Interactive control method, device, equipment, storage medium and product of game
By displaying a range adjustment control within the selection range of the target selection indicator, the crosshair range can be adjusted to locate multiple interactive objects, thus solving the problem of low interaction efficiency in the prior art and achieving efficient batch interaction while reducing computational load.
Patent Information
- Authority / Receiving Office
- CN · China
- Patent Type
- Applications(China)
- Current Assignee / Owner
- NETEASE (HANGZHOU) NETWORK CO LTD
- Filing Date
- 2026-04-27
- Publication Date
- 2026-06-09
Smart Images

Figure CN122164073A_ABST
Abstract
Description
Technical Field
[0001] This application relates to the field of game technology, specifically to a game interactive control method, a game interactive control device, an electronic device, a computer-readable storage medium, and a computer program product. Background Technology
[0002] In graphical user interface (GUI) human-computer interaction scenarios, terminal devices typically lock onto interactive objects by displaying a target selection indicator and respond to user-triggered operation commands to execute corresponding actions. However, in existing technologies, the target selection indicator is usually configured to lock onto only a single interactive object at a time. When a user needs to perform the same operation on multiple dispersed interactive objects, they must frequently adjust the viewpoint or change the direction of the target selection indicator and repeatedly initiate operation commands. This process requires the terminal device to perform object hit determination, viewpoint transformation rendering, and command parsing at high frequency, generating a large amount of redundant computation and signaling interaction, significantly increasing the computational load and data processing pressure on the terminal processor, and resulting in low interaction efficiency. Summary of the Invention
[0003] This application provides a game interaction control method, a game interaction control method apparatus, an electronic device, a computer-readable storage medium, and a computer program product. It enables batch interaction, reduces redundant calculations and signaling interactions caused by multiple interactions, significantly reduces the computational load and data processing pressure on the terminal processor, and achieves high interaction efficiency.
[0004] In a first aspect, embodiments of this application provide an interactive control method for a game, applied to a terminal device. The terminal device provides a graphical user interface (GUI) for displaying a game interface, which includes a target selection indicator and operation controls. The method includes: Upon detecting a first trigger operation on the operation control, if there is no interactive object within the selection range of the target selection indicator, the range adjustment control is displayed; In response to a second trigger operation on the range adjustment control, the crosshair range of the target selection indicator is adjusted; The first trigger operation or the third trigger operation for the operation control is responded to according to the adjusted crosshair range, wherein the second trigger operation is a trigger operation that is in time after the first trigger operation, and the third trigger operation is a trigger operation that is in time after the second trigger operation.
[0005] Secondly, embodiments of this application provide an interactive control device for a game, applied to a terminal device. The terminal device provides a graphical user interface (GUI) for displaying a game interface, which includes a target selection indicator and at least one operation control. The device includes: The display module is used to display the range adjustment control when a first trigger operation is detected for the operation control and there is no interactive object within the selection range of the target selection indicator; The adjustment module is configured to adjust the crosshair range of the target selection indicator in response to a second trigger operation on the range adjustment control; An execution module is configured to respond to the first trigger operation or the third trigger operation for the operation control based on the adjusted crosshair range, wherein the second trigger operation is a trigger operation that is sequentially following the first trigger operation, and the third trigger operation is a trigger operation that is sequentially following the second trigger operation.
[0006] Thirdly, according to an embodiment of this application, an electronic device is provided, the electronic device including a processor and a memory, the memory being used to store one or more computer instructions; the processor being used to execute the one or more computer instructions, the processor being used to execute the interactive control method of the game as described in any of the above embodiments by calling the one or more computer instructions stored in the memory.
[0007] Fourthly, according to embodiments of this application, a computer-readable storage medium stores a computer program adapted for loading by a processor to execute the interactive control method of a game as described in any of the above embodiments.
[0008] Fifthly, according to an embodiment of this application, a computer program product includes computer instructions that, when executed by a processor, implement the interactive control method of a game as described in any of the above embodiments.
[0009] The game interaction control method, device, electronic device, computer-readable storage medium, and computer program product provided in this application, when there is no interactive object corresponding to the operation control within the crosshair range of the target selection indicator, displays a range adjustment control in the game interface; the terminal device responds to a second trigger operation on the range adjustment control, adjusts the crosshair range; and based on the adjusted crosshair range of the target selection indicator, responds to a first or third trigger operation, and performs the interactive operation corresponding to the operation control on the interactive object within the adjusted crosshair range. By adjusting the crosshair range, the target selection indicator can locate multiple interactive objects at once, which not only reduces the complexity of batch interaction and improves the efficiency of batch interaction, but also enhances the flexibility and freedom of the target selection indicator in locating interactive objects. Moreover, batch interaction can reduce redundant calculations and signaling interactions caused by multiple interactions, significantly reducing the computational load and data processing pressure of the terminal processor, and has high interaction efficiency. Attached Figure Description
[0010] To more clearly illustrate the technical solutions in the embodiments of this application, the accompanying drawings used in the description of the embodiments will be briefly introduced below. Obviously, the accompanying drawings described below are only some embodiments of this application. For those skilled in the art, other drawings can be obtained based on these drawings without creative effort.
[0011] Figure 1 A schematic diagram of a game system to which the interactive control method for the game provided in this application can be applied; Figure 2 A first flowchart illustrating the interactive control method for a game provided in this application embodiment; Figure 3 A second flowchart illustrating the interactive control method for a game provided in this application embodiment; Figure 4 A schematic diagram of a first scene for the interactive control method of a game provided in an embodiment of this application; Figure 5 A schematic diagram of a second scene for the interactive control method of a game provided in an embodiment of this application; Figure 6 A schematic diagram of a third scenario for the game interaction control method provided in this application embodiment; Figure 7 A third flowchart illustrating the interactive control method for a game provided in this application embodiment; Figure 8 A schematic diagram of a fourth scene of the game interaction control method provided in this application embodiment; Figure 9 A fourth flowchart illustrating the interactive control method for a game provided in this application embodiment; Figure 10 A schematic diagram of the structure of the interactive control device for a game provided in an embodiment of this application; Figure 11 This is a schematic diagram of the structure of an electronic device provided in an embodiment of this application. Detailed Implementation
[0012] The technical solutions of the embodiments of this application will be clearly and completely described below with reference to the accompanying drawings. Obviously, the described embodiments are only some embodiments of this application, and not all embodiments. Based on the embodiments of this application, all other embodiments obtained by those skilled in the art without creative effort are within the scope of protection of this application.
[0013] This application provides a method, apparatus, storage medium, device, and program product for interactive control of games.
[0014] Please see Figure 1 The game system 100 can be used to implement the interactive control method for the game provided in the embodiments of this application. The game system 100 may include at least one terminal device 10, at least one server 20, at least one database 30, and a network. The user's terminal device 10 can connect to different servers via the network. The terminal device 10 can be any device with computing hardware capable of supporting and executing software application tools corresponding to the game.
[0015] In the aforementioned game system 100, the terminal device 10 is used to install and run the game application. In some cases, the game application may not need to be pre-installed on the terminal device 10, and players can directly access and enter the game through a browser or other client. Players can log in to the game application using their registered game account to control the virtual character corresponding to that game account and participate in the game.
[0016] In possible application scenarios, different terminal devices 10 may be served by different servers 20. Therefore, in order to distinguish the servers 20 corresponding to different game terminal devices 10, the embodiments of this application will use the terms "first" and "second" to describe them. In fact, the servers 20 corresponding to different game terminal devices 10 can be the same server 20. Therefore, without distinguishing between "first" and "second", it can be understood that the terminal devices 10 corresponding to virtual characters in the same game scene are served by the same server 20.
[0017] The network can be a wireless network or a wired network. For example, wireless networks include wireless local area networks (WLAN), local area networks (LAN), cellular networks, 2G networks, 3G networks, 4G networks, and 5G networks. Different terminal devices 10 can also connect to other terminal devices 10 or to the server 20 using their own Bluetooth networks or hotspot networks. Different databases 30 are coupled to different servers 20.
[0018] It should be noted that, Figure 1 The game system diagram shown is merely an example. The game system 100 described in this application embodiment is intended to more clearly illustrate the technical solutions of this application embodiment and does not constitute a limitation on the technical solutions provided in this application embodiment. As those skilled in the art will know, with the evolution of game systems and the emergence of new business scenarios, the technical solutions provided in this application embodiment are also applicable to similar technical problems.
[0019] It should be noted that the triggering operations mentioned in the subsequent detailed description of the game interaction control method provided in the embodiments of this application can all be regarded as triggering operations performed by the player through a finger or by controlling a medium such as a mouse, keyboard, or stylus. The specific medium used can be determined according to the type of electronic device. For example, when the electronic device is a touch screen device such as a mobile phone, tablet computer, or game console, the player can operate on the touch screen using any suitable object or accessory such as a finger or stylus. When the terminal device is a non-touch screen terminal device such as a desktop computer or laptop computer, the player can operate using an external device such as a mouse or keyboard.
[0020] In this embodiment of the application, a graphical user interface is provided through a terminal device. The graphical user interface is used to display a game interface, which includes a target selection indicator and at least one operation control.
[0021] The target selection indicator, also known as a scope or cursor, is a visual marker continuously displayed in the center of the screen. Its core function is to indicate to the player the current aiming direction of their virtual character or the interactive focus at the center of the screen. The target selection indicator can be a two-dimensional icon or a three-dimensional model, and its form includes, but is not limited to, simple crosshairs, dot markers, circles, and complex patterns simulating a real optical scope. As the origin or center of logical detection, the target selection indicator serves as the basis for determining which objects within the crosshair's range are interactive, based on currently applied judgment rules.
[0022] The operation controls are visual interactive elements that initiate the corresponding actions, and can be understood as graphical input interfaces through which players issue specific operation commands to the game system 100. The operation controls can be designed differently based on the game type (e.g., action, role-playing, strategy), the operating device (e.g., keyboard and mouse, touchscreen, gamepad), and the core gameplay requirements. They can be used to trigger single or continuous commands, select different game settings or functions, and provide feedback on the current game status. The implementation method of the operation controls can be flexibly selected according to the performance of the terminal device and the presentation requirements of the game interface; this application embodiment does not specifically limit this.
[0023] In some embodiments, the game interface may also include virtual scenes and virtual characters.
[0024] In this context, a virtual character is a game character controlled by the player. The player manipulates this virtual character to perform various game activities within the game environment, such as picking up items, engaging in combat, exploring, or solving puzzles. This virtual character can represent the player's image, and each virtual character can be implemented using a 3D or 2D virtual model; this embodiment does not impose specific limitations. Virtual characters include, but are not limited to, at least one of the following: virtual human figures, virtual animals, and virtual machines.
[0025] Virtual scenes can be game scenes, understood as simulations of the real world within a game environment, or semi-simulated / semi-fictional virtual environments, or purely fictional virtual environments. Game scenes can be any of the following: two-dimensional, 2.5-dimensional, and three-dimensional virtual scenes. A virtual scene typically includes multiple scene elements, which are the various elements required to construct the virtual scene. For example, these may include, but are not limited to, at least one of the following: virtual character elements, virtual item elements, virtual building elements, virtual terrain elements, and virtual vegetation elements. Virtual terrain elements may include, but are not limited to, natural landforms such as land, oceans, lakes, and rivers. A virtual scene is a scenario where players control virtual characters to complete game logic.
[0026] The interactive control method for games provided in this application is specifically illustrated through the following embodiments. These embodiments are described in detail below. It should be noted that the order of description of the following embodiments is not intended to limit the priority of the embodiments.
[0027] It is understood that in the specific implementation of this application, user object data, context data and other related data are involved. When the embodiments of this application are applied to specific products or technologies, user permission or consent is required, and the collection, use and processing of related data must comply with the relevant laws, regulations and standards of the relevant countries and regions.
[0028] Please see Figure 2The interactive control method for games provided in this application is applied to a terminal device. The terminal device is used to provide a graphical user interface, which is used to display a game interface. The game interface includes a target selection indicator and at least one operation control. The method may include steps 011, 012, 013 and 014, which are described in detail below.
[0029] Step 011: Upon detecting the first trigger operation against the operation control, if there is no interactive object within the selection range of the target selection indicator, display the range adjustment control.
[0030] The first trigger operation can be that the player clicks on an operation control (such as a button in the game interface that indicates a specific function).
[0031] The first triggering operation can be the interactive operation corresponding to the operation control. For example, in the farm gameplay, the first triggering operation can be harvesting, viewing, removing or transplanting interactive objects.
[0032] Among them, the operation control is the control that is acted upon by the first trigger operation. It can respond to the instructions generated by the first trigger operation and then execute the interactive operation corresponding to the operation control.
[0033] For example, in the farm gameplay, the function corresponding to the operation control is harvest. If players want to harvest crops on the farm, they need to actively click the harvest button and perform the corresponding harvest action.
[0034] Interactive objects can be virtual items that can be interacted with by the control. Interactive objects have specific attributes or are in a specific state corresponding to the control, and can be used as objects for the control to execute. The specific attributes or states are preset in the game. For example, crops in a farm in a mature state can be used as interactive objects corresponding to the control (such as being harvested). The attributes or states of crops and maturity are preset in the game.
[0035] The crosshair range is the area within the game interface where the target selection indicator locates (aims at / selects / identifies) an interactive object. It's used to determine the interactive object for a target action. Essentially, interactive objects within a fixed area defined by the crosshair range are selected and the target action is performed. For example, when the crosshair hovers over an interactive object such as a pickable virtual item (typically crops or fruits in farm gameplay), the edge of that object is highlighted on the game interface. The existence of an interactive object within the crosshair range can be understood as at least a portion of the interactive object being within the crosshair range, including the case where the entire interactive object is within the crosshair range.
[0036] The range adjustment control is used to adjust the crosshair range. By increasing the crosshair range through the range adjustment control, multiple interactive objects can be selected at once.
[0037] Specifically, in the case where there is no interactive object corresponding to the operation control within the crosshair range of the target selection indicator, the existing technology requires repeatedly moving the virtual character and adjusting the current game view to continuously move the target selection indicator to find the interactive object. However, when there is no interactive object within the crosshair range, displaying the range adjustment control can adaptively adjust the judgment range for locating the interactive object, thereby improving the interaction efficiency of the interactive object.
[0038] Step 012: In response to the second trigger operation of the range adjustment control, adjust the crosshair range of the target selection indicator.
[0039] The second trigger operation is the process of adjusting the crosshair range to the selected crosshair range.
[0040] In one optional embodiment, the triggering process of the second triggering operation includes moving the target selection indicator by the movement operation of the virtual character, so that the aiming point of the target selection indicator is aligned with the range adjustment control and continues for a preset duration.
[0041] The aiming point of the target selection indicator refers to the positioning point at the center of the target selection indicator. The target selection indicator displayed on the game interface also includes the area outside the aiming point. For example, the area outside the aiming point can be presented in the form of a semi-transparent circle. This area, along with the visual area occupied by the aiming point, constitutes the fixed area or region defined by the crosshair range.
[0042] It's understandable that one execution process for the second trigger operation involves the player moving the camera (movable target selection indicator) so that the aiming point of the target selection indicator aligns with the range adjustment control (e.g., an option button for adjusting the crosshair range), and continuing for a preset duration to confirm the action and prevent accidental activation. The preset duration can be set to various default values depending on the interaction scenario: 0.5 seconds in combat scenarios requiring high-frequency rapid-fire, 1.5 seconds in regular farm harvesting scenarios, and 3 seconds in rare item gathering scenarios requiring high precision to prevent accidental activation.
[0043] The system can also dynamically adjust the preset duration based on the player's historical operation habits. For example, it can automatically shorten the duration when the player makes consecutive accurate operations, and extend the duration when multiple misoperations are detected, so as to balance operation efficiency and the need to prevent accidental touches.
[0044] Please see Figure 3In some embodiments, the range adjustment control includes a first range adjustment control, or the range adjustment control includes a first range adjustment control and a second range adjustment control, and step 013 includes at least one of the following steps: Step 0121: In response to the fourth trigger operation of the first range adjustment control, adjust the crosshair range to a larger crosshair range than the current crosshair range; Step 0122: In response to the fifth trigger operation of the second range adjustment control, adjust the crosshair range to the maximum crosshair range.
[0045] Among them, the fourth and fifth trigger operations are specific trigger operation processes generated under the second trigger operation for different crosshair ranges. Correspondingly, the first and second range adjustment controls are also specific adjustment controls determined by the range adjustment control for different crosshair ranges.
[0046] It can be understood that one structure of the range adjustment control includes two sub-adjustment controls with preset crosshair ranges: a first range adjustment control and a second range adjustment control. Players can select different adjustment controls to achieve different crosshair range functions. The first and second range adjustment controls can be located on the left and right sides of the target selection indicator.
[0047] Specifically, based on the triggering process of the second triggering operation, the triggering process of the fourth triggering operation can be determined: the target selection indicator is moved by the movement operation of the virtual character, so that the aiming point of the target selection indicator is aligned with the first range adjustment control and maintained for a preset duration. When the game system 100 detects the fourth triggering operation, it can respond accordingly to the fourth triggering operation, that is, adjust the crosshair range to a larger crosshair range than the current crosshair range.
[0048] Specifically, based on the triggering process of the second triggering operation, the triggering process of the fifth triggering operation can be determined: the target selection indicator is moved by the movement operation of the virtual character, so that the aiming point of the target selection indicator is aligned with the second range adjustment control and maintained for a preset duration. When the game system 100 detects the fifth triggering operation, it can respond accordingly by adjusting the crosshair range to the maximum crosshair range.
[0049] The crosshair ranges, both larger than the current range and the maximum crosshair range, are preset and fixed. These ranges can be pre-set based on the distribution of interactive targets in a specific scenario. For example, when the virtual character is in a sparsely planted area, the system can preset the maximum crosshair range to 5 times the default range to cover scattered crops; while when the player enters a dense greenhouse area, to prevent accidental operation, the system can set the maximum crosshair range at the same level to 2 times the default range. The size of the crosshair range displayed on the game interface is represented by the size of a semi-transparent circle centered on the aiming point.
[0050] In some embodiments, the crosshair range includes multiple crosshair ranges, which are ordered in ascending order of crosshair range. Step 0121 includes: Step 01211: In response to the fourth trigger operation of the first range adjustment control, adjust the crosshair range to a crosshair range that is 1 larger than the current crosshair range sorting.
[0051] It is understandable that a crosshair range larger than the current crosshair range includes multiple crosshair ranges. When the fourth trigger operation is applied to the first range adjustment control, the nearest crosshair range larger than the current range (with a sorted index one greater) is selected from multiple crosshair ranges sorted from smallest to largest as the adjusted crosshair range. For a given scene, the crosshair range should be a fixed, discrete preset value.
[0052] In addition, the maximum crosshair range can be the crosshair range with the largest number in the above sorting, which allows the crosshair range to reach the maximum to quickly locate the most interactive objects.
[0053] The above implementation example is illustrated below using one application scenario from a farm game, such as... Figures 4 to 6 As shown, Figure 4 In the middle, clicking the operation control 15 (which turns gray) indicates the harvest. Since there is no interactive object 12 within the current crosshair range of the target selection indicator 13 (including the semi-transparent circle 131 and the aiming point 132) of the virtual character 11 in the game interface 101, the game interface 101 displays the range adjustment control 14. The range adjustment control 14 includes a first range adjustment control 142 and a second range adjustment control 141, which are used to adjust the crosshair range to a larger harvest range and the maximum harvest range, respectively. Figure 5 This displays a state during which the target selection indicator 13 moves onto the second range adjustment control 141 for a preset duration. As the target selection indicator 13 hovers over the second range adjustment control 141 for an extended period, the progress bar 16 approaches its full extent, completely encircling the second range adjustment control 141, until... Figure 6When the progress bar 16 is fully extended, the triggering process of the fifth trigger operation is completed. The crosshair range of the target selection indicator 13 is directly switched to the maximum crosshair range set for this scene. You can select the interactive object 16 within the crosshair range. At this time, clicking the harvest operation control 15 will collect all the selected interactive objects 16.
[0054] Please see Figure 7 and Figure 8 In some embodiments, the range adjustment control includes a pointer that moves between the start and end points of the range adjustment control, and step 012 includes: Step 0123: In response to the movement of the pointer, adjust the crosshair range of the target selection indicator. The size of the crosshair range is positively correlated with the distance between the pointer and the starting point.
[0055] It is understandable that, in addition to the different adjustment controls used in steps 0121 and 0122 to adjust different crosshair ranges, the range adjustment controls can also be set to a structure with a pointer.
[0056] Specifically, the range adjustment control is a linear component. The range of the crosshair is displayed in the game interface through this linear component, where the starting point is the lower limit of the crosshair range and the ending point is the upper limit. The pointer is a draggable slider; the farther the pointer is from the starting point, the larger the crosshair range. Therefore, this adjustment method allows for continuous adjustment of the crosshair range with higher precision. For example, in... Figure 8 In this mode, the range adjustment control 14 is a linear component, and the pointer 17 can slide between the starting point 171 and the starting point 172 to control the size of the crosshair range in real time. This mode makes the changes in the crosshair range more intuitive.
[0057] In some embodiments, the range adjustment control includes a progress bar that surrounds the range adjustment control. When the aiming point is aligned with the range adjustment control, the progress of the progress bar changes based on the alignment duration. When the alignment duration reaches a preset duration, the progress of the progress bar reaches its maximum and triggers a second trigger operation.
[0058] It's understandable that the process of adjusting the crosshair range can be presented in the game interface through a dynamic visualization. One way is to set a progress bar function in the range adjustment control, so that the progress bar shows the time for which the aiming point of the target selection indicator is aligned with the range adjustment control for a preset duration. When the preset duration is reached, the progress bar is full, and at this time, the most direct second trigger operation of adjusting the crosshair range is activated (triggered).
[0059] In addition, feedback information for crosshair range adjustment can also be achieved in other ways. For example, during and / or after adjusting the crosshair range of the target selection indicator, the changes in the crosshair range can be displayed in real time through visual feedback information. This visual feedback information may include changes in the shape of the target selection indicator, changes in the range of the semi-transparent coverage area, gradual indication of color or brightness, aperture effects, and sound effects.
[0060] Step 013: Respond to the first trigger operation or the third trigger operation for the operation control according to the adjusted crosshair range, wherein the second trigger operation is a trigger operation that is in sequence after the first trigger operation, and the third trigger operation is a trigger operation that is in sequence after the second trigger operation.
[0061] It's understandable that adjusting the crosshair range of the target selection indicator expands its range, increasing the area within which interactive objects can be identified. Interactive objects that couldn't be located before the adjustment may now be identified. In other words, without moving the virtual character or the camera (adjusting the game camera up, down, left, or right) to move the target selection indicator, the exact location of the game interface within the crosshair range can be adjusted, allowing for the identification of interactive objects and the execution of corresponding interactive actions.
[0062] At this point, the first trigger operation or the third trigger operation targeting the operation controls can be responded to based on the adjusted crosshair range.
[0063] Please see Figure 7 and Figure 8 In one optional embodiment, step 013 includes: Step 0131: If there is an interactive object within the crosshair range of the adjusted target selection indicator, control the interactive behavior with the interactive object according to the first trigger operation or the third trigger operation.
[0064] There are two ways to perform batch operations. Method 1 is to directly respond to the first trigger operation that has already been triggered after the crosshair range is adjusted. This allows the player to quickly perform the interactive behavior corresponding to the operation control triggered by the first trigger operation on the interactive objects within the adjusted crosshair range without any other operations. For example, when picking fruit (interactive object) by touching the operation control, if there is no fruit to pick within the crosshair range, the range adjustment control is adjusted. During the adjustment process, as the crosshair range continues to increase, while maintaining the touch control, the detected fruit can be picked directly as the crosshair range increases.
[0065] Method 2 requires the user to manually trigger the third operation again after adjusting the crosshair range, thereby quickly executing the interactive behavior corresponding to the operation control triggered by the third trigger operation on the interactive objects within the adjusted crosshair range.
[0066] It is understandable that the operation controls triggered by the first and third trigger operations can be different. When the batch operations that the user needs to perform change, method 2 can make it convenient for the user to quickly implement diverse batch operations using different operation controls.
[0067] Please see Figure 8 In some embodiments, if there is an interactive object corresponding to the operation control within the crosshair range of the target selection indicator and a preset area around the crosshair range, the interactive operation corresponding to the operation control is executed.
[0068] It's understandable that around the crosshair range displayed on the game interface, there exists a pre-defined area not shown on the interface. If an interactive object exists within this area, the corresponding interactive operation will be executed. Considering both the aesthetics of the game's art design and the convenience and efficiency of operation, the crosshair range serves as a visual reference, marking the center range of the actual location of interactive objects. The pre-defined area represents the actual range for locating interactive objects set by the system. This means that interactive objects that don't completely fall within the crosshair range, or even those that are close to it but not within the crosshair range, can be located.
[0069] For example, the preset area can be a ring-shaped area centered on the aiming point of the target selection indicator, with an inner radius of R equal to the current crosshair range radius and an outer radius of 2R; or, the preset area can be a square area centered on the aiming point, with a side length of 4R, covering the outer boundary of the crosshair range; or, the preset area can be a sector-shaped area with the current aiming direction as the normal center axis, an angle of 120 degrees, and a radial depth of 2R. When searching for interactive objects, the system performs a union operation between the crosshair range and any of the above preset areas. If an interactive object falls within this union space, it is determined that an interactive object exists, and the corresponding interactive operation is executed. Thus, interactive objects within the central area of the crosshair range, as well as adjacent interactive objects within the extended boundary of the preset area, can be included in the positioning and selection range.
[0070] In some embodiments, the interactive operation is a batch interactive operation, which includes simultaneously executing the target operation on all interactive objects within the aiming star range; or sequentially executing the target operation on all interactive objects within the aiming star range according to a preset priority order.
[0071] It's understandable that expanding the crosshair range allows for batch interaction. After locating interactive objects, the same interaction control can be executed simultaneously on all interactive objects within the crosshair range. This method is suitable for scenarios where the interactive objects are relatively similar. Alternatively, the interaction controls can be executed sequentially based on a preset priority order set according to the interactive objects' category, maturity time, or other priority information. This method is suitable for scenarios where the interactive objects are significantly different, and the effects of the corresponding interaction controls vary considerably. For example, in farm gameplay, rare crops can be harvested first, followed by common crops. Both methods increase the flexibility and adaptability of the approach.
[0072] This application provides an interactive control method for a game, applied to a terminal device. The terminal device provides a graphical user interface (GUI) that displays a game interface, including a target selection indicator and at least one operation control. In response to a first trigger operation on any operation control, the terminal device determines the operation control. If no interactive object corresponding to the operation control exists within the crosshair range of the target selection indicator, a range adjustment control is displayed within the game interface. In response to a second trigger operation on the range adjustment control, the terminal device adjusts the crosshair range. If an interactive object corresponding to the operation control exists within the adjusted crosshair range of the target selection indicator, the interactive operation corresponding to the operation control is executed. By adjusting the crosshair range, the target selection indicator can locate multiple interactive objects at once, reducing the complexity of batch interactions, improving the efficiency of batch interactions, and enhancing the flexibility and freedom of the interactive operations corresponding to the operation controls.
[0073] Please see Figure 9 In some embodiments, the game's interactive control method further includes: Step 015: If the target selection indicator moves and the range adjustment control does not receive a second trigger operation, keep the crosshair range of the target selection indicator unchanged and hide the range adjustment control.
[0074] Specifically, the range adjustment control has an automatic exit mechanism. When there is no second trigger operation to adjust the crosshair range using the range adjustment control (such as moving the crosshair to the range adjustment control), if the target selection indicator is moved to another position outside the range adjustment control, the range adjustment control will automatically hide, and the crosshair range will remain unchanged, ensuring the simplicity of the game interface.
[0075] Please refer to it again. Figure 9 In some embodiments, the game's interactive control method further includes: Step 016: In response to the sixth trigger operation on the operation control, restore the crosshair range of the target selection indicator to the default range.
[0076] The sixth trigger operation is the operation that restores the crosshair range to the default range. For example, the sixth trigger operation can be releasing the operation control after long-pressing it or clicking the operation control again. That is, if the first trigger operation is long-pressing the operation control, then releasing it is the sixth trigger operation; if the first trigger operation is clicking the operation control to enter the corresponding mode, then clicking the operation control again will exit the mode, which is the sixth trigger operation.
[0077] Furthermore, after interacting with an interactive object within the crosshair range and / or the preset area around the crosshair range, if the crosshair range is not further increased to locate a new interactive object, and no new interactive object is selected for interaction, the crosshair range adjustment mode will automatically exit, and the crosshair range will revert to the default range. Alternatively, if the crosshair range is changed using the range adjustment controls but no further interaction is performed for a certain period of time, the crosshair range adjustment mode will automatically exit, and the crosshair range will revert to the default range. The default range can be the system's initial base crosshair radius, such as the minimum detection circle that can only locate one interactive object at a time; or, the default range can be a personalized crosshair range that the player manually adjusts and saves through the settings panel; or, the default range can be an adaptive value dynamically recommended by the target sparsity within the current virtual scene, such as a smaller default range for densely planted scenes and a larger default range for sparsely planted scenes.
[0078] In some embodiments, the interactive control method for the game also includes issuing a prompt message when the crosshair range of the target selection indicator has been adjusted.
[0079] For example, the prompts can be audio prompts, where the system plays a specific sound effect after the player has finished adjusting the crosshair range to inform the player that the adjustment is complete; or visual prompts, such as flashing lights or special icons around the crosshair to attract the player's attention and help the player confirm the result of the crosshair range adjustment in a timely manner.
[0080] In the above embodiments, the calling method of the range adjustment control, the crosshair range interval, the display form of the adjustment control, the specific action of the trigger operation, the feedback form after the crosshair range is adjusted, and the interaction operation rules corresponding to the operation control may be different in different scenarios. Players can switch between different modes according to their needs.
[0081] The game interaction control method provided in this application expands the crosshair range by calling up a range adjustment control when no interactive operation corresponding to the operation control is available within the crosshair range of the current target selection indicator. This allows the target selection indicator to locate multiple interactive objects at a time, instead of just one, reducing the complexity of batch interactions and facilitating more efficient execution of batch target operations. It also increases the flexibility and freedom of the target selection indicator in locating interactive objects. Furthermore, the dynamic process and result of the range adjustment can be displayed on the game interface to provide operational feedback. The range adjustment control can be hidden when the player unintentionally adjusts the crosshair range, enhancing the game's visual experience. Adjusting the crosshair range using the range adjustment control according to different scenarios can be extended to more interactive scenarios requiring large-scale batch operations. Moreover, batch interactions reduce redundant calculations and signaling interactions caused by multiple interactions, significantly reducing the computational load and data processing pressure on the terminal processor, while maintaining high interaction efficiency.
[0082] All of the above technical solutions can be combined in any way to form optional embodiments of this application, and will not be described in detail here.
[0083] To facilitate better implementation of the game interaction control method of this application embodiment, this application embodiment also provides a game interaction control device applied to a terminal device. The terminal device provides a graphical user interface (GUI) for displaying a game interface, which includes a target selection indicator and at least one operation control. Please refer to [link to relevant documentation]. Figure 10 , Figure 10 This is a schematic diagram of the structure of the interactive control device for a game provided in an embodiment of this application. The interactive control device 200 for the game may include: Display module 201 is used to display range adjustment control when there is no interactive object within the selection range of the target selection indicator after detecting the first trigger operation on the operation control; Adjustment module 202 is used to adjust the crosshair range of the target selection indicator in response to a second trigger operation of the range adjustment control; The execution module 203 is used to respond to a first trigger operation or a third trigger operation for the operation control according to the adjusted crosshair range, wherein the second trigger operation is a trigger operation that is in sequence after the first trigger operation, and the third trigger operation is a trigger operation that is in sequence after the second trigger operation.
[0084] It should be noted that the functions of each module in the game interaction control device 200 in this application embodiment can be referred to the specific implementation of any embodiment in the above method embodiments, and will not be repeated here.
[0085] Each unit in the above-described device can be implemented entirely or partially through software, hardware, or a combination thereof. Each unit can be embedded in or independent of the processor in the electronic device in hardware form, or stored in the memory of the electronic device in software form, so that the processor can call and execute the operations corresponding to each unit.
[0086] For example, the game's interactive control device 200 can be integrated into a terminal device or server that has storage and a processor and thus computing power, or the game's interactive control device 200 can be that terminal device or server.
[0087] In some embodiments, this application also provides an electronic device including a memory and a processor, wherein the memory stores one or more computer instructions, and the processor executes the stored one or more computer instructions to implement the steps in the above-described method embodiments.
[0088] Figure 11 A schematic structural diagram of the electronic device provided in the embodiments of this application, such as... Figure 11 As shown, the electronic device 300 may include: a communication interface 301, a memory 302, a processor 303, and a communication bus 304. The communication interface 301, memory 302, and processor 303 communicate with each other via the communication bus 304. The communication interface 301 is used for data communication between the device 300 and external devices. The memory 302 can be used to store software programs and modules, and the processor 303 runs the software programs and modules stored in the memory 302, such as the software programs for the corresponding operations in the aforementioned method embodiments.
[0089] In some embodiments, the processor 303 may invoke software programs and modules stored in the memory 302 to perform the following operations: Upon detecting a first trigger operation on the operation control, if there is no interactive object within the selection range of the target selection indicator, the range adjustment control is displayed; In response to a second trigger operation on the range adjustment control, the crosshair range of the target selection indicator is adjusted; The first trigger operation or the third trigger operation for the operation control is responded to according to the adjusted crosshair range, wherein the second trigger operation is a trigger operation that is in time after the first trigger operation, and the third trigger operation is a trigger operation that is in time after the second trigger operation.
[0090] In some embodiments, the electronic device 300 may be integrated into a terminal device or server that has storage and a processor and thus computing power, or the electronic device 300 may be the terminal device or server. The interactive control method for the game provided in this application embodiment can be executed by the electronic device.
[0091] The terminal device can be a smartphone, tablet, laptop, desktop computer, smart TV, smart speaker, wearable smart device, personal computer (PC), smart vehicle terminal, etc. The terminal device can also include a client, which can be a video client, shopping application client, reading application client, browser client, or instant messaging client, etc.
[0092] The server can be a standalone physical server, a server cluster or distributed system consisting of multiple physical servers, or a cloud server that provides basic cloud computing services such as cloud services, cloud databases, cloud computing, cloud functions, cloud storage, network services, cloud communication, middleware services, domain name services, security services, content delivery networks (CDN), and big data and artificial intelligence platforms.
[0093] The game interaction control method provided in this application embodiment can be executed by a terminal device or jointly by a terminal device and a server.
[0094] This application also provides a computer-readable storage medium for storing a computer program. This computer-readable storage medium can be applied to an electronic device, and the computer program causes the electronic device to execute the corresponding processes in the methods described above in the embodiments of this application; for brevity, these will not be elaborated further here.
[0095] This application also provides a computer program product including computer instructions stored in a computer-readable storage medium. A processor of an electronic device reads the computer instructions from the computer-readable storage medium and executes the computer instructions, causing the electronic device to perform the corresponding processes in the methods described above in the embodiments of this application. For brevity, these details will not be elaborated further here.
[0096] It should be understood that the processor in the embodiments of this application may be an integrated circuit chip with signal processing capabilities. In implementation, the steps of the above method embodiments can be completed by integrated logic circuits in the processor's hardware or by instructions in software form. The processor described above can be a general-purpose processor, 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 application. The general-purpose processor can be a microprocessor or any conventional processor. The steps of the methods disclosed in the embodiments of this application can be directly embodied in the execution of a hardware decoding processor, or executed by a combination of hardware and software modules in the decoding processor. The software modules can be located in random access memory, flash memory, read-only memory, programmable read-only memory, electrically erasable programmable memory, registers, or other mature storage media in the art. The storage medium is located in memory, and the processor reads information from the memory and, in conjunction with its hardware, completes the steps of the above method.
[0097] It is understood that the memory in the embodiments of this application can be volatile memory or non-volatile memory, or may include both volatile and non-volatile memory. The non-volatile memory can be read-only memory (ROM), programmable read-only memory (PROM), erasable programmable read-only memory (EPROM), electrically erasable programmable read-only memory (EEPROM), or flash memory. The volatile memory can be random access memory (RAM), which is used as an external cache. By way of example, but not limitation, many forms of RAM are available, such as Static Random Access Memory (SRAM), Dynamic Random Access Memory (DRAM), Synchronous DRAM (SDRAM), Double Data Rate SDRAM (DDR SDRAM), Enhanced Synchronous DRAM (ESDRAM), Synchlink DRAM (SLDRAM), and Direct Rambus RAM (DR RAM). It should be noted that the memory used in the systems and methods described herein is intended to include, but is not limited to, these and any other suitable types of memory.
[0098] Those skilled in the art will recognize that the units and algorithm steps of the various examples described in conjunction with the embodiments disclosed herein can be implemented in electronic hardware, or a combination of computer software and electronic hardware. Whether these functions are implemented in hardware or software depends on the specific application and design constraints of the technical solution. Those skilled in the art can use different methods to implement the described functions for each specific application, but such implementation should not be considered beyond the scope of this application.
[0099] Those skilled in the art will understand that, for the sake of convenience and brevity, the specific working processes of the systems, devices, and units described above can be referred to the corresponding processes in the foregoing method embodiments, and will not be repeated here.
[0100] In the several embodiments provided in this application, it should be understood that the disclosed systems, apparatuses, and methods can be implemented in other ways. For example, the apparatus embodiments described above are merely illustrative; for instance, the division of units is only a logical functional division, and in actual implementation, there may be other division methods. For example, multiple units or components may be combined or integrated into another system, or some features may be ignored or not executed. Furthermore, the coupling or direct coupling or communication connection shown or discussed may be through some interfaces; the indirect coupling or communication connection between apparatuses or units may be electrical, mechanical, or other forms.
[0101] In the embodiments of this application, the terms "module" or "unit" refer to a computer program or part of a computer program that has a predetermined function and works with other related parts to achieve a predetermined goal, and can be implemented wholly or partially using software, hardware (such as processing circuitry or memory), or a combination thereof. Similarly, a processor (or multiple processors or memory) can be used to implement one or more modules or units. Furthermore, each module or unit can be part of an overall module or unit that includes the functionality of that module or unit.
[0102] The units described as separate components may or may not be physically separate. The components shown as units may or may not be physical units; that is, they may be located in one place or distributed across multiple network units. Some or all of the units can be selected to achieve the purpose of this embodiment according to actual needs.
[0103] In addition, the functional units in the embodiments of this application can be integrated into one processing unit, or each unit can exist physically separately, or two or more units can be integrated into one unit.
[0104] 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 application, 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 an electronic device (which may be a personal computer or a server) to execute all or part of the steps of the methods described in the various embodiments of this application. The aforementioned storage medium includes various media capable of storing program code, such as USB flash drives, portable hard drives, ROM, RAM, magnetic disks, or optical disks.
[0105] The above description is merely a specific embodiment of this application, but the scope of protection of this application is not limited thereto. Any variations or substitutions that can be easily conceived by those skilled in the art within the scope of the technology disclosed in this application should be included within the scope of protection of this application. Therefore, the scope of protection of this application should be determined by the scope of the claims.
Claims
1. A method for interactive control of virtual objects, characterized in that, Applied to a terminal device, the terminal device being used to provide a graphical user interface (GUI) for displaying a game interface, the game interface including a target selection indicator and operation controls, the method comprising: Upon detecting a first trigger operation on the operation control, if there is no interactive object within the selection range of the target selection indicator, the range adjustment control is displayed; In response to a second trigger operation on the range adjustment control, the crosshair range of the target selection indicator is adjusted; The first trigger operation or the third trigger operation for the operation control is responded to according to the adjusted crosshair range, wherein the second trigger operation is a trigger operation that is in time after the first trigger operation, and the third trigger operation is a trigger operation that is in time after the second trigger operation.
2. The interactive control method according to claim 1, characterized in that, The step of responding to the first trigger operation or the third trigger operation for the operation control based on the adjusted crosshair range includes: If an interactive object exists within the crosshair range of the adjusted target selection indicator, the system controls the interaction with the interactive object to be performed according to the first or third trigger operation.
3. The interactive control method according to claim 2, characterized in that, When an interactive object exists within the crosshair range of the adjusted target selection indicator, the interaction behavior with the interactive object is controlled according to the first trigger operation, including: If an interactive object corresponding to the operation control exists within the crosshair range of the target selection indicator and a preset area surrounding the crosshair range, the interactive operation corresponding to the operation control is executed.
4. The interactive control method according to claim 1, characterized in that, The range adjustment control includes a first range adjustment control or a first range adjustment control and a second range adjustment control. Adjusting the crosshair range of the target selection indicator in response to a second trigger operation on the range adjustment control includes at least one of the following steps: In response to a fourth trigger operation on the first range adjustment control, the crosshair range is adjusted to a larger crosshair range than the current crosshair range; In response to a fifth trigger operation on the second range adjustment control, the crosshair range is adjusted to the maximum crosshair range.
5. The interactive control method according to claim 4, characterized in that, The crosshair range includes multiple ranges, which are ordered in ascending order. The step of adjusting the crosshair range to a larger range than the current range in response to the fourth trigger operation on the first range adjustment control includes: In response to a fourth trigger operation on the first range adjustment control, the crosshair range is adjusted to a crosshair range that is 1 larger than the current crosshair range sorting.
6. The interactive control method according to claim 1, characterized in that, The range adjustment control includes a pointer that moves between a start point and an end point of the range adjustment control. The adjustment of the crosshair range of the target selection indicator in response to a second trigger operation on the range adjustment control includes: In response to a movement operation of the pointer, the crosshair range of the target selection indicator is adjusted, and the size of the crosshair range is positively correlated with the distance between the pointer and the starting point.
7. The interactive control method according to claim 1, characterized in that, The triggering process of the second triggering operation includes: The target selection indicator is moved by the movement operation of the virtual character so that the aiming point of the target selection indicator is aligned with the range adjustment control and remains so for a preset time.
8. The interactive control method according to claim 7, characterized in that, The range adjustment control includes a progress bar that surrounds the range adjustment control. When the aiming point is aligned with the range adjustment control, the progress of the progress bar changes based on the alignment time. When the alignment time reaches the preset time, the progress of the progress bar reaches its maximum and triggers the second trigger operation.
9. The interactive control method according to claim 1, characterized in that, Also includes: A prompt message is issued once the crosshair range of the target selection indicator has been adjusted.
10. The interactive control method according to claim 1, characterized in that, Also includes: If the target selection indicator moves and the range adjustment control does not receive the second trigger operation, the crosshair range of the target selection indicator remains unchanged, and the range adjustment control is hidden.
11. The interactive control method according to claim 1, characterized in that, Also includes: In response to the sixth trigger operation on the operation control, the crosshair range of the target selection indicator is restored to the default range.
12. The interactive control method according to claim 3, characterized in that, The interactive operation is a batch interactive operation, which includes: The interactive operation corresponding to the operation control is executed simultaneously on all interactive objects within the crosshair range; or the interactive operation corresponding to the operation control is executed sequentially on all interactive objects within the crosshair range according to a preset priority order.
13. An interactive control device for a game, characterized in that, An apparatus for use in a terminal device, the terminal device providing a graphical user interface for displaying a game interface, the game interface including a target selection indicator and at least one operation control, the apparatus comprising: The display module is used to display the range adjustment control when a first trigger operation is detected for the operation control and there is no interactive object within the selection range of the target selection indicator; The adjustment module is configured to adjust the crosshair range of the target selection indicator in response to a second trigger operation on the range adjustment control; An execution module is configured to respond to the first trigger operation or the third trigger operation for the operation control based on the adjusted crosshair range, wherein the second trigger operation is a trigger operation that is sequentially following the first trigger operation, and the third trigger operation is a trigger operation that is sequentially following the second trigger operation.
14. An electronic device, characterized in that, include: Memory, processor; The memory is used to store one or more computer instructions; The processor is configured to execute the one or more computer instructions to implement the method as described in any one of claims 1-12.
15. A computer-readable storage medium storing one or more computer instructions thereon, characterized in that, The instruction is executed by the processor to implement the method as described in any one of claims 1-12.
16. A computer program product comprising computer instructions, characterized in that, When the computer instructions are executed by the processor, they implement the method described in any one of claims 1-12.