Game interaction method and device, electronic equipment and storage medium
By combining motion-sensing controls with multimodal feedback, the problem of cumbersome controls and visual dependence in existing games has been solved, achieving an immersive gaming experience and rich gameplay, and improving the user interaction experience.
Patent Information
- Application Number
- CN202511817469.9
- Authority / Receiving Office
- CN · China
- Patent Type
- Applications(China)
- Current Assignee / Owner
- Filing Date
- 2025-12-04
- Publication Date
- 2026-02-27
AI Technical Summary
Existing games mainly use a purely visual interaction method, which results in cumbersome operation, monotonous gameplay, and excessive visual feedback resources, failing to meet the needs of different user groups.
It adopts an interaction method that combines motion sensing and multimodal feedback. The sensor detects the motion state of the terminal and provides game status information by combining tactile, auditory and other feedback signals to realize the throwing and capturing of virtual objects.
It significantly improves the user interaction experience, enriches the diversity of gameplay, reduces reliance on visual resources, and optimizes the consumption of device storage and server resources.
Smart Images

Figure CN121570795A_ABST
Abstract
Description
TECHNICAL FIELD
[0001] The present disclosure relates to the technical field of games, and in particular to a game interaction method and device, an electronic device, and a storage medium. BACKGROUND
[0002] Existing games mainly adopt a pure visual interaction mode, and players achieve various game control operations through interaction with various elements on the screen. For example, in a fishing game, the player simulates the actions of throwing a rod, lifting a rod, and winding a line through touch control or activity operation, and the system provides game state feedback through screen display. However, this interaction mode that highly depends on visual feedback has obvious deficiencies: first, the operation is complicated, and the player needs to frequently perform complex touch control operations, making it difficult to obtain a smooth game experience; second, the game play is single, and lacks diversified interaction modes, which cannot meet the needs of different user groups; third, a large amount of visual feedback resources occupy limited screen space. SUMMARY
[0003] The purpose of the present disclosure is to provide a game interaction method to achieve an immersive game interaction experience based on somatosensory operation and multi-modal feedback.
[0004] In a first aspect, the present disclosure provides a game interaction method, a game application is run by a terminal, and a virtual object is included in a game scene of the game application; the method comprises: in response to a first touch control operation, determining to enter a preparation state; detecting a motion state of the terminal, and when the motion state meets a first motion condition, throwing the virtual object, a throwing distance of the virtual object being determined according to a motion parameter of the motion state; when the virtual object reaches a target position, outputting a first feedback signal; when it is detected that the virtual object hits a target object, outputting a second feedback signal; detecting the motion state of the terminal, and when the motion state meets a second motion condition, determining that the target object is successfully captured.
[0005] In a second aspect, the present disclosure provides a game interaction device, a game application is run by a terminal, and a virtual object is included in a game scene of the game application; the device comprises: a state control module configured to determine to enter a preparation state in response to a first touch control operation; a throwing module configured to detect a motion state of the terminal, and when the motion state meets a first motion condition, throw the virtual object, a throwing distance of the virtual object being determined according to a motion parameter of the motion state; a first feedback module configured to output a first feedback signal when the virtual object reaches a target position; a second feedback module configured to output a second feedback signal when it is detected that the virtual object hits a target object; and a determination module configured to detect the motion state of the terminal, and when the motion state meets a second motion condition, determine that the target object is successfully captured.
[0006] In a third aspect, the present disclosure provides an electronic device, comprising a processor and a memory, the memory storing computer executable instructions capable of being executed by the processor, and the processor executes the computer executable instructions to perform the steps in the interaction method of the game.
[0007] In a fourth aspect, the present disclosure provides a computer readable storage medium, the computer readable storage medium storing computer executable instructions, and the computer executable instructions, when invoked and executed by a processor, cause the processor to implement the steps in the interaction method of the game.
[0008] The present disclosure provides an interaction method, device, electronic device and storage medium of a game, in response to a first touch operation, a preparation state is determined, a motion state of the terminal is detected, when the motion state meets a first motion condition, a virtual object is thrown, and a throwing distance of the virtual object is determined according to a motion parameter of the motion state; when the virtual object reaches a target position, a first feedback signal is output; when it is detected that the virtual object hits a target object, a second feedback signal is output; and when the motion state of the terminal meets a second motion condition, it is determined that the target object is successfully captured. The present disclosure adopts an interaction mode combining motion sensing operation and multi-modal feedback, realizes throwing control by detecting the motion state of the terminal through a sensor, provides game state information in combination with various feedback signals such as tactile feedback and auditory feedback, significantly improves the interaction experience of the user, enriches the diversity of the game play, and at the same time, reduces the dependence on visual resources by optimizing the feedback mechanism, effectively solves the computer field technical problems of device storage occupation and server resource consumption. BRIEF DESCRIPTION OF DRAWINGS
[0009] In order to more clearly illustrate the technical solutions in the specific embodiments of the present disclosure or the prior art, the drawings needed to be used in the specific embodiments or prior art description will be briefly introduced. Obviously, the drawings in the following description are some embodiments of the present disclosure, and other drawings can be obtained by those skilled in the art without creative labor.
[0010] Figure 1 A flowchart of an interaction method of a game provided by an embodiment of the present disclosure; Figure 2 A structural diagram of an interaction device of a game provided by an embodiment of the present disclosure; Figure 3 A structural diagram of an electronic device provided by an embodiment of the present disclosure. DETAILED DESCRIPTION
[0011] The technical solutions of the present disclosure will be described clearly and completely below in conjunction with the embodiments. Obviously, the described embodiments are only part of the embodiments of the present disclosure, rather than all the embodiments. Based on the embodiments in the present disclosure, all other embodiments obtained by those skilled in the art without creative work fall within the protection scope of the present disclosure.
[0012] The present embodiment provides an interactive method of a game, which provides a graphical user interface through a terminal device, and a game interface is displayed in the graphical user interface, the game interface including a game scene picture and a user interface (UI interface). The game interface refers to the interface corresponding to an application program provided or displayed through the graphical user interface, and the user interface is used for information interaction with a user, and can include buttons, animations, texts, sounds, windows and other game design elements directly or indirectly contacting the user. In an optional implementation, the interface elements in the user interface can include the following controls: (1) controls related to a character, such as skill controls, movement controls, function controls, etc.; (2) controls related to indication information, which can also be referred to as indication information identifiers, such as direction indication identifiers, character indication identifiers, character strength identifiers, prop pickup points or treasure chest location points, etc.; (3) information display controls, which can also be referred to as information display areas, such as display of character basic information (character name, occupation, health value, true qi value, etc.), character state information (such as whether to be unconscious, poisoned, etc.) or match information (such as kill number, match time, etc.); (4) game setting controls, such as system settings, shops, gold coins, etc. In addition, the controls displayed in the user interfaces of different games can be different, and the user interfaces of some games can further include a friend list control, through which the related information of the added friends can be viewed, and chatting, visiting the home, deleting, etc. operations can be performed. The user interfaces of some games include task related controls, such as display of a current task list, including main line tasks and branch tasks, etc. Through these controls, the user can be better helped to manage and play the game.
[0013] In an optional implementation, the game scene picture is a picture corresponding to a virtual scene displayed by the terminal device, and the game scene picture can include virtual objects performing game logic in the virtual scene, such as a controlled virtual character (which can also be referred to as a player virtual character), an NPC character (Non-Player Character), an AI (Artificial Intelligence) character, etc., and the game scene picture usually changes with the movement of the controlled virtual character.
[0014] The virtual scene is a simulation environment of the real world, or a semi-simulation and semi-fictional virtual environment, or a purely fictional virtual environment. The virtual scene is any one of a two-dimensional virtual scene, a 2.5-dimensional virtual scene, and a three-dimensional virtual scene, and the virtual environment can be a sky, a land, a sea, or the like, wherein the land includes environmental elements such as a desert and a city. The virtual scene is a scene of complete game logic of a virtual object controlled by a user, for example, for a sandbox 3D shooting game, the virtual scene is a 3D game world for a player to control a virtual object to fight, and an example of the virtual scene can include at least one element of a mountain, a plain, a river, a lake, a sea, a desert, a sky, a plant, a building, and a vehicle; for example, for a 2D or 2.5D card game, the virtual scene is a scene for displaying a card or a virtual object corresponding to the card, and an example of the virtual scene can include a stage, a battlefield, or other "field" elements or other elements that can display a card battle state; for a 2D or 2.5D multiplayer online tactical competitive game, the virtual scene is a 2D or 2.5D terrain scene for a virtual object to fight, and an example of the virtual scene can include elements such as a canyon-style mountain, a line, a river, a classroom, a table and chair, and a rostrum.
[0015] The virtual object is a dynamic object that can be controlled in the virtual scene. Optionally, the dynamic object can be a virtual character, a virtual animal, an animation character, or the like. The virtual object is a role controlled by a player through an input device, or an AI role set in a virtual environment for a battle, or an NPC set in a virtual scene for a battle. Optionally, the virtual object is a virtual character for a competition in the virtual scene. Optionally, the number of virtual objects in the virtual scene for a battle is preset, or is dynamically determined according to the number of client devices that join the battle, and the embodiments of the present disclosure do not limit this. In a possible implementation manner, the user can control the virtual object to move in the virtual scene, for example, to control the virtual object to run, jump, crawl, or the like, and can also control the virtual object to use a skill, a virtual prop, or the like provided by the application to fight other virtual objects.
[0016] The interaction method of the game in an embodiment of the present disclosure can run on a terminal device or a server. The terminal device can be a local terminal device, for example, a touch device or a non-touch device. When the interaction method of the game runs on the server, the method can be implemented and executed based on a cloud interaction system, wherein the cloud interaction system includes a server and a client device.
[0017] In an optional embodiment, the cloud interaction system can run a cloud game. The cloud game refers to a game mode based on cloud computing. In the running mode of the cloud game, the running subject of the game program and the presentation subject of the game picture are separated, and the storage and running of the interaction method of the game are completed on the cloud game server. The client device is used for receiving and sending data and presenting the game picture. For example, the client device can be a display device close to the user side with a data transmission function, such as a mobile terminal, a television, a computer, a palm computer, etc. However, the terminal device for information processing is the cloud game server in the cloud. When playing the game, the player operates the client device to send an operation instruction to the cloud game server, the cloud game server runs the game according to the operation instruction, encodes and compresses the game interface and other data, returns the data to the client device through the network, and finally decodes and outputs the game interface through the client device.
[0018] In an optional embodiment, the terminal device can be a local terminal device, which stores a game program and is used for presenting a game interface. The local terminal device is used for interacting with the player through the game interface, that is, the conventional game program is downloaded and installed on the electronic device and then run. The local terminal device can provide the game interface to the player in various ways, for example, the game interface can be rendered and displayed on the display screen of the terminal, or the game interface can be provided to the player through holographic projection. For example, the local terminal device can include a display screen for presenting a game interface including a game scene picture and a processor for running the game, generating the game interface, and controlling the display of the game interface on the display screen.
[0019] In this embodiment, a game interaction method is provided. Figure 1 The flowchart of the game interaction method according to the embodiments of the present disclosure is shown in Figure 1 The flowchart includes the following steps: In step S110, a preliminary state is entered in response to a first touch operation. In step S120, the motion state of the terminal is detected, and when the motion state meets a first motion condition, the virtual object is thrown, and the throwing distance of the virtual object is determined according to the motion parameter of the motion state. In step S130, when the virtual object reaches the target position, a first feedback signal is output. In step S140, when it is detected that the virtual object hits the target object, a second feedback signal is output. In step S150, the motion state of the terminal is detected, and when the motion state meets a second motion condition, it is determined that the target object is successfully captured.
[0020] The embodiment method enters a preparation state in response to a first touch operation, detects a terminal motion state to realize virtual object casting, determines a casting distance through a motion parameter, and outputs different feedback signals when the virtual object reaches a target position and hits a target object, and finally confirms successful capture through detection of the terminal motion state, realizes immersive game experience based on multi-modal feedback, improves interactive experience, enhances the richness and realism of the game, and solves the problem of traditional fishing games relying on visual feedback in the computer field.
[0021] The above steps are described in detail below.
[0022] In step S110, a preparation state is determined to be entered in response to a first touch operation; In application, a game application is run by the terminal, and a game scene of the game application contains a virtual object.
[0023] Specifically, after the system detects the first touch operation of the user on the terminal screen, it immediately responds and switches the game state to the preparation mode, prepares for the subsequent casting action, and activates the related sensors and feedback system.
[0024] The first touch operation can be a specific input instruction executed by the user on the touch screen, used to trigger the switching of the preparation state in the game.
[0025] In an optional embodiment, the first touch operation can be a long press operation, which is realized by the user pressing the thumb on the screen for a long time. For example, in a fly fishing game, the player uses the thumb to press the screen to simulate the action of pressing the line cup with the fingers, and the system confirms the line cup locking state through touch detection, and cooperates with the voice prompt "preparation complete" to inform the user that the preparation state has been successfully entered.
[0026] In an optional embodiment, the first touch operation can be a sliding operation, which is realized by the user performing a sliding action with a specific trajectory on the screen. For example, the player slides from the bottom of the screen to the top to simulate the action of picking up the fishing rod, and the system detects the sliding trajectory to confirm the entry into the preparation state, and simulates the touch feeling of holding the fishing rod through vibration feedback.
[0027] The preparation state can be a specific operation mode in the game system, used to prepare to execute the virtual object casting action.
[0028] In an optional embodiment, the preparation state can be a casting rod preparation mode, in which the system activates the acceleration sensor and the gyroscope. For example, when the preparation state is entered, the system prompts "preparation for casting" through voice, and at the same time, the system starts to monitor the motion parameters of the terminal in real time to prepare for the detection of the subsequent casting action.
[0029] In a specific application, when the player needs to perform the casting operation in the fly fishing game, the player first uses the thumb to long press the screen to simulate the action of holding the line cup. The system immediately responds and determines to enter the casting preparation state after detecting the long press operation, and plays the voice prompt "preparation complete" and activates the acceleration sensor to start monitoring the terminal motion, fully preparing for the following casting operation.
[0030] In step S120, the motion state of the terminal is detected, and when the motion state meets the first motion condition, the virtual object is cast, and the casting distance of the virtual object is determined according to the motion parameters of the motion state.
[0031] Specifically, the system continuously monitors the changes of various sensor data of the terminal, and when the detected motion parameters reach the preset trigger condition, the casting operation of the virtual object is immediately performed, and the corresponding casting distance is calculated according to the motion strength and direction.
[0032] The motion state can be a set of physical motion parameters of the terminal device in a three-dimensional space, including acceleration, angular velocity, displacement and the like.
[0033] In an optional embodiment, the motion state can be an acceleration change state, and the acceleration values of the terminal in various directions are collected in real time by the acceleration sensor. For example, when the player swings the mobile phone forward, the system detects that the X-axis direction acceleration increases sharply, and the Y-axis and Z-axis accelerations change accordingly, forming a complete three-dimensional acceleration motion profile.
[0034] In an optional embodiment, the motion state can be an angle change state, and the rotation angle and angular velocity of the terminal are monitored by the gyroscope sensor. For example, the system detects that the player's mobile phone is inclined by 45 degrees forward from the horizontal position and is accompanied by rapid rotation, and such angle change is used to judge the integrity and direction of the casting action.
[0035] In an optional embodiment, the motion state can be a composite motion state, and a complete motion profile is formed by synthesizing multiple sensor data. For example, the system analyzes the acceleration peak value, the angle change amplitude and the motion duration, and generates an accurate motion state description by algorithm fusion of these parameters, to provide an accurate trigger basis for the casting operation.
[0036] The first motion condition can be a specific motion parameter threshold condition for triggering the casting action of the virtual object.
[0037] In an optional embodiment, the first motion condition can be an acceleration peak condition, which requires the acceleration of the terminal to exceed a preset minimum threshold. For example, the system sets the first acceleration threshold to 8 m / s², and only when the detected acceleration peak value exceeds this value, the casting is triggered, ensuring that only the swinging action with sufficient force can successfully cast the virtual object.
[0038] In an optional implementation, the first motion condition can be a motion direction condition, requiring the terminal motion direction to conform to a preset casting direction range. For example, the system determines that the main motion direction of the terminal is forward (+X-axis direction) and the angle deviation is within ±30 degrees, and only the motion that meets the direction condition is recognized as an effective casting action.
[0039] In an optional implementation, the first motion condition can be a composite motion condition, requiring a combination of multiple motion parameters to be met simultaneously. For example, the system requires the acceleration peak to exceed a threshold, the motion duration to be within 100-500 milliseconds, and to be accompanied by a specific angle change, and only when all three conditions are met simultaneously does the casting operation trigger.
[0040] The virtual object can be a game element in the game scene that can be controlled and cast.
[0041] In an optional implementation, the virtual object can be a lure bait, simulating artificial bait used in real fishing. For example, the virtual bait is presented as a small fish, shrimp or insect in the game, with corresponding physical properties such as weight, volume and air resistance coefficient, affecting its casting trajectory and landing effect.
[0042] The motion parameter can be a specific numerical indicator describing the motion state of the terminal. For example, the motion parameter can be the acceleration peak, the motion parameter can also be the angle change, and the motion parameter can also be the motion duration.
[0043] In a specific application, when the player completes the preparation state and swings the phone forward with force and simultaneously releases the thumb, the system captures the acceleration peak of 10 m / s² and the motion direction of forward in real time through the acceleration sensor, meets the first motion condition, and immediately executes the casting operation of the virtual bait, calculates the casting distance of 25 meters according to the acceleration peak and the terminal angle when the hand is released, and simultaneously the phone emits a continuous slight vibration to simulate the line cup touch and plays the "whoosh whoosh whoosh" sound effect of the line.
[0044] In step S130, when the virtual object reaches the target position, output the first feedback signal.
[0045] Specifically, the system monitors the position state of the virtual object in real time, and when it is detected that the virtual object successfully reaches the predetermined target position, immediately outputs the corresponding prompt signal to the user through multiple feedback channels, confirming the completion of the casting stage.
[0046] The target position can be a spatial coordinate point in the game scene that the virtual object should reach, which is preset or dynamically determined.
[0047] In an optional implementation, the target position can be a water surface landing point, representing the landing position of the virtual lure in the game water area. For example, when the virtual lure reaches the specified coordinate point of the game lake surface after flying along the casting trajectory, the system identifies this position as a valid landing point, triggering the corresponding landing feedback.
[0048] The first feedback signal can be a multi-modal prompt information output by the virtual object when reaching the target position.
[0049] In an optional implementation, the first feedback signal can be a landing shock signal, which generates a specific tactile feedback through a terminal vibration motor. For example, when the virtual lure touches the water surface, the system immediately triggers a strong and short vibration, simulating the impact sensation transmitted to the fishing rod when the real lure lands, allowing the player to clearly feel the landing moment.
[0050] In an optional implementation, the first feedback signal can be a landing sound effect signal, which plays corresponding environmental sounds through a terminal speaker. For example, the system plays a clear landing sound effect of "plop", which adjusts the volume and pitch according to the size of the virtual object and the casting force, and heavier lures produce deeper landing sounds.
[0051] In an optional implementation, the first feedback signal can be a voice prompt signal, which outputs operation guidance information through voice synthesis technology. For example, the system plays a voice prompt of "the lure has landed, you can start reeling", providing clear operation guidance for visually impaired players and ensuring the continuity of the game process.
[0052] In step S140, when detecting that the virtual object hits the target object, a second feedback signal is output.
[0053] Specifically, the system continuously monitors the interaction state of the virtual object with the target object in the game scene, and when the detection algorithm confirms that an effective hit event occurs, it immediately activates the preset feedback mechanism to deliver confirmation information of successful hit to the user.
[0054] The target object can be an interactive entity in the game scene that needs to be hit by the virtual object.
[0055] In an optional implementation, the target object can be a virtual fish, representing various fish species that can be captured in the game. For example, the game scene contains different types of virtual fish such as bass, mandarin fish, and carp, each with different sizes, weights, and behavior patterns, affecting the difficulty of hit determination and subsequent feedback intensity.
[0056] In an optional implementation, the target object can be a dynamic moving entity with autonomous moving track and behavior logic. For example, a virtual fish swims in water according to a preset AI algorithm, sometimes gathers to feed, and sometimes disperses to escape. The player needs to accurately determine the position and moving trend of the virtual fish to successfully hit the virtual fish.
[0057] The second feedback signal can be specific feedback information output when the target object is hit.
[0058] In an optional implementation, the second feedback signal can be a hook biting vibration signal simulating the instant feeling of a fish biting a hook through high-frequency vibration. For example, when the virtual fish bites the fake bait, the system immediately starts a high-frequency vibration mode, and the vibration intensity is dynamically adjusted according to the size of the fish. A larger fish produces more intense and persistent vibration feedback.
[0059] In an optional implementation, the second feedback signal can be a hook biting sound signal that prompts the hitting event through specific sound. For example, the system plays a "snap" hook biting sound or a "buzz" sound of a fishing reel under stress, which clearly and explicitly informs the player that the fish has successfully paid attention and bitten the hook.
[0060] In an optional implementation, the second feedback signal can be a voice warning signal that prompts the operation time and method through voice. For example, the system plays an emergency voice prompt "the fish has bitten the hook, quickly lift the mobile phone to stab the fish", which provides timely operation guidance for the player to ensure that the best fish stabbing opportunity is not missed.
[0061] In step S150, the motion state of the terminal is detected, and when the motion state meets a second motion condition, it is determined that the target object is successfully captured.
[0062] Specifically, the system continuously monitors the motion change of the terminal in the hitting stage, and when a specific motion mode meeting a preset capture condition is detected, the capture success determination logic is executed, and the entire interaction process is completed.
[0063] The second motion condition can be a motion parameter determination standard for confirming successful capture of the target object.
[0064] In an optional implementation, the second motion condition includes that the acceleration of the terminal in the vertical direction exceeds a second acceleration threshold, that is, the terminal is required to generate sufficient acceleration in the vertical direction. For example, the system sets the second acceleration threshold to 6 m / s². Only when the acceleration of the terminal in the positive direction of the Y axis (upward) exceeds the threshold, it is confirmed that the player has performed an effective rod lifting and fish stabbing action.
[0065] In an optional embodiment, the second motion condition can be an angle change condition, requiring the terminal to tilt a certain angle upward from the horizontal position. For example, the system requires the terminal to tilt at least 45 degrees upward from the initial angle and complete the action quickly, which simulates the rod lifting action in real fishing and ensures the effectiveness of the fish hooking.
[0066] In an optional embodiment, the second motion condition can be a time sequence motion condition, requiring a specified motion sequence to be completed within a certain time window. For example, the system requires the player to complete the rod lifting action within 2 seconds after receiving the second feedback signal, and if the time is exceeded, the fish hooking is determined to fail and the target object escapes.
[0067] In a specific application, when the player hears the feedback signal of the fish biting the hook and immediately lifts the mobile phone upward quickly, the system detects that the acceleration of the terminal in the vertical direction reaches 8 m / s² and the angle is tilted to 60 degrees from the horizontal position, which meets the second motion condition and determines that the target fish (i.e., the target object) is successfully hooked and caught, and then the system outputs a strong struggle vibration to simulate the resistance of the fish after being hooked, plays the sound of the reel force and the voice broadcast "successfully caught a 2.5 kg bass", and completes the entire fishing process.
[0068] In an embodiment of the application, in the interactive method of the game, before detecting that the virtual object hits the target object, the method further includes: detecting a gesture operation and controlling the movement of the virtual object according to the gesture operation.
[0069] Specifically, the system captures the gesture action of the player within the field of view of the front camera in real time, analyzes the motion trajectory and action pattern of the gesture through an image recognition algorithm, converts the recognized gesture operation into a control instruction for the virtual object, and thus realizes the control of the movement of the virtual object in the game scene through the gesture operation.
[0070] In an embodiment of the application, in the interactive method of the game, before detecting that the virtual object hits the target object, the method further includes:
[0071] In an optional embodiment, the detection of the gesture operation can be realized by recognizing the turning gesture. For example, the player makes a turning action clockwise or counterclockwise in front of the front camera of the mobile phone, and the system recognizes the direction and speed of the turning to control the reeling operation of the virtual lure (i.e., the virtual object).
[0072] In an optional embodiment, the detection of the gesture operation can be realized by recognizing the waving gesture. For example, when the player makes a left and right waving action, the system recognizes the amplitude and frequency of the waving to control the virtual lure to swing left and right in the water, simulating the action of controlling the lure in real fly fishing.
[0073] In an optional embodiment, detecting gesture operation can be achieved by recognizing a pause gesture. For example, when the player keeps the gesture static, the system detects the pause action, controls the virtual lure to pause moving, simulating the pause fish-luring skill of the real lure in real fishing.
[0074] In a specific application, after the player completes the casting action and receives the first feedback signal (such as hearing the "plop" sound of the virtual lure falling into the water and strong vibration feedback), the player starts to make a circle winding action with the idle hand in the field of view of the front camera of the mobile phone. The system recognizes the circle gesture in real time and counts the number of circles. After each complete rotation, the virtual object moves a certain distance in the game scene.
[0075] Further, in the game interaction method provided in an embodiment of the application, detecting gesture operation, and controlling the virtual object to move according to the gesture operation, comprises: capturing a gesture image through a camera; recognizing a circle action in the gesture image, and counting the number of circles; determining the speed of controlling the virtual object to move according to the number of circles.
[0076] Specifically, the system captures the hand action image of the player in the field of view of the camera through the front camera of the terminal in real time, and establishes a continuous image sequence for subsequent gesture recognition processing.
[0077] Specifically, the system analyzes the captured gesture image sequence in real time, detects the change of the hand contour and key point position through the image recognition algorithm, recognizes the circular motion trajectory pattern, and counts the complete circle action.
[0078] The circle action can be the circular motion trajectory made by the hand of the user in the air, and the approximate circular or elliptical motion path is formed through the position change of the fingers or the palm.
[0079] In an optional embodiment, the number of circles can be counted by using an angle accumulation-based calculation method. The angle change of the hand motion trajectory is analyzed, and when the accumulated angle reaches 360 degrees, it is counted as one complete circle. For example, the system calculates the angle change of the hand position relative to the starting point in real time. When the angle accumulates from 0 degrees to 360 degrees, the circle counter increases by 1, thereby realizing accurate counting of the number of circles.
[0080] In a specific application, the player makes a clockwise circle action in front of the front camera with the right hand in the winding stage of the lure fishing game. The system recognizes three consecutive complete circle actions, and transmits the circle number information to the game logic processing module.
[0081] Specifically, the system establishes a mapping relationship between the number of rotations and the moving speed of the virtual object, dynamically adjusts the motion parameters of the virtual object in the game scene through the rotation frequency and the cumulative number of rotations, and realizes continuous speed control.
[0082] The moving speed of the virtual object can be the displacement change rate of a virtual lure or other controllable object in a three-dimensional space in the game, and is represented by a numerical parameter to indicate the speed of the motion.
[0083] In a specific application, the player controls the swimming speed of the virtual lure in the water in the fly fishing game through a continuous rotation gesture. The higher the rotation frequency, the faster the lure swims, simulating the operation feeling of controlling the motion of the lure by the reel in real fly fishing.
[0084] In an embodiment of the game interaction method provided in the application, the motion parameter of the motion state of the terminal includes acceleration; and the first motion condition includes that the peak value of the acceleration exceeds a first acceleration threshold.
[0085] In an embodiment of the game interaction method provided in the application, the first touch control operation is a long press operation on the screen of the terminal; and the detection of the motion state of the terminal includes that the angle of the terminal is detected when the first touch control operation ends. The method further includes: According to the peak value of the acceleration and / or the angle of the terminal when the first touch control operation ends, the casting distance for the virtual object is determined.
[0086] Through the method provided in the embodiment, the game accurately captures the rod casting preparation motion and the throwing strength of the player through precise touch control operation recognition and terminal angle detection technology, calculates the casting distance in combination with multi-dimensional motion parameter, thereby improving the interaction experience, enhancing the simulation degree and immersion of the game, and improving the richness of the game. Meanwhile, the multi-sensor fusion technical solution solves the computer field problem of accurate motion recognition in mobile terminal games.
[0087] Specifically, the system uses the built-in gyroscope and acceleration sensor to monitor the posture change of the terminal in the three-dimensional space in real time, and accurately captures the inclination angle of the terminal as an important parameter for calculating the casting direction and strength at the moment when the player releases the long press operation.
[0088] In a specific application, the player completes the long press preparation and then throws the mobile phone forward for casting. At the moment when the player releases the thumb, the system immediately captures the three-dimensional posture angle of the terminal through the gyroscope and acceleration sensor, detects that the terminal is inclined forward by 30 degrees relative to the horizontal plane, and the angle data is used together with the obtained peak value of the acceleration to accurately calculate the casting distance and flight trajectory of the virtual lure.
[0089] The cast distance calculation can be based on the kinematic principle, convert the acceleration peak into the initial speed, and apply the parabolic motion formula to calculate the flight distance and landing position of the virtual object in the game scene according to the cast angle.
[0090] In an optional embodiment, the cast distance calculation can also be corrected in combination with environmental factors. The system can fine-tune the calculation results according to environmental parameters such as wind direction and water flow in the virtual scene, to increase the realism and challenge of the game. For example, when the game scene is set as an adverse wind environment, the system will reduce the distance by 5-10% based on the basic calculation result, to simulate the influence of wind resistance on casting in real fishing, and improve the simulation degree of the game.
[0091] In the game interaction method provided in an embodiment of the application, the first feedback signal and / or the second feedback signal include at least one of the following: a vibration feedback signal, an audio feedback signal, and a voice feedback signal.
[0092] Through the method provided in the embodiment, different feedback signals are respectively output when the virtual object reaches the target position and hits the target object through the technical means of multi-modal feedback signals, which effectively improves the game interaction experience, enhances the immersion and perception accuracy of the players through the synergistic stimulation of multiple perception channels such as vibration, audio, and voice, and at the same time solves the technical problem of excessive dependence on visual feedback in traditional fishing games, to provide an operable barrier-free game experience for visually impaired users.
[0093] Specifically, the vibration feedback signal is a kind of tactile feedback mode that transmits information through physical vibration of the device, which can provide instant tactile perception for the user without relying on vision or hearing.
[0094] The vibration feedback signal can be a diversified tactile signal generated by controlling the amplitude, frequency, and duration of the vibration motor, which can simulate various feelings in real fishing, such as the impact of the bait falling into the water, the tremor when the fish bites the hook, and the resistance when the line is reeled in.
[0095] Specifically, the audio feedback signal is a kind of auditory feedback mode that transmits game state information through sound, which can provide a rich auditory experience for the user by simulating various sounds in the real fishing environment.
[0096] The audio feedback signal can be a plurality of sound effect files played according to the game scene and the operation state, including water flow sound, fake bait entering water sound, fishing reel rotating sound, fish struggling sound, and other environmental sound effects, which can build a complete auditory scene atmosphere.
[0097] Specifically, the voice feedback signal is a kind of auditory feedback mode that directly uses human natural language to transmit game information, which can provide the most intuitive and explicit state description and operation guidance for the user.
[0098] The voice feedback signal can be various prompt sentences generated by using a text-to-speech technology, including operation confirmation, state description, result broadcast, and the like. The voice content can accurately convey complex game information.
[0099] In the game interaction method provided in an embodiment of the present application, the method further includes: In the process of controlling the movement of the virtual object by the gesture operation, a third feedback signal is output, and the third feedback signal is used to simulate the resistance feeling in the process of controlling the movement of the virtual object.
[0100] The method provided in the embodiment significantly improves the interaction experience and enriches the sensory feedback level of the game by outputting the resistance simulation feedback in the process of controlling the movement of the virtual object. Meanwhile, the method effectively solves the computer field technical problem that traditional mobile games lack tactile feedback by using the multi-modal feedback mechanism.
[0101] In the game interaction method provided in an embodiment of the present application, after detecting that the virtual object hits the target object, the method further includes: In the process of terminal movement, the counter strength is determined according to the attribute of the target object; A fourth feedback signal corresponding to the counter strength is output.
[0102] The method provided in the embodiment calculates the corresponding counter strength according to different attributes of the target object and outputs the fourth feedback signal corresponding to the counter strength, thereby realizing the personalized feedback experience based on the characteristics of the target object, improving the realism and immersion of the interaction experience, and enabling the player to intuitively feel the unique characteristics of different target objects through the feedback strength, thereby improving the richness of the game.
[0103] Specifically, the system analyzes various attribute parameters of the target object, uses a preset counter strength calculation model, and calculates a counter strength value matched with the current target object in real time. The counter strength reflects the resistance degree of the target object in the process of being captured. Alternatively, a mapping relationship between a preset target object type and a counter strength is used to determine the counter strength corresponding to the type of the target object hit currently.
[0104] The attribute of the target object can be a set of various attribute parameters preset in the game system, including but not limited to multi-dimensional attribute information such as physical characteristics, behavior characteristics, and level characteristics of the target object. Specifically, the attribute of the target object includes at least one of the following: the size of the target object, the weight of the target object, and the type of the target object.
[0105] In an optional implementation, the attribute of the target object can specifically include a size attribute of the target object, which is represented by a numerical size parameter and characterizes the volume scale of the target object. For example, in the scenario of a fly fishing game, the body length of different fish can be set as different levels, such as small fish (10-20 cm), medium fish (30-50 cm), large fish (more than 60 cm), and the like.
[0106] In an optional implementation, the attribute of the target object can further include a weight attribute of the target object, which reflects the mass feature of the target object and affects the calculation weight of the resistance intensity. For example, in a specific application, the system can divide the weight of fish into different grades, such as light weight (0.5-2 kg), medium weight (3-8 kg), and heavy weight (more than 10 kg), and the greater the weight of the fish, the stronger the resistance intensity generated in the struggle.
[0107] In an optional implementation, the attribute of the target object can specifically include a species attribute of the target object, and different species of target objects have different behavior patterns and resistance characteristics. For example, in the scenario of a fly fishing game, the target object of a bass type has strong explosive force characteristics and can generate a sudden high-intensity resistance; and the target object of a carp type exhibits a persistent and stable resistance, and the resistance intensity is relatively mild but lasts for a long time.
[0108] In an optional implementation, the resistance intensity can be a numerical intensity parameter calculated based on the attribute of the target object, which is used to quantify the resistance degree of the target object in the capturing process.
[0109] In an optional implementation, the determination method of the resistance intensity can adopt a weighted calculation method to comprehensively calculate multiple attribute parameters of the target object according to preset weights. For example, the system can set the size attribute weight as 0.4, the weight attribute weight as 0.4, and the species attribute weight as 0.2, and calculate the final resistance intensity value by the formula "resistance intensity = size coefficient × 0.4 + weight coefficient × 0.4 + species coefficient × 0.2".
[0110] Specifically, the game system generates and outputs a fourth feedback signal of a corresponding intensity level based on the resistance intensity value calculated in the previous step through a preset feedback signal mapping mechanism, and the signal transmits the resistance feeling of the target object to the user through a multi-modal output mode of the terminal device.
[0111] In an optional implementation, the fourth feedback signal can be a multi-modal sensory feedback signal generated by the game system according to the resistance intensity, including but not limited to a combination signal of multiple forms such as vibration feedback and audio feedback.
[0112] Based on the above method embodiments, this disclosure also provides a game interaction device, which runs a game application through a terminal. The game scene of the game application includes virtual objects. See [link to relevant documentation]. Figure 2 The device includes the following modules: The state control module 201 is used to determine the entry into the preparatory state in response to the first touch operation; The motion control module 202 is used to detect the motion state of the terminal. When the motion state meets the first motion condition, it throws a virtual object. The throwing distance of the virtual object is determined according to the motion parameters of the motion state. The first feedback module 203 is used to output a first feedback signal when the virtual object reaches the target position. The second feedback module 204 is used to output a second feedback signal when it is detected that the virtual object hits the target object. The determination module 205 is used to detect the motion state of the terminal. When the motion state meets the second motion condition, it determines that the target object has been successfully captured.
[0113] The aforementioned device enters a ready state in response to the first touch operation, detects the terminal's motion state to throw a virtual object, determines the throwing distance through motion parameters, and outputs different feedback signals when the virtual object reaches the target position and hits the target object. Finally, it confirms successful capture by detecting the terminal's motion state, realizing an immersive gaming experience based on multimodal feedback, improving the interactive experience, enhancing the richness and realism of the game, and solving the computer field problem of traditional fishing games relying on visual feedback.
[0114] The interactive device for games provided in this disclosure has the same implementation principle and technical effects as the aforementioned method embodiments. For the sake of brevity, any parts of the interactive device for games not mentioned in the embodiments can be referred to the corresponding content in the aforementioned interactive method embodiments for games.
[0115] In this document, the term "and / or" is merely a description of the relationship between related objects, indicating that three relationships can exist. For example, A and / or B can represent three cases: A alone, A and B simultaneously, and B alone. Furthermore, the term "at least one" in this document means any combination of at least two of any one or more elements. For example, including at least one of A, B, and C can mean including any one or more elements selected from the set consisting of A, B, and C.
[0116] This disclosure also provides an electronic device, such as... Figure 3 The diagram shows the structure of the electronic device, which includes a processor 111 and a memory 110. The memory 110 stores computer-executable instructions that can be executed by the processor 111. The processor 111 executes the computer-executable instructions to implement the following interactive method steps: In response to the first touch operation, a preparation state is determined; A motion state of the terminal is detected, and when the motion state meets a first motion condition, the virtual object is thrown, and a throwing distance of the virtual object is determined according to a motion parameter of the motion state; When the virtual object reaches a target position, a first feedback signal is outputted; When it is detected that the virtual object hits a target object, a second feedback signal is outputted; A motion state of the terminal is detected, and when the motion state meets a second motion condition, it is determined that the target object is successfully captured.
[0117] Optionally, after the first feedback signal is outputted, the method further comprises: A gesture operation is detected, and the virtual object is controlled to move or be stationary according to the gesture operation.
[0118] Optionally, the motion parameter of the motion state of the terminal comprises an acceleration, and the first motion condition comprises that a peak value of the acceleration exceeds a first acceleration threshold.
[0119] Optionally, the first touch operation is a long-press operation on a screen of the terminal, and the detection of the motion state of the terminal comprises: When the first touch operation ends, an angle of the terminal is detected; The method further comprises: According to the peak value of the acceleration and / or the angle of the terminal when the first touch operation ends, a throwing distance of the virtual object is determined.
[0120] Optionally, the detection of the gesture operation and the control of the virtual object to move according to the gesture operation comprise: A gesture image is captured by a camera; A turning motion in the gesture image is recognized, and a turning number is counted; According to the turning number, a speed of the control of the virtual object to move is determined.
[0121] Optionally, the second motion condition comprises: An acceleration of the terminal in a vertical direction exceeds a second acceleration threshold.
[0122] Optionally, the first feedback signal and / or the second feedback signal comprises at least one of a vibration feedback signal, an audio feedback signal, and a voice feedback signal.
[0123] Optionally, the method further comprises: During the control of the virtual object to move according to the gesture operation, a third feedback signal is outputted, and the third feedback signal is used to simulate a resistance feeling in the control of the virtual object to move.
[0124] Optionally, after it is detected that the virtual object hits the target object, the method further comprises: In the process of terminal movement, the counter strength is determined according to the attribute of the target object; The fourth feedback signal corresponding to the counter strength is output.
[0125] Optionally, the attribute of the target object comprises at least one of the following: size of the target object, weight of the target object, and kind of the target object.
[0126] In Figure 3 In the illustrated embodiment, the electronic device further comprises a bus 112 and a communication interface 113, wherein the processor 111, the communication interface 113 and the memory 110 are connected through the bus 112.
[0127] The memory 110 can contain a high-speed random access memory (RAM), and can also include a non-volatile memory, such as at least one disk memory. The communication connection between the system network element and at least one other network element is realized through at least one communication interface 113 (which can be wired or wireless), and the Internet, a wide area network, a local area network, a metropolitan area network, etc. can be used. The bus 112 can be an ISA (Industry Standard Architecture) bus, a PCI (Peripheral Component Interconnect) bus, or an EISA (Extended Industry Standard Architecture) bus, etc. The bus 112 can be divided into an address bus, a data bus, a control bus, etc. For ease of representation, Figure 3 Only one bidirectional arrow is used in the figure, but it does not mean that there is only one bus or only one type of bus.
[0128] The processor 111 can be an integrated circuit chip with processing capability. In implementation, the steps of the above method can be completed by integrated logic circuits or instructions in the form of software in the processor 111. The processor 111 described above can be a general-purpose processor, including a central processing unit (CPU), a network processor (NP), and the like; can also be a digital signal processor (DSP), an application specific integrated circuit (ASIC), a field-programmable gate array (FPGA) or other programmable logic device, a discrete gate or transistor logic device, a discrete hardware component. The general-purpose processor can be a microprocessor or the processor can also be any conventional processor. The steps of the method disclosed in combination with the embodiments of the present disclosure can be directly embodied as a hardware coding processor to execute, or a combination of hardware and software modules in the coding processor to execute. The software module can be located in a storage medium such as random access memory (RAM), a flash memory, a read-only memory (ROM), a programmable read-only memory (PROM), an electrically programmable read-only memory (EPROM), a register, or another mature storage medium in the art. The storage medium is located in the storage memory, and the processor 111 reads information in the storage memory to combine the hardware to complete the steps of the above-mentioned interactive method of the game.
[0129] The embodiment of the present disclosure further provides a computer readable storage medium, which stores computer executable instructions, when the computer executable instructions are called and executed by a processor, the computer executable instructions cause the processor to implement an interactive method of a game, and the method specifically comprises: In response to a first touch operation, a preparation state is entered; A motion state of the terminal is detected, and when the motion state meets a first motion condition, a virtual object is thrown, and a throwing distance of the virtual object is determined according to a motion parameter of the motion state; When the virtual object reaches a target position, a first feedback signal is outputted; When it is detected that the virtual object hits a target object, a second feedback signal is outputted; The motion state of the terminal is detected, and when the motion state meets a second motion condition, it is determined that the target object is successfully captured.
[0130] Optionally, after the first feedback signal is outputted, the method further comprises: A gesture operation is detected, and the virtual object is controlled to move or be stationary according to the gesture operation.
[0131] Optionally, the motion parameter of the motion state of the terminal comprises acceleration; and the first motion condition comprises that a peak value of the acceleration exceeds a first acceleration threshold.
[0132] Optionally, the first touch operation is a long press operation on a screen of the terminal; and the detecting the motion state of the terminal comprises: detecting an angle of the terminal at the end of the first touch operation; The method further comprises: determining a throwing distance of the virtual object according to the peak value of the acceleration and / or the angle of the terminal at the end of the first touch operation.
[0133] Optionally, the gesture operation is detected, and the virtual object is controlled to move according to the gesture operation, comprising: capturing a gesture image through a camera; recognizing a rotating action in the gesture image, and counting a number of rotations; determining a speed of controlling the virtual object to move according to the number of rotations.
[0134] Optionally, the second motion condition comprises: acceleration of the terminal in a vertical direction exceeds a second acceleration threshold.
[0135] Optionally, the first feedback signal and / or the second feedback signal comprises at least one of a vibration feedback signal, an audio feedback signal, and a voice feedback signal.
[0136] Optionally, the method further comprises: outputting a third feedback signal during the controlling of the virtual object to move according to the gesture operation, the third feedback signal being used to simulate a resistance feeling during the controlling of the virtual object to move.
[0137] Optionally, after the virtual object is detected to hit the target object, the method further comprises: determining an opposing strength according to a property of the target object during the motion of the terminal; outputting a fourth feedback signal corresponding to the opposing strength.
[0138] Optionally, the property of the target object comprises at least one of a size of the target object, a weight of the target object, and a kind of the target object.
[0139] The game interaction method and device and the electronic device provided by the embodiments of the present disclosure, and the computer program product of the electronic device, comprise a computer readable storage medium storing program codes, and the instructions included in the program codes can be used to execute the method in the foregoing method embodiments. For specific implementation, refer to the method embodiments, which will not be described here again.
[0140] The relative positioning, numerical expressions, and numerical values of components and steps set forth in these embodiments do not limit the scope of the present disclosure unless otherwise specifically stated.
[0141] If the functions are implemented in the form of software function units and sold or used as independent products, they can be stored in a nonvolatile computer readable storage medium executable by a processor. Based on this understanding, the technical solutions of the present disclosure essentially or the parts that contribute to the prior art or parts of the technical solutions can be embodied in the form of a software product. The computer software product is stored in a storage medium and includes several instructions for causing a computer device (which can be a personal computer, a server, or a network device, etc.) to execute all or part of the steps of the methods described in the various embodiments of the present disclosure. The aforementioned storage medium includes: a U disk, a mobile hard disk, a read-only memory (ROM, Read-Only Memory), a random access memory (RAM, Random Access Memory), a magnetic disk or an optical disk, and various media that can store program codes.
[0142] In the description of the present disclosure, it should be noted that the terms "center", "upper", "lower", "left", "right", "vertical", "horizontal", "inner", "outer", and the like indicate the orientation or positional relationship shown in the drawings, and are only for the purpose of facilitating the description of the present disclosure and simplifying the description, and do not indicate or imply that the device or element referred to must have a particular orientation, be constructed and operated in a particular orientation, and therefore cannot be understood as a limitation on the present disclosure. In addition, the terms "first", "second", "third" are only for the purpose of description, and cannot be understood as indicating or implying relative importance.
[0143] Finally, it should be noted that: the above-described embodiments are only specific embodiments of the present disclosure, used to illustrate the technical solutions of the present disclosure, and not to limit them. The protection scope of the present disclosure is not limited thereto, although the present disclosure has been described in detail with reference to the foregoing embodiments, those skilled in the art should understand that any skilled person familiar with the technology in the art can modify or easily think of changes to the technical solutions described in the foregoing embodiments within the technical scope disclosed by the present disclosure, or make equivalent replacements to some of the technical features; and these modifications, changes or replacements do not cause the corresponding technical solutions to deviate from the spirit and scope of the technical solutions of the embodiments of the present disclosure, and should be covered within the protection scope of the present disclosure. Therefore, the protection scope of the present disclosure should be subject to the protection scope of the claims.
Claims
1. A game interaction method, characterized in that, The method involves running a game application via a terminal, wherein the game application's game scene contains virtual objects; the method includes: In response to the first touch operation, confirm that you are entering the ready state; The motion state of the terminal is detected. When the motion state meets the first motion condition, the virtual object is thrown. The throwing distance of the virtual object is determined according to the motion parameters of the motion state. When the virtual object reaches the target location, a first feedback signal is output; When the virtual object is detected to have hit the target object, a second feedback signal is output; The motion state of the terminal is detected, and when the motion state meets the second motion condition, it is determined that the target object has been successfully captured.
2. The method according to claim 1, characterized in that, After outputting the first feedback signal, the method further includes: Detect gesture operations, and control the virtual object to move or remain stationary based on the gesture operations.
3. The method according to claim 1, characterized in that, The motion parameters of the terminal's motion state include acceleration; the first motion condition includes: the peak value of the acceleration exceeds a first acceleration threshold.
4. The method according to claim 3, characterized in that, The first touch operation is a long press operation on the screen of the terminal; The detection of the terminal's motion state includes: The angle of the terminal is detected when the first touch operation ends; The method further includes: The throwing distance for the virtual object is determined based on the peak value of the acceleration and / or the angle of the terminal at the end of the first touch operation.
5. The method according to claim 2, characterized in that, The detected gesture operation, which controls the movement of the virtual object based on the gesture operation, includes: Capture gesture images using a camera; Identify the spinning motion in the gesture image and count the number of spins; The speed at which the virtual object moves is determined based on the number of rotations.
6. The method according to claim 1, characterized in that, The second motion condition includes: The terminal's acceleration in the vertical direction exceeds the second acceleration threshold.
7. The method according to claim 1, characterized in that, The first feedback signal and / or the second feedback signal include at least one of the following: vibration feedback signal, audio feedback signal, and voice feedback signal.
8. The method according to claim 2, characterized in that, The method further includes: During the process of controlling the movement of the virtual object according to the gesture operation, a third feedback signal is output, which is used to simulate the resistance feeling during the process of controlling the movement of the virtual object.
9. The method according to claim 1, characterized in that, After detecting that the virtual object hits the target object, the method further includes: During the movement of the terminal, the resistance strength is determined based on the properties of the target object; Output a fourth feedback signal corresponding to the described resistance strength.
10. The method according to claim 9, characterized in that, The attributes of the target object include at least one of the following: the size of the target object, the weight of the target object, and the type of the target object.
11. An interactive device for a game, characterized in that, The device includes a terminal that runs a game application, wherein the game application contains virtual objects in its game scene. The status control module is used to respond to the first touch operation and determine whether to enter the ready state; The motion control module is used to detect the motion state of the terminal. When the motion state meets the first motion condition, the virtual object is thrown. The throwing distance of the virtual object is determined according to the motion parameters of the motion state. The first feedback module is used to output a first feedback signal when the virtual object reaches the target position; The second feedback module is used to output a second feedback signal when the virtual object is detected to have hit the target object; The determination module is used to detect the motion state of the terminal, and when the motion state meets the second motion condition, it determines that the target object has been successfully captured.
12. An electronic device, characterized in that, The method includes a processor and a memory, the memory storing computer-executable instructions executable by the processor, the processor executing the computer-executable instructions to implement the method of any one of claims 1 to 10.
13. A computer-readable storage medium, characterized in that, The computer-readable storage medium stores computer-executable instructions that, when invoked and executed by a processor, cause the processor to implement the method of any one of claims 1 to 10.