Game interaction control method

By determining the interaction point based on the identity information and tasks of the virtual player in the game and moving directly to the target location, the problem of inaccurate jumping for novice players is solved, and the gaming experience and mobility are improved.

CN120754536APending Publication Date: 2025-10-10GUANGZHOU CULUO TECH CO LTD
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Patent Information

Application Number
CN202511059472.9
Authority / Receiving Office
CN · China
Patent Type
Applications(China)
Current Assignee / Owner
Filing Date
2025-07-30
Publication Date
2025-10-10

AI Technical Summary

Technical Problem

In the game, novice players are not proficient in jumping skills and may not be able to jump to the designated position accurately, resulting in a poor gaming experience.

Method used

By determining preset interaction points based on the virtual player's virtual identity information, tasks or scene modes, the system responds to the player's triggering operations and moves directly to the target location, reducing repetitive operations.

Benefits of technology

Improves the gaming experience, especially when climbing high places or moving quickly, reduces the number of operations, and improves the player's gaming experience and mobility.

✦ Generated by Eureka AI based on patent content.

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Abstract

The invention discloses a game interaction control method which comprises the steps that a game picture is displayed, the game picture comprises at least one preset interaction point, and the preset interaction point is determined according to virtual identity information of a current virtual player or one or more combinations of tasks and scene modes; triggering operation of the current virtual player is responded, the triggering operation is used for determining a first target interaction point, and the first target interaction point is one of the preset interaction points; and controlling the current virtual player to move from the current position to a first target position where the first target interaction point is located in a preset mode, determining the interaction point according to the identity information of the virtual player in the above steps, providing different interaction points for different virtual players, and selecting the interaction point to move to the first target position, so that the interaction point can be provided for different virtual players. The player does not need to repeatedly operate for many times, and the game experience of the player is effectively improved while operation of the player is reduced.
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Description

TECHNICAL FIELD

[0001] The application belongs to the technical field of game development, and particularly relates to a game interaction control method. BACKGROUND

[0002] In the game world, the jumping skill can enable a player to jump over a ditch, a high wall and the like, and also enable the player to climb onto a platform, a roof and the like. In the existing game, the jumping skill of a game character is usually implemented based on a fixed jumping height.

[0003] In some game scenes, a player, especially a novice player, is not familiar with the jumping skill, and it is possible that the player cannot jump to a specified position even after multiple jumps, resulting in poor game experience of the player. SUMMARY

[0004] The game interaction control method provided in the embodiments of the application can provide different interaction points for different virtual players, and the virtual players can move to a first target position by selecting the interaction points, without the need for repeated operations of the virtual players, so that the game experience of the virtual players is effectively improved while the operations of the virtual players are reduced.

[0005] In a first aspect, the embodiments of the application provide a game interaction control method, and the method comprises the following steps.

[0006] displaying a game picture, wherein the game picture comprises at least one preset interaction point, and the preset interaction point is determined according to one or more combinations of virtual identity information of a current virtual player, a task or a scene mode;

[0007] in response to a trigger operation of the current virtual player, determining a first target interaction point, wherein the first target interaction point is one of the preset interaction points;

[0008] controlling the current virtual player to move from a current position to a first target position where the first target interaction point is located in a preset manner.

[0009] In an embodiment of the application, the at least one preset interaction point is determined according to the following manner.

[0010] determining, according to virtual identity information of the current virtual player, a matching interaction point in a preconfigured corresponding relationship, obtaining a plurality of matching interaction points, and the corresponding relationship comprises a plurality of virtual identity information and an interaction point corresponding to each virtual identity information;

[0011] screening the plurality of matching interaction points to obtain the at least one preset interaction point.

[0012] In an embodiment of the application, the response to the trigger operation of the current virtual player comprises:

[0013] If it is detected that the at least one preset interaction point falls within the preset range corresponding to the center point of the current virtual player's visual angle, the first target interaction point is the interaction point closest to the current position of the current virtual player among the plurality of preset interaction points in response to the triggering operation of the current virtual player.

[0014] In an embodiment of the present application, the game picture further comprises a specific task identifier.

[0015] In response to a triggering operation on the specific task identifier, a preset game copy interface is displayed, and the preset game copy interface comprises a plurality of preset interaction points on a preset path of a current task.

[0016] In the process of performing the current task by the current virtual player, the following steps are performed each time a touch operation is detected:

[0017] In response to a touch operation on a shortcut control by the current virtual player, the triggering operation is used to determine a second target interaction point, and the second target interaction point is the interaction point closest to the current position of the current virtual player among the plurality of preset interaction points.

[0018] The current virtual player is controlled to move from the current position to a second target position where the second target interaction point is located in a preset manner, and the time interval between every two touch operations is less than a preset cooling time length.

[0019] In an embodiment of the present application, the filtering of the plurality of matching interaction points to obtain the at least one preset interaction point comprises:

[0020] A first time when the current virtual player last used any matching interaction point among the plurality of matching interaction points is acquired.

[0021] If the time difference between the current time and the first time is greater than or equal to a preset time length, the plurality of matching interaction points are filtered to obtain the at least one preset interaction point.

[0022] In an embodiment of the present application, the filtering of the plurality of matching interaction points to obtain the at least one preset interaction point comprises:

[0023] A first time when the current virtual player last used each matching interaction point among the plurality of matching interaction points is acquired.

[0024] If the time difference between the current time and the first time of each matching interaction point is greater than or equal to a preset time length, the plurality of matching interaction points are filtered to obtain the at least one preset interaction point.

[0025] In an embodiment of the present application, the filtering of the plurality of matching interaction points to obtain the at least one preset interaction point comprises:

[0026] If the first interaction point exists in the plurality of matching interaction points, the first interaction point is taken as the preset interaction point, and the first interaction point is an interaction point visible in the visual angle range of the current virtual player.

[0027] In an embodiment of the present application, the first interaction point is an interaction point visible in the visual angle range of the current virtual player when a preset condition is met.

[0028] The preset condition comprises:

[0029] The first distance of the first interaction point is less than a preset distance, and the first distance is determined according to the distance between the current virtual player and the first interaction point.

[0030] The horizontal included angle of the first interaction point with respect to the visual line direction of the virtual camera corresponding to the current virtual player is within a horizontal field of view angle, and the vertical included angle of the first interaction point with respect to the visual line direction of the virtual camera is within a vertical field of view angle.

[0031] The first interaction point is free of an obstacle with the current virtual player.

[0032] In an embodiment of the present application, the filtering of the plurality of matching interaction points to obtain the at least one preset interaction point comprises:

[0033] If the fourth interaction point exists on the exit side of the portal when the portal exists in the visual angle range of the current virtual player, and the current virtual player is free of an obstacle with the fourth interaction point and the line connecting the current virtual player and the fourth interaction point passes through the portal, the fourth interaction point is taken as the preset interaction point, wherein the plurality of matching interaction points comprise the fourth interaction point.

[0034] In an embodiment of the present application, after the filtering of the plurality of matching interaction points to obtain the at least one preset interaction point, the method further comprises:

[0035] If the fifth interaction point is closest to the center point of the game picture with respect to other interaction points when M preset interaction points exist in the at least one preset interaction point, the fifth interaction point is highlighted in the game picture.

[0036] In a second aspect, the embodiments of the present application provide a game interaction control device, which comprises:

[0037] A display module is used to display a game screen, wherein the game screen includes at least one preset interaction point, and the preset interaction point is determined based on the virtual identity information of the current virtual player, or one or more combinations of tasks and scene modes;

[0038] a response module, configured to respond to a trigger operation of the current virtual player, wherein the trigger operation is configured to determine a first target interaction point, where the first target interaction point is one of the preset interaction points;

[0039] The control module is used to control the current virtual player to move from the current position to the first target position where the first target interaction point is located in a preset manner.

[0040] In a third aspect, an embodiment of the present application provides an electronic device, comprising: a processor and a memory storing computer program instructions;

[0041] When the processor executes the computer program instructions, the game interaction control method as described in the first aspect is implemented.

[0042] In a fourth aspect, an embodiment of the present application provides a computer-readable storage medium having computer program instructions stored thereon, and when the computer program instructions are executed by a processor, the game interaction control method as described in the first aspect is implemented.

[0043] In a fifth aspect, an embodiment of the present application provides a computer program product. When the instructions in the computer program product are executed by a processor of an electronic device, the electronic device executes the game interaction control method as described in the first aspect.

[0044] The game interaction control method of the embodiment of the present application displays a game screen, which includes at least one preset interaction point, and the preset interaction point is determined based on the virtual identity information of the current virtual player, or one or more combinations of tasks and scene modes; responds to the trigger operation of the current virtual player, and the trigger operation is used to determine a first target interaction point, which is one of the preset interaction points; controls the current virtual player to move from the current position to the first target position where the first target interaction point is located in a preset manner. In the above steps, the interaction point is determined according to the identity information of the virtual player, and different interaction points can be provided for different virtual players. By selecting the interaction point and moving to the target position, the player does not need to repeat the operation multiple times, and the first target position can be quickly reached through the interaction point. In particular, when heading to a higher altitude area, the climbing time can be reduced and the player can quickly reach a high place. It can also quickly go to a farther area, which is convenient for shuttling in the game, while reducing the player's operation and effectively improving the player's gaming experience. BRIEF DESCRIPTION OF THE DRAWINGS

[0045] In order to more clearly illustrate the technical solutions of the embodiments of the present application, the drawings required to be used in the embodiments of the present application will be briefly introduced as follows, and other drawings can also be obtained by those of ordinary skill in the art without any creative effort on the premise of not paying any creative effort.

[0046] Figure 1 is a flowchart of a game interaction control method provided by the embodiments of the present application;

[0047] Figure 2 is a game interface diagram of the game interaction control method provided by the embodiments of the present application Figure 1 ;

[0048] Figure 3 is a game interface diagram of the game interaction control method provided by the embodiments of the present application Figure 2 ;

[0049] Figure 4 is a game interface diagram of the game interaction control method provided by the embodiments of the present application Figure 3 ;

[0050] Figure 4 is a game interface diagram of the game interaction control method provided by the embodiments of the present application Figure 6 ;

[0051] Figure 5 is a game interface diagram of the game interaction control method provided by the embodiments of the present application Figure 7 ;

[0052] Figure 8 is a schematic diagram of an interaction point provided by the embodiments of the present application;

[0053] Figure 9 is a schematic diagram of another interaction point provided by the embodiments of the present application;

[0054] Figure 10 is a structural diagram of a game interaction control device provided by the embodiments of the present application;

[0055] Figure 1 is a structural diagram of an electronic device provided by the embodiments of the present application. DETAILED DESCRIPTION

[0056] The features and exemplary embodiments of the various aspects of the present application will be described in detail below with reference to the accompanying drawings and specific embodiments. It should be understood that the specific embodiments described herein are intended to explain the principles of the present application, but are not intended to limit the present application. The present application can be implemented without some of the specific details, which are well known to those skilled in the art. The following description of the embodiments is merely provided to give a better understanding of the present application by showing examples of the present application.

[0057] It should be noted that, in this document, the terms such as first and second are used only to distinguish one entity or operation from another entity or operation, and do not necessarily require or imply any such actual relationship or order between these entities or operations. Moreover, the terms "include", "contain" or any other variants thereof are intended to cover non-exclusive inclusion, so that a process, method, article or device including a series of elements not only includes those elements, but also includes other elements not explicitly listed or inherent to such a process, method, article or device. Without more limitations, the elements defined by the statement "include" do not exclude the presence of other identical elements in the process, method, article or device that includes the elements.

[0058] In various specific embodiments of the present application, when it is necessary to perform relevant processing according to user information, user behavior data, user history data and user location information, etc. related to the identity or characteristics of the user, the user's permission or consent will be obtained first, and the collection, use and processing of these data will comply with relevant laws, regulations and standards. In addition, when the embodiments of the present application need to obtain sensitive personal information of the user, the separate permission or separate consent of the user will be obtained through a pop-up window or by jumping to a confirmation page, and after obtaining the separate permission or separate consent of the user, the necessary user-related data for the normal operation of the embodiments of the present disclosure will be obtained.

[0059] To solve the problems of the prior art, the embodiments of the present application provide a game interaction control method. First, the game interaction control method provided by the embodiments of the present application will be introduced.

[0060] Figure 1 A flowchart of a game interaction control method provided by an embodiment of the present application is shown. As shown in Figure 2 The game interaction control method provided by the embodiments of the present application is applied to an electronic device, and includes the following steps 101-103, wherein:

[0061] Step 101: Display a game screen, wherein the game screen includes at least one preset interaction point, and the preset interaction point is determined based on the virtual identity information of the current virtual player, or one or more combinations of tasks and scene modes.

[0062] In this embodiment, a game screen is displayed, wherein the game screen includes at least one preset interaction point. The preset interaction point is determined based on the virtual identity information of the current virtual player or one or more combinations of tasks and scene modes, and is pre-configured based on the identity information and / or tasks and / or scene models. For example, at least one preset interaction point is pre-set for different virtual identity information. For example, the number of preset interaction points corresponding to different player levels can be the same or different, or the positions of the preset interaction points corresponding to different player levels can be the same or different, or the number of preset interaction points corresponding to different player occupations can be the same or different, and the positions of the preset interaction points corresponding to different player occupations can be the same or different.

[0063] It should be noted that the manner of configuring interaction points according to virtual identity information is not limited to the above manner, and may also include other manners.

[0064] Step 102: In response to a trigger operation of the current virtual player, the trigger operation is used to determine a first target interaction point, where the first target interaction point is one of the preset interaction points.

[0065] In this embodiment, the current virtual player is controlled by the user, and the user selects an interaction point in the game screen. In response to the trigger operation of the current virtual player, the trigger operation is used to determine the first target interaction point, which is one of the preset interaction points.

[0066] Step 103: Control the current virtual player to move from the current position to the first target position where the first target interaction point is located in a preset manner.

[0067] In this embodiment, the first target position is determined based on the first target interaction point. For example, the location of the first target interaction point is determined as the first target position; or a target area is formed with the first target interaction point as the center and a first preset length as the radius, and a location in the target area is determined as the first target position; or a location that is a second preset length away from the first target interaction point is determined as the first target position, wherein the first preset length and the second preset length can be the same or different and are pre-configured based on the game scenario. Furthermore, the current virtual player is controlled to move from the current position to the first target position where the first target interaction point is located in a preset manner.

[0068] Optionally, the control of the preset manner of the movement of the current virtual player from the current position to the first target position where the first target interaction point is located comprises:

[0069] According to the movement direction and the movement speed of the current virtual player, the first target position where the first target interaction point is located and to which the current virtual player moves from the current position is controlled.

[0070] The movement direction is determined according to the following manner: the position of an object in the game is generally based on a world coordinate system, that is, a unified global coordinate system, while a virtual player exists in a local coordinate system, such as a coordinate system constructed with the virtual player itself as the origin. The position of the current virtual player in the global coordinate system can be represented by a transformation matrix, which can convert the position of the virtual player in the local coordinate system to the position in the global coordinate system, and vice versa, that is, the position in the global coordinate system can be converted to the position in the local coordinate system of the virtual player. It can be considered that the position of the first target interaction point is viewed from the virtual player as the center. The target direction vector, that is, the movement direction of the current virtual player, is determined according to the position of the virtual player in the local coordinate system and the position of the first target interaction point in the local coordinate system.

[0071] Optionally, the movement speed can be determined in multiple ways: way one: in the game animation system, a plurality of direction motion action groups including front, oblique up, oblique down, left front, right front, left up, left down, right up, right down, etc. can be constructed based on multi-direction action mixing of root motion information. Each action sets root node displacement information of the corresponding direction, including displacement and rotation related information, in the animation production stage. When the virtual player moves in a specific direction, the yaw angle and the pitch angle are calculated according to the target direction vector, wherein the yaw angle reflects the horizontal turning, such as left front / right front, and the pitch angle reflects the vertical change, such as oblique up / oblique down. Based on the two angles, a plurality of actions with the closest direction are selected from the action group, such as left front 45° oblique up, left front and oblique up two basic actions, and the mixing weight is calculated according to the angle deviation, such as 50% for each. In the animation playing layer, the animations of the selected actions are weighted and fused through the mixing space, so that the virtual player naturally transitions to the first target position. In the movement logic layer, the root motion data stored in each action, such as the displacement vector and the rotation angle, are mixed according to the weight, so as to ensure that the actual movement direction and distance of the virtual player are completely matched with the action performance, realizing the consistency of the posture and displacement of the virtual player in the complex direction movement, especially suitable for fine control scenes such as climbing, downhill and side movement.

[0072] Or, way two: the movement speed can be uniform speed, and the current virtual player is controlled to move from the current position to the first target position at a uniform speed through the pre-configured speed.

[0073] Or, way three: the aforementioned two ways can be combined, half of the journey using the first way, the other half of the journey using uniform speed, which can better reflect the feeling of early acceleration and late uniform speed.

[0074] Or, way four: the movement speed can adopt variable speed, the acceleration towards the target point is determined according to the distance between the current virtual player and the first target position, the acceleration is performed through the acceleration formula of classical mechanics, and the maximum speed limit and air resistance are added to optimize the performance.

[0075] In the embodiment, a game picture is displayed, the game picture includes at least one preset interaction point, the preset interaction point is determined according to one or a combination of multiple of virtual identity information of a current virtual player, or a task, a scene mode; a trigger operation of the current virtual player is responded to, the trigger operation is used to determine a first target interaction point, the first target interaction point is one of the preset interaction points; the current virtual player is controlled to move from a current position to a first target position where the first target interaction point is located in a preset manner. In the above step, the interaction point is determined according to the virtual player's identity information, different interaction points can be provided for different virtual players, the first target position is reached by selecting the interaction point, without the player's repeated operation, the player's operation is reduced, the player's game experience is effectively improved, and the situation of multiple jumping failures is greatly reduced; the first target position can be quickly reached through the interaction point, especially when going to a region with a high height, the climbing time is reduced, the high place is quickly reached, and the region with a long distance is quickly reached, which is convenient for shuttle in the game; in the moving process, the player can trigger other skills, such as an air continuous attack skill, the mobility of the role in the battle and the diversity of the continuous attack are increased.

[0076] In an embodiment of the present application, the at least one preset interaction point is determined according to the following manner:

[0077] According to the virtual identity information of the current virtual player, an interaction point matched with the virtual identity information is determined in a preconfigured correspondence relationship, a plurality of matched interaction points are obtained, and the correspondence relationship includes a plurality of virtual identity information and an interaction point corresponding to each virtual identity information.

[0078] The plurality of matched interaction points are screened to obtain the at least one preset interaction point.

[0079] In the embodiment, a preconfigured correspondence relationship is acquired, the correspondence relationship includes a plurality of virtual identity information and an interaction point corresponding to each virtual identity information, an interaction point matching the virtual identity information is determined in the correspondence relationship according to the virtual identity information of the current virtual player, a plurality of matching interaction points are obtained, and the plurality of matching interaction points can include an interaction point far away from the current virtual player, or an interaction point blocked by an obstacle, or an interaction point out of the visual range of the current virtual player. Therefore, the plurality of matching points need to be screened to obtain at least one preset interaction point.

[0080] The plurality of matching interaction points are screened through the virtual identity information to obtain an interaction point adapted to the visual range of the player.

[0081] In an embodiment of the present application, the response to the triggering operation of the current virtual player includes:

[0082] If it is detected that the at least one preset interaction point falls within the preset range corresponding to the visual center point of the current virtual player, then in response to the triggering operation of the current virtual player, the first target interaction point is the interaction point closest to the current position of the current virtual player among the plurality of preset interaction points.

[0083] In the embodiment, it is detected whether the preset interaction point falls within the preset range corresponding to the visual center point of the current virtual player, that is, whether the visual range of the current virtual player is locked to the preset interaction point. If it is detected that the at least one preset interaction point falls within the preset range corresponding to the visual center point of the current virtual player, then in response to the triggering operation of the current virtual player, the player can quickly lock the interaction point through the visual locking.

[0084] In an embodiment of the present application, the game picture further includes a specific task identifier.

[0085] In response to a triggering operation on the specific task identifier, a preset game copy interface is displayed, and the preset game copy interface includes a plurality of preset interaction points on a preset path of the current task.

[0086] In the process in which the current virtual player performs the current task, the following steps are performed each time a touch operation is detected:

[0087] In response to the touch operation of the current virtual player on the shortcut control, the triggering operation is used to determine a second target interaction point, and the second target interaction point is the interaction point closest to the current position of the current virtual player among the plurality of preset interaction points.

[0088] Control the current virtual player to move from the current position to a second target position where the second target interaction point is located in a preset manner, and a time interval between every two touch operations is less than a preset cooling time length.

[0089] In the embodiment, the game picture further includes a specific task identifier, such as Figure 3 as shown in the highlighted identifier in the black circle, the user can click the specific task identifier, and in response to a trigger operation on the specific task identifier, a preset game copy interface is displayed, and the preset game copy interface includes a plurality of preset interaction points on a preset path of the current task, such as Figure 4 as shown, the current task is to reach the target point within 120s.

[0090] In the process of the current virtual player performing the task, the user can click the shortcut control, and the following steps are performed each time a touch operation is detected:

[0091] In response to a trigger operation of the current virtual player on the shortcut control, the trigger operation is used to determine a second target interaction point, and the second target interaction point is one of the plurality of preset interaction points closest to the current virtual player, that is, the interaction point closest to the current position of the current virtual player, such as Figure 4 as shown, for example Figure 4 , the icon in the black circle represents a preset interaction point, the second target interaction point closest to the current virtual player is determined from the plurality of preset interaction points, and the second target interaction point is highlighted, and the current virtual player is controlled to move from the current position to the second target position where the second target interaction point is located in a preset manner, and Figure 5 and Figure 5 , the current virtual player flies from one platform to another platform through the second target interaction point, that is, moves to the second target position in a preset manner.

[0092] Continuing to refer to Figure 6 and Figure 7 , in response to the trigger operation of the current virtual player on the shortcut control again, the preset interaction point closest to the current position, that is, the second target position, is determined, and the current virtual player is controlled to move from the current position to the second target position where the second target interaction point is located in a preset manner, until the current virtual player completes the task.

[0093] In the process of the current virtual player performing the task, a plurality of touch operations can be performed, and a time interval between every two touch operations is less than a preset cooling time length, and the preset cooling time length is set in advance according to a skill cooling time, that is, the shortcut control can be triggered immediately after reaching the second target position, and is not limited by the cooling time.

[0094] The user can quickly reach the specified position through the plurality of preset interaction points on the preset path of the current task, so as to quickly complete the task.

[0095] In an embodiment of the present application, the filtering of the plurality of matching interaction points to obtain the at least one preset interaction point comprises:

[0096] obtaining a first time at which the current virtual player last used any matching interaction point in the plurality of matching interaction points;

[0097] If a time difference between the current time and the first time is greater than or equal to a preset time, the plurality of matching interaction points are filtered to obtain the at least one preset interaction point.

[0098] In the embodiment, the first time at which the current virtual player last used any matching interaction point in the plurality of matching interaction points is obtained, the time difference between the current time and the first time is calculated, the time difference is compared with the preset time, if the time difference is greater than or equal to the preset time, it is indicated that there is no interaction recently, the plurality of matching interaction points are filtered to obtain the at least one preset interaction point, if the time difference is less than the preset time, the time difference between the two interactions is greater than a period of time to continue the interaction, the any matching interaction point is deleted from the plurality of matching interaction points, and the other matching interaction points are filtered to obtain the at least one preset interaction point, the other matching interaction points being the interaction points obtained from the plurality of matching interaction points except the any matching interaction point.

[0099] The time constraint prevents the player from falling into a single behavior and avoids the invalid cycle of the player.

[0100] In an embodiment of the present application, the filtering of the plurality of matching interaction points to obtain the at least one preset interaction point comprises:

[0101] obtaining a first time at which the current virtual player last used each matching interaction point in the plurality of matching interaction points;

[0102] If a time difference between the current time and the first time of each matching interaction point is greater than or equal to a preset time, the plurality of matching interaction points are filtered to obtain the at least one preset interaction point.

[0103] In the embodiment, the first time at which the current virtual player last used each matching interaction point in the plurality of matching interaction points is obtained, the time difference between the current time and the first time of each matching interaction point is calculated, if the time difference between the current time and the first time of each matching interaction point is greater than or equal to the preset time, or is not less than the preset time, the plurality of matching interaction points are filtered to obtain the at least one preset interaction point.

[0104] The time constraint prevents the player from falling into a single behavior and avoids the invalid cycle of the player.

[0105] In one embodiment of the present application, screening the multiple matching interaction points to obtain the at least one preset interaction point includes:

[0106] If there is a first interaction point among the multiple matching interaction points, the first interaction point is used as the preset interaction point, and the first interaction point is an interaction point visible within the viewing angle of the current virtual player.

[0107] In this embodiment, if there is a first interaction point among multiple matching interaction points, where the first interaction point is an interaction point visible within the viewing angle of the current virtual player, and this type of interaction point can be seen from the perspective of the current virtual player, then the first interaction point will be used as the preset interaction point.

[0108] In one embodiment of the present application, when a preset condition is met, the first interaction point is an interaction point visible within the viewing angle of the current virtual player;

[0109] The preset conditions include:

[0110] A first distance of the first interaction point is less than a preset distance, the first distance being determined according to a distance between the current virtual player and the first interaction point;

[0111] Moreover, a horizontal angle of the first interaction point relative to the sight line direction of the virtual camera corresponding to the current virtual player is within a horizontal field of view angle, and a vertical angle of the first interaction point relative to the sight line direction of the virtual camera is within a vertical field of view angle;

[0112] Furthermore, there is no obstacle between the first interaction point and the current virtual player.

[0113] In this embodiment, when the preset conditions are met, the first interaction point is a visible interaction point within the current virtual player's viewing angle, which can also be called a visual interaction point. The preset conditions include that the distance of the first interaction point is less than the preset distance, and the distance between the current virtual player and the first interaction point is calculated to obtain the first distance.

[0114] like Figure 7 As shown, taking three interaction points as an example, the distance between the current virtual player and interaction point A is calculated to obtain the first distance of interaction point A. The preset distance is determined based on the visible area of ​​the virtual camera. The first distance of interaction point A is greater than the preset distance, and interaction point A does not meet the distance condition; the distance between the current virtual player and interaction point B is calculated to obtain the first distance of interaction point B. The first distance of interaction point B is less than the preset distance, and interaction point B meets the distance condition; the same calculation is used to obtain the first distance of interaction point C. The first distance of interaction point C is less than the preset distance, and interaction point C meets the distance condition.

[0115] In addition to meeting the distance condition, the angle condition also needs to be met, that is, the horizontal included angle of the first interaction point with respect to the virtual camera sight line direction corresponding to the current virtual player is within the horizontal field of view angle, and the vertical included angle of the first interaction point with respect to the virtual camera sight line direction is within the vertical field of view angle; continue to refer to Figure 8 , the interaction point C meets the distance condition, the horizontal included angle of the interaction point C with respect to the virtual camera sight line direction corresponding to the current virtual player is not within the horizontal field of view angle, and the interaction point C does not meet the angle condition. If only the horizontal included angle is calculated, the interaction point may be within the virtual camera corresponding view cone in the horizontal direction, and above the view cone in the vertical direction, which is actually invisible to the virtual player; conversely, if only the vertical included angle is calculated, the horizontal direction may also exceed the range, so the combination of the horizontal and vertical included angles can be accurately judged.

[0116] In the case of meeting the distance condition and the angle condition, the first interaction point and the current virtual player also need to meet the condition of no obstacle, and the three conditions are met simultaneously, that is, the preset condition is met, and the first interaction point is the interaction point visible in the current virtual player's visual range.

[0117] By setting the preset condition, the interaction point suitable for the player is effectively screened out.

[0118] In an embodiment of the present application, the plurality of matching interaction points are screened to obtain the at least one preset interaction point, comprising:

[0119] In the case that the portal exists in the current virtual player's visual range, if there is a fourth interaction point on the exit side of the portal, and there is no obstacle between the current virtual player and the fourth interaction point and the line connecting the current virtual player and the fourth interaction point passes through the portal, the fourth interaction point is taken as the preset interaction point, wherein the plurality of matching interaction points include the fourth interaction point.

[0120] In the present embodiment, in the case that the portal exists in the current virtual player's visual range, if there is a fourth interaction point on the exit side of the portal, and there is no obstacle between the current virtual player and the fourth interaction point and the line connecting the current virtual player and the fourth interaction point passes through the portal, wherein the current virtual player's visual range is determined according to the visible area of the virtual camera; refer to Figure 9, take 3 interaction points as an example, all three interaction points are located on the exit side of the portal, among which, there is an obstacle between the current virtual player and interaction point B, which does not meet the requirements, there is no obstacle between the current virtual player and interaction point A, and there is no obstacle between the current virtual player and interaction point C, among which, the line connecting the current virtual player and interaction point A does not pass through the portal, and the line connecting the current virtual player and interaction point C passes through the portal. Only interaction point C meets the requirements of no obstacles and the line passing through the portal, and interaction point C is set as the preset interaction point, that is, the fourth interaction point is set as the preset interaction point, and the multiple matching interaction points corresponding to the virtual identity information include the fourth interaction point.

[0121] Through the portal, players are provided with more game scenes and interaction points to enhance the player's gaming experience.

[0122] In one embodiment of the present application, after screening multiple matching interaction points to obtain the at least one preset interaction point, the method further includes:

[0123] In the case that there are M preset interaction points among the at least one preset interaction point located on the game screen, if there is a fifth interaction point among the M preset interaction points that is closest to the center point of the game screen relative to other interaction points, then the fifth interaction point is highlighted in the game screen.

[0124] In this embodiment, when there are M preset interaction points among at least one preset interaction point located on the game screen, if there is a fifth interaction point among the M preset interaction points that is closest to the center point of the game screen relative to other interaction points, in order to better guide user interaction, the fifth interaction point is highlighted in the game screen. For example, the color displayed by the fifth interaction point can be different from the color displayed by other interaction points, or pre-configured guidance information is displayed at the fifth interaction point. The guidance information is used to guide the user to select the fifth interaction point. The method is not limited to the above method, and can also be distinguished in other ways.

[0125] Alternatively, the highest priority preset interaction point is selected from the M preset interaction points and displayed at the center of the game screen. The center position is more easily selected by the user, and setting it at the center position also guides the user to select this point as the first target interaction point. The priority is determined based on the score of each of the M preset interaction points. For example, the pitch angle and yaw angle of each interaction point in the vertical coordinate system of the virtual camera are calculated, the pitch angle corresponding to each interaction point is multiplied by a preset coefficient to obtain a first value, and the yaw angle is multiplied by a preset coefficient to obtain a second value. The first value and the second value are added to the score of the interaction point, or the square sum of the first value and the second value is calculated to obtain the score of the interaction point. The same calculation method is selected to calculate the score of each of the M preset interaction points. The priority of the interaction point with the highest score is set to level one, and the priority of the rest are set to level two. Level one is higher than level two. The interaction point with the highest score is the preset interaction point with the highest priority among the M preset interaction points.

[0126] Guided interaction allows players to integrate into the game world more smoothly. Players can understand the rules without having to repeatedly explore, thus improving their gaming experience.

[0127] Figure 9 The structure diagram of the game interactive control device provided by the embodiment of the present application is shown in FIG. Figure 10 As shown, the game interactive control device 400 includes:

[0128] Display module 401, for displaying a game screen, wherein the game screen includes at least one preset interaction point, wherein the preset interaction point is determined based on the virtual identity information of the current virtual player, or one or more combinations of tasks and scene modes;

[0129] A response module 402 is configured to respond to a trigger operation of the current virtual player, wherein the trigger operation is configured to determine a first target interaction point, where the first target interaction point is one of the preset interaction points;

[0130] The control module 403 is used to control the current virtual player to move from the current position to the first target position where the first target interaction point is located in a preset manner.

[0131] In one embodiment of the present application, the game interaction control device further includes a first determination module and a screening module;

[0132] A first determining module is configured to determine, based on the virtual identity information of the current virtual player, interaction points that match the virtual identity information in a preconfigured correspondence relationship to obtain a plurality of matching interaction points, wherein the correspondence relationship includes a plurality of virtual identity information and an interaction point corresponding to each virtual identity information;

[0133] The screening module is configured to screen the plurality of matching interaction points to obtain the at least one preset interaction point.

[0134] In an embodiment of the present application, the screening module comprises a first acquisition submodule and a first screening submodule.

[0135] The first acquisition submodule is configured to acquire a first time point at which the current virtual player last used any matching interaction point in the plurality of matching interaction points.

[0136] The first screening submodule is configured to screen the plurality of matching interaction points to obtain the at least one preset interaction point if a time length difference between a current time point and the first time point is greater than or equal to a preset time length.

[0137] In an embodiment of the present application, the response module 402 is specifically configured to, if it is detected that the at least one preset interaction point falls within a preset range corresponding to the visual center point of the current virtual player, respond to the triggering operation of the current virtual player, and the first target interaction point is an interaction point in the plurality of preset interaction points that is closest to the current position of the current virtual player.

[0138] In an embodiment of the present application, the response module 402 is further configured to, in response to the triggering operation for the specific task identifier, display a preset game copy interface, and the preset game copy interface comprises a plurality of preset interaction points on a preset path of the current task.

[0139] In the process in which the current virtual player performs the current task, the following steps are performed each time a touch operation is detected:

[0140] The response module 402 is further configured to, in response to the touch operation of the current virtual player for the shortcut control, determine a second target interaction point, and the second target interaction point is an interaction point in the plurality of preset interaction points that is closest to the current position of the current virtual player.

[0141] The control module 403 is further configured to control the current virtual player to move from the current position to a second target position at which the second target interaction point is located in a preset manner, and a time interval between every two touch operations is less than a preset cooling time length.

[0142] In an embodiment of the present application, the screening module comprises a second acquisition submodule and a second screening submodule.

[0143] The second acquisition submodule is configured to acquire a first time point at which the current virtual player last used each matching interaction point in the plurality of matching interaction points.

[0144] The second screening submodule is configured to screen the plurality of matching interaction points to obtain the at least one preset interaction point if a time length difference between the current time and the first time of each matching interaction point is greater than or equal to the preset time length.

[0145] In an embodiment of the present application, the screening module comprises a first determining submodule.

[0146] The first determining submodule is configured to take the first interaction point as the preset interaction point if the first interaction point exists in the plurality of matching interaction points, wherein the first interaction point is an interaction point visible in the visual angle range of the current virtual player.

[0147] In an embodiment of the present application, the screening module comprises a second determining submodule.

[0148] The second determining submodule is configured to take the fourth interaction point as the preset interaction point if the fourth interaction point exists on the exit side of the portal and there is no obstacle between the current virtual player and the fourth interaction point and the line connecting the current virtual player and the fourth interaction point passes through the portal, wherein the plurality of matching interaction points comprise the fourth interaction point.

[0149] In an embodiment of the present application, the game interaction control device further comprises a processing module.

[0150] The processing module is configured to highlight the fifth interaction point in the game picture if the fifth interaction point exists in the M preset interaction points and is closest to the center point of the game picture relative to other interaction points.

[0151] The game interaction control device provided in the embodiments of the present application can realize each process realized by the game interaction control method provided in the embodiments of the present application and achieve the same technical effects. To avoid repetition, details are not described herein.

[0152] Figure 5 A hardware structure schematic diagram of an electronic device provided in the embodiments of the present application is shown.

[0153] The electronic device can comprise a processor 501 and a memory 502 storing computer program instructions.

[0154] Specifically, the processor 501 can comprise a central processing unit (CPU), or an application specific integrated circuit (ASIC), or can be configured as one or more integrated circuits implementing the embodiments of the present application.

[0155] The memory 502 may include a large capacity memory for data or instructions. By way of example and not limitation, the memory 502 may include a hard disk drive (HDD), a floppy disk drive, a flash memory, an optical disk, a magneto-optical disk, a magnetic tape, or a universal serial bus (USB) drive, or a combination of two or more of these. Where appropriate, the memory 502 may include removable or non-removable (or fixed) media. Where appropriate, the memory 502 may be inside or outside the integrated gateway disaster recovery device. In a specific embodiment, the memory 502 is a non-volatile solid-state memory.

[0156] The memory may include a read-only memory (ROM), a random access memory (RAM), a magnetic disk storage medium device, an optical storage medium device, a flash memory device, an electrical, optical or other physical / tangible memory storage device. Thus, generally, the memory includes one or more tangible (non-transitory) computer-readable storage media (e.g., a memory device) encoded with software including computer-executable instructions, and when the software is executed (e.g., by one or more processors), it is operable to perform the operations described with reference to the method according to the first aspect or the second aspect of the present disclosure.

[0157] The processor 501 reads and executes computer program instructions stored in the memory 502 to implement any one of the above methods in the above embodiments.

[0158] In one example, the electronic device may further include a communication interface 503 and a bus 510. ​ As shown, the processor 501, the memory 502, and the communication interface 503 are connected via a bus 510 and communicate with each other.

[0159] The communication interface 503 is mainly used to implement communication between various modules, devices, units and / or equipment in the embodiments of the present application.

[0160] Bus 510 comprises hardware, software or both, and the parts of method as above or electronic equipment are coupled to each other.For example, and not limitation, bus can comprise accelerated graphics port (AGP) or other graphics bus, enhanced industry standard architecture (EISA) bus, front side bus (FSB), hypertransport (HT) interconnection, industry standard architecture (ISA) bus, infinite bandwidth interconnection, low pin count (LPC) bus, memory bus, micro channel architecture (MCA) bus, peripheral component interconnection (PCI) bus, PCI-Express (PCI-X) bus, serial advanced technology attachment (SATA) bus, video electronics standard association local (VLB) bus or other suitable bus or two or more of these combinations.In suitable cases, bus 510 can comprise one or more buses.Although the present application embodiment describes and shows specific bus, the application considers any suitable bus or interconnection.

[0161] In addition, the embodiments of the present application may be implemented by providing a computer storage medium having computer program instructions stored thereon; when the computer program instructions are executed by a processor, any one of the game interaction control methods in the above embodiments is implemented.

[0162] In addition, the embodiments of the present application may be implemented by providing a computer program product. When the instructions in the computer program product are executed by a processor of an electronic device, the electronic device implements any one of the game interaction control methods in the above embodiments.

[0163] It should be understood that the present application is not limited to the specific configurations and processes described above and shown in the figures. For the sake of brevity, a detailed description of known methods is omitted here. In the above embodiments, several specific steps are described as examples. However, the method process of the present application is not limited to the specific steps described. Those skilled in the art can make various changes, modifications, and additions, or change the order of the steps after understanding the spirit of the present application.

[0164] The functional blocks shown in the above-described block diagram can be implemented as hardware, software, firmware or a combination thereof. When implemented in hardware, they can be, for example, electronic circuits, application specific integrated circuits (ASICs), appropriate firmware, plug-ins, function cards, etc. When implemented in software, the elements of the present application are programs or code segments that are used to perform the required tasks. The program or code segment can be stored in a machine-readable medium, or transmitted on a transmission medium or a communication link by a data signal carried in a carrier wave. "Machine-readable medium" can include any medium that can store or transmit information. Examples of machine-readable media include electronic circuits, semiconductor memory devices, ROMs, flash memories, erasable ROMs (EROMs), floppy disks, CD-ROMs, optical disks, hard disks, optical fiber media, radio frequency (RF) links, etc. The code segment can be downloaded via a computer network such as the Internet, an intranet, etc.

[0165] It should also be noted that the exemplary embodiments mentioned in this application describe some methods or systems based on a series of steps or devices. However, this application is not limited to the order of the above steps. In other words, the steps can be performed in the order mentioned in the embodiments, or in a different order, or several steps can be performed simultaneously.

[0166] Aspects of the present disclosure have been described above with reference to the flowcharts and / or block diagrams of the methods, devices (systems) and computer program products according to the embodiments of the present disclosure. It should be understood that each box in the flowchart and / or block diagram and the combination of each box in the flowchart and / or block diagram can be implemented by computer program instructions. These computer program instructions can be provided to a processor of a general-purpose computer, a special-purpose computer or other programmable data processing device to produce a machine so that these instructions executed by the processor of the computer or other programmable data processing device enable the implementation of the function / action specified in one or more boxes of the flowchart and / or block diagram. Such a processor can be, but is not limited to, a general-purpose processor, a special-purpose processor, a special application processor or a field programmable logic circuit. It is also understood that each box in the block diagram and / or flowchart and the combination of the boxes in the block diagram and / or flowchart can also be implemented by dedicated hardware that performs the specified function or action, or can be implemented by a combination of dedicated hardware and computer instructions.

[0167] The above merely describes a specific implementation of the present application. Those skilled in the art can clearly understand the specific working processes of the system, modules and units described above for the convenience and brevity of description, and can refer to the corresponding processes in the foregoing method embodiments, which will not be described herein again. It should be understood that the protection scope of the present application is not limited to this, and any person skilled in the art can easily think of various equivalent modifications or replacements within the technical range disclosed by the present application, and these modifications or replacements should be covered within the protection scope of the present application.

Claims

1. A game interactive control method, characterized in that: The method comprises: Displaying a game screen, wherein the game screen includes at least one preset interaction point, wherein the preset interaction point is determined based on the virtual identity information of the current virtual player, or one or more combinations of tasks and scene modes; In response to a trigger operation of the current virtual player, the trigger operation is used to determine a first target interaction point, where the first target interaction point is one of the preset interaction points; The current virtual player is controlled to move from the current position to the first target position where the first target interaction point is located in a preset manner.

2. The game interactive control method according to claim 1, characterized in that: The at least one preset interaction point is determined according to the following method: According to the virtual identity information of the current virtual player, determining an interaction point that matches the virtual identity information in a preconfigured correspondence relationship to obtain a plurality of matching interaction points, wherein the correspondence relationship includes a plurality of virtual identity information and an interaction point corresponding to each virtual identity information; The multiple matching interaction points are screened to obtain the at least one preset interaction point.

3. The game interactive control method according to claim 1, characterized in that: The triggering operation in response to the current virtual player includes: If it is detected that at least one preset interaction point falls within the preset range corresponding to the center point of the current virtual player's perspective, then in response to the triggering operation of the current virtual player, the first target interaction point is the interaction point among the multiple preset interaction points that is closest to the current position of the current virtual player.

4. The game interactive control method according to claim 1, characterized in that: The game screen also includes: a specific task identifier; In response to a trigger operation for the specific task identifier, displaying a preset game copy interface, the preset game copy interface including a plurality of preset interaction points on a preset path of the current task; During the process of the current virtual player performing the current task, the following steps are performed each time a touch operation is detected: In response to a touch operation of the current virtual player on the shortcut control, the trigger operation is used to determine a second target interaction point, where the second target interaction point is an interaction point closest to the current position of the current virtual player among the plurality of preset interaction points; The current virtual player is controlled to move from the current position to the second target position where the second target interaction point is located in a preset manner, and the time interval between each two touch operations is less than a preset cooling time.

5. The game interactive control method according to claim 2, characterized in that: The screening of the plurality of matching interaction points to obtain the at least one preset interaction point includes: Obtaining the first moment when the current virtual player last used any matching interaction point among the multiple matching interaction points; If the duration difference between the current moment and the first moment is greater than or equal to the preset duration, multiple matching interaction points are screened to obtain the at least one preset interaction point.

6. The game interactive control method according to claim 2, characterized in that: The screening of the plurality of matching interaction points to obtain the at least one preset interaction point includes: Obtaining the first moment when the current virtual player last used each of the multiple matching interaction points; If the duration differences between the current moment and the first moment of each matching interaction point are greater than or equal to the preset duration, the multiple matching interaction points are screened to obtain the at least one preset interaction point.

7. The game interactive control method according to claim 2, characterized in that: The screening of the plurality of matching interaction points to obtain the at least one preset interaction point includes: If there is a first interaction point among the multiple matching interaction points, the first interaction point is used as the preset interaction point, and the first interaction point is an interaction point visible within the viewing angle of the current virtual player.

8. The game interactive control method according to claim 7, characterized in that: When a preset condition is met, the first interaction point is an interaction point visible within the viewing angle of the current virtual player; The preset conditions include: A first distance of the first interaction point is less than a preset distance, the first distance being determined according to a distance between the current virtual player and the first interaction point; Moreover, a horizontal angle of the first interaction point relative to the sight line direction of the virtual camera corresponding to the current virtual player is within a horizontal field of view angle, and a vertical angle of the first interaction point relative to the sight line direction of the virtual camera is within a vertical field of view angle; Furthermore, there is no obstacle between the first interaction point and the current virtual player.

9. The game interactive control method according to claim 2, characterized in that: The screening of the plurality of matching interaction points to obtain the at least one preset interaction point includes: In the case where there is a portal within the viewing angle of the current virtual player, if there is a fourth interaction point on the exit side of the portal, and there is no obstacle between the current virtual player and the fourth interaction point, and the line connecting the current virtual player and the fourth interaction point passes through the portal, then the fourth interaction point will be used as the preset interaction point, wherein multiple matching interaction points include the fourth interaction point.

10. The game interactive control method according to claim 2, characterized in that: After screening the multiple matching interaction points to obtain the at least one preset interaction point, the method further includes: In the case that there are M preset interaction points among the at least one preset interaction point located on the game screen, if there is a fifth interaction point among the M preset interaction points that is closest to the center point of the game screen relative to other interaction points, then the fifth interaction point is highlighted in the game screen.

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