Game interaction control method and device and electronic equipment
By displaying button icons on target body parts of the virtual character, players can trigger the button icons at the correct time to control the virtual character to perform actions. This solves the problem of poor game experience caused by the single button method in QTE, improves the game experience and reduces the game difficulty.
Patent Information
- Application Number
- CN202410748571.7
- Authority / Receiving Office
- CN · China
- Patent Type
- Applications(China)
- Current Assignee / Owner
- Filing Date
- 2024-06-11
- Publication Date
- 2025-12-12
AI Technical Summary
In existing technologies, the QTE button method is relatively simple, resulting in a poor player experience and failing to effectively solve the player's gaming experience.
This method provides an interactive control method for games by displaying current button icons on virtual characters. A graphical user interface is provided through a terminal device to display the sequence of virtual character actions and display button icons on target body parts. Players can trigger the button icons at the correct time to control the virtual character to perform actions.
It improves the player's gaming experience, reduces the game's difficulty, and does not affect the game's enjoyment.
Smart Images

Figure CN121102890A_ABST
Abstract
Description
Technical Field
[0001] This disclosure relates to the field of game technology, and in particular to a method, apparatus and electronic device for interactive control of games. Background Technology
[0002] In games, QTEs (Quick Time Events) require players to react quickly to buttons appearing on the screen. Successfully pressing the correct button within the allotted time results in success, while failure is considered a failure. Game difficulty is typically adjusted by shuffling button positions or increasing button frequency. However, the limited variety of QTE button combinations in some games leads to a less than ideal player experience. Summary of the Invention
[0003] In view of this, the purpose of this disclosure is to provide an interactive control method, device, and electronic device for games. By determining the body part corresponding to the action to be performed by the virtual character, a button icon corresponding to the action to be performed is displayed at the position corresponding to the target body part. This allows the virtual character to provide button icons to the player at the associated position of the body part corresponding to the action when performing some actions in an action sequence. This gives the player the pleasure of participating in action control. Moreover, the player only needs to correctly trigger the button icon corresponding to at least one action in the action sequence to control the character to perform the target action without affecting the normal execution of other actions in the action sequence. This reduces the difficulty of the game without affecting the overall enjoyment of the game, thereby improving the player's gaming experience.
[0004] In a first aspect, embodiments of this disclosure provide an interactive control method for a game, which provides a graphical user interface (GUI) through a terminal device. The GUI displays a virtual character. The method includes: determining a sequence of actions to be performed by the virtual character, the sequence of actions containing multiple actions; determining a body part corresponding to each action in the sequence of actions; determining the current action to be performed based on the sequence relationship between actions in the sequence of actions; and displaying a button identifier corresponding to the current action to be performed at a target position corresponding to a target body part of the virtual character; wherein the button identifier has a preset correct trigger time, and the target body part is the body part corresponding to the current action to be performed; and controlling the virtual character to perform the target action in response to the button identifier corresponding to at least one action in the sequence being triggered within the corresponding correct trigger time.
[0005] Secondly, embodiments of this disclosure provide an interactive control device for a game, which provides a graphical user interface (GUI) via a terminal device. The GUI displays a virtual character. The device includes: an action sequence determination module for determining a target action to be performed by the virtual character, wherein the action sequence includes multiple actions; a body part determination module for determining the body part corresponding to each action in the action sequence; a button identifier display module for determining the currently to be performed action based on the sequence relationship between actions in the action sequence, and displaying a button identifier corresponding to the currently to be performed action at a target position corresponding to the target body part of the virtual character; wherein the button identifier has a preset correct trigger time, and the target body part is the body part corresponding to the currently to be performed action; and a target action execution module for controlling the virtual character to perform the target action in response to the triggering of the button identifier corresponding to at least one action in the action sequence within the corresponding correct trigger time.
[0006] Thirdly, embodiments of this disclosure provide an electronic device, including a processor and a memory, wherein the memory stores computer-executable instructions that can be executed by the processor, and the processor executes the computer-executable instructions to implement the interactive control method of the game according to any one of the first aspects.
[0007] Fourthly, embodiments of this disclosure provide a computer-readable storage medium storing computer-executable instructions. When the computer-executable instructions are invoked and executed by a processor, the computer-executable instructions cause the processor to implement the interactive control method of the game according to any one of the first aspects.
[0008] The embodiments disclosed herein bring the following beneficial effects:
[0009] This disclosure provides a game interaction control method, device, and electronic device. It determines a sequence of actions to be performed by a virtual character, the sequence comprising multiple actions; determines the body part corresponding to each action in the sequence; determines the currently to be performed action based on the sequence relationship between actions in the sequence; and displays a button identifier corresponding to the currently to be performed action at a target position corresponding to the target body part of the virtual character. The button identifier has a preset correct trigger time, and the target body part is the body part corresponding to the currently to be performed action. In response to at least one button identifier corresponding to an action in the sequence being triggered within its corresponding correct trigger time, the virtual character is controlled to perform the target action. In this method, by determining the body part corresponding to the action to be performed by the virtual character and displaying the button identifier corresponding to the currently to be performed action at the position corresponding to the target body part, the virtual character provides button identifiers to the player at the associated position of the body part corresponding to the action when performing some actions in the action sequence. This allows the player to experience the pleasure of participating in action control, and only requires correctly triggering the button identifier corresponding to at least one action in the action sequence to control the character to perform the target action without affecting the normal execution of other actions in the sequence. This reduces the game difficulty without affecting the overall enjoyment of the game, thereby improving the player's gaming experience.
[0010] Other features and advantages of this disclosure will be set forth in the following description and will be apparent in part from the description or may be learned by practicing the disclosure. The objects and other advantages of this disclosure are realized and obtained through the structures particularly pointed out in the description, claims and drawings.
[0011] To make the above-mentioned objects, features and advantages of this disclosure more apparent and understandable, preferred embodiments are described below in detail with reference to the accompanying drawings. Attached Figure Description
[0012] To more clearly illustrate the technical solutions in the specific embodiments of this disclosure or the prior art, the drawings used in the description of the specific embodiments or the prior art will be briefly introduced below. Obviously, the drawings described below are some embodiments of this disclosure. For those skilled in the art, other drawings can be obtained from these drawings without creative effort.
[0013] Figure 1 A flowchart illustrating a game interaction control method provided in this embodiment of the disclosure;
[0014] Figure 2 A schematic diagram of a graphical user interface provided in an embodiment of this disclosure;
[0015] Figure 3A schematic diagram of another graphical user interface provided in an embodiment of this disclosure;
[0016] Figure 4 A schematic diagram of another graphical user interface provided in an embodiment of this disclosure;
[0017] Figure 5 A schematic diagram of another graphical user interface provided in an embodiment of this disclosure;
[0018] Figure 6 A schematic diagram of a button label provided in an embodiment of this disclosure;
[0019] Figure 7 A schematic diagram of another graphical user interface provided in an embodiment of this disclosure;
[0020] Figure 8 A schematic diagram of the structure of a game interaction control device provided in an embodiment of this disclosure;
[0021] Figure 9 This is a schematic diagram of the structure of an electronic device provided in an embodiment of this disclosure. Detailed Implementation
[0022] To make the objectives, technical solutions, and advantages of the embodiments of this disclosure clearer, the technical solutions of this disclosure will be clearly and completely described below with reference to the accompanying drawings. Obviously, the described embodiments are only some embodiments of this disclosure, and not all embodiments. Based on the embodiments of this disclosure, all other embodiments obtained by those skilled in the art without creative effort are within the scope of protection of this disclosure.
[0023] In games, QTE (Quick Time Event) refers to a player's rapid reaction to buttons appearing on the game screen. Successfully pressing the correct button within the correct time results in success, otherwise, failure. Game difficulty is typically adjusted by shuffling button positions or increasing button frequency. However, the limited variety of QTE button combinations in games leads to a poor player experience. Therefore, this disclosure provides an interactive control method, device, and electronic device for games, applicable to devices such as mobile phones, computers, laptops, and tablets.
[0024] In one embodiment of this disclosure, the game interaction control method can run on a local terminal device or a server. When the game interaction control method runs on a server, the method can be implemented and executed based on a cloud interaction system, wherein the cloud interaction system includes a server and client devices.
[0025] In an optional implementation, various cloud applications, such as cloud gaming, can run under the cloud interaction system. Taking cloud gaming as an example, cloud gaming refers to a gaming method based on cloud computing. In the cloud gaming operating mode, the game program and the game screen presentation are separated. The storage and execution of the game's interactive control methods are completed on the cloud gaming server. The client device is used for receiving and sending data and presenting the game screen. For example, the client device can be a display device with data transmission capabilities located close to the user, such as a mobile terminal, television, computer, or PDA; however, the information processing is performed by the cloud gaming server in the cloud. When playing the game, the player operates the client device to send operation commands to the cloud gaming server. The cloud gaming server runs the game according to the operation commands, encodes and compresses the game screen and other data, returns it to the client device via the network, and finally, the client device decodes and outputs the game screen.
[0026] In an optional implementation, taking a game as an example, the local terminal device stores the game program and is used to display the game screen. The local terminal device is used to interact with the player through a graphical user interface (GUI), i.e., conventionally by downloading, installing, and running the game program via an electronic device. The local terminal device can provide the GUI to the player in various ways, such as rendering it on the terminal's display screen or providing it to the player via holographic projection. For example, the local terminal device can include a display screen for displaying the GUI, which includes game screens, and a processor for running the game, generating the GUI, and controlling the display of the GUI on the display screen.
[0027] In one possible implementation, this invention provides a game interaction control method that provides a graphical user interface (GUI) through a terminal device. The terminal device can be either a local terminal device (as mentioned above) or a client device in a cloud interaction system (as mentioned above). The GUI displays a virtual character, which can be a controlled virtual character controlled by the terminal device, or a non-player virtual character, etc. Figure 1 As shown, the method includes the following steps:
[0028] Step S102: Determine the action sequence to be performed by the virtual character, which contains multiple actions;
[0029] Virtual characters are typically pre-configured with one or more action sequences. Each action sequence can contain multiple identical actions or multiple different actions. After the game task begins, the virtual character will execute the corresponding actions in the preset order based on the player's correct interaction.
[0030] If a virtual character has multiple pre-configured action sequences, the action sequence to be executed by the virtual character is usually determined according to the preset execution order between the action sequences.
[0031] Step S104: Determine the body part corresponding to each action in the action sequence;
[0032] In the above sequence of actions, the target body part for each action refers to the body part that the action requires. For example, juggling a ball with the instep of the left foot requires the use of the instep of the left foot, so the corresponding body part is the left foot or the instep of the left foot; juggling a ball with the left knee requires the use of the left knee, so the corresponding body part is the left leg or the left knee; and catching a ball with the head requires the use of the top of the head, so the corresponding body part is the head or the top of the head.
[0033] The aforementioned body parts can be the head, left leg, right leg, left arm, right arm, left shoulder, or right shoulder. More precise body parts can also be included, such as the top of the head, left side of the head, right side of the head, left thigh, left knee, left calf, left instep, left toe, right thigh, right knee, right calf, right instep, right toe, left waist, or right waist.
[0034] Optionally, the action can correspond to one or more body parts. For example, the action of jumping up to catch a ball with one's head corresponds to the feet and the head.
[0035] Step S106: Determine the action to be executed based on the sequence relationship between actions in the action sequence, and display the button icon corresponding to the action to be executed at the target position corresponding to the target body part of the virtual character; wherein, the button icon has a preset correct trigger time, and the target body part is the body part corresponding to the action to be executed.
[0036] The sequence relationship between actions in the above action sequence is usually preset. For example, the previous action performed by the virtual character is the first action in the action sequence, and the action to be performed now is determined to be the second action in the action sequence based on the sequence relationship between actions in the action sequence.
[0037] The aforementioned button icons can be icons with or without operation information. This solution is applicable to both mobile and PC games. For mobile games, the aforementioned button icons can be icons without operation information, such as icons of various shapes, in which case the button icons are controls with interactive functions. For PC games, the aforementioned button icons can be icons with operation information, in which case the button icons are used to prompt operation information, such as icons displaying letters, and players can trigger corresponding actions based on the operation information.
[0038] Optionally, button icons corresponding to the currently to be performed can be displayed in blank areas near the target body part of the virtual character, such as displaying button icons above the head or to the left of the left knee.
[0039] Specifically, the target position can be calculated in real time based on the location of the target body part of the virtual character within the graphical user interface. For example, based on the coordinates of the target body part in the graphical user interface, the button icon corresponding to the action to be performed can be displayed in a blank area near that coordinate position. The virtual character is not included in this blank area.
[0040] Optionally, based on the target position corresponding to each body part of the virtual character pre-set, after determining the target body part of the virtual character, the button icon corresponding to the action to be performed is directly displayed at the target position corresponding to the pre-set target body part.
[0041] Optionally, the button icon corresponding to the action to be performed can be directly displayed on the target body part of the virtual character. For example, a button icon can be displayed on the left knee or the head. In other words, the button icon will obscure at least part of the target body part.
[0042] The correct trigger time for a button icon can be indicated by a countdown, such as the time interval between 1 and 0, or the moment when the countdown reaches 0. Alternatively, the correct trigger time can be indicated by changes in the button's shape, such as the moment when the button's size changes from large to small to the target size, the moment when the button's aperture shrinks to a specified position, or the moment when the button icon changes to a specified color.
[0043] Step S108: At least one button corresponding to an action in the response action sequence is triggered within the corresponding correct trigger time, controlling the virtual character to perform the target action.
[0044] Optionally, in response to the button identifier corresponding to the target action in the action sequence being triggered within the correct trigger time, the virtual character is controlled to execute the target action; in response to the button identifier corresponding to the target action in the action sequence not being triggered within the correct trigger time, the virtual character is controlled to execute the failed action corresponding to the target action.
[0045] Specifically, within the correct trigger time corresponding to the button icon, the system responds to the trigger operation targeting the button icon, controlling the virtual character to execute the target action; outside the correct trigger time corresponding to the button icon, the system responds to the trigger operation targeting the button icon, controlling the virtual character to execute the failed action corresponding to the target action. For mobile games, the aforementioned trigger operation refers to the operation applied to the button icon, that is, the button icon is a control with interactive functions, such as touching a button icon displayed on the screen with a finger. For PC games, the aforementioned trigger operation corresponds to the operation indicated by the button icon, such as the button icon being used to prompt operation information, for example, if the operation information is "A", then press the "A" key on the keyboard; if the operation information is the right mouse button, then press the right mouse button; if the operation information is "→" on the controller, then press the "→" key on the controller.
[0046] Optionally, in response to the button identifier corresponding to a specified action (excluding the target action) in the action sequence being triggered within the correct trigger time, the virtual character is controlled to execute the specified action. Optionally, in response to the button identifier corresponding to a specified action (excluding the target action) in the action sequence not being triggered within the correct trigger time, the virtual character is also controlled to execute the specified action. In other words, after the execution time of the specified action is reached, regardless of whether the button identifier corresponding to the specified action is triggered or whether it is triggered within the correct time, it will not affect the virtual character's execution of the specified action.
[0047] Optionally, after the virtual character executes the target action, if there are still actions to be executed after the target action in the action sequence, then continue executing step S106 above. Alternatively, if the target action is the last action in the sequence, then continue executing step S102 above.
[0048] Optionally, after the virtual character executes the failed action corresponding to the target action, regardless of whether there are any actions to be executed after the target action, the button icons corresponding to each action in the action sequence are repeatedly displayed until the virtual character correctly executes the action sequence, and then the above step S102 is executed.
[0049] This disclosure provides an interactive control method for a game. It involves determining a sequence of actions to be performed by a virtual character, where the sequence includes multiple actions; determining the body part corresponding to each action in the sequence; determining the current action to be performed based on the sequence relationship between actions; and displaying a button identifier corresponding to the current action at a target position corresponding to the target body part of the virtual character. The button identifier has a preset correct trigger time, and the target body part is the body part corresponding to the current action. In response to at least one button identifier corresponding to an action in the sequence being triggered within its corresponding correct trigger time, the virtual character is controlled to perform the target action. This method, by determining the body part corresponding to the action to be performed and displaying the button identifier corresponding to the current action at the position corresponding to the target body part, provides the player with a button identifier at the associated position of the body part corresponding to the action when the virtual character performs some actions in the sequence. This allows the player to experience the thrill of participating in action control. Furthermore, by correctly triggering the button identifier corresponding to at least one action in the sequence, the player can control the character to perform the target action without affecting the normal execution of other actions in the sequence. This reduces the game's difficulty without affecting the overall enjoyment, thereby improving the player's gaming experience.
[0050] The above response, which involves triggering the button identifier corresponding to at least one action in the action sequence within the correct trigger time, controls the virtual character to perform the target action. One possible implementation is as follows:
[0051] In response to the button identifier corresponding to the target action in the action sequence being triggered within the correct trigger time, the virtual character is controlled to perform the target action.
[0052] Optionally, the target action mentioned above can be any action in the action sequence;
[0053] Optionally, the target action mentioned above is the last action in the action sequence;
[0054] Optionally, the above action sequence includes basic actions and fancy actions, with the target action being the basic action;
[0055] Optionally, the above action sequence includes basic actions and fancy actions, with the target action being the fancy action. The key identifiers for basic actions are basic keys, while those for fancy actions are important keys. Specifically, the action sequence includes at least one basic action and at least one fancy action.
[0056] Optionally, the above method further includes: in response to the fact that the key identifier corresponding to the target action in the action sequence is not triggered within the correct trigger time, controlling the virtual character to execute a preset failed action.
[0057] If the target action is a fancy move, in response to the failure of the key corresponding to the fancy move in the action sequence to be triggered within the correct trigger time, the virtual character will be controlled to execute the failed action corresponding to the fancy move. The failed actions corresponding to different fancy moves can be the same or different. That is to say, when the virtual character executes the action sequence, the key corresponding to the fancy move will only be controlled to execute the fancy move if the key is triggered within the correct trigger time.
[0058] If the target action is a basic action, the system responds to the virtual character performing the basic action if the corresponding basic button in the action sequence is not triggered within the correct trigger time. In other words, whether or not the corresponding basic button is triggered within the correct trigger time will not affect the virtual character's execution of the basic action, nor will it affect the player's execution of the action sequence.
[0059] In the above method, the action sequence is usually set to include basic actions and fancy actions. Basic actions are assigned corresponding basic keys, and fancy actions are assigned corresponding important key labels.
[0060] The above method also includes: responding to the execution time of the first action in the action sequence and controlling the virtual character to execute the first action, wherein the first action is not the target action.
[0061] The first action typically refers to the basic action in an action sequence. That is, the virtual character executes the first action if the button corresponding to the first action in the response sequence is triggered within the correct trigger time, or if the button corresponding to the first action in the response sequence is not triggered within the correct trigger time, or if the button corresponding to the first action in the response sequence is not triggered at all. In other words, after the execution time of the first action is reached, whether the button corresponding to the first action is triggered or not, or whether it is triggered within the correct trigger time, will not affect the virtual character's execution of the first action. This method further reduces the game's difficulty and enriches the gameplay.
[0062] The above method also includes: triggering the key identifier corresponding to any action in the response action sequence when it is triggered within the corresponding correct trigger time, triggering score bonus and / or accumulating combo count.
[0063] Optionally, the above sequence of actions includes basic actions and fancy actions. In response to the basic key corresponding to the basic action in the action sequence being triggered within the correct trigger time, the trigger score is added to the first score and the combo count is accumulated. In response to the important key corresponding to the fancy action in the action sequence being triggered within the correct trigger time, the trigger score is added to the second score and the combo count is accumulated.
[0064] In other words, when a virtual character performs an action sequence, whether or not the basic button corresponding to the basic action is triggered within the correct trigger time will not affect the virtual character's execution of the basic action. However, score bonuses and combo counts will only be triggered if the basic button corresponding to the basic action is triggered within the correct trigger time. For fancy moves, triggering the important button within the correct trigger time will not affect the virtual character's execution of the action, but will only affect the score and combo count.
[0065] If the basic button corresponding to a basic move is triggered at the correct time, the player's score and combo count will increase (i.e., the trigger score bonus is the first bonus). If the important button corresponding to a fancy move is triggered at the correct time, the player's score and combo count will increase (i.e., the trigger score bonus is the second bonus). The second bonus is usually greater than the first bonus to reflect the importance of fancy moves and the important buttons corresponding to them.
[0066] Optionally, if the button corresponding to any action in the response sequence is not triggered within the correct trigger time, the currently accumulated combo count is cleared. The combo count typically increases the score bonus. For example, a higher combo count results in a higher score bonus.
[0067] For each consecutively appearing button icon, the combo count is accumulated if the button icon is triggered correctly within the specified time, and the combo count is also displayed. In other words, continuously and correctly triggering button icons will accumulate combo counts and increase the score bonus rate. If a button icon is triggered incorrectly, the accumulation of combo counts will be interrupted, and the score bonus rate will revert to the initial bonus rate.
[0068] Taking football moves as an example, basic moves can include juggling the ball with both feet and kicking it forward, while fancy moves can include rabona, Marseille turn, scorpion kick, etc.
[0069] In actual game design, the difficulty of a game can be adjusted by setting the number of important buttons. For example, if there are no important buttons, the game is on easy difficulty, and the timing of button presses is more flexible, consisting of combinations of basic actions. If there are a few important buttons, the game is on medium difficulty, and the timing of button presses is slightly more difficult. If there are a large number of important buttons, the game is on hard difficulty, and the timing of button presses is more difficult, requiring more combinations of basic and fancy actions, and a more compact action choreography.
[0070] One possible implementation of the above step of displaying the button icon corresponding to the currently to be executed action at the target location corresponding to the target body part of the virtual character is as follows: determine the target location in the vicinity of the target body part of the virtual character, and display the button icon corresponding to the currently to be executed action at the target location.
[0071] The blank area near the target body part of the virtual character is defined as the vicinity of the target body part.
[0072] Optionally, based on the position parameters of the target body part of the virtual character, a nearby area of the target body part is determined, and the target position is determined from the nearby area, wherein the position parameters are used to indicate the position of the target body part on the graphical user interface.
[0073] For example, a target location can be randomly determined in the vicinity of a target body part of the virtual character, and a button icon can be displayed at the target location. For example, a target location can be randomly determined in the area to the left of the virtual character's left knee. This target location could be directly to the left of the left knee, or it could be located above or below the left knee, etc.
[0074] The aforementioned virtual character has pre-set corresponding configuration information, which includes: the target position corresponding to each body part of the virtual character; and the step of displaying the button icon corresponding to the action to be performed at the target position corresponding to the target body part of the virtual character. Another possible implementation is: determining the target position corresponding to the target body part of the virtual character from the configuration information and displaying the button icon corresponding to the action to be performed at the target position.
[0075] In other words, after determining the target body part corresponding to the action to be performed, the target location corresponding to the target body part can be directly found from the configuration information.
[0076] If the pre-defined body parts are precise, the target location corresponding to each body part in the pre-defined configuration information is usually located near the body part. For example, the target location for the top of the head is directly above the head, and the target location for the left side of the head is on the left side of the head.
[0077] If the pre-defined body parts are not precise, the multiple target locations corresponding to each body part in the pre-defined configuration information are usually located in the vicinity of the body part. For example, the target location corresponding to the head is the position directly above the head, the position to the left of the head, or the position to the right of the head.
[0078] Optionally, if each body part corresponds to multiple target locations, the multiple target locations corresponding to the target body part are determined from the configuration information, a target location is randomly selected from the multiple target locations, and a button icon is displayed at that target location.
[0079] For example, such as Figure 2 As shown, the current action to be performed is juggling the ball with the left foot, and a button icon will be displayed on the left side of the left foot.
[0080] In the above method, the display position of each button icon is determined in real time based on the target body part in the game. By displaying the button icon near the body part corresponding to the action, the association between the button and the action can be established. This allows players to perceive that they are controlling the virtual character to perform the corresponding action through their own interactive operation, further improving the player's gaming experience.
[0081] The aforementioned combination of actions includes at least one basic action and at least one fancy action; when the virtual character performs the combination of actions, it first performs at least one basic action and then at least one fancy action. For example, if the combination of actions includes two basic actions (dribbling the ball with the left knee and juggling the ball with the right knee) and one fancy action (rabona), the virtual character first performs juggling the ball with the left knee and then juggling the ball with the right knee, and then performs the rabona.
[0082] For example, the combination action includes two basic actions (juggling the ball with the left knee and juggling the ball with the right knee) and two fancy actions (juggling the ball with the head and juggling the ball with the back of the foot). The virtual character first performs juggling the ball with the left knee and juggling the ball with the right knee, and then performs juggling the ball with the head and juggling the ball with the back of the foot.
[0083] The above approach reduces the difficulty of the game and the frustration of players by setting up combination actions and combining important button labels with basic button labels, while providing a differentiated gaming experience.
[0084] The display style of the aforementioned important buttons differs from that of the basic buttons. The step of displaying the button identifier corresponding to the currently to-be-executed action at the target location includes: if the button identifier is a basic button identifier, displaying the basic button identifier at the target location using a first display method; if the button identifier is an important button identifier, displaying the important button identifier at the target location using a second display method.
[0085] The first display method described above differs from the second display method. The first display method can be a first color and a first size; the second display method can be a second color and a second size, wherein the second size is usually larger than the first size.
[0086] For example, such as Figure 2 As shown, if the button identifier is a basic button, the basic button is displayed at the target location in the first display mode (the circle in the center of the button identifier is light gray). For example, as shown... Figure 3 As shown, if a button is marked as an important button, it will be displayed in the target location using a second display method (the circle in the center of the button mark is dark gray).
[0087] The method also includes: when the action to be performed is determined to be the target action, zooming out the virtual camera or adjusting its focal length to capture more game scene content. The target action is a fancy move.
[0088] Adjusting the virtual camera's focal length can involve increasing it, or optionally, adjusting the camera's orientation while zooming out or adjusting the focal length. The goal is to allow the virtual camera to capture more of the game scene. For example, before displaying important button icons, a virtual character might look up in preparation for a special move; zooming out allows you to see the character's overall movement.
[0089] If the target action is a fancy action, the above method also includes: displaying action information of the fancy action, which is used to prompt the virtual character to perform the current action.
[0090] The aforementioned action information typically refers to the name of a fancy move. Optionally, when controlling the virtual character to perform a fancy move, while displaying the action information, the current game screen is paused for a preset time. For example, such as... Figure 4 As shown, when the virtual character performs a fancy move (like a fancy footwork move), the phrase "fancy footwork move" is displayed. This helps players understand the current fancy move.
[0091] The above method also includes: after controlling the virtual character to execute a preset failed action, continuing to execute the step of determining the current action to be executed based on the sequence relationship between actions in the action sequence.
[0092] Specifically, after controlling the virtual character to execute a preset failed action, it is determined that the action to be executed by the virtual character is the action to be executed after the action sequence; or, it is determined that the target action to be executed by the virtual character is the first basic action in at least one basic action in the action sequence.
[0093] After a virtual character fails to execute a fancy move, the next action to be executed is either the next action in the sequence or the first basic action in the sequence. This can be pre-set by the game designers. If an important button is not triggered within the correct time, the virtual character can continue executing the next action in the sequence without affecting its ability to move to the next action. Alternatively, the virtual character can re-execute the previous action sequence until it is successfully completed before continuing with the next action.
[0094] The aforementioned button marking includes a circular determination area and a first circle marking located outside the circular determination area with an automatically decreasing radius, wherein the first circle marking is the same as the center of the circular determination area;
[0095] For example, such as Figure 5 The button icon shown is circular and includes a circular detection area. Figure 5 The gray circle in the middle), and the first circle marker located outside the circular determination area with an automatically decreasing radius ( Figure 5 (The thinner black circles in the middle).
[0096] Optionally, the aforementioned circular judgment area usually includes button information. For example, in mobile games, the circular judgment area usually includes button information in the form of icons; in PC games, the circular judgment area usually includes button information in the form of letters to indicate specific operation information. Players can understand the triggered keyboard, mouse, or gamepad buttons based on the button information.
[0097] For example, such as Figure 5 The circular judgment area shown is usually only the area displayed to the player; the actual judgment area is larger. Figure 5 The circular judgment area is displayed to reduce the difficulty of the game.
[0098] In addition, the aforementioned automatic shrinkage refers to the gradual decrease in radius over time, while the center of the circle remains unchanged during the shrinkage process.
[0099] The above method also includes: during the process of the radius of the first circle icon shrinking, responding to the player's trigger operation on the button icon, and determining whether the currently displayed button icon is triggered within the correct trigger time based on the positional relationship between the current position of the first circle icon and the circular judgment area.
[0100] Optionally, when the current position of the first circle identifier is located outside the edge of the circular determination area, within the first specified position, or within the edge position, or within the second specified position inside the edge, it is determined that the currently displayed button identifier is triggered within the correct trigger time.
[0101] Optionally, if the current position of the first circle identifier is outside the first specified position outside the edge of the circular determination area, or inside the second specified position inside the edge, it is determined that the currently displayed button identifier has not been triggered within the correct trigger time.
[0102] For example, the first specified position outside the edge of the circular determination region is as follows: Figure 6 The dark gray circle shown is located outside the black circle; the edge of the circular judgment area is as follows. Figure 6 The black circle indicates the location; the second specified location within the edge is as shown. Figure 6The dark gray circle shown is located inside the black circle.
[0103] In the above method, displaying a circular judgment area can remind players of the correct triggering time, thereby reducing the difficulty of the game.
[0104] The above method determines whether the currently displayed button icon is triggered within the correct trigger time based on the positional relationship between the current position of the first circle icon and the circular determination area. One possible implementation is to determine whether the currently displayed button icon is triggered within the correct trigger time and the degree of perfection of the triggering based on the positional relationship between the current position of the first circle icon and the circular determination area.
[0105] Optionally, if the current position of the first circle indicator is located at a first specified position outside the edge of the circular determination area, or a second specified position inside the edge, the currently displayed button indicator is determined to be triggered within the correct trigger time and the degree of trigger perfection is determined to be good; if the current position of the first circle indicator is located at the edge of the circular determination area, the currently displayed button indicator is determined to be triggered within the correct trigger time and the degree of trigger perfection is determined to be perfect.
[0106] For example, such as Figure 6 As shown, the radius of the first circle icon is gradually reduced, while the center remains unchanged during the reduction process. When the first circle icon shrinks to a first or second specified position, triggering the button icon indicates that the button icon was triggered within the correct trigger time, and the triggering perfection is considered good. The radius of the first circle icon is gradually reduced, while the center remains unchanged during the reduction process. When the first circle icon shrinks to the edge position, triggering the button icon indicates that the button icon was triggered within the correct trigger time, and the triggering perfection is considered good.
[0107] In addition, the above method also includes: during the process of the radius of the first circle icon shrinking, responding to the player's trigger operation on the button icon, and hiding the first circle icon.
[0108] The above sequence of actions includes consecutive actions corresponding to the same body part. These can be multiple consecutive identical actions or multiple consecutive different actions, such as consecutive juggling of the ball with the left foot, or consecutive juggling and kicking of the ball with the left foot.
[0109] The above-mentioned method of displaying the button icon corresponding to the currently to be executed action at the target position corresponding to the target body part of the virtual character can be implemented as follows: if the currently to be executed action is the first action in a series of actions, the corresponding button icon is displayed at the target position corresponding to the first action; as the radius of the first circle icon in the button icon decreases, when the execution time of the second action in the series of actions is reached, a second circle icon with an automatically decreasing radius is displayed outside the first circle icon.
[0110] Optionally, the second circle marker has the same radius as the first circle marker in the initial display state, and the radii of the second circle marker and the first circle marker shrink at the same rate.
[0111] If the body part corresponding to both the first and second actions is the right leg, the button icon corresponding to the first action can be displayed near the right leg. Without changing the display position of the button icon, a multi-aperture design can be added.
[0112] In other words, the radius of the first circle is controlled to shrink, while its center remains unchanged during this shrinking process, and its radius shrinks uniformly over time. When the execution time of the second action in the continuous sequence is reached, a second circle with an automatically shrinking radius is displayed outside the first circle. For example, if the execution time of the first action is 20 seconds and the execution time of the second action is 23 seconds, the radius of the first circle is typically controlled to shrink at the 16th second. When the 19th second is reached, a second circle with an automatically shrinking radius is displayed outside the first circle, while the radius of the second circle is simultaneously controlled to shrink.
[0113] This means clicking the buttons continuously within a short period of time, for example, such as Figure 7 As shown, this includes a first circle marker whose radius has already shrunk, and a second circle marker whose radius has not yet shrunk. Next, the radii of both the first and second circle markers will be shrunk simultaneously. Generally, when the first circle marker shrinks to the area detection zone, a button is triggered, controlling the virtual character to perform the first action, while simultaneously hiding and showing the first circle marker. When the second circle marker shrinks to the area detection zone, a button is triggered, controlling the virtual character to perform the second action, while simultaneously hiding and showing the second circle marker. If the second action is the last action in a series, the button marker is also hidden.
[0114] In addition, the above method also includes: when the first circle icon and the second circle icon are displayed simultaneously, in response to a trigger operation for the button icon, hiding the first circle icon, wherein the current radius of the first circle icon is smaller than that of the second circle icon; after hiding the first circle icon, in response to a trigger operation for the button icon, hiding the second circle icon.
[0115] In other words, when triggering button icons consecutively, the icon with the smallest radius is prioritized. For example, in response to a triggering operation on a button icon, the first circle icon has the smallest radius. Based on the positional relationship between the current position of the first circle icon and the circular detection area, it is determined whether the currently displayed button icon has been triggered within the correct trigger time, and the first circle icon is hidden. Then, in response to another triggering operation on a button icon, the second circle icon has the smallest radius. Based on the positional relationship between the current position of the second circle icon and the circular detection area, it is determined whether the currently displayed button icon has been triggered within the correct trigger time, and the second circle icon is hidden. If the second action is the last action in a series, the button icon is also de-displayed.
[0116] The rule for triggering button icons is that a click is triggered when the circle icon shrinks to a specified position. Therefore, when there are multiple circles on a button, it means that the button must be clicked continuously in a short period of time. This ensures that the button icon is fixed next to the character's body part, while also giving the player the expectation of continuous button presses.
[0117] The aforementioned multi-aperture design ensures the basic requirement that the buttons are fixed next to the character's body parts, is compatible with different character actions configured by the designers, and also gives players the expectation of continuous button presses.
[0118] Corresponding to the above method embodiments, this disclosure provides a game interaction control device that provides a graphical user interface (GUI) through a terminal device. The GUI displays virtual characters, such as... Figure 8 As shown, the device includes:
[0119] The action sequence determination module 81 is used to determine the target action to be performed by the virtual character. The action sequence contains multiple actions.
[0120] Body part determination module 82 is used to determine the body part corresponding to each action in the action sequence;
[0121] The button label display module 83 is used to determine the current action to be executed based on the sequence relationship between actions in the action sequence, and to display the button label corresponding to the current action to be executed at the target position corresponding to the target body part of the virtual character; wherein, the button label is preset with a correct trigger time, and the target body part is the body part corresponding to the current action to be executed;
[0122] The target action execution module 84 is used to control the virtual character to perform the target action in response to the triggering of the key identifier corresponding to at least one action in the action sequence within the corresponding correct trigger time.
[0123] This disclosure provides an interactive control device for a game. It determines a sequence of actions to be performed by a virtual character, the sequence containing multiple actions; determines the body part corresponding to each action in the sequence; determines the current action to be performed based on the sequence relationship between actions in the sequence; and displays a button identifier corresponding to the current action at a target position corresponding to the target body part of the virtual character. The button identifier has a preset correct trigger time, and the target body part is the body part corresponding to the current action. In response to at least one button identifier corresponding to an action in the sequence being triggered within its corresponding correct trigger time, the virtual character is controlled to perform the target action. In this method, by determining the body part corresponding to the action to be performed and displaying the button identifier corresponding to the current action at the position corresponding to the target body part, the virtual character provides button identifiers to the player at the associated position of the body part corresponding to the action when performing some actions in the sequence. This allows the player to experience the thrill of participating in action control, and only requires correctly triggering the button identifier corresponding to at least one action in the sequence to control the character to perform the target action without affecting the normal execution of other actions in the sequence. This reduces the game difficulty without affecting the overall enjoyment of the game, thereby improving the player's gaming experience.
[0124] The aforementioned target action execution module is also used to: control the virtual character to perform the target action in response to the button identifier corresponding to the target action in the action sequence being triggered within the correct trigger time.
[0125] The target action mentioned above is the last action in the action sequence.
[0126] The above sequence of movements includes basic movements and fancy movements, with the target movement being a fancy movement.
[0127] The above button labels include basic buttons and important buttons. Basic actions correspond to basic buttons, and fancy actions correspond to important buttons.
[0128] The aforementioned device further includes: a failure action execution module, used to control the virtual character to execute a preset failure action in response to the failure of the button identifier corresponding to the target action in the action sequence to be triggered within the correct trigger time.
[0129] The aforementioned device further includes: a first action execution module, used to respond to the execution time of the first action in the action sequence and control the virtual character to perform the first action, wherein the first action is not the target action.
[0130] The aforementioned device also includes an integral bonus module, used to: trigger integral bonus and / or accumulate combo count when the key identifier corresponding to any action in the action sequence is triggered within the corresponding correct trigger time.
[0131] The aforementioned device also includes a combo count clearing module, used to clear the currently accumulated combo count when the key icon corresponding to any action in the action sequence is not triggered within the corresponding correct trigger time.
[0132] The display style of the aforementioned important buttons is different from that of the basic buttons.
[0133] The aforementioned device also includes a lens adjustment module, used to: when it is determined that the current action to be performed is the target action, zoom out the virtual lens or adjust the focal length of the virtual lens so that the virtual lens can capture more game scene content.
[0134] The aforementioned device also includes an integral reduction module, used to: trigger integral reduction in response to any button identifier corresponding to any action in the action sequence not being triggered within the correct trigger time.
[0135] The aforementioned button label display module is also used to: determine the target location in the vicinity of the target body part of the virtual character, and display the button label corresponding to the action to be performed at the target location.
[0136] The aforementioned button label display module is also used to: determine the vicinity of the target body part of the virtual character based on the position parameters of the target body part of the virtual character, and determine the target position from the vicinity, wherein the position parameters are used to indicate the position of the target body part of the virtual character on the graphical user interface.
[0137] The virtual character is pre-configured with corresponding configuration information, including the target position of each body part in the virtual character; the button label display module is also used to: determine the target position of the target body part of the virtual character from the configuration information, and display the button label corresponding to the action to be performed at the target position.
[0138] The aforementioned device also includes an information display module, used to display motion information of fancy moves, the motion information being used to prompt the virtual character to perform the current move.
[0139] The aforementioned button identifier includes a circular judgment area and a first circle identifier located outside the circular judgment area with an automatically shrinking radius, wherein the first circle identifier is at the same center as the circular judgment area; the aforementioned device further includes: a trigger time determination module, used to respond to the player's trigger operation on the button identifier during the process of the first circle identifier shrinking radius, and to determine whether the currently displayed button identifier is triggered within the correct trigger time based on the positional relationship between the current position of the first circle identifier and the circular judgment area.
[0140] The above action sequence includes continuous actions corresponding to the same body part. The above button label display module is also used to: if the action to be executed is the first action in the continuous action, display the corresponding button label at the target position corresponding to the first action; during the process of the radius of the first circle label in the button label shrinking, when the execution time of the second action in the continuous action is reached, display a second circle label with an automatically shrinking radius outside the first circle label.
[0141] The second circle marker has the same radius as the first circle marker in the initial display state, and the radii of the second circle marker and the first circle marker shrink at the same rate.
[0142] The aforementioned trigger time determination module is also used to: determine whether the currently displayed button icon is triggered within the correct trigger time and the degree of perfection of the triggering, based on the positional relationship between the current position of the first circle icon and the circular judgment area.
[0143] The aforementioned device further includes: a first hiding module, used to hide the first circle icon in response to a player's trigger operation on a button icon during the process of the radius of the first circle icon shrinking.
[0144] The aforementioned device further includes: a second hiding module, used to hide the first circle icon in response to a trigger operation on a button icon when the first circle icon and the second circle icon are displayed simultaneously, wherein the current radius of the first circle icon is smaller than that of the second circle icon; and after hiding the first circle icon, to hide the second circle icon in response to a trigger operation on a button icon.
[0145] The game interaction control device provided in this embodiment has the same technical features as the game interaction control method provided in the above embodiments, so it can also solve the same technical problems and achieve the same technical effects.
[0146] This embodiment also provides an electronic device, including a processor and a memory. The memory stores machine-executable instructions that can be executed by the processor. The processor executes the machine-executable instructions to implement the interactive control method of the game described above. This electronic device can be a server or a terminal device.
[0147] See Figure 9 As shown, the electronic device includes a processor 100 and a memory 101. The memory 101 stores machine-executable instructions that can be executed by the processor 100. The processor 100 executes the machine-executable instructions to implement the interactive control method of the game described above.
[0148] Furthermore, Figure 9 The electronic device shown also includes a bus 102 and a communication interface 103, with the processor 100, the communication interface 103 and the memory 101 connected via the bus 102.
[0149] The memory 101 may include high-speed random access memory (RAM) or non-volatile memory, such as at least one disk storage device. Communication between this system network element and at least one other network element is achieved through at least one communication interface 103 (which can be wired or wireless), such as the Internet, wide area network, local area network, metropolitan area network, etc. The bus 102 may be an ISA (Industry Standard Architecture) bus, a PCI (Peripheral Component Interconnect) bus, or an EISA (Extended Industry Standard Architecture) bus, etc. The bus can be divided into address bus, data bus, control bus, etc. For ease of representation, Figure 9 The symbol is represented by a single double-headed arrow, but this does not mean that there is only one bus or one type of bus.
[0150] The processor 100 may be an integrated circuit chip with signal processing capabilities. In implementation, each step of the above method can be completed by the integrated logic circuitry in the hardware of the processor 100 or by instructions in software form. The processor 100 may be a general-purpose processor, including a Central Processing Unit (CPU), a Network Processor (NP), etc.; it may also be a Digital Signal Processor (DSP), an Application Specific Integrated Circuit (ASIC), a Field-Programmable Gate Array (FPGA), or other programmable logic devices, discrete gate or transistor logic devices, or discrete hardware components. It can implement or execute the methods, steps, and logic block diagrams disclosed in the embodiments of this disclosure. The general-purpose processor may be a microprocessor or any conventional processor. The steps of the methods disclosed in the embodiments of this disclosure can be directly manifested as execution by a hardware decoding processor, or execution by a combination of hardware and software modules in the decoding processor. The software module can reside in a readily available storage medium in the art, such as random access memory, flash memory, read-only memory, programmable read-only memory, electrically erasable programmable memory, or registers. This storage medium is located in memory 101, and the processor 100 reads the information from memory 101 and, in conjunction with its hardware, completes the steps of the method described in the foregoing embodiments.
[0151] The processor in the aforementioned electronic device, by executing machine-executable instructions, can implement the following operations in the interactive control method of the aforementioned game:
[0152] The method involves determining a sequence of actions to be performed by a virtual character, which includes multiple actions; identifying the body part corresponding to each action in the sequence; determining the current action to be performed based on the sequence relationship between the actions; and displaying a button icon corresponding to the current action at the target position corresponding to the target body part of the virtual character. The button icon has a preset correct trigger time, and the target body part is the body part corresponding to the current action. In response to at least one button icon corresponding to an action in the sequence being triggered within its correct trigger time, the virtual character is controlled to perform the target action. This method, by determining the body part corresponding to the action to be performed and displaying the button icon at the corresponding position, provides button icons to the player at the associated body part when the virtual character performs some actions in the sequence. This allows the player to experience the thrill of controlling the action, and only requires correctly triggering the button icon corresponding to at least one action in the sequence to control the character to perform the target action without affecting the normal execution of other actions in the sequence. This reduces the game's difficulty without compromising the overall enjoyment, thus improving the player's gaming experience.
[0153] The above-mentioned response to the triggering of a button corresponding to at least one action in the action sequence within the correct triggering time, controlling the virtual character to perform the target action, includes: controlling the virtual character to perform the target action in response to the triggering of a button corresponding to the target action in the action sequence within the correct triggering time.
[0154] The target action mentioned above is the last action in the action sequence.
[0155] The above sequence of movements includes basic movements and fancy movements, with the target movement being a fancy movement.
[0156] The above button labels include basic buttons and important buttons. Basic actions correspond to basic buttons, and fancy actions correspond to important buttons.
[0157] The above method also includes: in response to the fact that the key identifier corresponding to the target action in the action sequence is not triggered within the correct trigger time, controlling the virtual character to execute a preset failed action.
[0158] The above method also includes: responding to the execution time of the first action in the action sequence and controlling the virtual character to execute the first action, wherein the first action is not the target action.
[0159] The above method also includes: triggering the key identifier corresponding to any action in the response action sequence when it is triggered within the corresponding correct trigger time, triggering score bonus and / or accumulating combo count.
[0160] The above method also includes: if the key icon corresponding to any action in the response action sequence is not triggered within the corresponding correct trigger time, the currently accumulated combo count is cleared.
[0161] The display style of the aforementioned important buttons is different from that of the basic buttons.
[0162] The above method also includes: when it is determined that the current action to be performed is the target action, zooming out the virtual camera or adjusting the focal length of the virtual camera so that the virtual camera can capture more game scene content.
[0163] The above-mentioned step of displaying the button icon corresponding to the currently to be executed action at the target location corresponding to the target body part of the virtual character includes: determining the target location in the vicinity of the target body part of the virtual character, and displaying the button icon corresponding to the currently to be executed action at the target location.
[0164] The above-mentioned step of determining the target location in the vicinity of the target body part of the virtual character includes: determining the vicinity of the target body part of the virtual character based on the position parameters of the target body part of the virtual character, and determining the target location from the vicinity, wherein the position parameters are used to indicate the position of the target body part of the virtual character on the graphical user interface.
[0165] The virtual character is pre-configured with corresponding configuration information, which includes: the target position of each body part of the virtual character; the step of displaying the button icon corresponding to the action to be performed at the target position of the target body part of the virtual character includes: determining the target position of the target body part of the virtual character from the configuration information, and displaying the button icon corresponding to the action to be performed at the target position.
[0166] The above method also includes: displaying motion information for fancy movements, which is used to prompt the virtual character to perform the current action.
[0167] The button identifier includes a circular judgment area and a first circle identifier located outside the circular judgment area with an automatically shrinking radius, wherein the first circle identifier has the same center as the circular judgment area; the method further includes: during the process of the first circle identifier shrinking radius, responding to the player's trigger operation on the button identifier, and determining whether the currently displayed button identifier is triggered within the correct trigger time based on the positional relationship between the current position of the first circle identifier and the circular judgment area.
[0168] The above action sequence includes continuous actions corresponding to the same body part. The button icon corresponding to the action to be executed is displayed at the target position corresponding to the target body part of the virtual character. This includes: if the action to be executed is the first action in a series of actions, the corresponding button icon is displayed at the target position corresponding to the first action; as the radius of the first circle icon in the button icon shrinks, when the execution time of the second action in the series of actions is reached, a second circle icon with an automatically shrinking radius is displayed outside the first circle icon.
[0169] The second circle marker has the same radius as the first circle marker in the initial display state, and the radii of the second circle marker and the first circle marker shrink at the same rate.
[0170] The above-mentioned determination of whether the currently displayed button icon is triggered within the correct trigger time based on the positional relationship between the current position of the first circle icon and the circular determination area includes: determining whether the currently displayed button icon is triggered within the correct trigger time and the degree of perfection of the triggering based on the positional relationship between the current position of the first circle icon and the circular determination area.
[0171] The above method also includes: during the process of the first circle icon shrinking in radius, responding to the player's trigger operation on the button icon and hiding the first circle icon.
[0172] The above method further includes: when the first circle icon and the second circle icon are displayed simultaneously, in response to a trigger operation on the button icon, hiding the first circle icon, wherein the current radius of the first circle icon is smaller than that of the second circle icon; after hiding the first circle icon, in response to a trigger operation on the button icon, hiding the second circle icon.
[0173] This embodiment also provides a machine-readable storage medium storing machine-executable instructions. When the machine-executable instructions are called and executed by the processor, the machine-executable instructions cause the processor to implement the interactive control method of the above-mentioned game.
[0174] The machine-executable instructions stored in the aforementioned machine-readable storage medium can be executed to perform the following operations in the interactive control method of the aforementioned game:
[0175] The method involves determining a sequence of actions to be performed by a virtual character, which includes multiple actions; identifying the body part corresponding to each action in the sequence; determining the current action to be performed based on the sequence relationship between the actions; and displaying a button icon corresponding to the current action at the target position corresponding to the target body part of the virtual character. The button icon has a preset correct trigger time, and the target body part is the body part corresponding to the current action. In response to at least one button icon corresponding to an action in the sequence being triggered within its correct trigger time, the virtual character is controlled to perform the target action. This method, by determining the body part corresponding to the action to be performed and displaying the button icon at the corresponding position, provides button icons to the player at the associated body part when the virtual character performs some actions in the sequence. This allows the player to experience the thrill of controlling the action, and only requires correctly triggering the button icon corresponding to at least one action in the sequence to control the character to perform the target action without affecting the normal execution of other actions in the sequence. This reduces the game's difficulty without compromising the overall enjoyment, thus improving the player's gaming experience.
[0176] The above-mentioned response to the triggering of a button corresponding to at least one action in the action sequence within the correct triggering time, controlling the virtual character to perform the target action, includes: controlling the virtual character to perform the target action in response to the triggering of a button corresponding to the target action in the action sequence within the correct triggering time.
[0177] The target action mentioned above is the last action in the action sequence.
[0178] The above sequence of movements includes basic movements and fancy movements, with the target movement being a fancy movement.
[0179] The above button labels include basic buttons and important buttons. Basic actions correspond to basic buttons, and fancy actions correspond to important buttons.
[0180] The above method also includes: in response to the fact that the key identifier corresponding to the target action in the action sequence is not triggered within the correct trigger time, controlling the virtual character to execute a preset failed action.
[0181] The above method also includes: responding to the execution time of the first action in the action sequence and controlling the virtual character to execute the first action, wherein the first action is not the target action.
[0182] The above method also includes: triggering the key identifier corresponding to any action in the response action sequence when it is triggered within the corresponding correct trigger time, triggering score bonus and / or accumulating combo count.
[0183] The above method also includes: if the key icon corresponding to any action in the response action sequence is not triggered within the corresponding correct trigger time, the currently accumulated combo count is cleared.
[0184] The display style of the aforementioned important buttons is different from that of the basic buttons.
[0185] The above method also includes: when it is determined that the current action to be performed is the target action, zooming out the virtual camera or adjusting the focal length of the virtual camera so that the virtual camera can capture more game scene content.
[0186] The above-mentioned step of displaying the button icon corresponding to the currently to be executed action at the target location corresponding to the target body part of the virtual character includes: determining the target location in the vicinity of the target body part of the virtual character, and displaying the button icon corresponding to the currently to be executed action at the target location.
[0187] The above-mentioned step of determining the target location in the vicinity of the target body part of the virtual character includes: determining the vicinity of the target body part of the virtual character based on the position parameters of the target body part of the virtual character, and determining the target location from the vicinity, wherein the position parameters are used to indicate the position of the target body part of the virtual character on the graphical user interface.
[0188] The virtual character is pre-configured with corresponding configuration information, which includes: the target position of each body part of the virtual character; the step of displaying the button icon corresponding to the action to be performed at the target position of the target body part of the virtual character includes: determining the target position of the target body part of the virtual character from the configuration information, and displaying the button icon corresponding to the action to be performed at the target position.
[0189] The above method also includes: displaying motion information for fancy movements, which is used to prompt the virtual character to perform the current action.
[0190] The button identifier includes a circular judgment area and a first circle identifier located outside the circular judgment area with an automatically shrinking radius, wherein the first circle identifier has the same center as the circular judgment area; the method further includes: during the process of the first circle identifier shrinking radius, responding to the player's trigger operation on the button identifier, and determining whether the currently displayed button identifier is triggered within the correct trigger time based on the positional relationship between the current position of the first circle identifier and the circular judgment area.
[0191] The above action sequence includes continuous actions corresponding to the same body part. The button icon corresponding to the action to be executed is displayed at the target position corresponding to the target body part of the virtual character. This includes: if the action to be executed is the first action in a series of actions, the corresponding button icon is displayed at the target position corresponding to the first action; as the radius of the first circle icon in the button icon shrinks, when the execution time of the second action in the series of actions is reached, a second circle icon with an automatically shrinking radius is displayed outside the first circle icon.
[0192] The second circle marker has the same radius as the first circle marker in the initial display state, and the radii of the second circle marker and the first circle marker shrink at the same rate.
[0193] The above-mentioned determination of whether the currently displayed button icon is triggered within the correct trigger time based on the positional relationship between the current position of the first circle icon and the circular determination area includes: determining whether the currently displayed button icon is triggered within the correct trigger time and the degree of perfection of the triggering based on the positional relationship between the current position of the first circle icon and the circular determination area.
[0194] The above method also includes: during the process of the first circle icon shrinking in radius, responding to the player's trigger operation on the button icon and hiding the first circle icon.
[0195] The above method further includes: when the first circle icon and the second circle icon are displayed simultaneously, in response to a trigger operation on the button icon, hiding the first circle icon, wherein the current radius of the first circle icon is smaller than that of the second circle icon; after hiding the first circle icon, in response to a trigger operation on the button icon, hiding the second circle icon.
[0196] The computer program product of the game interaction control method, device and system provided in this disclosure includes a computer-readable storage medium storing program code. The instructions included in the program code can be used to execute the methods described in the preceding method embodiments. For specific implementation, please refer to the method embodiments, which will not be repeated here.
[0197] Those skilled in the art will clearly understand that, for the sake of convenience and brevity, the specific working process of the system and apparatus described above can be referred to the corresponding process in the foregoing method embodiments, and will not be repeated here.
[0198] Furthermore, in the description of the embodiments of this disclosure, unless otherwise expressly specified and limited, the terms "installation," "connection," and "linking" should be interpreted broadly. For example, they can refer to a fixed connection, a detachable connection, or an integral connection; they can refer to a mechanical connection or an electrical connection; they can refer to a direct connection or an indirect connection through an intermediate medium; and they can refer to the internal connection of two components. Those skilled in the art can understand the specific meaning of the above terms in this disclosure based on the specific circumstances.
[0199] If the aforementioned functions are implemented as software functional units and sold or used as independent products, they can be stored in a computer-readable storage medium. Based on this understanding, the technical solution of this disclosure, in essence, or the part that contributes to the prior art, or a portion of the technical solution, can be embodied in the form of a software product. This computer software product is stored in a storage medium and includes several instructions to cause a computer device (which may be a personal computer, server, or network device, etc.) to execute all or part of the steps of the methods described in the various embodiments of this disclosure. The aforementioned storage medium includes various media capable of storing program code, such as USB flash drives, portable hard drives, read-only memory (ROM), random access memory (RAM), magnetic disks, or optical disks.
[0200] In the description of this disclosure, it should be noted that the terms "center," "upper," "lower," "left," "right," "vertical," "horizontal," "inner," and "outer," etc., indicate the orientation or positional relationship based on the orientation or positional relationship shown in the accompanying drawings, and are only for the convenience of describing this disclosure and simplifying the description, and do not indicate or imply that the device or element referred to must have a specific orientation, or be constructed and operated in a specific orientation, and therefore should not be construed as a limitation of this disclosure. Furthermore, the terms "first," "second," and "third" are used for descriptive purposes only and should not be construed as indicating or implying relative importance.
[0201] Finally, it should be noted that the above embodiments are merely specific implementations of this disclosure, used to illustrate the technical solutions of this disclosure, and not to limit it. The protection scope of this disclosure is not limited thereto. Although this disclosure has been described in detail with reference to the foregoing embodiments, those skilled in the art should understand that any person skilled in the art can still modify or easily conceive of changes to the technical solutions described in the foregoing embodiments, or make equivalent substitutions for some of the technical features, within the scope of the technology disclosed in this disclosure. Such modifications, changes, or substitutions do not cause the essence of the corresponding technical solutions to deviate from the spirit and scope of the technical solutions of the embodiments of this disclosure, and should all be covered within the protection scope of this disclosure. Therefore, the protection scope of this disclosure should be determined by the protection scope of the claims.
Claims
1. A method for interactive control of a game, characterized in that, The method includes providing a graphical user interface (GUI) via a terminal device, wherein the GUI displays virtual characters, and the method comprises: Determine the action sequence to be performed by the virtual character, the action sequence comprising multiple actions; Identify the body part corresponding to each action in the action sequence; The action to be executed is determined based on the sequence relationship between actions in the action sequence, and a button icon corresponding to the action to be executed is displayed at the target position corresponding to the target body part of the virtual character; wherein, the button icon has a preset correct trigger time, and the target body part is the body part corresponding to the action to be executed. When at least one button corresponding to an action in the action sequence is triggered within the correct trigger time, the virtual character is controlled to perform the target action.
2. The method according to claim 1, characterized in that, The response that at least one key corresponding to an action in the action sequence is triggered within the correct trigger time, controlling the virtual character to perform the target action, includes: In response to the button identifier corresponding to the target action in the action sequence being triggered within the correct trigger time, the virtual character is controlled to perform the target action.
3. The method according to claim 2, characterized in that, The target action is the last action in the action sequence.
4. The method according to claim 2, characterized in that, The action sequence includes basic actions and fancy actions, and the target action is the fancy action.
5. The method according to claim 4, characterized in that, The button identifiers include basic buttons and important buttons. The basic actions correspond to the basic buttons, and the fancy actions correspond to the important buttons.
6. The method according to claim 2, characterized in that, The method further includes: In response to the fact that the button identifier corresponding to the target action in the action sequence is not triggered within the correct trigger time, the virtual character is controlled to execute a preset failure action.
7. The method according to claim 2, characterized in that, The method further includes: In response to the arrival of the execution time of the first action in the action sequence, the virtual character is controlled to perform the first action, wherein the first action is not the target action.
8. The method according to claim 1, characterized in that, The method further includes: If the button corresponding to any action in the action sequence is triggered within the corresponding correct trigger time, a score bonus and / or a cumulative combo count will be triggered.
9. The method according to claim 1, characterized in that, The method further includes: If the key icon corresponding to any action in the action sequence is not triggered within the corresponding correct trigger time, the currently accumulated combo count is cleared.
10. The method according to claim 5, characterized in that, The display style of the important buttons is different from that of the basic buttons.
11. The method according to claim 2, characterized in that, The method further includes: When it is determined that the action to be performed is the target action, the virtual camera is zoomed out or the focal length of the virtual camera is adjusted so that the virtual camera can capture more game scene content.
12. The method according to claim 1, characterized in that, The step of displaying the button icon corresponding to the currently to be performed action at the target location corresponding to the target body part of the virtual character includes: The target location is determined in the vicinity of the target body part of the virtual character, and the button icon corresponding to the currently to be performed is displayed at the target location.
13. The method according to claim 12, characterized in that, The step of determining the target location in the vicinity of the target body part of the virtual character includes: Based on the position parameters of the target body part of the virtual character, a nearby area of the target body part of the virtual character is determined, and a target position is determined from the nearby area, wherein the position parameters are used to indicate the position of the target body part of the virtual character on the graphical user interface.
14. The method according to claim 1, characterized in that, The virtual character is pre-configured with corresponding configuration information, which includes: the target position corresponding to each body part of the virtual character; The step of displaying the button icon corresponding to the currently to be performed action at the target location corresponding to the target body part of the virtual character includes: The target location corresponding to the target body part of the virtual character is determined from the configuration information, and the button icon corresponding to the action to be performed is displayed at the target location.
15. The method according to claim 4, characterized in that, The method further includes: The action information of the fancy moves is displayed, and the action information is used to prompt the virtual character to perform the current action.
16. The method according to claim 1, characterized in that, The button identifier includes a circular determination area and a first circle identifier located outside the circular determination area with an automatically decreasing radius, wherein the first circle identifier has the same center as the circular determination area; The method further includes: As the radius of the first circle icon shrinks, in response to the player's trigger operation on the button icon, based on the positional relationship between the current position of the first circle icon and the circular judgment area, it is determined whether the currently displayed button icon has been triggered within the correct trigger time.
17. The method according to claim 16, characterized in that, The action sequence includes consecutive actions corresponding to the same body part, and the display of the button icon corresponding to the currently to be executed action at the target position corresponding to the target body part of the virtual character includes: If the action to be executed is the first action in the series of actions, the corresponding button icon is displayed at the target position corresponding to the first action. During the process of the radius of the first circle icon in the button icon shrinking, when the execution time of the second action in the continuous action is reached, a second circle icon with an automatically shrinking radius is displayed around the first circle icon.
18. The method according to claim 17, characterized in that, The second circle identifier has the same radius as the first circle identifier in the initial display state, and the radii of the second circle identifier and the first circle identifier shrink at the same rate.
19. The method according to claim 16, characterized in that, The step of determining whether the currently displayed button icon is triggered within the correct trigger time based on the positional relationship between the current position of the first circle icon and the circular determination area includes: Based on the positional relationship between the current location of the first circle identifier and the circular determination area, it is determined whether the currently displayed button identifier is triggered within the correct trigger time and the degree of perfection of the triggering.
20. The method according to claim 16, characterized in that, The method further includes: As the radius of the first circle icon shrinks, the first circle icon is hidden in response to the player's trigger operation on the button icon.
21. The method according to claim 17, characterized in that, The method further includes: When the first circle icon and the second circle icon are displayed simultaneously, in response to a trigger operation on the button icon, the first circle icon is hidden, wherein the current radius of the first circle icon is smaller than that of the second circle icon. After hiding the first circle icon, in response to a trigger operation on the button icon, the second circle icon is hidden.
22. An interactive control device for a game, characterized in that, A graphical user interface is provided via a terminal device, the graphical user interface displaying virtual characters, the device comprising: An action sequence determination module is used to determine the target action to be performed by the virtual character, wherein the action sequence includes multiple actions; A body part determination module is used to determine the body part corresponding to each action in the action sequence; The button identification display module is used to determine the current action to be executed based on the sequence relationship between actions in the action sequence, and to display the button identification corresponding to the current action to be executed at the target position corresponding to the target body part of the virtual character; wherein, the button identification is preset with a correct trigger time, and the target body part is the body part corresponding to the current action to be executed; The target action execution module is used to control the virtual character to perform a target action in response to the triggering of a key identifier corresponding to at least one action in the action sequence within the corresponding correct trigger time.
23. An electronic device, characterized in that, It includes a processor and a memory, the memory storing computer-executable instructions that can be executed by the processor, the processor executing the computer-executable instructions to implement the interactive control method of the game according to any one of claims 1-21.
24. A computer-readable storage medium, characterized in that, The computer-readable storage medium stores computer-executable instructions, which, when invoked and executed by a processor, cause the processor to implement the interactive control method of the game as described in any one of claims 1-21.