Game interaction method, game interaction device, program product and electronic device

By displaying the field of view of the controlled virtual character in different observation modes in the game and displaying information according to the screen scaling ratio, the problem of players having to view information about virtual objects such as NPCs has been solved, improving interaction efficiency and the flexibility of information display.

CN120960765APending Publication Date: 2025-11-18SHANGHAI NETEASE CUICAN NETWORK TECHNOLOGY CO LTD
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Patent Information

Application Number
CN202511100706.X
Authority / Receiving Office
CN · China
Patent Type
Applications(China)
Current Assignee / Owner
Filing Date
2025-08-06
Publication Date
2025-11-18

AI Technical Summary

Technical Problem

The current interactive methods for players to view information about virtual objects such as NPCs in games are cumbersome, which reduces operational efficiency and affects the game experience.

Method used

The terminal device provides a graphical user interface to display the field of view of the controlled virtual character in different viewing modes, and displays information about virtual objects according to the zoom level of the screen, simplifying the interaction process.

Benefits of technology

It simplifies the way players interact with virtual objects, improves the convenience and flexibility of information viewing, and meets the diverse needs of players.

✦ Generated by Eureka AI based on patent content.

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Abstract

The invention provides a game interaction method, a game interaction device, a program product and electronic equipment, and relates to the technical field of games. The method comprises the following steps: in response to a first preset operation, displaying a second view picture corresponding to a controlled virtual character in a second observation mode in a graphical user interface; wherein a first visual field area corresponding to the first visual field picture is different from a second visual field area corresponding to the second visual field picture, and / or the picture zooming proportions of the first visual field picture and the second visual field picture are different; in response to a second preset operation, adjusting the image scaling of the second view image; and displaying the preset virtual object in the game scene in the second visual field picture in response to the picture zoom ratio of the second visual field picture, and displaying the information of the preset virtual object according to the picture zoom ratio of the second visual field picture. According to the method, the interaction mode between the player and the virtual object is simplified, and the convenience of viewing the virtual object information by the player is improved.
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Description

TECHNICAL FIELD

[0001] The present disclosure relates to the technical field of games, and particularly relates to a game interaction method, a game interaction device, a program product and an electronic device. BACKGROUND

[0002] In a game, when a player wants to view information of a virtual object such as an NPC (Non-Player Character), the player usually needs to approach the virtual object, trigger a menu and select a specific option to view the required information. Such an interaction mode is relatively cumbersome, reduces the operation efficiency of the player and affects the game experience. SUMMARY

[0003] The present disclosure provides a game interaction method, a game interaction device, a program product and an electronic device to at least partially solve the problem that the interaction mode between a player and a virtual object is cumbersome.

[0004] According to a first aspect of the present disclosure, a game interaction method is provided, a graphical user interface is provided by a terminal device, the graphical user interface displays a first field of view picture corresponding to a controlled virtual character in a first observation mode in a first game scene, the controlled virtual character is configured to be controlled by the terminal device; the method comprises: in response to a first preset operation, displaying a second field of view picture corresponding to the controlled virtual character in a second observation mode in the graphical user interface; wherein the first field of view picture corresponds to a first field of view area which is different from a second field of view area corresponding to the second field of view picture, and / or the first field of view picture and the second field of view picture have different picture zooming ratios; in response to a second preset operation, adjusting the picture zooming ratio of the second field of view picture; in response to a preset virtual object in the game scene being displayed in the second field of view picture, displaying information of the preset virtual object according to the picture zooming ratio of the second field of view picture.

[0005] According to a second aspect of the present disclosure, a game interaction device is provided, which provides a graphical user interface by a terminal device, the graphical user interface displays a first view picture corresponding to a controlled virtual character in a first observation mode in a game scene, the controlled virtual character is configured to be controlled by the terminal device; the device comprises: a view picture display module configured to display a second view picture corresponding to the controlled virtual character in a second observation mode in the graphical user interface in response to a first preset operation; wherein the first view picture corresponds to a first view area which is different from a second view area corresponding to the second view picture, and / or the first view picture and the second view picture have different picture zooming ratios; a picture zooming ratio adjustment module configured to adjust the picture zooming ratio of the second view picture in response to a second preset operation; and an object information display module configured to display information of a preset virtual object in the game scene according to the picture zooming ratio of the second view picture in response to the preset virtual object being displayed in the second view picture.

[0006] According to a third aspect of the present disclosure, a computer program product is provided, comprising a computer program, which, when executed by a processor, implements the method of the first aspect and possible implementation manners thereof.

[0007] According to a fourth aspect of the present disclosure, an electronic device is provided, comprising: a processor; and a memory for storing executable instructions of the processor; wherein the processor is configured to execute the method of the first aspect and possible implementation manners thereof by executing the executable instructions.

[0008] The technical solution of the present disclosure has the following beneficial effects:

[0009] The player can observe the preset virtual object through the second view picture, and when the preset virtual object is located in the second view picture, the information of the preset virtual object is displayed according to the picture zooming ratio of the second view picture. On the one hand, the interaction mode between the player and the virtual object is simplified, and the player can trigger the display of the information of the preset virtual object without the controlled virtual character approaching the preset virtual object, thereby improving the convenience of the player to check the information of the virtual object. On the other hand, the player can adjust the picture zooming ratio of the second view picture, and the information of the preset virtual object is displayed according to the picture zooming ratio, thereby improving the flexibility of information display and better meeting the diversified needs of the player. BRIEF DESCRIPTION OF DRAWINGS

[0010] Figure 1 a schematic diagram showing a system architecture in an embodiment of the present disclosure;

[0011] Figure 2 a flowchart showing a game interaction method in an embodiment of the present disclosure;

[0012] Figure 3 A subflow chart showing a game interaction method in an embodiment of the present disclosure is shown;

[0013] Figure 4 A schematic diagram showing display of preset virtual object information in an embodiment of the present disclosure is shown;

[0014] Figure 5 A schematic diagram showing another display of preset virtual object information in an embodiment of the present disclosure is shown;

[0015] Figure 6 A schematic diagram showing another display of preset virtual object information in an embodiment of the present disclosure is shown;

[0016] Figure 7 A schematic diagram showing setting of a current interaction object in an embodiment of the present disclosure is shown;

[0017] Figure 8 A schematic diagram showing an interaction display mode in an embodiment of the present disclosure is shown;

[0018] Figure 9 A structural schematic diagram of a game interaction apparatus in an embodiment of the present disclosure is shown;

[0019] Figure 10 A structural schematic diagram of an electronic device in an embodiment of the present disclosure is shown. DETAILED DESCRIPTION

[0020] Example embodiments of the present disclosure will be described more fully hereinafter with reference to the accompanying drawings.

[0021] The accompanying drawings, which are included to provide a further understanding of the disclosure and are incorporated in and constitute a part of this application, illustrate embodiments of the present disclosure and together with the description serve to explain the principles of the present disclosure. In the drawings:

[0022] In a game, when a player wants to view information of a virtual object such as an NPC, the player usually needs to approach the virtual object, trigger a menu, and select a specific option to view the required information. Such an interaction mode is relatively cumbersome and reduces the operation efficiency of the player. For example, when the player looks for an NPC to receive a specific task, the player may need to move to each NPC one by one to view the task information until the correct NPC is found. The entire process is time-consuming and inefficient, which affects the game experience. Moreover, due to the inconvenience of viewing information, the player may tend to remember more information, thereby increasing the memory burden.

[0023] In view of one or more of the above problems, the embodiments of the present disclosure provide a game interaction method, aiming to simplify the interaction mode between the player and the virtual object and improve the convenience of the player in viewing information of the virtual object.

[0024] Figure 1 A system architecture diagram of an operating environment of the embodiments of the present disclosure is shown. The system architecture can include a terminal device 110 and a server 120. The terminal device 110 can be a mobile phone, a tablet computer, a personal computer, a smart wearable device, a game console, or the like, which has a display function and can display a graphical user interface, which can include an interface of an operating system or an interface of an application program, etc. A game program, such as a client program of an online game, is installed on the terminal device 110. When the terminal device 110 runs the game program, a game interface is displayed through the graphical user interface. The server 120 generally refers to a background system that provides a game service in the embodiments of the present disclosure, which can be a server or a cluster of multiple servers. A game server program is deployed on the server 120 for executing game data processing on the server side. The terminal device 110 can be connected with the server 120 through a wired or wireless communication link to perform data transmission. The game interaction method in the embodiments of the present disclosure can be executed by any one or more of the terminal device 110 and the server 120.

[0025] In an embodiment, the above method can be implemented and executed based on a cloud interaction system. The cloud interaction system can be the system architecture described above. Various cloud applications can run under the cloud interaction system, such as cloud gaming. Taking cloud gaming as an example, cloud gaming refers to a game mode based on cloud computing. In the running mode of cloud gaming, the running subject of the game program and the presentation subject of the game picture are separated, and the storage and running of the control and interaction method in the game are completed on the cloud gaming server (which can be the server 120 described above). The role of the cloud gaming client (which can be the terminal device 110 described above) includes receiving and sending data and presenting game pictures. For example, the cloud gaming client can be a display device close to the user side with data transmission function, such as a mobile terminal, a television, a computer, a palm computer, etc.; and the information processing is performed by the cloud gaming server in the cloud. When playing the game, the player operates the cloud gaming client 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 picture data, returns the data to the cloud gaming client through the network, and finally decodes and outputs the game picture through the cloud gaming client.

[0026] In an embodiment, the above method can be implemented by the terminal device 110 alone. For example, without deploying the server 120, the terminal device 110 can run the game program in a single machine environment and execute the above method.

[0027] In an embodiment, a graphical user interface is provided by the terminal device 110, and the graphical user interface displays a first field of view picture corresponding to the first observation mode of the controlled virtual character in the game scene. The game scene refers to the virtual space where the virtual character in the game is located, including but not limited to mountainous areas, islands, streets, etc. The controlled virtual character is configured to be controlled by the terminal device 110. The controlled virtual character can have multiple observation modes, and different observation modes can correspond to different viewing angles or different observation devices. For example, the first observation mode is a mode in which the controlled virtual character directly observes through the eyes, and the second observation mode is a mode in which the controlled virtual character observes through a magnifying glass, a telescope, a scope of a sniper rifle, etc. The first field of view picture is a picture of the controlled virtual character observing the game scene in the first observation mode, which can be a picture that the controlled virtual character normally sees. For example, in a shooting game, the first field of view picture can be a first-person picture or a third-person picture that the player sees without using a high-power scope.

[0028] Figure 2 An exemplary flow of the game interaction method is shown, which can include the following steps S210 to S230:

[0029] Step S210: In response to the first preset operation, the second field of view corresponding to the controlled virtual character in the second observation mode is displayed in the graphical user interface; wherein the first field of view area corresponding to the first field of view is different from the second field of view area corresponding to the second field of view, and / or the scaling ratios of the first field of view and the second field of view are different.

[0030] Step S220: In response to the second preset operation, adjust the zoom ratio of the second view screen;

[0031] Step S230: In response to the display of a preset virtual object in the game scene in the second view screen, the information of the preset virtual object is displayed according to the screen scaling ratio of the second view screen.

[0032] based on Figure 2 This method allows players to observe preset virtual objects through a second view. When a preset virtual object is within the second view, its information is displayed according to the zoom level of the second view. On one hand, this simplifies the interaction between the player and the virtual object, eliminating the need for the controlled virtual character to approach the preset object to trigger the display of its information, thus improving the convenience of viewing virtual object information. On the other hand, players can adjust the zoom level of the second view, displaying the preset virtual object's information accordingly, increasing the flexibility of information display and better meeting the diverse needs of players.

[0033] The following is about Figure 2 Each step in the process will be explained in detail.

[0034] refer to Figure 2 In step S210, in response to the first preset operation, the second field of view corresponding to the controlled virtual character in the second observation mode is displayed in the graphical user interface; wherein the first field of view area corresponding to the first field of view is different from the second field of view area corresponding to the second field of view, and / or the scaling ratios of the first field of view and the second field of view are different.

[0035] In this embodiment of the disclosure, both the first field of view and the second field of view are field of view based on the controlled virtual character. It can be understood that the first field of view and the second field of view are field of view with the controlled virtual character as the observer, and are game screens presented to the controlled virtual character.

[0036] The first preset operation is an operation of triggering display of the second field-of-view picture, such as an operation of starting the second observation mode, an operation of using an observation device such as a magnifying glass, an operation of activating an interactive observation function (a function of viewing virtual object information through the second field-of-view picture in the embodiments of the present disclosure), and the like. Exemplarily, an interactive observation control (such as a control in the style of a magnifying glass) is provided in the graphical user interface, and the operation of the player clicking the control is the first preset operation, which can trigger display of the second field-of-view picture.

[0037] The first field-of-view region is a field-of-view region corresponding to the first field-of-view picture in the game scene, and can be understood as that the first field-of-view picture displays a game scene picture in the first field-of-view region. Correspondingly, the second field-of-view region is a field-of-view region corresponding to the second field-of-view picture in the game scene. The first field-of-view region and the second field-of-view region can be different. For example, the first field-of-view region is a region that can be seen by the controlled virtual character in general, and the second field-of-view region is a small region that can be seen by the controlled virtual character using a scope, which is a partial region in the first field-of-view region. The picture zooming ratio refers to the ratio of the size of the display content in the picture to the actual size, and the picture zooming ratios of the first field-of-view picture and the second field-of-view picture can be different. For example, the first field-of-view picture is a picture directly seen by the controlled virtual character, and the picture zooming ratio thereof is 1; the second field-of-view picture is a zoomed-in picture seen by the controlled virtual character through the scope, and the picture zooming ratio thereof is 2 or 4.

[0038] In the case of displaying the second field-of-view picture, the first field-of-view picture can be kept displayed, such as displaying the second field-of-view picture through a window in the graphical user interface, and displaying the first field-of-view picture in the part outside the window, or the first field-of-view picture can not be displayed, such as displaying the second field-of-view picture through a window in the graphical user interface, and displaying a background pattern or the like in the part outside the window.

[0039] In an embodiment, the above-mentioned step of displaying, in the graphical user interface, the second field-of-view picture seen by the controlled virtual character in the second observation mode in response to the first preset operation comprises the following steps:

[0040] The second field-of-view picture is displayed in the aiming region in the graphical user interface in response to the first preset operation.

[0041] The aiming region can reflect the display effect of the observation device such as the scope, such as a circular region located in the center of the graphical user interface, and the aiming region is used to display the second field-of-view picture, which represents the picture seen by the controlled virtual character through the observation device. In this way, the relationship between the first field-of-view picture and the second field-of-view picture is convenient for the player to understand.

[0042] A virtual camera is a game program component that simulates the function of a real camera to capture a virtual game picture. The virtual camera is usually a virtual object that is invisible and has no collision volume, so that the player cannot perceive the existence of the virtual camera.

[0043] In an embodiment, the first field of view region is the capturing region (i.e. the framing region) of the first virtual camera, and the first field of view picture is a game scene picture captured by the first virtual camera. The second field of view region is the capturing region of the second virtual camera, and the second field of view picture is a game scene picture captured by the second virtual camera. The first virtual camera can be located at the head or eye of the controlled virtual character, so that the captured first field of view picture has a first-person effect, or the first virtual camera can be located behind the controlled virtual character and have a fixed positional relationship with the controlled virtual character, so that the captured first field of view picture has a third-person effect. The second virtual camera can be located on a viewing device such as a magnifying glass or a scope used by the controlled virtual character.

[0044] In an embodiment, the field of view angles of the first virtual camera and the second virtual camera are different, e.g. the field of view angle of the first virtual camera is greater than that of the second virtual camera, so that the first field of view region is greater than the second field of view region.

[0045] In an embodiment, the focal lengths of the first virtual camera and the second virtual camera are different, e.g. the focal length of the first virtual camera is less than that of the second virtual camera, so that the picture scaling ratio of the first field of view picture is less than that of the second field of view picture, and the size of the same virtual object in the second field of view picture is greater than that in the first field of view picture, so that the second field of view picture achieves the effect of magnified display.

[0046] With reference back to Figure 2 In step S220, in response to the second preset operation, the picture scaling ratio of the second field of view picture is adjusted.

[0047] The second preset operation is an operation for adjusting the zoom scale of the second field-of-view picture. Illustratively, in the case that the second field-of-view picture is displayed, a zoom control is provided, such as a control in the form of a slider bar, and the operation of the player on the zoom control is the second preset operation, such as the operation of dragging the slider bar to change the zoom scale value. If the player increases the zoom scale of the second field-of-view picture, the display content in the second field-of-view picture is enlarged, and if the player decreases the zoom scale of the second field-of-view picture, the display content in the second field-of-view picture is reduced. In an embodiment, in response to the second preset operation, the focal length of the second virtual camera is adjusted so that the zoom scale of the second field-of-view picture changes. For example, the zoom scale of the second field-of-view picture is increased by increasing the focal length of the second virtual camera, and the zoom scale of the second field-of-view picture is decreased by decreasing the focal length of the second virtual camera.

[0048] In an embodiment, as the zoom scale of the second field-of-view picture changes, the display content in the second field-of-view picture also changes. For example, when the zoom scale is increased, the display content is enlarged, and less display content can be accommodated in the second field-of-view picture, i.e., the second field-of-view region is reduced. When the zoom scale is decreased, the display content is reduced, and more display content can be accommodated in the second field-of-view picture, i.e., the second field-of-view region is expanded.

[0049] In an embodiment, the game interaction method further comprises the following steps:

[0050] In response to the third preset operation, the second virtual camera for capturing the second field-of-view picture is controlled to move to change the display content in the second field-of-view picture.

[0051] The third preset operation includes a view angle panning or rotating operation on the second field-of-view picture, which can substantially pan or rotate the second virtual camera so that the second field-of-view region changes. In an embodiment, the third preset operation includes an operation of the player controlling the controlled virtual character to move or to move the head (such as to raise the head, to lower the head, etc.), and when the controlled virtual character moves or moves the head, the second virtual camera also moves. For example, when the controlled virtual character panning, the second virtual camera synchronously panning so that the second field-of-view region panning. When the controlled virtual character rotates or rotates the head, the second virtual camera also rotates so that the second field-of-view region rotates around the controlled virtual character. In an embodiment, the third preset operation can also include an operation of the player controlling the observation device. For example, when the controlled virtual character uses a magnifying glass, a sighting scope or other observation device, a movement or rotation control of the observation device can be provided, and the player controls the second virtual camera to pan or rotate by operating the control, so that the second virtual camera can be adjusted without the controlled virtual character moving or moving the head.

[0052] With the movement of the second virtual camera, the display content in the second field of view picture changes, indicating that the picture seen by the player through the observation device changes. The player can align the second field of view area to the preset virtual object that needs to view information through a third preset operation, so that the information of the preset virtual object is displayed in the second field of view picture.

[0053] With reference to the foregoing Figure 2 In step S230, in response to the preset virtual object in the game scene being displayed in the second field of view picture, the information of the preset virtual object is displayed according to the picture zoom ratio of the second field of view picture.

[0054] The preset virtual object is a virtual object in the game scene that supports presenting information through the interactive observation function, which can include an NPC in the game scene, an interactive virtual object, a friendly virtual character, an enemy virtual character, and the like. When the preset virtual object is displayed in the second field of view picture, it means that the player is currently observing the preset virtual object, and at this time, the information of the preset virtual object can be displayed to facilitate the player to view the information.

[0055] In an embodiment, in response to at least a partial area of the preset virtual object being displayed in the second field of view picture, the information of the preset virtual object is displayed according to the picture zoom ratio of the second field of view picture. That is, when any part of the preset virtual object is displayed in the second field of view picture, the information of the preset virtual object is displayed according to the picture zoom ratio of the second field of view picture.

[0056] In an embodiment, in response to a preset part (such as a head, a face) of the preset virtual object being displayed in the second field of view picture, the information of the preset virtual object is displayed according to the picture zoom ratio of the second field of view picture.

[0057] In an embodiment, in response to the preset virtual object being entirely displayed in the second field of view picture, the information of the preset virtual object is displayed according to the picture zoom ratio of the second field of view picture.

[0058] In an embodiment, in response to the preset virtual object in the game scene being displayed at any position in the second field of view picture, the information of the preset virtual object is displayed according to the picture zoom ratio of the second field of view picture.

[0059] In an embodiment, in response to a preset virtual object in the game scene being displayed at a preset position in the second field-of-view picture, information of the preset virtual object is displayed according to a picture zoom ratio of the second field-of-view picture. The preset position is a designated position in the second field-of-view picture, such as a central position, and can be set by a game developer. When the preset virtual object is displayed at the preset position, it indicates that the preset virtual object is the main display object in the second field-of-view picture, i.e., the current focus of observation of the player. At this time, the information of the preset virtual object is displayed according to the picture zoom ratio of the second field-of-view picture, which is more in line with the needs of the player.

[0060] In an embodiment, a targeting mark is arranged in the targeting area, usually at a central position of the targeting area. The targeting mark can represent the preset position. The above-mentioned response to the preset virtual object in the game scene being displayed in the second field-of-view picture includes the following steps:

[0061] In response to the targeting mark being aligned with the preset virtual object, the information of the preset virtual object is displayed according to the picture zoom ratio of the second field-of-view picture.

[0062] The targeting mark can be in the form of a sight, such as a small circle or a cross. The targeting mark being aligned with the preset virtual object means that the targeting mark intersects with the preset virtual object. The intersection can be complete intersection (i.e., the entire targeting mark is within the range of the preset virtual object) or partial intersection (i.e., a part of the targeting mark is within the range of the preset virtual object). The targeting mark being aligned with the preset virtual object means that the player is currently focusing on observing the preset virtual object. At this time, the information of the preset virtual object is triggered to be displayed.

[0063] In an embodiment, in response to a preset virtual object in the game scene being displayed at a preset position in the second field-of-view picture, information of the preset virtual object is displayed according to a picture zoom ratio of the second field-of-view picture. The preset position is a designated position in the second field-of-view picture, such as a central position, and can be set by a game developer. When the preset virtual object is displayed at the preset position, it indicates that the preset virtual object is the main display object in the second field-of-view picture, i.e., the current focus of observation of the player. At this time, the information of the preset virtual object is displayed according to the picture zoom ratio of the second field-of-view picture, which is more in line with the needs of the player.

[0064] In an embodiment, the information display parameter, such as information display size (e.g. font size of text information), information display color, etc., is determined according to the zooming scale of the second view picture, and then the information of the preset virtual object is displayed according to the information display parameter. Generally, the larger the zooming scale, the larger the display parameter, and the more obvious the information of the preset virtual object is displayed.

[0065] When the preset virtual object is displayed in the second view picture, it indicates that the player is observing the preset virtual object through the second view picture, and the information of the preset virtual object is displayed according to the zooming scale of the second view picture. Thus, the player can quickly and conveniently check the information of the preset virtual object.

[0066] In an embodiment, referring to FIG. 1, the information of the preset virtual object is displayed according to the zooming scale of the second view picture, including the following steps S310 and S320: Figure 3

[0067] S310, determining a target information category from one or more to-be-displayed information categories according to the zooming scale of the second view picture;

[0068] S320, displaying the information of the preset virtual object in the target information category.

[0069] The to-be-displayed information category refers to the information category to which the displayable information of the preset virtual object belongs. For example, the preset virtual object is an NPC, and the displayable information of the NPC includes NPC name, task information provided by the NPC, and background information of the NPC. The to-be-displayed information category includes name information category, task information category, and background information category. The target information category is the information category to be displayed currently. The target information category is determined from the to-be-displayed information categories according to the zooming scale of the second view picture. For example, the larger the zooming scale, the more the target information categories. Alternatively, different to-be-displayed information categories are used as target information categories at different zooming scales.

[0070] In an embodiment, the to-be-displayed information category includes a first information category, a second information category, and a third information category. For example, the first information category is a name information category, the second information category is a task information category, and the third information category is a background information category. The target information category is determined from the to-be-displayed information categories according to the zooming scale of the second view picture, including the following steps:

[0071] If the zooming scale of the second view picture is in a first scale interval, the first information category is used as the target information category;

[0072] ​If the picture zooming ratio of the second field of view picture is in the second ratio interval, the first information category and the second information category are taken as the target information category.

[0073] If the picture zooming ratio of the second field of view picture is in the third ratio interval, the first information category, the second information category and the third information category are taken as the target information category.

[0074] The upper limit value of the first ratio interval is not greater than the lower limit value of the second ratio interval, and the upper limit value of the second ratio interval is not greater than the lower limit value of the third ratio interval, that is, the first ratio interval, the second ratio interval and the third ratio interval are sequentially increased. The game developer or the player can set the first ratio interval, the second ratio interval and the third ratio interval according to experience, game characteristics, business needs and the like. For example, the first ratio interval is [1, 2), the second ratio interval is [2, 5), and the third ratio interval is [5, +∞). As the picture zooming ratio of the second field of view picture increases, the number of target information categories gradually increases, from initially including only the first information category, to including the first information category and the second information category, and finally to including the first information category, the second information category and the third information category, that is, the information to be displayed gradually increases.

[0075] In the case of determining the target information category, the information of the preset virtual object under the target information category is displayed. For example, if the target information category includes the name information category, the name information of the preset virtual object is displayed; if the target information category includes the name information category and the task information category, the name information and the task information of the preset virtual object are displayed; if the target information category includes the name information category, the task information category and the background information category, the name information, the task information and the background information of the preset virtual object are displayed.

[0076] Therefore, the player can control the displayed information of the preset virtual object by adjusting the picture zooming ratio of the second field of view picture. If detailed information needs to be viewed, the picture zooming ratio is increased, and if brief information needs to be viewed, the picture zooming ratio is decreased. The flexibility of information display is improved, and the needs of the player can be better met.

[0077] In an embodiment, the game interaction method further includes the following steps:

[0078] In the case of displaying the information of the preset virtual object according to the picture zooming ratio of the second field of view picture, in response to the picture zooming ratio of the second field of view picture changing, the displayed information of the preset virtual object is adjusted according to the changed picture zooming ratio.

[0079] In the case of displaying the second field-of-view picture, the player can adjust the picture zoom ratio of the second field-of-view picture at any time, such as before displaying the information of the preset virtual object or after displaying the information of the preset virtual object. In the case of having displayed the information of the preset virtual object, if the player adjusts the picture zoom ratio of the second field-of-view picture, the displayed information of the preset virtual object is adjusted according to the adjusted picture zoom ratio. For example, the picture zoom ratio of the second field-of-view picture is originally in the first ratio interval, and the name information of the preset virtual object is displayed. If the player increases the picture zoom ratio so that it changes from the first ratio interval to the second ratio interval, the task information of the preset virtual object is displayed. In this way, the player can control which information to display according to his own needs, further increasing the flexibility of the player's operation.

[0080] Figure 4 A schematic diagram of a second field-of-view picture is shown. When the player uses the magnifying glass, the aiming area 401 is triggered to be displayed in the graphical user interface, and the second field-of-view picture is displayed in the aiming area 401. The aiming area 401 is provided with an aiming mark 402, and when the aiming mark 402 is aligned with a preset virtual object 403, the information of the preset virtual object 403 is displayed according to the current picture zoom ratio of the second field-of-view picture. For example, Figure 4 The current picture zoom ratio in the middle is 1, and only the name information (i.e., NPC name AAA) of the preset virtual object 403 is displayed.

[0081] In addition, in the case of displaying the second field-of-view picture, a picture zoom control 404 is also provided, and the player can drag the picture zoom control 404 to adjust the picture zoom ratio of the second field-of-view picture, i.e., adjust the focal length of the second virtual camera. For example, as shown in Figure 5 If the player adjusts the picture zoom ratio of the second field-of-view picture to 2.5 through the picture zoom control 404, the name information and the task information (i.e., NPC task requirements and task rewards) of the preset virtual object 403 are displayed. As shown in Figure 6 If the player adjusts the picture zoom ratio of the second field-of-view picture to 5 through the picture zoom control 404, the name information, the task information, and the background information (i.e., NPC background story) of the preset virtual object 403 are displayed.

[0082] In an embodiment, the game interaction method further comprises the following steps:

[0083] In response to the time length that the preset virtual object is displayed in the second field-of-view picture reaching a second preset time length, the preset virtual object is set as the current interaction object of the controlled virtual character.

[0084] The second preset time length is a view staying time length of triggering further interaction on the basis of viewing information, which can be set by a game developer or a player according to experience, game characteristics, business requirements and the like, such as 3 seconds. The second preset time length can be greater than the first preset time length.

[0085] If the time length of displaying the preset virtual object in the second view picture (or the preset position in the second view picture) reaches the second preset time length, it indicates that the player stays the second view picture on the preset virtual object for a long time and has the intention to interact with the preset virtual object. Therefore, the program automatically sets the preset virtual object as the current interaction object of the controlled virtual character.

[0086] In an embodiment, if the preset virtual object is set as the current interaction object of the controlled virtual character, the controlled virtual character can be triggered to execute a first interaction instruction, or the preset virtual object can execute a second interaction instruction. The first interaction instruction is a default interaction instruction of the controlled virtual character, such as moving or shooting towards the preset virtual object. The second interaction instruction is a default interaction instruction of the preset virtual object, such as speaking, waving hands and the like.

[0087] In an embodiment, the second view picture is displayed in a targeting area in the graphical user interface. The game interaction method further includes the following steps:

[0088] In the case of setting the preset virtual object as the current interaction object of the controlled virtual character, the targeting area is hidden, and the preset virtual object is displayed in an interaction display mode.

[0089] The targeting area is used to display the second view picture, and the second view picture is used to trigger viewing information of the preset virtual object and interacting with the preset virtual object. In the case of setting the preset virtual object as the current interaction object, the second view picture has played the above role, and the second view picture is no longer needed, so the targeting area can be hidden, that is, the second view picture is no longer displayed.

[0090] The interaction display mode is a display mode for facilitating interaction between the controlled virtual character and the preset virtual object, and the preset virtual object can be mainly displayed in the mode. Compared with viewing the preset virtual object through the second view picture, the interaction display mode can more intuitively reflect the state of interaction. For example, the preset virtual object is an NPC. In the case of setting the preset virtual object as the current interaction object, the targeting area is hidden, and an NPC interaction interface is entered, and the preset virtual object is displayed in the interface, so as to reflect that the controlled virtual character is interacting with the preset virtual object and facilitate the player to perform interaction operations.

[0091] In an embodiment, the game interaction method further includes the following steps:

[0092] When a preset virtual object is set as the current interactive object of the controlled virtual character, one or more interactive controls are provided for the preset virtual object;

[0093] In response to a trigger operation on a target interactive control, the controlled virtual character is controlled to execute a target interactive instruction with a preset virtual object; the target interactive control is a control among one or more interactive controls, and the target interactive instruction is the interactive instruction corresponding to the target interactive control.

[0094] Different interactive controls can correspond to different interactive commands. These controls can include chat controls, task acceptance controls, task submission controls, and trade controls. The target interactive control can be any of these controls. For example, if a player clicks the task acceptance control, the controlled virtual character will execute the corresponding target interactive command, i.e., the command to accept the task. Players can view preset virtual objects through a second-view screen and quickly execute interactive commands using these controls, greatly simplifying the interaction process and improving operational efficiency.

[0095] Figure 7 A schematic diagram is shown illustrating the setting of a preset virtual object as the current interactive object. When the aiming marker 402 is aligned with the preset virtual object 403 for a second preset duration (e.g., 3 seconds), the aiming marker 402 may change shape, such as changing from a dotted line to a solid line, indicating that the preset virtual object 403 has been successfully focused on, and the preset virtual object 403 is set as the current interactive object. Furthermore, refer to... Figure 8 As shown, the aiming area 401 is hidden, and a preset virtual object 403 is displayed in an interactive display mode, providing interactive controls, including chat controls, quest acceptance controls, quest submission controls, and trade controls. Players can further use these controls to trigger the controlled virtual character to execute interactive commands with the preset virtual object.

[0096] In an embodiment, a distance limit can be set for the interaction between the controlled virtual character and the preset virtual object. For example, in a case where the distance between the controlled virtual character and the preset virtual object is not more than a first preset distance, in response to the preset virtual object in the game scene being displayed in the second field-of-view picture, the information of the preset virtual object is displayed according to the picture zooming scale of the second field-of-view picture. Alternatively, in a case where the distance between the controlled virtual character and the preset virtual object is not more than the first preset distance, in response to the time length for which the preset virtual object in the game scene is displayed in the second field-of-view picture reaching a first preset time length, the information of the preset virtual object is displayed according to the picture zooming scale of the second field-of-view picture. For another example, in a case where the distance between the controlled virtual character and the preset virtual object is not more than a second preset distance, in response to the time length for which the preset virtual object is displayed in the second field-of-view picture reaching a second preset time length, the preset virtual object is set as the current interaction object of the controlled virtual character. For yet another example, if the preset virtual object has been set as the current interaction object of the controlled virtual character, and the distance between the controlled virtual character and the preset virtual object is not more than a third preset distance, one or more interaction controls for the preset virtual object are provided. The first preset distance, the second preset distance, and the third preset distance can be set by a game developer or a player according to experience, game characteristics, business requirements, and the like, so as to ensure that the interaction process in the game occurs within a proper distance.

[0097] The embodiments of the present disclosure further provide a game interaction apparatus. A graphical user interface is provided by a terminal device, the graphical user interface displaying a first field-of-view picture corresponding to a controlled virtual character in a first observation mode in a game scene, the controlled virtual character being configured to be manipulated by the terminal device. The graphical user interface displays a second field-of-view picture corresponding to the controlled virtual character in a second observation mode in the game scene in response to a first preset operation. The first field-of-view picture and the second field-of-view picture have different picture zooming scales. Figure 9 As shown in the figure, the game interaction apparatus 900 includes:

[0098] The field-of-view picture display module 910 is configured to display, in the graphical user interface, a second field-of-view picture corresponding to the controlled virtual character in a second observation mode in response to a first preset operation. The first field-of-view picture corresponds to a first field-of-view area, and the second field-of-view picture corresponds to a second field-of-view area. The first field-of-view area and the second field-of-view area are different, and / or the picture zooming scale of the first field-of-view picture and the picture zooming scale of the second field-of-view picture are different.

[0099] The picture zooming scale adjustment module 920 is configured to adjust the picture zooming scale of the second field-of-view picture in response to a second preset operation.

[0100] The object information display module 930 is configured to display information of a preset virtual object in the game scene according to the picture zooming scale of the second field-of-view picture in response to the preset virtual object being displayed in the second field-of-view picture.

[0101] In an embodiment, the information of the preset virtual object is displayed according to a zoom scale of the second view picture in response to the preset virtual object in the game scene being displayed in the second view picture, including:

[0102] The information of the preset virtual object is displayed according to a zoom scale of the second view picture in response to the preset virtual object in the game scene being displayed at a preset position in the second view picture.

[0103] In an embodiment, the second view picture seen by the controlled virtual character in the second observation mode is displayed in the graphical user interface in response to the first preset operation, including:

[0104] A targeting area is displayed in the graphical user interface in response to the first preset operation, and the second view picture is displayed in the targeting area.

[0105] In an embodiment, the targeting area is provided with a targeting mark; the information of the preset virtual object is displayed according to a zoom scale of the second view picture in response to the preset virtual object in the game scene being displayed in the second view picture, including:

[0106] The information of the preset virtual object is displayed according to a zoom scale of the second view picture in response to the targeting mark being aligned with the preset virtual object.

[0107] In an embodiment, the information of the preset virtual object is displayed according to a zoom scale of the second view picture, including:

[0108] A target information category is determined from one or more information categories to be displayed according to the zoom scale of the second view picture;

[0109] The information of the preset virtual object in the target information category is displayed.

[0110] In an embodiment, the information categories to be displayed include a first information category, a second information category, and a third information category; the target information category is determined from one or more information categories to be displayed according to the zoom scale of the second view picture, including:

[0111] If the zoom scale of the second view picture is in a first scale interval, the first information category is taken as the target information category;

[0112] If the zoom scale of the second view picture is in a second scale interval, the first information category and the second information category are taken as the target information category;

[0113] if the zooming scale of the second field-of-view picture is in a third scale interval, the first information category, the second information category and a third information category are taken as the target information category;

[0114] wherein the upper limit value of the first scale interval is not greater than the lower limit value of the second scale interval, and the upper limit value of the second scale interval is not greater than the lower limit value of the third scale interval.

[0115] In an implementation, the object information display module 930 is further configured to:

[0116] In a case where the information of the preset virtual object is displayed according to the zooming scale of the second field-of-view picture, in response to a change in the zooming scale of the second field-of-view picture, the displayed information of the preset virtual object is adjusted according to the changed zooming scale.

[0117] In an implementation, the apparatus further includes a picture movement control module configured to:

[0118] In response to a third preset operation, control the second virtual camera used to capture the second field-of-view picture to move to change the display content in the second field-of-view picture.

[0119] In an implementation, the apparatus further includes an interaction control module configured to:

[0120] In response to a time length during which the preset virtual object is displayed in the second field-of-view picture reaching a second preset time length, set the preset virtual object as the current interaction object of the controlled virtual character.

[0121] In an implementation, the second field-of-view picture is displayed in a targeting area in the graphical user interface; the interaction control module is further configured to:

[0122] In a case where the preset virtual object is set as the current interaction object of the controlled virtual character, hide the targeting area and display the preset virtual object in an interaction display mode.

[0123] In an implementation, the interaction control module is further configured to:

[0124] In a case where the preset virtual object is set as the current interaction object of the controlled virtual character, provide one or more interaction controls for the preset virtual object;

[0125] In response to a trigger operation on a target interaction control, control the controlled virtual character to execute a target interaction instruction with the preset virtual object; the target interaction control is a control in the one or more interaction controls, and the target interaction instruction is an interaction instruction corresponding to the target interaction control.

[0126] The specific details of parts of the above-described apparatus have been described in detail in the method part embodiments, and the details not disclosed can be referred to the content of the method part embodiments, and thus will not be described again.

[0127] It should be noted that although several modules or units of the device for action execution are mentioned in the above detailed description, such division is not mandatory. Indeed, according to the example embodiments of the present disclosure, the features and functionalities of two or more modules or units described above can be embodied in one module or unit. Conversely, the features and functionalities of one module or unit described above can be further divided into embodied by multiple modules or units.

[0128] The example embodiments of the present disclosure also provide a computer program product. The computer program product includes a computer program which, when executed by a processor, implements the above method.

[0129] In an embodiment, the computer program product can be a tangible product, such as a computer readable storage medium storing the computer program. The readable storage medium can be based on electrical, magnetic, optical, electromagnetic, infrared, etc. signals, including but not limited to random access memory (RAM), read only memory (ROM), magnetic tape, floppy disk, flash memory (Flash), mechanical hard disk (HDD), solid state disk (SSD), etc. Illustratively, the computer program product can be a non-volatile storage medium storing the computer program, such as read only memory, Nand Flash, etc.

[0130] In an embodiment, the computer program product can be an intangible product. For example, the computer program product can be a virtual digital product, such as an executable file or installation package containing the computer program.

[0131] The code of the computer program can be written in one or more programming languages. Programming languages such as C, Java, C++, etc. The program code can be executed entirely on the user computing device, or partially on the user computing device, or as a separate software package, or partially on the user computing device and partially on a remote computing device, or entirely on a remote computing device or server. In the case involving a remote computing device, the remote computing device can be connected to the user computing device through any kind of network, such as a local area network (LAN), a wide area network (WAN), etc., or can be connected to an external computing device (for example, through an Internet connection provided by an operator).

[0132] Computer programs can be carried or transmitted via signals such as electricity, magnetism, light, electromagnetic fields, and infrared radiation. Electronic devices can convert signals carrying computer programs into digital signals, thereby running the computer programs. When a computer program runs on an electronic device, its code is used to cause the electronic device to execute (more specifically, to be executed by the processor of the electronic device) the method steps of various embodiments of this disclosure, such as: step S210, in response to a first preset operation, displaying a second field of view corresponding to a controlled virtual character in a second observation mode in a graphical user interface; wherein the first field of view area corresponding to the first field of view is different from the second field of view area corresponding to the second field of view, and / or, the scaling ratios of the first field of view and the second field of view are different; step S220, in response to a second preset operation, adjusting the scaling ratio of the second field of view; step S230, in response to a preset virtual object in the game scene being displayed in the second field of view, displaying information about the preset virtual object according to the scaling ratio of the second field of view.

[0133] By implementing the above method through a computer program, players can observe preset virtual objects through a second-view screen. When the preset virtual object is within the second-view screen, its information is displayed according to the screen's zoom level. On one hand, this simplifies the interaction between the player and the virtual object, eliminating the need for the controlled virtual character to approach the preset virtual object to trigger its display, thus improving the convenience of viewing information. On the other hand, players can adjust the zoom level of the second-view screen, displaying the preset virtual object's information accordingly, increasing the flexibility of information display and better meeting the diverse needs of players.

[0134] Exemplary embodiments of this disclosure also provide an electronic device. The electronic device may include a processor and a memory. The memory stores executable instructions for the processor, such as computer programs. The processor executes these executable instructions to perform the method steps of various exemplary embodiments of this disclosure.

[0135] The following is for reference. Figure 10 The electronic device is illustrated by way of a general-purpose computing device. It should be understood that... Figure 10 The electronic device 1000 shown is merely an example and should not be construed as limiting the functionality and scope of use of the embodiments disclosed herein.

[0136] like Figure 10 As shown, the electronic device 1000 may include: a processor 1010, a memory 1020, a bus 1030, an I / O (input / output) interface 1040, a network adapter 1050, and a display 1060.

[0137] The memory 1020 can include volatile memory, such as RAM 1021, on-chip cache memory 1022, and / or the like. The memory 1020 can also include non-volatile memory, such as ROM 1023. The memory 1020 can additionally or alternatively include one or more program modules 1024, such as an operating system, one or more application programs, other program modules, and program data, and each or a combination thereof can include an implementation of a network environment. For example, the program modules 1024 can include the modules of the apparatus described above.

[0138] The processor 1010 can include one or more processing units, such as an application processor (AP), a modem processor, a graphics processing unit (GPU), an image signal processor (ISP), a controller, an encoder, a decoder, a digital signal processor (DSP), a baseband processor, and / or a neural-network processing unit (NPU), etc.

[0139] The processor 1010 can be configured to execute executable instructions stored in the memory 1020 to perform the method steps of various embodiments of the present disclosure, such as: in response to a first preset operation, displaying, in a graphical user interface, a second field of view picture corresponding to a second observation mode of a controlled virtual character, wherein the first field of view picture corresponds to a first field of view region different from a second field of view region corresponding to the second field of view picture, and / or the first field of view picture has a different picture zooming scale from the second field of view picture; in response to a second preset operation, adjusting the picture zooming scale of the second field of view picture; and in response to a preset virtual object in a game scene being displayed in the second field of view picture, displaying information of the preset virtual object according to the picture zooming scale of the second field of view picture.

[0140] By executing the above method steps through the processor 1010, the player can observe the preset virtual object through the second field of view picture, and when the preset virtual object is located in the second field of view picture, the information of the preset virtual object is displayed according to the picture zooming scale of the second field of view picture. On the one hand, the interaction mode between the player and the virtual object is simplified, and the information of the preset virtual object can be displayed without the controlled virtual character approaching the preset virtual object, thereby improving the convenience of the player in checking the information of the virtual object. On the other hand, the player can adjust the picture zooming scale of the second field of view picture, and the information of the preset virtual object is displayed according to the picture zooming scale, thereby improving the flexibility of information display and better meeting the diversified needs of the player.

[0141] Bus 1030 is used to enable communication among the various components of electronic device 1000, and can include a data bus, an address bus, and a control bus.

[0142] Electronic device 1000 can communicate with one or more external devices 1100 (e.g., a keyboard, a mouse, a printer, etc.) via I / O interface 1040.

[0143] Electronic device 1000 can communicate with one or more networks via network adapter 1050, which can provide mobile communication solutions such as 3G / 4G / 10G, or wireless communication solutions such as wireless LAN, Bluetooth, near field communication, etc. Network adapter 1050 can communicate with other modules of electronic device 1000 via bus 1030.

[0144] Electronic device 1000 can display a graphical user interface via display 1060, in which a first field of view picture, a second field of view picture, etc. are displayed.

[0145] Although Figure 10 Other hardware and / or software modules can also be provided in electronic device 1000, which are not shown in FIG. 10, including but not limited to: microcode, device drivers, redundant processors, external disk drive arrays, RAID (Redundant Arrays of Independent Disks) systems, tape drives, and data backup storage systems, etc.

[0146] As can be seen, the technical solutions of the present disclosure can be implemented as a method, an apparatus, a system, a computer program product, a storage medium, an electronic device, and the like. Those skilled in the art can understand that various aspects of the present disclosure can be implemented in the following forms: a complete hardware implementation, a complete software implementation (including firmware, microcode, etc.), or a combination of hardware and software aspects, such as can be referred to as "circuitry", "module", or "system".

[0147] It should be understood that the present disclosure is not limited to the specific method steps or structures described above and shown in the drawings, and various modifications and changes can be made without departing from the scope of the present disclosure. Based on the specific embodiments provided by the present disclosure, those skilled in the art will easily think of other embodiments. Therefore, the specific embodiments provided by the present disclosure are only exemplary, and the scope and spirit of the present disclosure are indicated by the claims, and should cover any variations, uses or adaptations of the present disclosure that follow the general principles of the present disclosure, and include common knowledge or conventional technical means in the technical field that are not disclosed by the present disclosure.

Claims

1. A game interaction method, characterized by, A graphical user interface is provided through a terminal device, the graphical user interface displaying a first field of view of a controlled virtual character in a first game scene corresponding to a first observation mode, the controlled virtual character being configured to be controlled by the terminal device; the method includes: In response to a first preset operation, a second field of view corresponding to the controlled virtual character in the second observation mode is displayed in the graphical user interface; wherein the first field of view area corresponding to the first field of view is different from the second field of view area corresponding to the second field of view, and / or the scaling ratios of the first field of view and the second field of view are different. In response to the second preset operation, adjust the zoom level of the second field of view; In response to a preset virtual object in the game scene being displayed in the second field of view, information about the preset virtual object is displayed according to the scaling ratio of the second field of view.

2. The method of claim 1, wherein, The preset virtual object in response to the game scene is displayed in the second field of view, and the information of the preset virtual object is displayed according to the screen scaling ratio of the second field of view, including: In response to a preset virtual object in the game scene being displayed at a preset position in the second field of view, information about the preset virtual object is displayed according to the scaling ratio of the second field of view.

3. The method of claim 1, wherein, The response to the first preset operation, displaying the second field of view seen by the controlled virtual character in the second observation mode in the graphical user interface, includes: In response to the first preset operation, an aiming area is displayed in the graphical user interface, and the second field of view is displayed in the aiming area.

4. The method of claim 3, wherein, The aiming area is equipped with an aiming marker; the preset virtual object in the game scene is displayed in the second field of view, and the information of the preset virtual object is displayed according to the screen scaling ratio of the second field of view, including: In response to the aiming marker being aligned with the preset virtual object, information of the preset virtual object is displayed according to the zoom level of the second field of view.

5. The method of claim 1, wherein, The step of displaying the information of the preset virtual object according to the zoom ratio of the second view includes: Based on the zoom level of the second view, determine the target information category from one or more categories of information to be displayed; Displays the information of the preset virtual object under the target information category.

6. The method of claim 5, wherein, The categories of information to be displayed include a first information category, a second information category, and a third information category; determining the target information category from one or more categories of information to be displayed based on the zoom level of the second viewpoint includes: If the zoom ratio of the second view is within the first ratio range, the first information category is taken as the target information category; If the zoom ratio of the second view is within the second ratio range, the first information category and the second information category are used as the target information category. If the zoom ratio of the second view is within the third ratio range, the first information category, the second information category, and the third information category are taken as the target information category; The upper limit value of the first proportion interval is not greater than the lower limit value of the second proportion interval, and the upper limit value of the second proportion interval is not greater than the lower limit value of the third proportion interval.

7. The method of claim 1, wherein, The method further comprises: In a case where the information of the preset virtual object is displayed according to the zooming scale of the second field-of-view picture, in response to a change in the zooming scale of the second field-of-view picture, adjusting the displayed information of the preset virtual object according to the changed zooming scale.

8. The method of claim 1, wherein, The method further comprises: In response to a third preset operation, controlling a second virtual camera used to capture the second field-of-view picture to move to change the display content in the second field-of-view picture.

9. The method according to any one of claims 1 to 8, characterized in that, The method further comprises: In response to a time length during which the preset virtual object is displayed in the second field-of-view picture reaching a second preset time length, setting the preset virtual object as a current interactive object of the controlled virtual character.

10. The method of claim 9, wherein, The second field-of-view picture is displayed in a targeting area in the graphical user interface; the method further comprises: In a case where the preset virtual object is set as the current interactive object of the controlled virtual character, hiding the targeting area and displaying the preset virtual object in an interactive display mode.

11. The method of claim 9, wherein, The method further comprises: In a case where the preset virtual object is set as the current interactive object of the controlled virtual character, providing one or more interactive controls for the preset virtual object; In response to a triggering operation on a target interactive control, controlling the controlled virtual character to execute a target interactive instruction with the preset virtual object; the target interactive control is a control in the one or more interactive controls, and the target interactive instruction is an interactive instruction corresponding to the target interactive control.

12. A game interaction device, characterized by A graphical user interface is provided by a terminal device, the graphical user interface displays a first field-of-view picture corresponding to a controlled virtual character in a first observation mode in a game scene, the controlled virtual character is configured to be controlled by the terminal device; the apparatus comprises: A field-of-view picture display module configured to, in response to a first preset operation, display a second field-of-view picture corresponding to the controlled virtual character in a second observation mode in the graphical user interface; wherein a first field-of-view area corresponding to the first field-of-view picture is different from a second field-of-view area corresponding to the second field-of-view picture, and / or a zooming scale of the first field-of-view picture is different from a zooming scale of the second field-of-view picture; A zooming scale adjustment module configured to, in response to a second preset operation, adjust the zooming scale of the second field-of-view picture; An object information display module configured to, in response to a preset virtual object in the game scene being displayed in the second field-of-view picture, display information of the preset virtual object according to the zooming scale of the second field-of-view picture.

13. A computer program product comprising a computer program, characterized in that, The computer program is executed by a processor to implement the method of any one of claims 1-11.

14. An electronic device, comprising: Comprise: a processor; a memory for storing executable instructions of the processor; wherein the processor is configured to implement the method of any one of claims 1-11 by executing the executable instructions.