the material parameters corresponding to the first appearance material to the material parameters corresponding to the second appearance material in accordance with the parameter switching order, and the second appearance performance corresponding to the second appearance material is displayed in sequence at multiple appearance positions on the game character.
[0081] For example, the multiple appearance positions include position 1, position 2, position 3, ... position n; the parameter switching order of the multiple appearance positions is also position 1, position 2, position 3, ... position n. The material parameters corresponding to each appearance position of the second appearance material can be saved in the map.
[0082] The current material parameters for the appearance position are the material parameters of the first appearance material at that appearance position. First, for position 1, the current material parameters for position 1 are material parameter a. Material parameter b for position 1 is obtained from the second appearance material and replaced with material parameter a. That is, material parameter b becomes the material parameter for position 1.
[0083] After the material parameters at position 1 are replaced, the material parameters at position 2 are replaced, and so on, until the parameters at the last position are replaced.
[0084] After each replacement of the material parameters of an appearance position, the second appearance expression corresponding to the second appearance material is displayed at the appearance position of the game character, and the appearance position where the material parameters have not been replaced displays the first appearance expression corresponding to the first appearance material.
[0085] For example, if the first appearance material is a blue metal material, the visual presentation is a blue metal effect, while the second appearance material is a red wood material, the visual presentation is a red wood effect. For the appearance location where the material parameters have been replaced, the red wood effect will be displayed at that location on the game character, while the appearance location where the material parameters have not been replaced will display a blue metal effect.
[0086] like Figure 3 In the example, the closer the appearance position is to the bottom of the game character, the earlier the parameter switching order is. Therefore, the appearance position at the bottom of the game character switches the material parameters first and is displayed as the second appearance; the appearance position at the top of the game character switches the material parameters last.
[0087] In the above method, the material parameters of each appearance position of the game character are controlled to switch in sequence, so as to achieve a visual effect of gradual switching of the character's appearance. The visual effect is more realistic and the experience is better.
[0088] Specifically, the above-mentioned character appearance is preset with a first map; the first map includes: parameter switching reference values for multiple appearance positions; the parameter switching reference values are used to indicate the parameter switching order of the appearance positions; in this method, the parameter switching order corresponding to each appearance position is recorded through the first map; the pixel value in the first map can be 0, 1, 2,...n; the pixel value is the parameter switching reference value, the larger the pixel value, the later the parameter switching order of the corresponding appearance position, or, the smaller the pixel value, the earlier the parameter switching order of the corresponding appearance position.
[0089] In response to an appearance switching instruction, a parameter switching threshold is obtained; from the first map, a first appearance position is determined where the parameter switching reference value reaches the parameter switching threshold, the material parameters of the first appearance position are controlled to switch from the material parameters corresponding to the first appearance material to the material parameters corresponding to the second appearance material, and a second appearance expression corresponding to the second appearance material is displayed at the first appearance position.
[0090] The parameter switching threshold can be set to an initial value, such as 0. When an appearance switching instruction is generated, the initial value of the parameter switching threshold is first obtained. For each parameter switching reference value in the first map, the parameter switching reference value is compared with the parameter switching threshold, and the first appearance position where the parameter switching reference value reaches the parameter switching threshold is selected.
[0091] The first appearance position can be understood as the appearance position where material switching is required, and the material parameters of the appearance position are switched from the texture corresponding to the second appearance material or the material parameters corresponding to the appearance position.
[0092] Update the parameter switching threshold according to a preset first method, and continue to perform the following steps until all parameter switching reference values in the first map reach the parameter switching threshold: from the first map, determine the first appearance position where the parameter switching reference value reaches the parameter switching threshold, control the material parameters of the first appearance position to switch from the material parameters corresponding to the first appearance material to the material parameters corresponding to the second appearance material, and display the second appearance performance corresponding to the second appearance material at the first appearance position.
[0093] The above-mentioned preset first method can be to increase the parameter switching threshold or to reduce the parameter switching threshold; the preset first method also includes the change amount of each increase or decrease of the parameter switching threshold; for example, the preset first method is to increase the parameter switching threshold by 1, reduce the parameter switching threshold by 2, etc.
[0094] In actual implementation, when the aforementioned parameter switching threshold is the minimum value among the parameter switching reference values, or is less than the minimum value among the parameter switching reference values, the first approach is to increase the parameter switching threshold, for example, the parameter switching threshold is increased by 1, the parameter switching threshold is increased by 5, etc. When the aforementioned parameter switching threshold is the maximum value among the parameter switching reference values, or is greater than the maximum value among the parameter switching reference values, the first approach is to decrease the parameter switching threshold, for example, the parameter switching threshold is decreased by 1, the parameter switching threshold is decreased by 5, etc.
[0095] Each time the parameter switching threshold is updated, each parameter switching reference value in the first map is compared with the updated parameter switching threshold, and the first appearance position whose parameter switching reference value reaches the parameter switching threshold is selected. As the parameter switching threshold is updated, the first appearance position is continuously updated, for example, the number of first appearance positions gradually increases or decreases. The material parameters of the appearance position are then switched from the map corresponding to the second appearance material, or from the material parameters corresponding to the appearance position.
[0096] It's understandable that the faster the parameter switching threshold updates, the faster the material parameters of each appearance position gradually switch, and visually, the faster the game character's appearance switches. Furthermore, the larger the change in the parameter switching threshold per update, the shorter the time it takes to gradually switch the material parameters of each appearance position, and visually, the faster the game character's appearance switches.
[0097] In the above method, the appearance positions that need to be switched in material are screened out through the parameter switching reference value and the parameter switching threshold. By changing the parameter switching threshold, the screened appearance positions are dynamically changed, thereby realizing the gradual switching of the appearance performance of the game character, making the appearance replacement process smoother and more natural.
[0098] In another implementation, the above-mentioned character appearance includes multiple appearance positions; the multiple appearance positions are preset with a parameter switching order; in response to an appearance switching interruption event, the appearance positions that have been switched to the material parameters corresponding to the second appearance material are controlled in sequence in the reverse order of the parameter switching order to restore to the material parameters corresponding to the first appearance material, and the first appearance performance corresponding to the restored first appearance material is displayed in sequence at multiple appearance positions on the game character.
[0099] For example, the multiple appearance positions include position 1, position 2, position 3, ... position n; the reverse order of the parameter switching order of the multiple appearance positions is position n, position n-1, position n-2, ... position 1.
[0100] When an appearance switch interruption event is generated, only some appearance positions are switched to the material parameters corresponding to the second appearance material. For example, positions 1-position x are switched to the material parameters corresponding to the second appearance material, where x is less than n; positions x+1 to position n remain as the material parameters corresponding to the first appearance material.
[0101] When an appearance switch interrupt event is generated, starting from position x, the current material parameter of position x is material parameter c, and the material parameter d of position x is obtained from the first appearance material, and the material parameter d replaces the material parameter c, that is, the material parameter c is the material parameter of position x.
[0102] After the material parameters at position x are replaced, the material parameters at position x-1 are replaced, and so on, until the parameters at position 1 are replaced. Each time the material parameters at a certain appearance position are replaced, the first appearance corresponding to the first appearance material is displayed at that appearance position of the game character.
[0103] like Figure 4In the example, when the appearance switch interrupt event is generated, the appearance position near the bottom of the game character has been switched to the material parameters of the second appearance material, and the appearance position near the top of the game character still maintains the material parameters of the first appearance material; after the appearance switch interrupt event is generated, the appearance position of the material parameters of the second appearance material begins to gradually recover to the material parameters of the first appearance material until all appearance positions recover to the material parameters of the first appearance material.
[0104] In the above method, in the process of gradually restoring the character's appearance, the material parameters of each appearance position of the game character are switched in reverse order to achieve a visual effect of gradual switching of the character's appearance. The visual effect is more realistic and the experience is better.
[0105] Specifically, the character appearance is preset with a first map; the first map includes: parameter switching reference values of multiple appearance positions; the parameter switching reference values are used to indicate the parameter switching order of the appearance position;
[0106] In response to the appearance switching interruption event, updating the parameter switching threshold according to a preset second method; determining, from the first map, a second appearance position where the parameter switching reference value does not reach the parameter switching threshold, controlling the material parameters of the second appearance position to switch from the material parameters corresponding to the second appearance material to the material parameters corresponding to the first appearance material, and displaying the first appearance representation corresponding to the first appearance material at the second appearance position;
[0107] Before the appearance switch interrupt event is generated, the parameter switch threshold has been updated for a period of time according to the first method described above; for example, the first method is to gradually increase the parameter switch threshold. When the appearance switch interrupt event is generated, the current value of the parameter switch threshold is obtained; for example, the initial value of the parameter switch threshold is 0 and is gradually updated to 10 according to the first method.
[0108] After the appearance switching interruption event is generated, the parameter switching threshold is updated according to a preset second method; the second method is different from the aforementioned first method. For example, the first method is to gradually increase the parameter switching threshold, and the second method is to gradually reduce the parameter switching threshold; for another example, the first method is to gradually reduce the parameter switching threshold, and the second method is to gradually increase the parameter switching threshold.
[0109] First, obtain the current value of the parameter switching threshold, and then update the parameter switching threshold according to the second method based on the current value; for example, gradually reduce the parameter switching threshold, or reduce the parameter switching threshold by 1 each time it is updated, reduce the parameter switching threshold by 5 each time it is updated, etc.
[0110] After the parameter switching threshold is updated once according to the second method, for each parameter switching reference value in the first map, the parameter switching reference value is compared with the parameter switching threshold to filter out the second appearance position where the parameter switching reference value does not reach the parameter switching threshold.
[0111] The second appearance position can be understood as the appearance position where material switching is required, and the material parameters of the appearance position are switched from the texture corresponding to the first appearance material or the material parameters corresponding to the appearance position.
[0112] Continue to perform the following steps until all parameter switching reference values in the first map do not reach the parameter switching threshold: update the parameter switching threshold according to the preset second method; determine from the first map a second appearance position where the parameter switching reference value does not reach the parameter switching threshold, control the material parameters of the second appearance position to switch from the material parameters corresponding to the second appearance material to the material parameters corresponding to the first appearance material, and display the first appearance performance corresponding to the first appearance material at the second appearance position.
[0113] The preset second mode can be to increase or decrease the parameter switching threshold; the preset second mode also includes the amount of change in each increase or decrease in the parameter switching threshold; for example, the preset second mode is to increase the parameter switching threshold by 1 and decrease the parameter switching threshold by 2. It should be noted that the second mode is different from the first mode described above.
[0114] Each time the parameter switching threshold is updated according to the preset second method, each parameter switching reference value in the first map is compared with the updated parameter switching threshold, and the second appearance positions whose parameter switching reference values do not reach the parameter switching threshold are screened out. As the parameter switching threshold is updated, the second appearance positions are continuously updated, for example, the number of second appearance positions gradually increases or decreases. The material parameters of the appearance position are then switched from the map corresponding to the first appearance material, or from the material parameters corresponding to the appearance position.
[0115] It's understandable that the faster the parameter switching threshold updates, the faster the material parameters of each appearance position gradually switch, and visually, the faster the game character's appearance switches. Furthermore, the larger the change in the parameter switching threshold per update, the shorter the time it takes to gradually switch the material parameters of each appearance position, and visually, the faster the game character's appearance switches.
[0116] In the above method, the appearance positions where material switching needs to be restored are screened out through the parameter switching reference value and the parameter switching threshold. By changing the parameter switching threshold, the screened appearance positions are dynamically changed, thereby realizing the gradual switching of the appearance performance of the game character, making the appearance replacement process smoother and more natural.
[0117] Through the method of this embodiment, the game character can freely switch the appearance in the game scene. During the switching process, if the player regrets, the switching process can be interrupted through the appearance switching interrupt event, so that the game character can be restored to the original appearance. During the appearance switching process, the visual performance of the game character is smooth, natural, and controllable.
[0118] Corresponding to the above method embodiment, see Figure 5 A game interactive control device is shown, which provides a graphical user interface through a terminal device; the graphical user interface displays at least a portion of a game scene, wherein the game scene includes a game character controlled by the terminal device, wherein the game character is configured with a character appearance, and the character appearance is displayed as a first appearance determined based on a first appearance material. The device includes:
[0119] an appearance switching module 50 for controlling, in response to an appearance switching instruction, a gradual switching of an appearance material corresponding to the character's appearance from a first appearance material to a second appearance material, so that the appearance of the game character gradually switches from the first appearance to the second appearance corresponding to the second appearance material;
[0120] The switching interruption control module 52 is used to respond to the appearance switching interruption event before the second appearance material is switched, and control the second appearance material that has been switched on the game character to gradually restore to the first appearance material according to the appearance switching interruption event, so that the game character gradually restores to the first appearance performance; or, according to the appearance switching interruption event, continue to switch the first appearance material that has not been switched on the game character to the second appearance material, so that the game character continues to switch to the second appearance performance.
[0121] The interactive control device of the above-mentioned game provides a graphical user interface through a terminal device; the graphical user interface displays at least part of the game scene, and the game scene includes a game character controlled by the terminal device, wherein the game character is configured with a character appearance, and the character appearance is displayed as a first appearance performance determined based on a first appearance material. In response to an appearance switching instruction, the appearance material corresponding to the character appearance is controlled to be gradually switched from the first appearance material to the second appearance material, so that the appearance performance of the game character is gradually switched from the first appearance performance to the second appearance performance corresponding to the second appearance material; before the second appearance material is switched, in response to an appearance switching interruption event, the second appearance material that has been switched on the game character is controlled to be gradually restored to the first appearance material according to the appearance switching interruption event, so that the game character gradually restores to the first appearance performance; or, according to the appearance switching interruption event, the first appearance material that has not been switched on the game character continues to be switched to the second appearance material, so that the game character continues to switch to the second appearance performance.
[0122] In the above method, the character's appearance is gradually changed by controlling the appearance material, making the appearance change process smooth and natural; the appearance switching interrupt event can stop the appearance switching process and restore to the original appearance, or continue the appearance switching process, thereby improving the controllability of the appearance change.
[0123] The above-mentioned character appearance corresponds to the specified action. The above-mentioned device also includes an instruction generation module for generating an appearance switching instruction in response to the game character performing the specified action in the game scene.
[0124] The appearance switching interruption event includes at least one of the following: an attack event targeting a game character; a displacement event targeting a game character.
[0125] The above-mentioned specified action includes multiple continuous sub-actions; the above-mentioned instruction generation module is used to: the game character executes multiple continuous sub-actions one by one in the game scene; the above-mentioned switching interruption control module is used to: respond to the appearance switching interruption event, determine the first sub-action currently executed by the game character; if the first sub-action is located before the target sub-action in the multiple continuous sub-actions, then control the second appearance material that has been switched on the game character to gradually restore it to the first appearance material; if the first sub-action is not located before the target sub-action in the multiple continuous sub-actions, then control the first appearance material that has not been switched on the game character to continue to switch to the second appearance material.
[0126] The above-mentioned appearance switching interruption event includes: a displacement event for the game character; the above-mentioned device also includes a first action control module, which is used to respond to the displacement event for the game character, control the game character to stop executing the sub-actions subsequent to the first sub-action, and start executing the displacement action corresponding to the displacement event.
[0127] The above-mentioned appearance switching interruption event includes: an attack event against the game character; the above-mentioned device also includes a second action control module, which is used to: respond to the attack event against the game character, control the game character to stop executing the sub-actions subsequent to the first sub-action, and start executing the preset action corresponding to the attack event.
[0128] The above-mentioned switching interruption control module is used to: respond to the appearance switching instruction, play a preset animation in which the appearance material corresponding to the character's appearance gradually switches from the first appearance material to the second appearance material; the method also includes: in response to the completion of the preset animation, control the appearance material corresponding to the character's appearance to switch from the first appearance material to the second appearance material.
[0129] The switching interruption control module is used to control the animation frames of the preset animation that have been played to be played in reverse order, or to continue to play the unplayed animation frames of the preset animation in forward order in response to the appearance switching interruption event.
[0130] The above-mentioned character appearance includes multiple appearance positions; the multiple appearance positions are preset with a parameter switching order; the above-mentioned appearance switching module is used to: respond to the appearance switching instruction, according to the parameter switching order, sequentially control the material parameters of the multiple appearance positions of the game character from the material parameters corresponding to the first appearance material to the material parameters corresponding to the second appearance material, and sequentially display the second appearance performance corresponding to the second appearance material at the multiple appearance positions on the game character.
[0131] The above-mentioned character appearance is preset with a first map; the first map includes: parameter switching reference values for multiple appearance positions; the parameter switching reference values are used to indicate the parameter switching order of the appearance positions; the above-mentioned appearance switching module is used to: obtain the parameter switching threshold in response to the appearance switching instruction; from the first map, determine the first appearance position where the parameter switching reference value reaches the parameter switching threshold, control the material parameters of the first appearance position to switch from the material parameters corresponding to the first appearance material to the material parameters corresponding to the second appearance material, and display the second appearance performance corresponding to the second appearance material at the first appearance position; update the parameter switching threshold according to the preset first method, and continue to perform the following steps until all the parameter switching reference values in the first map reach the parameter switching threshold: from the first map, determine the first appearance position where the parameter switching reference value reaches the parameter switching threshold, control the material parameters of the first appearance position to switch from the material parameters corresponding to the first appearance material to the material parameters corresponding to the second appearance material, and display the second appearance performance corresponding to the second appearance material at the first appearance position.
[0132] The above-mentioned character appearance includes multiple appearance positions; the multiple appearance positions are preset with a parameter switching order; the above-mentioned switching interruption control module is used to: respond to an appearance switching interruption event, in accordance with the reverse order of the parameter switching order, control the appearance positions that have been switched to the material parameters corresponding to the second appearance material to be restored to the material parameters corresponding to the first appearance material, and display the first appearance performance corresponding to the restored first appearance material in sequence at multiple appearance positions on the game character.
[0133] The above-mentioned character appearance is preset with a first map; the first map includes: parameter switching reference values for multiple appearance positions; the parameter switching reference values are used to indicate the parameter switching order of the appearance positions; the above-mentioned switching interruption control module is used to: respond to the appearance switching interruption event, update the parameter switching threshold according to a preset second method; from the first map, determine the second appearance position where the parameter switching reference value does not reach the parameter switching threshold, control the material parameters of the second appearance position to switch from the material parameters corresponding to the second appearance material to the material parameters corresponding to the first appearance material, and display the first appearance performance corresponding to the first appearance material at the second appearance position; continue to perform the following steps until all parameter switching reference values in the first map do not reach the parameter switching threshold; update the parameter switching threshold according to the preset second method; from the first map, determine the second appearance position where the parameter switching reference value does not reach the parameter switching threshold, control the material parameters of the second appearance position to switch from the material parameters corresponding to the second appearance material to the material parameters corresponding to the first appearance material, and display the first appearance performance corresponding to the first appearance material at the second appearance position.
[0134] This embodiment further provides an electronic device, including a processor and a memory, wherein the memory stores computer-executable instructions that can be executed by the processor, and the processor executes the computer-executable instructions to implement the above-mentioned interactive control method for the game. The electronic device can be a server or a terminal device.
[0135] See also Figure 6 As shown, the electronic device includes a processor 100 and a memory 101. The memory 101 stores computer-executable instructions that can be executed by the processor 100. The processor 100 executes the computer-executable instructions to implement the interactive control method of the above-mentioned game.
[0136] Furthermore, Figure 6 The electronic device shown further includes a bus 102 and a communication interface 103 , and the processor 100 , the communication interface 103 and the memory 101 are connected via the bus 102 .
[0137] The memory 101 may include a high-speed random access memory (RAM), and may also include a non-volatile memory, such as at least one disk storage. The communication connection between the system network element and at least one other network element is achieved through at least one communication interface 103 (which may be wired or wireless), and the Internet, wide area network, local area network, metropolitan area network, etc. may be used. The bus 102 may be an ISA bus, a PCI bus, or an EISA bus, etc. The bus can be divided into an address bus, a data bus, a control bus, etc. For ease of representation, Figure 6Only one bidirectional arrow is used in the diagram, but this does not mean that there is only one bus or one type of bus.
[0138] The processor 100 may be an integrated circuit chip with signal processing capabilities. During implementation, each step of the above method can be completed by hardware integrated logic circuits in the processor 100 or software instructions. The above processor 100 may be a general-purpose processor, including a central processing unit (CPU), a network processor (NP), etc.; it may also be a digital signal processor (DSP), an application-specific integrated circuit (ASIC), a field-programmable gate array (FPGA), or other programmable logic devices, discrete gate or transistor logic devices, or discrete hardware components. It can implement or execute the various methods, steps, and logic block diagrams disclosed in the embodiments of the present invention. The general-purpose processor may be a microprocessor or any conventional processor. The steps of the method disclosed in conjunction with the embodiments of the present invention can be directly implemented and executed by a hardware decoding processor, or by a combination of hardware and software modules in the decoding processor. The software module can be located in a storage medium well-known in the art, such as a random access memory, flash memory, read-only memory, programmable read-only memory, electrically erasable programmable memory, or register. The storage medium is located in the memory 101. The processor 100 reads the information in the memory 101 and, in conjunction with its hardware, completes the steps of the method of the aforementioned embodiment.
[0139] The processor in the electronic device can implement the following operations in the interactive control method of the game by executing computer-executable instructions:
[0140] A method for interactive control of a game, comprising providing a graphical user interface through a terminal device; the graphical user interface displays at least a portion of a game scene, the game scene including a game character controlled through the terminal device, wherein the game character is configured with a character appearance, the character appearance being displayed as a first appearance performance determined based on a first appearance material; in response to an appearance switching instruction, the appearance material corresponding to the character appearance is controlled to be gradually switched from the first appearance material to a second appearance material, so that the appearance performance of the game character is gradually switched from the first appearance performance to a second appearance performance corresponding to the second appearance material; before the second appearance material is switched, in response to an appearance switching interruption event, the second appearance material that has been switched on the game character is controlled to be gradually restored to the first appearance material according to the appearance switching interruption event, so that the game character gradually restores to the first appearance performance; or, in response to the appearance switching interruption event, the first appearance material that has not been switched on the game character is continued to be switched to the second appearance material, so that the game character continues to switch to the second appearance performance.
[0141] The character appearance corresponds to a designated action, and in response to the game character performing the designated action in the game scene, an appearance switching instruction is generated.
[0142] The appearance switching interruption event includes at least one of the following: an attack event targeting the game character; a displacement event targeting the game character.
[0143] The designated action includes multiple continuous sub-actions; the steps for the game character to perform the designated action in the game scene include: the game character performs multiple continuous sub-actions one by one in the game scene; in response to an appearance switching interruption event, determining the first sub-action currently performed by the game character; if the first sub-action is located before a target sub-action in the multiple continuous sub-actions, then controlling the game character to gradually restore the switched second appearance material to the first appearance material; if the first sub-action is not located before the target sub-action in the multiple continuous sub-actions, then controlling the game character to continue to switch the unswitched first appearance material to the second appearance material.
[0144] Appearance switching interruption events include: displacement events for game characters; in response to the displacement events of the game characters, the game characters are controlled to stop executing sub-actions subsequent to the first sub-action and start executing the displacement action corresponding to the displacement event.
[0145] Appearance switching interruption events include: attack events against the game character; in response to the attack event against the game character, the game character is controlled to stop executing the sub-actions subsequent to the first sub-action and start executing the preset action corresponding to the attack event.
[0146] In response to the appearance switching instruction, the appearance material corresponding to the character's appearance is played, and the preset animation is gradually switched from the first appearance material to the second appearance material; in response to the preset animation being played, the appearance material corresponding to the character's appearance is controlled to switch from the first appearance material to the second appearance material.
[0147] In response to the appearance switching interruption event, the animation frames of the preset animation that have been played are controlled to be played in reverse order, or the animation frames that have not been played in the preset animation are continued to be played in forward order.
[0148] The character appearance includes multiple appearance positions; the multiple appearance positions are preset with a parameter switching order; in response to the appearance switching instruction, the material parameters of the multiple appearance positions of the game character are controlled in sequence according to the parameter switching order to switch from the material parameters corresponding to the first appearance material to the material parameters corresponding to the second appearance material, and the second appearance performance corresponding to the second appearance material is displayed in sequence at the multiple appearance positions on the game character.
[0149] The character appearance is preset with a first map; the first map includes: parameter switching reference values for multiple appearance positions; the parameter switching reference values are used to indicate the parameter switching order of the appearance positions; in response to the appearance switching instruction, a parameter switching threshold is obtained; from the first map, the first appearance position where the parameter switching reference value reaches the parameter switching threshold is determined, the material parameters of the first appearance position are controlled to switch from the material parameters corresponding to the first appearance material to the material parameters corresponding to the second appearance material, and the second appearance performance corresponding to the second appearance material is displayed at the first appearance position; the parameter switching threshold is updated according to the preset first method, and the following steps are continued until all the parameter switching reference values in the first map reach the parameter switching threshold: from the first map, the first appearance position where the parameter switching reference value reaches the parameter switching threshold is determined, the material parameters of the first appearance position are controlled to switch from the material parameters corresponding to the first appearance material to the material parameters corresponding to the second appearance material, and the second appearance performance corresponding to the second appearance material is displayed at the first appearance position.
[0150] The character appearance includes multiple appearance positions; the multiple appearance positions are preset with a parameter switching order; in response to an appearance switching interruption event, the appearance positions that have been switched to the material parameters corresponding to the second appearance material are controlled in sequence in the reverse order of the parameter switching order to restore to the material parameters corresponding to the first appearance material, and the first appearance performance corresponding to the restored first appearance material is displayed in sequence at multiple appearance positions on the game character.
[0151] The character appearance is preset with a first map; the first map includes: parameter switching reference values for multiple appearance positions; the parameter switching reference values are used to indicate the parameter switching order of the appearance positions; in response to an appearance switching interruption event, the parameter switching threshold is updated according to a preset second method; from the first map, a second appearance position is determined whose parameter switching reference value does not reach the parameter switching threshold, the material parameters of the second appearance position are controlled to switch from the material parameters corresponding to the second appearance material to the material parameters corresponding to the first appearance material, and the first appearance performance corresponding to the first appearance material is displayed at the second appearance position; the following steps are continued until all the parameter switching reference values in the first map do not reach the parameter switching threshold; the parameter switching threshold is updated according to the preset second method; from the first map, a second appearance position is determined whose parameter switching reference value does not reach the parameter switching threshold, the material parameters of the second appearance position are controlled to switch from the material parameters corresponding to the second appearance material to the material parameters corresponding to the first appearance material, and the first appearance performance corresponding to the first appearance material is displayed at the second appearance position.
[0152] In the above method, the character's appearance is gradually changed by controlling the appearance material, making the appearance change process smooth and natural; the appearance switching interrupt event can stop the appearance switching process and restore to the original appearance, or continue the appearance switching process, thereby improving the controllability of the appearance change.
[0153] This embodiment also provides a computer-readable storage medium, which stores computer-executable instructions. When the computer-executable instructions are called and executed by a processor, the computer-executable instructions prompt the processor to implement the interactive control method of the above game.
[0154] The computer-executable instructions stored in the computer-readable storage medium can implement the following operations in the interactive control method of the game by executing the computer-executable instructions:
[0155] A method for interactive control of a game, comprising providing a graphical user interface through a terminal device; the graphical user interface displays at least a portion of a game scene, the game scene including a game character controlled through the terminal device, wherein the game character is configured with a character appearance, the character appearance being displayed as a first appearance performance determined based on a first appearance material; in response to an appearance switching instruction, the appearance material corresponding to the character appearance is controlled to be gradually switched from the first appearance material to a second appearance material, so that the appearance performance of the game character is gradually switched from the first appearance performance to a second appearance performance corresponding to the second appearance material; before the second appearance material is switched, in response to an appearance switching interruption event, the second appearance material that has been switched on the game character is controlled to be gradually restored to the first appearance material according to the appearance switching interruption event, so that the game character gradually restores to the first appearance performance; or, in response to the appearance switching interruption event, the first appearance material that has not been switched on the game character is continued to be switched to the second appearance material, so that the game character continues to switch to the second appearance performance.
[0156] The character appearance corresponds to a designated action, and in response to the game character performing the designated action in the game scene, an appearance switching instruction is generated.
[0157] The appearance switching interruption event includes at least one of the following: an attack event targeting the game character; a displacement event targeting the game character.
[0158] The designated action includes multiple continuous sub-actions; the steps for the game character to perform the designated action in the game scene include: the game character performs multiple continuous sub-actions one by one in the game scene; in response to an appearance switching interruption event, determining the first sub-action currently performed by the game character; if the first sub-action is located before a target sub-action in the multiple continuous sub-actions, then controlling the game character to gradually restore the switched second appearance material to the first appearance material; if the first sub-action is not located before the target sub-action in the multiple continuous sub-actions, then controlling the game character to continue to switch the unswitched first appearance material to the second appearance material.
[0159] Appearance switching interruption events include: displacement events for game characters; in response to the displacement events of the game characters, the game characters are controlled to stop executing sub-actions subsequent to the first sub-action and start executing the displacement action corresponding to the displacement event.
[0160] Appearance switching interruption events include: attack events against the game character; in response to the attack event against the game character, the game character is controlled to stop executing the sub-actions subsequent to the first sub-action and start executing the preset action corresponding to the attack event.
[0161] In response to the appearance switching instruction, the appearance material corresponding to the character's appearance is played, and the preset animation is gradually switched from the first appearance material to the second appearance material; in response to the preset animation being played, the appearance material corresponding to the character's appearance is controlled to switch from the first appearance material to the second appearance material.
[0162] In response to the appearance switching interruption event, the animation frames of the preset animation that have been played are controlled to be played in reverse order, or the animation frames that have not been played in the preset animation are continued to be played in forward order.
[0163] The character appearance includes multiple appearance positions; the multiple appearance positions are preset with a parameter switching order; in response to the appearance switching instruction, the material parameters of the multiple appearance positions of the game character are controlled in sequence according to the parameter switching order to switch from the material parameters corresponding to the first appearance material to the material parameters corresponding to the second appearance material, and the second appearance performance corresponding to the second appearance material is displayed in sequence at the multiple appearance positions on the game character.
[0164] The character appearance is preset with a first map; the first map includes: parameter switching reference values for multiple appearance positions; the parameter switching reference values are used to indicate the parameter switching order of the appearance positions; in response to the appearance switching instruction, a parameter switching threshold is obtained; from the first map, the first appearance position where the parameter switching reference value reaches the parameter switching threshold is determined, the material parameters of the first appearance position are controlled to switch from the material parameters corresponding to the first appearance material to the material parameters corresponding to the second appearance material, and the second appearance performance corresponding to the second appearance material is displayed at the first appearance position; the parameter switching threshold is updated according to the preset first method, and the following steps are continued until all the parameter switching reference values in the first map reach the parameter switching threshold: from the first map, the first appearance position where the parameter switching reference value reaches the parameter switching threshold is determined, the material parameters of the first appearance position are controlled to switch from the material parameters corresponding to the first appearance material to the material parameters corresponding to the second appearance material, and the second appearance performance corresponding to the second appearance material is displayed at the first appearance position.
[0165] The character appearance includes multiple appearance positions; the multiple appearance positions are preset with a parameter switching order; in response to an appearance switching interruption event, the appearance positions that have been switched to the material parameters corresponding to the second appearance material are controlled in sequence in the reverse order of the parameter switching order to restore to the material parameters corresponding to the first appearance material, and the first appearance performance corresponding to the restored first appearance material is displayed in sequence at multiple appearance positions on the game character.
[0166] The character appearance is preset with a first map; the first map includes: parameter switching reference values for multiple appearance positions; the parameter switching reference values are used to indicate the parameter switching order of the appearance positions; in response to an appearance switching interruption event, the parameter switching threshold is updated according to a preset second method; from the first map, a second appearance position is determined whose parameter switching reference value does not reach the parameter switching threshold, the material parameters of the second appearance position are controlled to switch from the material parameters corresponding to the second appearance material to the material parameters corresponding to the first appearance material, and the first appearance performance corresponding to the first appearance material is displayed at the second appearance position; the following steps are continued until all the parameter switching reference values in the first map do not reach the parameter switching threshold; the parameter switching threshold is updated according to the preset second method; from the first map, a second appearance position is determined whose parameter switching reference value does not reach the parameter switching threshold, the material parameters of the second appearance position are controlled to switch from the material parameters corresponding to the second appearance material to the material parameters corresponding to the first appearance material, and the first appearance performance corresponding to the first appearance material is displayed at the second appearance position.
[0167] In the above method, the character's appearance is gradually changed by controlling the appearance material, making the appearance change process smooth and natural; the appearance switching interrupt event can stop the appearance switching process and restore to the original appearance, or continue the appearance switching process, thereby improving the controllability of the appearance change.
[0168] The computer program product of the interactive game control method, device, and electronic device provided in the embodiments of the present invention includes a computer-readable storage medium storing program code. The instructions included in the program code can be used to execute the methods described in the previous method embodiments. For specific implementation, please refer to the method embodiments and will not be repeated here.
[0169] Those skilled in the art will clearly understand that, for the convenience and brevity of description, the specific working processes of the above-described systems and devices can refer to the corresponding processes in the aforementioned method embodiments and will not be repeated here.
[0170] In addition, in the description of the embodiments of the present invention, unless otherwise expressly specified or limited, the terms "mounted," "connected," and "connected" should be understood in a broad sense. For example, they may refer to fixed connections, detachable connections, or integral connections; they may refer to mechanical connections or electrical connections; they may refer to direct connections or indirect connections through an intermediate medium; and they may refer to internal communication between two components. Those skilled in the art will understand the specific meanings of the above terms in the present invention based on the specific circumstances.
[0171] 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 computer-readable storage medium. Based on this understanding, the technical solution of the present invention, 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 invention. 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.
[0172] In the description of the present invention, it should be noted that the terms "center," "upper," "lower," "left," "right," "vertical," "horizontal," "inner," and "outer," etc., indicating orientations or positional relationships, are based on the orientations or positional relationships shown in the accompanying drawings and are intended solely to facilitate and simplify the description of the present invention. They are not intended to indicate or imply that the devices or components referred to must have, be constructed, or operate in a specific orientation, and therefore should not be construed as limitations on the present invention. Furthermore, the terms "first," "second," and "third" are used for descriptive purposes only and should not be construed as indicating or implying relative importance.
[0173] Finally, it should be noted that the above embodiments are only specific implementation methods of the present invention, which are used to illustrate the technical solutions of the present invention, rather than to limit them. The scope of protection of the present invention is not limited thereto. Although the present invention has been described in detail with reference to the above embodiments, those skilled in the art should understand that any person skilled in the art can modify or easily conceive of changes to the technical solutions described in the above embodiments within the technical scope disclosed by the present invention, or replace some of the technical features therein with equivalents. Such modifications, changes or replacements do not deviate from the spirit and scope of the technical solutions of the embodiments of the present invention, and should be included in the scope of protection of the present invention. Therefore, the scope of protection of the present invention should be based on the scope of protection of the claims.
Claims
1. A method for interactive control of a game, characterized in that: A graphical user interface is provided through a terminal device; the graphical user interface displays at least a portion of a game scene, the game scene includes a game character controlled through the terminal device, wherein the game character is configured with a character appearance, and the character appearance is displayed as a first appearance expression determined based on a first appearance material. The method includes: In response to an appearance switching instruction, controlling the appearance material corresponding to the character appearance to gradually switch from the first appearance material to a second appearance material, so that the appearance of the game character gradually switches from the first appearance to the second appearance corresponding to the second appearance material; Before the second appearance material is switched, in response to an appearance switch interruption event, the second appearance material that has been switched on the game character is gradually restored to the first appearance material according to the appearance switch interruption event, so that the game character gradually restores to the first appearance performance; or, according to the appearance switch interruption event, the first appearance material that has not been switched on the game character continues to be switched to the second appearance material, so that the game character continues to switch to the second appearance performance.
2. The method according to claim 1, characterized in that The character appearance corresponds to a specified action, and the method further includes: In response to the game character performing the designated action in the game scene, the appearance switching instruction is generated.
3. The method according to claim 2, characterized in that The appearance switching interruption event includes at least one of the following: Attack events targeting the game character; A displacement event for the game character.
4. The method according to claim 3, characterized in that The designated action includes a plurality of continuous sub-actions; the step of the game character performing the designated action in the game scene includes: the game character performing the plurality of continuous sub-actions one by one in the game scene; The step of gradually restoring the second appearance material of the game character that has been switched to the first appearance material according to the appearance switching interruption event, or continuing to switch the first appearance material of the game character that has not been switched to the second appearance material according to the appearance switching interruption event, includes: In response to the appearance switching interruption event, determining a first sub-action currently being performed by the game character; If the first sub-action is located before the target sub-action in the plurality of consecutive sub-actions, controlling to gradually restore the second appearance material that has been switched on the game character to the first appearance material; If the first sub-action is not located before the target sub-action in the multiple consecutive sub-actions, control is performed to continue switching the unswitched first appearance material of the game character to the second appearance material.
5. The method according to claim 4, characterized in that The appearance switching interruption event includes: a displacement event for the game character; the method further includes: In response to a displacement event for the game character, the game character is controlled to stop executing sub-actions subsequent to the first sub-action and start executing the displacement action corresponding to the displacement event.
6. The method according to claim 4, characterized in that The appearance switching interruption event includes: an attack event against the game character; the method further includes: In response to an attack event against the game character, the game character is controlled to stop executing sub-actions subsequent to the first sub-action and start executing a preset action corresponding to the attack event.
7. The method according to claim 1, characterized in that In response to an appearance switching instruction, the step of controlling the appearance material corresponding to the character appearance to gradually switch from the first appearance material to the second appearance material includes: In response to the appearance switching instruction, playing a preset animation in which the appearance material corresponding to the character appearance gradually switches from the first appearance material to the second appearance material; The method further includes: in response to the preset animation being played, controlling the appearance material corresponding to the character appearance to switch from the first appearance material to a second appearance material.
8. The method according to claim 7, characterized in that In response to an appearance switching interruption event, the step of gradually restoring the second appearance material of the game character that has been switched to the first appearance material according to the appearance switching interruption event, or continuing to switch the first appearance material of the game character that has not been switched to the second appearance material according to the appearance switching interruption event, includes: In response to the appearance switching interruption event, the animation frames of the preset animation that have been played are controlled to be played in reverse order, or the animation frames that have not been played in the preset animation are continued to be played in forward order.
9. The method according to claim 1, characterized in that The character appearance includes a plurality of appearance positions; the plurality of appearance positions are preset with a parameter switching order; The step of controlling, in response to the appearance switching instruction, to gradually switch the appearance material corresponding to the character appearance from the first appearance material to the second appearance material, so that the appearance of the game character gradually switches from the first appearance to the second appearance corresponding to the second appearance material, includes: In response to the appearance switching instruction, the material parameters of multiple appearance positions of the game character are controlled in sequence to switch from the material parameters corresponding to the first appearance material to the material parameters corresponding to the second appearance material in accordance with the parameter switching order, and the second appearance performance corresponding to the second appearance material is displayed in sequence at multiple appearance positions on the game character.
10. The method according to claim 9, characterized in that The character appearance is preset with a first map; the first map includes: parameter switching reference values of the multiple appearance positions; the parameter switching reference values are used to indicate the parameter switching order of the appearance positions; The step of sequentially controlling the material parameters of the plurality of appearance positions of the game character to switch from the material parameters corresponding to the first appearance material to the material parameters corresponding to the second appearance material in response to the appearance switching instruction and sequentially displaying the second appearance expression corresponding to the second appearance material at the plurality of appearance positions on the game character in accordance with the parameter switching order includes: In response to the appearance switching instruction, obtaining a parameter switching threshold; Determining, from the first map, a first appearance position at which a parameter switching reference value reaches the parameter switching threshold, controlling material parameters at the first appearance position to switch from material parameters corresponding to the first appearance material to material parameters corresponding to the second appearance material, and displaying a second appearance representation corresponding to the second appearance material at the first appearance position; The parameter switching threshold is updated according to a preset first method, and the following steps are continued until all parameter switching reference values in the first map reach the parameter switching threshold: From the first map, determine a first appearance position where the parameter switching reference value reaches the parameter switching threshold, control the material parameters of the first appearance position to switch from the material parameters corresponding to the first appearance material to the material parameters corresponding to the second appearance material, and display a second appearance expression corresponding to the second appearance material at the first appearance position.
11. The method according to claim 1, characterized in that The character appearance includes a plurality of appearance positions; the plurality of appearance positions are preset with a parameter switching order; The step of responding to the appearance switching interruption event and controlling the second appearance material of the game character to gradually restore to the first appearance material according to the appearance switching interruption event includes: In response to an appearance switching interruption event, the appearance positions that have been switched to the material parameters corresponding to the second appearance material are controlled in sequence to be restored to the material parameters corresponding to the first appearance material in the reverse order of the parameter switching order, and the first appearance performances corresponding to the restored first appearance material are displayed in sequence at multiple appearance positions on the game character.
12. The method according to claim 11, characterized in that The character appearance is preset with a first map; the first map includes: parameter switching reference values of the multiple appearance positions; the parameter switching reference values are used to indicate the parameter switching order of the appearance positions; The step of, in response to the appearance switching interruption event, sequentially controlling the appearance positions having been switched to the material parameters corresponding to the second appearance material to be restored to the material parameters corresponding to the first appearance material in reverse order of the parameter switching order, and sequentially displaying the first appearance expression corresponding to the restored first appearance material at multiple appearance positions on the game character, includes: In response to the appearance switching interruption event, updating the parameter switching threshold according to a preset second manner; Determining, from the first map, a second appearance position at which a parameter switching reference value does not reach the parameter switching threshold, controlling material parameters at the second appearance position to switch from material parameters corresponding to the second appearance material to material parameters corresponding to the first appearance material, and displaying a first appearance expression corresponding to the first appearance material at the second appearance position; Continue to perform the following steps until all parameter switching reference values in the first map do not reach the parameter switching threshold: Updating the parameter switching threshold according to a preset second method; From the first map, determine a second appearance position where the parameter switching reference value does not reach the parameter switching threshold, control the material parameters of the second appearance position to switch from the material parameters corresponding to the second appearance material to the material parameters corresponding to the first appearance material, and display the first appearance expression corresponding to the first appearance material at the second appearance position.
13. An interactive control device for a game, characterized in that: A graphical user interface is provided through a terminal device; the graphical user interface displays at least a portion of a game scene, the game scene includes a game character controlled through the terminal device, wherein the game character is configured with a character appearance, and the character appearance is displayed as a first appearance expression determined based on a first appearance material, the apparatus comprising: an appearance switching module, configured to control, in response to an appearance switching instruction, gradually switching an appearance material corresponding to the character's appearance from the first appearance material to a second appearance material, so that the appearance of the game character gradually switches from the first appearance to the second appearance corresponding to the second appearance material; A switching interruption control module is used to respond to an appearance switching interruption event before the second appearance material is switched, and control the second appearance material that has been switched on the game character to gradually restore to the first appearance material according to the appearance switching interruption event, so that the game character gradually restores to the first appearance performance; or, according to the appearance switching interruption event, continue to switch the first appearance material that has not been switched on the game character to the second appearance material, so that the game character continues to switch to the second appearance performance.
14. An electronic device, characterized in that: The system comprises a processor and a memory, wherein the memory stores computer-executable instructions that can be executed by the processor, and the processor executes the computer-executable instructions to implement the interactive control method of the game according to any one of claims 1 to 12.
15. A computer-readable storage medium, characterized in that The computer-readable storage medium stores computer-executable instructions. When the computer-executable instructions are called and executed by a processor, the computer-executable instructions prompt the processor to implement the interactive control method for a game according to any one of claims 1 to 12.