Interaction method, device, electronic equipment and computer storage medium in game
By using virtual characters in the game to summon virtual objects to provide functional systems, the problem of game service methods affecting immersion and low efficiency is solved, achieving an efficient and convenient game interaction method and improving the game experience.
Patent Information
- Authority / Receiving Office
- CN · China
- Patent Type
- Applications(China)
- Current Assignee / Owner
- NETEASE (HANGZHOU) NETWORK CO LTD
- Filing Date
- 2024-12-31
- Publication Date
- 2026-06-30
AI Technical Summary
In existing technologies, the way game services are provided in games results in low player immersion and low efficiency, occupies too many UI controls, and affects the game rhythm and movement path.
By using virtual characters, virtual objects can be summoned anytime and anywhere in the game scene, and the summoned objects can provide corresponding functional systems, thereby improving the convenience and immersion of obtaining game functions.
It improves the efficiency and convenience of acquiring virtual characters in the game, enhances the game's immersion and stickiness, and reduces server idle time.
Smart Images

Figure CN122298003A_ABST
Abstract
Description
Technical Field
[0001] This application relates to the field of computer technology, and more specifically to an interactive method, device, electronic device, and computer-readable storage medium in a game. Background Technology
[0002] The game offers a wide variety of services for its characters, ranging from basic gameplay support to more complex personalized experiences. For example, the in-game store sells various items to enhance a character's appearance, such as clothing, skins, and hairstyles, as well as items needed to complete specific game tasks. Furthermore, it recommends different game task strategies or social activities based on the characteristics of each character.
[0003] In related technologies, most games provide entry points for various services in the game lobby. Players click on one of these entry points to trigger an interface displaying the corresponding service, from which they can select the service they need. Additionally, some games provide game services to characters at fixed locations within the game scene.
[0004] However, providing game services to users by having them click on an entry control to trigger an additional service interface results in lower player immersion and requires excessive UI elements. Providing services to players at fixed locations within the game scene requires players to move their characters to those locations to access the services, which is inefficient and can disrupt players' game rhythm and movement patterns.
[0005] Therefore, there is an urgent need for an interactive method that can provide players with an immersive gaming experience and efficient and convenient gaming functionality. Summary of the Invention
[0006] This application provides an interactive method, device, electronic device, and computer-readable storage medium for games, so as to provide players with an interactive method that is immersive and provides efficient and convenient game functions.
[0007] In a first aspect, embodiments of this application provide an interaction method in a game, the method comprising:
[0008] In response to the first virtual character's summoning command for a virtual object, the virtual summoning object is determined;
[0009] In response to the interaction command for the virtual summoned object, the function system corresponding to the virtual summoned object is activated for the first virtual character.
[0010] Secondly, embodiments of this application provide an interactive device for games, the device comprising:
[0011] The determination module is used to determine the virtual summoning object in response to the summoning command of the first virtual character for a virtual object;
[0012] The processing module is used to respond to the interaction command for the virtual summoning object and enable the function system corresponding to the virtual summoning object for the first virtual character.
[0013] Thirdly, embodiments of this application provide an electronic device, the electronic device comprising:
[0014] The memory and the processor are coupled;
[0015] The memory is used to store one or more computer instructions;
[0016] The processor is used to execute one or more computer instructions to implement the interactive method in the game as described in any of the first aspects above.
[0017] Fourthly, embodiments of this application provide a computer-readable storage medium storing one or more computer instructions, characterized in that the instructions are executed by a processor to implement the interactive method in the game as described in any of the first aspects above.
[0018] Fifthly, embodiments of this application provide a computer program product, including a computer program that, when executed by a processor, implements the interactive method in a game as described in any of the first aspects above.
[0019] Compared with the prior art, this application has the following advantages:
[0020] The game interaction method provided in this application allows players to access game functions by triggering a summoning command for a virtual object at any time within the game scene when controlling a first virtual character. This summons a virtual object that provides the corresponding function. The first virtual character then interacts with the virtual object, activating the corresponding function system to provide the player with the desired game functionality. This significantly improves the efficiency and convenience of virtual characters accessing game functions, enhances game immersion, increases user engagement and appeal, improves user retention, and reduces server idle time. Attached Figure Description
[0021] The accompanying drawings, which are included to provide a further understanding of this application and form part of this application, illustrate exemplary embodiments of this application and are used to explain this application, but do not constitute an undue limitation of this application. In the drawings:
[0022] Figure 1A flowchart illustrating a game interaction method provided in one embodiment of this application;
[0023] Figure 2 This is a schematic diagram of an object identifier for a virtual summoning object provided in one embodiment of this application;
[0024] Figure 3 A schematic diagram illustrating the display of object identifiers and real-time distance information on a target virtual building, as provided in one embodiment of this application;
[0025] Figure 4 This is a schematic diagram illustrating the determination of a target virtual channel by drawing a spherical collider, as provided in one embodiment of this application.
[0026] Figure 5 This is a schematic diagram illustrating the target location and the location where the summoned object is generated, provided in one embodiment of this application.
[0027] Figure 6(a) is one of the schematic diagrams of a virtual summoning object providing the sale of virtual items and the replacement of virtual items for virtual characters according to one embodiment of this application;
[0028] Figure 6(b) is a second schematic diagram of a virtual summoning object providing the sale of virtual items and the replacement of virtual items for virtual characters according to one embodiment of this application;
[0029] Figure 6(c) is a third schematic diagram of a virtual summoning object providing the sale of virtual items and the replacement of virtual items for virtual characters according to one embodiment of this application;
[0030] Figure 6(d) is a fourth schematic diagram of a virtual summoning object provided in one embodiment of this application, which provides the sale of virtual items and the replacement of virtual items for virtual characters;
[0031] Figure 7 This is a schematic diagram illustrating the use of a virtual communication device to summon a virtual object, as provided in one embodiment of this application.
[0032] Figure 8 A schematic diagram illustrating the posture changes of a first virtual character before and after using a virtual communication device, as provided in one embodiment of this application;
[0033] Figure 9 This is a schematic diagram of the structure of an interactive device in a game provided in one embodiment of this application;
[0034] Figure 10 This is a schematic diagram of the hardware structure of an electronic device provided in one embodiment of this application.
[0035] The accompanying drawings illustrate specific embodiments of this application, which will be described in more detail below. These drawings and descriptions are not intended to limit the scope of the concept in any way, but rather to illustrate the concept of this application to those skilled in the art through reference to particular embodiments. Detailed Implementation
[0036] To make the objectives, advantages, and features of this application clearer, the application will be described clearly and completely below in conjunction with the accompanying drawings and specific embodiments. In the following description, many specific details are set forth to provide a full understanding of this application. However, the described embodiments are only some, not all, of the embodiments of this application, and all other embodiments obtained by those skilled in the art without inventive effort are within the scope of protection of this application.
[0037] It should be noted that in the description of this application, the terms "first," "second," etc., are used for descriptive purposes only and should not be construed as indicating or implying relative importance, or a specific order or sequence. Those skilled in the art can understand the specific meaning of the above terms in this application based on the specific circumstances. Furthermore, in the description of this application, unless otherwise stated, the term "multiple" refers to two or more. The term "and / or" describes the relationship between related objects, indicating that three relationships can exist. For example, A and / or B can represent: A existing alone, A and B existing simultaneously, or B existing alone. The character " / " generally indicates that the preceding and following related objects are in an "or" relationship. The terms "comprising" and "having," and any variations thereof, are intended to cover non-exclusive inclusion. For example, a process, method, system, product, or device that includes a series of steps or units is not necessarily limited to those steps or units explicitly listed, but may include other steps or units not explicitly listed or inherent to these processes, methods, products, or devices.
[0038] To facilitate understanding of the technical solution of this application, the relevant concepts involved in this application will be introduced first.
[0039] Virtual scenes are virtual environments provided by applications running on electronic devices. They can be displayed on the terminal device's screen for user viewing. Virtual scenes can be simulations of the real world, semi-simulated / semi-fictional environments, or purely fictional environments. Examples include fictional game environments and virtual reality environments created by overlaying fictional game environments with real environments. Virtual scenes can be two-dimensional or three-dimensional.
[0040] Virtual character: A game character controlled by a player in a game. In one embodiment of this application, it can refer to a character selected and controlled by the player, and can represent the player's image. The player can control the virtual character selected by the player to perform skills or operations such as walking, climbing, vaulting, jumping, running, shooting, and light-footed movements in the virtual game scene. This is only an example, and the embodiments of this application do not limit this in any way.
[0041] To address the problems existing in the aforementioned related technologies, this application provides an interaction method in a game, a corresponding interaction device in a game, an electronic device capable of implementing the interaction method in the game, and a computer-readable storage medium. The following embodiments provide a detailed description of the above-mentioned method, device, electronic device, and computer-readable storage medium.
[0042] To make the objectives and technical solutions of this application clearer and more intuitive, the methods provided by the embodiments of this application will be described in detail below with reference to the accompanying drawings and examples. It should be understood that the specific embodiments described herein are merely for explaining this application and are not intended to limit this application. It is understood that the following embodiments may exist independently, and the embodiments and features described below may be combined with each other where there is no conflict between the various embodiments provided in this application. For the same or similar content, it will not be repeated in different embodiments. Furthermore, the timing of the steps in the following method embodiments is merely an example and not a strict limitation. In some cases, the steps shown or described may be performed in a different order.
[0043] This application provides an interaction method, device, electronic device, and computer-readable storage medium for games. Specifically, the interaction method in a game according to one embodiment of this application can be executed by a computer device, which can be a terminal or a server. The terminal can be a smartphone, tablet, laptop, touch screen, game console, or other terminal device. The terminal can also include a client, which can be a game application client, a browser client carrying a game program, or an instant messaging client, etc. The server can be an independent physical server, a server cluster or distributed system composed 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, and big data and artificial intelligence platforms.
[0044] When the interactive methods in the game run on a server, these methods can be implemented and executed based on a cloud interactive system, which includes a server and client devices. The terminal device is any device with computing hardware capable of supporting and executing software application products corresponding to the game. Game software application products include, but are not limited to, any one of the following: first-person game applications, third-person game applications, single-player game applications, and multiplayer online tactical competitive game applications. The types of games mentioned above may include, but are not limited to, at least one of the following: two-dimensional game applications, three-dimensional game applications, virtual reality game applications, augmented reality game applications, and mixed reality game applications. The above is merely an example, and this application embodiment does not impose any limitations on it.
[0045] In one optional implementation, various cloud applications, such as cloud gaming, can run under the cloud interaction system. Taking cloud gaming as an example, cloud gaming refers to a gaming method based on cloud computing. In the cloud gaming operating mode, the game program and the game screen presentation are separate. The storage and execution of the interactive methods in the game are completed on the cloud gaming server. The client device is used for receiving and sending data and presenting the game screen. For example, the client device can be a display device with data transmission capabilities located close to the user, such as a mobile terminal, television, computer, or PDA; however, the information processing is performed by the cloud gaming server in the cloud. When playing the game, the player operates the client device to send operation commands to the cloud gaming server. The cloud gaming server runs the game according to the operation commands, encodes and compresses the game screen and other data, returns it to the client device via the network, and finally, the client device decodes and outputs the game screen.
[0046] In one optional implementation, taking a game as an example, the local terminal device stores the game program and is used to display the game screen. The local terminal device is used to interact with the player through a graphical user interface (GUI), i.e., conventionally downloading, installing, and running the game program via an electronic device. The local terminal device can provide the GUI to the player in various ways, such as rendering it on the terminal's display screen or providing it to the player via holographic projection. For example, the local terminal device can include a display screen for displaying the GUI, which includes game screens, and a processor for running the game, generating the GUI, and controlling the display of the GUI on the display screen.
[0047] The following describes the game interaction method provided in this application. In this game interaction method, a graphical user interface can be provided by a terminal device to display the game interface. The terminal device can be the aforementioned local terminal device or the aforementioned client device in the cloud interaction system.
[0048] Below, in conjunction with Figure 1 The following describes an interactive method in a game provided by one embodiment of this application. Figure 1 This is a flowchart illustrating a game interaction method provided in one embodiment of this application.
[0049] like Figure 1 As shown, the interaction methods in this game include S10-S20:
[0050] S10. In response to the first virtual character's summoning command for a virtual object, determine the virtual summoning object.
[0051] S20. In response to the interaction command for the virtual summoning object, activate the function system corresponding to the virtual summoning object for the first virtual character.
[0052] The following is a detailed explanation of steps S10-S20.
[0053] The first virtual character mentioned above is the virtual character controlled by the player through logging into the current game account.
[0054] The aforementioned summoning command refers to the action of a player triggering a summoning action that allows the first virtual character to summon a virtual object (such as a pet, mount, or battle companion). Common methods for generating summoning commands include, but are not limited to: hotkeys, skill bars, item usage, voice commands, gesture operations, and quest triggers. Specifically, hotkeys can be set for virtual objects, and summoning commands for virtual objects can be generated by triggering these hotkeys, such as pressing the keyboard key 'O' to generate the corresponding summoning command; alternatively, they can be generated by triggering pre-provided summoning controls. For example, a game menu interface can be provided, which includes multiple summoning controls for summoning different virtual objects, and summoning commands for virtual objects can be generated by triggering these summoning controls, etc. This embodiment does not impose specific limitations.
[0055] As described above, virtual objects can provide corresponding game functions for virtual characters. The game functions provided by virtual objects include, but are not limited to: clothing, virtual devices, vehicles, daily necessities, and medical supplies. Virtual objects can be virtual vehicles, virtual animals, and non-player characters (NPCs). Furthermore, multiple virtual objects of the same type can be assigned to provide different game functions. For example, when a virtual object is a virtual vehicle such as a car, it can be categorized according to the different functions provided by each virtual vehicle: a clothing vehicle selling clothes for characters to change into, a police car providing security services, an ambulance providing medical services, a mobile food cart selling snacks, etc. These are merely examples, and this application embodiment does not impose any limitations on them.
[0056] In this embodiment, the player controls the first virtual character to perform a summoning operation for a virtual object, thereby triggering the generation of a summoning command for the virtual object. In response to the summoning command for the virtual object by the first virtual character, the game system searches for a virtual object from existing virtual objects in the game scene or controls the generation of a new virtual object in the game scene, and determines it as the virtual summoning object that provides game functions to the first virtual character.
[0057] As described above, after determining the virtual summoning target for the first virtual character, the player can control the first virtual character to interact virtually with the virtual summoning target. Specifically, when preset conditions are met (such as the distance between the first virtual character and the virtual summoning target being less than a preset distance threshold), an interaction command from the first virtual character to the virtual summoning target is generated. The game system responds to the interaction command from the first virtual character to the virtual summoning target by activating the corresponding function system for the first virtual character. In this way, the first virtual character can select and use the corresponding function from the function system.
[0058] In other words, through steps S10-S20 above, when a player controls the first virtual character and wants to access game functions, the first virtual character can trigger a summoning command for a virtual object at any time within the game scene to summon a virtual summoning object that provides the corresponding function. Then, the first virtual character interacts with the virtual summoning object, controlling the activation of the corresponding function system for the first virtual character, thus providing the corresponding game functions. This further enhances the efficiency and convenience of virtual characters accessing game functions, improves game immersion, increases game stickiness and attractiveness, improves user retention, and reduces server idle time.
[0059] Based on the above embodiments, the interaction method in the game provided in this application will be further described below.
[0060] In an optional implementation, after step S10 and before step S20, the game interaction method provided in this application embodiment may further include the following steps S301-S303:
[0061] S301. Determine whether there is a virtual summoning object within the range of the first distance from the first virtual character.
[0062] S302. If it does not exist, generate a virtual summoning object.
[0063] S303. Determine the target location in the game scene and display the virtual summoning object at the target location.
[0064] In this embodiment, it is first determined whether a virtual summoning object exists within a first distance from the first virtual character. If it exists, the existing virtual summoning object is identified as the virtual summoning object that provides game functions to the first virtual character. If it does not exist, a new virtual summoning object is generated in the game scene. Subsequently, a target location is determined in the game scene, and the virtual summoning object is displayed at the target location.
[0065] By first determining whether a virtual summoning object already exists within a certain distance from the first virtual character, the system avoids generating multiple identical virtual objects within the same area. This not only saves computational resources but also prevents visual clutter in the game scene, maintaining a clean and orderly game world. If a virtual summoning object already exists, the system can directly use the existing object without generating new models and data, thereby improving game performance and responsiveness.
[0066] In an optional implementation, the "generating a virtual summoning object" step S302 above can be specifically achieved through the following steps S3021 and S3022:
[0067] S3021, Control the generation of a virtual summoning object at the target location.
[0068] In this embodiment, when a virtual summoning object exists within a first distance from the first virtual character, the virtual summoning object is generated at the target location in the game scene. This allows the virtual summoning object to appear in the field of vision of the first virtual character, enabling the player to locate the virtual summoning object in the game scene more quickly.
[0069] S3022. Determine the location where the summoned object is generated based on the target location, and control the generation of the virtual summoned object at the location where the summoned object is generated.
[0070] In this embodiment, when no virtual summoning object exists within a first distance from the first virtual character, a virtual summoning object needs to be generated in the game scene. The summoning object generation location is determined based on the target location, and the virtual summoning object is generated at the target location. Subsequently, the virtual summoning object is displayed at the target location. This way, players will not see the virtual summoning object suddenly appear at the target location, making the appearance of the virtual summoning object more natural, consistent with the logic of the game world, and enhancing the player's immersion.
[0071] In an optional implementation, the game interaction method provided in this application embodiment may further include the following step S401:
[0072] S401. If it exists, provide an object identifier for the virtual summoning object. The object identifier is used to indicate the direction information of the virtual summoning object relative to the first virtual character and the distance information between the virtual summoning object and the first virtual character.
[0073] The object identifier of the virtual summoned object described above may include an icon displaying direction information relative to the first virtual character, and a distance value indicating the distance between the virtual summoned object and the first virtual character. This is merely an example and does not constitute any limitation in this embodiment.
[0074] In this embodiment, when a virtual summoned object exists within a first distance from the first virtual character, the player can observe the object marker for the virtual summoned object to obtain real-time information about its direction (e.g., forward / backward, left / right) relative to the first virtual character, as well as its distance from the first virtual character. By providing an object marker for the virtual summoned object, the sense of direction and distance in the real world can be simulated, making the interaction with the virtual summoned object feel more natural and intuitive for the player. For example, the player can observe the object marker to determine whether the virtual summoned object is within their field of vision or whether they need to turn around to find it, reducing the player's operational burden.
[0075] Below, in conjunction with Figure 2 Step S401 will be described by way of example. Figure 2 This is a schematic diagram of an object identifier for a virtual summoning object provided in one embodiment of this application.
[0076] If a virtual summoning object 201 exists within a first distance (e.g., 100 meters) from the first virtual character 200, then... Figure 2 As shown, the object identifier 202 corresponding to the virtual summon object 201 is displayed. The object identifier 202 indicates the direction information of the virtual summon object 201 relative to the first virtual character 200 (e.g., as shown in the image). Figure 2 As shown, the object identifier 202 is located on the left side of the graphical user interface. Correspondingly, the virtual summon object 201 is located to the west of the scene where the first virtual character 200 is located, and the real-time distance between it and the first virtual character 200 is 50 meters.
[0077] In one alternative implementation, a scene map interface is also displayed on the graphical user interface, the scene map content displayed on the scene map interface at least partially overlapping the view area of the first virtual character.
[0078] The scene map of a virtual scene is a top-down planar map of the virtual scene. Unlike the planar map of the virtual scene presented from a top-down perspective, the scene map briefly presents the terrain features of the virtual scene (such as water, plains, mountains, routes, etc.) from a top-down perspective, rather than presenting the top-down appearance of the virtual models in the virtual scene exactly as they are. The scene map can also indicate the location of the virtual character, the interactive locations provided in the virtual scene, the interactive functions provided in the virtual scene, and so on.
[0079] The first virtual character's field of view is the area of the scene captured by the virtual camera set in the game scene. The virtual camera is set in relation to the position of the first virtual character. Taking a third-person perspective game as an example, the virtual camera can be set behind and above the first virtual character. The area of the scene that includes the first virtual character is the first virtual character's field of view.
[0080] The scene map content in the scene map interface overlaps at least partially with the view area of the first virtual character. In other words, the scene map content displayed in the scene map interface includes a portion of the current game scene range where the first virtual character is located, and the scene area displayed in the display area is the same area as the view area of the first virtual character.
[0081] The game interaction method provided in this application embodiment further includes step S402:
[0082] S402. Control the display of object identifiers on the scene map interface. The display position of the object identifiers on the scene map interface is related to the position of the virtual summoned object in the game scene.
[0083] In this embodiment, players can quickly locate the virtual summoned object through the scene map interface without frequently switching perspectives or manually searching. Especially in complex game scenes, the scene map provides a global view, helping players locate the virtual summoned object more quickly and reducing the operational burden.
[0084] For example, such as Figure 2 As shown, the scene map interface 205 displays the object identifier 203 for the virtual summoned object and the location identifier 204 of the first virtual character.
[0085] In one optional implementation, the virtual scene further includes multiple virtual buildings. The game interaction method provided in this application embodiment further includes step S403:
[0086] S403, In response to the existence of a target virtual building that obscures the virtual summoning object within the field of view of the first virtual character, control the display of an object identifier on the target virtual building.
[0087] In this embodiment, when a virtual summoned object is obscured by a target virtual building, the player may not be able to directly see the location of the virtual summoned object. By displaying an object icon and real-time distance information on the virtual building, the player can quickly understand the relative position of the summoned object, avoiding getting lost or making mistakes due to obstructed vision.
[0088] Below, in conjunction with Figure 3 The above step S403 will be described by way of example. Figure 3This is a schematic diagram illustrating the display of object identifiers and real-time distance information on a target virtual building, as provided in one embodiment of this application.
[0089] Assuming the virtual summoned object is obscured by virtual structure 301, such as Figure 3 As shown, players cannot directly see the location of the virtual summoned object; instead, an object identifier 302 is displayed on the virtual building 301. The object identifier 302 indicates the direction of the virtual summoned object relative to the first virtual character 300, and the real-time distance between the virtual summoned object and the first virtual character 300 is 30 meters.
[0090] In an optional implementation, the step S303 above, "determining the target location in the game scene," can be specifically achieved through the following step S3031:
[0091] S3031. Determine the target location in the game scene based on the current location of the first virtual character.
[0092] In this embodiment, if a virtual summoning object exists within a first distance from the first virtual character, the location of the virtual summoning object is the target location. If no virtual summoning object exists within the first distance from the first virtual character, the target location is determined based on the current location of the first virtual character, rather than a fixed scene location. This dynamic behavior makes players feel that the virtual summoning object is organically integrated into the game world, rather than a mechanical tool, thus enhancing the game's immersion.
[0093] In one alternative implementation, the virtual scene includes at least two virtual channels, which are virtual paths used for virtual objects, or for virtual objects and a first virtual character to move.
[0094] The virtual passages mentioned above include, but are not limited to, roadways, alleyways, and overpasses; these are merely examples and do not constitute any limitation. When the virtual summoned object is movable, the virtual summoned object includes, but is not limited to, virtual animals and virtual vehicles (such as road vehicles); these are also merely examples.
[0095] The above step S3031, "determine the target location in the game scene based on the current location of the first virtual character," can be specifically implemented through the following steps S30311-S30313:
[0096] S30311. Determine whether the current location of the first virtual character belongs to a virtual channel.
[0097] S30312. If so, then the location within the preset range of the current location of the first virtual character shall be determined as the target location.
[0098] S30313. If not, then determine the target virtual channel from at least two virtual channels, and determine the target location in the target virtual channel.
[0099] In this embodiment, the location of the first virtual character within the game scene can be determined by judging whether its position coordinates are within the area of the virtual passage. If yes, the location of the first virtual character is determined to be within the virtual passage; otherwise, the location of the first virtual character is determined not to be within the virtual passage.
[0100] In this embodiment, if the current location of the first virtual character belongs to a virtual passage, then a location within a preset range of the first virtual character's current location is determined as the target location. For example, a location 5 meters away from the first virtual character within the virtual passage is determined as the target location. If the current location of the first virtual character does not belong to a virtual passage, then a target virtual passage is determined from the virtual passages included in the game scene, and the target location is determined within that target virtual passage. For example, if the first virtual character is currently located on a virtual sidewalk, and since virtual summoned objects are not allowed to move into the virtual sidewalk but can only move within virtual passages, then one of the virtual passages closest to the virtual sidewalk can be selected as the target virtual passage, and the target location is determined within that target virtual passage.
[0101] It's understandable that the virtual object's movement path is confined to the virtual channel. Therefore, the target location is determined based on whether the first virtual character's current position belongs to the virtual channel. This method of determining the target location ensures both proximity to the first virtual character and the feasibility and rationality of the virtual summoned object reaching the target location.
[0102] In one alternative implementation, the game scene also includes a character passageway, which serves as a virtual path for the first virtual character to move along. For example, the character passageway could be a virtual pedestrian walkway.
[0103] In step S30313 above, "determine the target virtual channel from at least two virtual channels" can be specifically achieved through the following step S30313-1:
[0104] S30313-1. Determine the target virtual channel based on at least two virtual channels whose target terrain attributes are consistent with the target terrain attributes of the target character channel where the first virtual character is currently located.
[0105] The aforementioned terrain attributes include height (e.g., elevated and non-elevated terrain), slope, etc.
[0106] In this embodiment, the target terrain attributes of the target virtual channel are required to be consistent with the target terrain attributes of the target character channel where the first virtual character is currently located. This ensures the feasibility of the first virtual character reaching the target virtual channel.
[0107] For example, taking the target terrain attribute as the height attribute, if the height attribute of the target character passage where the first virtual character is located belongs to the non-elevated category, the height attribute of the target virtual passage must also belong to the non-elevated category; or, if the height attribute of the target character passage where the first virtual character is located belongs to the elevated category, the height terrain attribute of the target virtual passage must also belong to the elevated category.
[0108] An optional implementation method, step S30313-1 "determining the target virtual channel based on the virtual channel whose target terrain attributes are consistent with the target terrain attributes of the target character channel currently occupied by the first virtual character", can be specifically implemented through the following steps A1-A2:
[0109] A1. Using the location of the first virtual character in the game scene as the center, draw the spherical collision body by successively increasing the radius of the sphere.
[0110] A2. Repeat step one until the target terrain attribute of the virtual channel tangent to the current spherical collider is consistent with the target terrain attribute of the target character channel where the first virtual character is currently located. Then, determine the virtual channel tangent to the current spherical collider as the target virtual channel.
[0111] The first step includes steps A21-A22:
[0112] A21. In response to the spherical collider being tangent to the virtual channel, stop drawing the spherical collider in the first drawing mode, and determine whether the target terrain attributes of the virtual channel tangent to the current spherical collider are consistent with the target terrain attributes of the target character channel where the first virtual character is currently located.
[0113] A22. If inconsistent, revert to drawing the spherical collider using the first drawing method.
[0114] In this embodiment, a spherical collider is drawn using the location of the first virtual character in the game scene as the center and a first drawing method that increases the radius of the sphere sequentially. By drawing the spherical collider using this first drawing method with progressively increasing sphere radii, the virtual passage in the game scene that earliest simultaneously meets the following two conditions is determined as the target character passage: Condition 1: Tangent to the current spherical collider; Condition 2: Whether the target terrain attributes are consistent with the target terrain attributes of the target character passage currently occupied by the first virtual character. This allows for faster and more timely identification of the target virtual passage closest to the first virtual character, whose target terrain attributes match those of the target character passage currently occupied by the first virtual character, thus ensuring the feasibility of the first virtual character reaching the target virtual passage.
[0115] Below, in conjunction with Figure 4 The above steps A1-A2 are illustrated by example. Figure 4 This is a schematic diagram illustrating the determination of a target virtual channel by drawing a spherical collider, as provided in one embodiment of this application.
[0116] like Figure 4 As shown, this includes interface (a) and interface (b). Assume... Figure 4 Virtual channels 1 and 2 are non-elevated channels, while virtual channel 3 is an elevated channel. The channel where the first virtual character is located is a non-elevated channel. As shown in interface (a), a spherical collider 401, centered at the first virtual character's position 400 in the game scene, is drawn and is tangent to virtual channel 3 at point 4011. The height attribute (elevated) of virtual channel 3 is inconsistent with the height attribute (non-elevated) of the channel where the first virtual character is located. Subsequently, using the first drawing method with an increased spherical radius, a spherical collider 402 is drawn, as shown in interface (b). The spherical collider 402 is tangent to virtual channel 2 at point 4021. Since the height attribute (non-elevated) of virtual channel 2 is consistent with the height attribute (non-elevated) of the channel where the first virtual character is located, virtual channel 2 is determined as the target virtual channel.
[0117] In an optional implementation, step S30313-1, "determining the target virtual channel based on the virtual channel whose target terrain attributes are consistent with those of the target character channel currently occupied by the first virtual character," can be specifically implemented through the following steps B1-B2:
[0118] B1. Select at least two virtual channels whose target terrain attributes are consistent with the target terrain attributes of the target character channel currently occupied by the first virtual character as candidate virtual channels.
[0119] B2. Select the candidate virtual channel that is closest to the first virtual character as the target virtual channel.
[0120] In this embodiment, virtual channels whose target terrain attributes match those of the current target character channel of the first virtual character are first selected from the virtual scene and identified as candidate virtual channels. This ensures the accessibility of the first virtual character to the target virtual channel. Then, the candidate virtual channel closest to the first virtual character is identified as the target virtual channel. This further ensures that the target virtual channel is very close to the first virtual character, allowing the first virtual character to move to the target virtual channel in a very short time.
[0121] In an optional implementation, step S30313, "determining the target location in the target virtual channel," can be specifically achieved through the following step S30313-1:
[0122] S30313-1. Determine the target position as the location closest to the first virtual character at the edge of the target virtual channel.
[0123] In this embodiment, the target virtual channel is a virtual path for virtual objects, or for virtual objects and a first virtual character, to move. Generally, virtual objects move within the central area of the target virtual channel, while virtual characters move within the areas along its two edges. Therefore, the position closest to the first virtual character along the edge of the target virtual channel is determined as the target position. Since the virtual summoned vehicle needs to be displayed at the target position, the first virtual character needs to move to the target position to interact with the virtual summoned object. The target position determined in this way is the position within the target virtual channel that is closest to the first virtual character and is the safest for the first virtual character.
[0124] In an optional implementation, the step S3021 above, "determining the summoning object generation location based on the target location," can be specifically achieved through the following step S3021-1:
[0125] S3021-1. The location at which the target location is preset at a distance threshold is determined as the location where the summoned object is generated.
[0126] In this embodiment, the location at a preset distance threshold from the target location is determined as the summon object generation location. This controls the virtual summon object to be generated at the target location at the preset distance threshold, rather than being generated directly at the target location, thus avoiding a visually jarring experience for the player.
[0127] In one alternative implementation, the game scene further includes a character path and a virtual path. The character path is a virtual path for virtual characters to move through, while the virtual path is for virtual objects to pass through. The virtual path is divided into two virtual sub-paths for virtual objects to move in opposite directions.
[0128] The game interaction method provided in this application embodiment further includes step C1:
[0129] C1. Determine the virtual sub-channel adjacent to the current character channel of the first virtual character within the target virtual channel where the target location is located as the target sub-channel. The target virtual channel is one of the virtual channels.
[0130] Accordingly, based on step C1, the step S3021-1 above, "determining the position of the virtual channel at a preset distance threshold from the target position as the summoning object generation position," can be specifically implemented through the following step S3021-1-1:
[0131] S3021-1-1. Along the direction of virtual object movement in the target sub-channel, the position located behind the target position and at a preset distance threshold from the target position is determined as the summoning object generation position.
[0132] In this embodiment, a virtual sub-channel adjacent to the current character channel of the first virtual character is selected as the target sub-channel. The location behind the target position and at a preset distance threshold from the target position, along the virtual object's movement direction within the target sub-channel, is determined as the summon object generation position. Thus, after being generated at the summon object generation position, the virtual summon object moves to the target position along the movement direction indicated by the target sub-channel. This makes the movement of the virtual summon object follow real-life traffic rules, making the game world more realistic and believable. Players will find the behavior of the virtual summon object more reasonable, enhancing the game's immersion.
[0133] Below, in conjunction with Figure 5 The above steps C1 and S3021-1-1 are described by way of example. Figure 5 This is a schematic diagram illustrating the target location and the location where the summoned object is generated, provided in one embodiment of this application. It is assumed that the target virtual channel is... Figure 5 In the middle virtual channel 2, the position 501 closest to the first virtual character at the edge of the target virtual channel is determined as the target position 501.
[0134] like Figure 5 As shown, virtual channel 2 is divided into two virtual sub-channels, sub-channel 1 and sub-channel 2, by lane dividing lines, allowing virtual objects to move in opposite directions. Sub-channel 1, which is adjacent to the current character channel of the first virtual character 500, is designated as the target sub-channel. Following the virtual object's movement direction in sub-channel 1, position 502, located 50 meters behind and 50 meters from the target position 501, is designated as the summoning object spawn position 502.
[0135] In an optional implementation, based on step S3021, step S303, "displaying the virtual summoning object at the target location," can be specifically achieved through the following step D1:
[0136] D1. Control the virtual summoned object to move from the summoned object's spawn location to the target location.
[0137] In this embodiment, the virtual summoned object is controlled to move from its spawn location to the target location. This way, players will not see the virtual summoned object suddenly "flash" to the target location, but rather see it gradually move from a distance to the target location, enhancing the naturalness and smoothness of the summoning process.
[0138] In an optional implementation, step D1, "controlling the virtual summoned object to move from the summoned object's spawn location to the target location," can be specifically achieved through the following steps D11-D13:
[0139] D11. Determine whether the target virtual channel where the target location is located includes a parking channel for parking virtual objects.
[0140] D12, if included, control the virtual summoned object to move to the target location before entering the parking channel and parking at the target location.
[0141] D13. If not included, control the virtual summoned object to move to the target location.
[0142] In this embodiment, it is determined whether the target virtual channel where the target location is located includes a parking channel for virtual objects. If not, the virtual summoned object is controlled to move to the target location. If it does include a parking channel, the virtual summoned object is controlled to enter the parking channel before moving to the target location and then park there. By having the virtual summoned object enter the parking channel and park at the target location within the target virtual channel, a real-world behavior pattern is simulated, making the game world more realistic and believable. Players will find the behavior of the virtual summoned object more reasonable, enhancing the game's immersion.
[0143] In an optional implementation, the target virtual channel further includes multiple other virtual objects in a moving state. Based on step D1 above, the game interaction method provided in this application embodiment further includes step D2:
[0144] D2. During the process of controlling the virtual summoned object to move to the target position, control other virtual objects located behind the virtual summoned object and at a distance less than the preset safe distance to stop moving.
[0145] In this embodiment, during the process of controlling the virtual summoned object to move to the target position, other virtual objects located behind the virtual summoned object and at a distance less than a preset safety distance are stopped from moving. This avoids collisions between the virtual summoned object and other virtual objects moving at normal speed behind it due to the virtual summoned object slowing down as it stops at the target position. This improves the safety and stability of the virtual summoned object and reduces the occurrence of unexpected situations.
[0146] In an optional implementation, based on step S3031, the game interaction method provided in this application embodiment further includes step S50:
[0147] S50. Control the first virtual character to move to the location of the virtual summoned object, and provide a function display panel for the virtual summoned object. The function display panel includes at least one function identifier and control trigger indication information corresponding to each function identifier. The interaction instructions are instructions generated based on the control operation of the control trigger indication information.
[0148] In this embodiment, if a virtual summoning object exists within a first distance range from the first virtual character, the first virtual character is controlled to move to the location of the virtual summoning object, and a function display panel for the virtual summoning object is provided. The function display panel includes at least one function identifier and control trigger indication information corresponding to each function identifier. If no virtual summoning object exists within the first distance range from the first virtual character, the virtual summoning object is displayed at a target location, and the first virtual character is controlled to move to the location of the virtual summoning object (i.e., the target location). A function display panel for the virtual summoning object is provided, and the function display panel includes at least one function identifier and control trigger indication information corresponding to each function identifier. Subsequently, the player controlling the first virtual character can generate interactive commands for the virtual summoning object through control operations on the control trigger indication information.
[0149] The function display panel centralizes all functions related to the virtual summoned object onto a single interface. Players can quickly generate interactive commands simply by using the control trigger indicators, eliminating the need for frequent menu switching or complex operations. Furthermore, clear function labels and control trigger indicators allow players to intuitively understand the purpose of each function, reducing misoperations caused by complex controls. Players can quickly select the appropriate function based on their current needs, avoiding unnecessary errors.
[0150] Depending on the type of terminal device held by the user, different types of operation controls are required to execute control operations based on control trigger indication information.
[0151] When the terminal device is a touchscreen device such as a mobile phone, tablet, or game console, the operation control can be a virtual control (such as a function icon) displayed on the game interface that can trigger corresponding events. The triggering operation for this type of operation control can be triggered by the user's finger or by an external device. For example, the triggering operation can be a swipe up, swipe down, swipe left, swipe right, a long press, a tap, a double tap, etc., but is not limited to these.
[0152] When the terminal device is a non-touchscreen terminal device such as a desktop computer or laptop, the operation controls on the game interface can be triggered by physical keys on the keyboard. Triggering operations on physical keys can be actions performed by the user's fingers on the physical keys, such as pressing, holding down, releasing, single-clicking, and double-clicking, but are not limited to these. Alternatively, the operation controls can be controls displayed on the game interface of the non-touchscreen terminal device that can trigger corresponding events. Triggering operations on this type of operation control can be performed by external devices such as a mouse by clicking or double-clicking the left and / or right mouse buttons, or by physical keys on the keyboard or a game controller, etc., to perform triggering operations on the operation controls on the game interface, and so on, but are not limited to these.
[0153] In one alternative implementation, the virtual functions provided by the virtual summoning object include a trading function for virtual items, and the function panel includes a control for triggering item trading.
[0154] The virtual props mentioned above include, but are not limited to, clothing, headwear, skin, medicine, etc., for example only.
[0155] Based on step S50, the step S20 "activating the function system corresponding to the virtual summoning object for the first virtual character" can be specifically implemented through the following steps S5011-S5012:
[0156] S5011, In response to the trigger operation of the item trading trigger control, provide an item trading interface.
[0157] S5012, responding to transaction operations on the transaction interface, controlling the virtual character's virtual assets to decrease or increase a preset asset amount, where the preset asset amount is the price of virtual items purchased or sold by the virtual character.
[0158] The aforementioned item trading interface includes a virtual shop display area and a virtual backpack display area. In response to trading operations on the trading interface, it controls the virtual character's virtual assets to decrease or increase a preset asset amount. For example, for a purchase operation in the virtual shop display area, it controls the virtual character's virtual assets to decrease a preset asset amount; for a sale operation in the virtual backpack display area, it increases a preset asset amount.
[0159] Furthermore, the virtual functions provided by the virtual summoning object include the ability to change virtual items already owned by the virtual character, and the function panel includes an item change trigger control. Based on step S50, step S20, "activating the function system corresponding to the virtual summoning object for the first virtual character," can be specifically implemented through the following step S5013:
[0160] S5013. In response to the trigger operation of the prop replacement trigger control, control the replacement of the first virtual prop owned by the virtual character with the second virtual prop.
[0161] The above-mentioned trigger operation for the item replacement trigger control can allow the first virtual character to choose to replace the first virtual item they currently own with a second virtual item they do not currently own. After the trigger operation is executed, the control will replace the first virtual item owned by the virtual character with the second virtual item. Alternatively, it can allow the first virtual character to choose the second virtual item they want. After the trigger operation is executed, the control will replace the first virtual item of the same type as the second virtual item owned by the virtual character with the second virtual item.
[0162] Below, with reference to Figure 6 and specific examples, taking a user's terminal device type such as a desktop computer or laptop (non-touchscreen terminal) as an example, we will exemplarily describe the virtual summoning object for selling virtual items and changing virtual items for virtual characters. Figure 6(a) is one of the schematic diagrams of a virtual summoning object providing the sale of virtual items and changing virtual items for virtual characters according to one embodiment of this application; Figure 6(b) is another schematic diagram of a virtual summoning object providing the sale of virtual items and changing virtual items for virtual characters according to one embodiment of this application; Figure 6(c) is a third schematic diagram of a virtual summoning object providing the sale of virtual items and changing virtual items for virtual characters according to one embodiment of this application; and Figure 6(d) is a fourth schematic diagram of a virtual summoning object providing the sale of virtual items and changing virtual items for virtual characters according to one embodiment of this application. For example, we will provide a virtual summoning object for clothing (i.e., a clothing cart).
[0163] Taking the first virtual character 600 as an example, having moved to the clothing cart 601, as shown in Figure 6(a), the graphical user interface displays a function display panel 602 for the clothing cart 601. The function display panel includes function icons corresponding to the two functions of purchasing fashion items and changing outfits, as well as their respective control trigger indicators: keyboard key F and keyboard key X. As shown in Figure 6(a), the player triggers the operation by pressing keyboard key F, causing the first virtual character 600 to purchase fashion items and reducing the virtual character's virtual assets by 50 virtual coins. Here, 50 virtual coins represent the price of the virtual fashion items purchased by the first virtual character. As shown in Figure 6(b), the player triggers the operation by pressing keyboard key X. As shown in Figure 6(c), the graphical user interface triggers the outfit selection interface 603. This outfit selection interface 603 can include multiple clothing selection windows, which are used to accommodate single virtual outfits, virtual accessories, virtual sets, etc. The player can select virtual outfits within the clothing selection windows using the mouse, thereby changing the outfits of the first virtual character. In other examples, the dress-up interface can also provide fixed dress-up options, as shown in Figure 6(d). The dress-up selection interface 604 includes three options: change the top to a jacket, change the top to a T-shirt, and change the pants to jeans. When the player triggers the operation by pressing key 3 on the keyboard, the first virtual character changes the pants to jeans.
[0164] In an optional implementation, based on step S50, the step S20 of "activating the function system corresponding to the virtual summoning object for the first virtual character" can be specifically implemented through the following steps S5021-S5022:
[0165] S5021. Control at least one second virtual character that meets the preset conditions to move to the first location to perform the preset task.
[0166] S5022, In response to the second virtual character completing a preset task, control the second virtual character to move to a second location.
[0167] In this embodiment, the function of the virtual summoning object is to control the movement of at least one second virtual character that meets preset conditions to a first location to perform a preset task, and to control the second virtual character to move to a second location after the second virtual character completes the preset task. For example, the virtual summoning object is a virtual police car. When the police car function is activated for the first virtual character, the virtual police car will bring the second virtual character within the vicinity of the first virtual character whose first specified game parameter (for example, if the virtual character damages virtual buildings in the game scene or causes damage to other virtual characters, the first specified game parameter will increase) is greater than a first preset threshold to the police station (i.e., the first location) to cooperate with the police officer for questioning (i.e., the preset task). After the questioning is completed, the second virtual character will be moved to the entrance of the police station (i.e., the second location). For example, the virtual summoning object is a virtual bus. When the bus function is activated for the first virtual character, the virtual bus will take the second virtual character, whose second specified game parameter (e.g., the virtual character can obtain a specified game skill by performing game tasks, and the number of times the game tasks are completed can increase the second specified game parameter) is greater than the second preset threshold, to the school (i.e. the first location) (i.e. the preset task). After the academic training is completed, the control will move the second virtual character to the location of the second virtual character's home (i.e. the second location).
[0168] In one alternative implementation, based on step S50, step S20, "activating the function system corresponding to the virtual summoning object for the first virtual character", may further include: controlling the first virtual character to move to the first location.
[0169] For example, the virtual summoning object is a virtual taxi. When the taxi function is activated for the first virtual character, the virtual taxi will take the first virtual character to the target location set by the player.
[0170] In an optional implementation, the game interaction method provided in this application embodiment further includes step S50:
[0171] S50. In response to the fulfillment of preset destruction conditions, control the destruction of the virtual summoning object.
[0172] The aforementioned destruction of a virtual summoned object refers to removing it from the game scene. The destruction of a virtual summoned object can take many forms, including but not limited to: fade-out effects, text prompts (such as "The virtual object you summoned has been destroyed"), and particle disappearance effects, as examples only. A fade-out effect means the virtual summoned object gradually becomes transparent and eventually disappears completely from the game scene. A text prompt means that after the virtual summoned object is destroyed and disappears from the game scene, a brief text prompt will be displayed on the game interface to inform the player that the virtual summoned object has been destroyed. A particle disappearance effect means that during the destruction process, the virtual summoned object will decompose into countless light points and scatter in all directions. Destroying a virtual summoned object can also be achieved by controlling the virtual summoned object to move out of the current game scene area.
[0173] Alternatively, one way to control the destruction of virtual summoning objects is to control the destruction of virtual summoning objects by having the virtual summoning objects disappear in the form of particle disappearance when the first virtual character is more than a preset distance threshold away from the virtual summoning objects. From the perspective of the first virtual character, this can also be seen as the virtual summoning objects leaving the current scene range, making the destruction of the first virtual character appear more natural.
[0174] In this embodiment, when a virtual summoned object in the game scene meets a preset destruction condition, the virtual summoned object is destroyed. By setting clear destruction conditions, this prevents players from maintaining a large number of virtual summoned objects indefinitely, avoiding the problem of a cluttered game scene caused by an excessive number of virtual summoned objects. At the same time, setting destruction conditions simulates the physical law that objects or creatures in reality do not exist indefinitely, but rather have a certain lifespan or usage period, making the game world more realistic and believable. Players will feel that summoning virtual objects is more reasonable, enhancing the game's immersion.
[0175] In one optional implementation, the preset destruction conditions include at least one of the following: the distance between the virtual summoning object and the first virtual character is greater than a first distance, and the first virtual character summons another virtual object with the same function as the virtual summoning object. Alternatively, the distance between the virtual summoning object and the first virtual character is greater than a second distance, and the duration of the paused interaction between the first virtual character and the virtual summoning object reaches a preset duration threshold, where the second distance is greater than the first distance.
[0176] In an optional implementation, the game interaction method provided in this application embodiment further includes step S60:
[0177] S60, in response to the stop interaction command between the first game character and the virtual summoned object, control the virtual summoned object to remain parked at the target position.
[0178] In this embodiment, in response to a stop interaction command between the first game character and the virtual summoned object, the virtual summoned object is kept stationary at the target position. This allows the first virtual character to return to the target position where the virtual summoned object is stationary and interact with it again if the player wants to interact with it again within a short distance for a short period of time.
[0179] In an optional implementation, step S10, "in response to the first virtual character's summoning command for a virtual object, determining the virtual summoning object," can be specifically implemented through the following steps S101-S102:
[0180] S101. Respond to the display trigger command, control the first game character to use the virtual communication device, and display the device display interface of the virtual communication device on the graphical user interface. The device display interface includes multiple object summoning controls for summoning virtual objects with different functions.
[0181] S102. In response to the triggering operation of the object summoning control, determine the virtual summoning object, which is the virtual object summoned by the object summoning control.
[0182] The above-mentioned display trigger command can be triggered by the player using a preset shortcut key or by the player using a display control displayed on the graphical user interface. This is just an example.
[0183] In this embodiment, players can control a first game character to use a virtual communication device by triggering a command, and the device display interface of the virtual communication device is displayed on the graphical user interface. The device display interface includes multiple object summoning controls for summoning virtual objects with different functions. Players can select one of the multiple object summoning controls (i.e., the target object summoning control) from the device display interface to trigger an operation, thus determining the virtual summoned object as the virtual summoning object.
[0184] Summoning virtual objects through virtual communication devices simulates real-world communication tools or devices, making the game world more realistic and believable. Players feel they are not merely "summoning" an object, but interacting with the virtual world through some technological means, increasing immersion. Simultaneously, the device's display interface provides intuitive visual feedback; players can easily identify the function of each object summoning control through icons, labels, or other visual elements, reducing the possibility of accidental operation. Players can quickly select the appropriate summoning object based on their current needs, enhancing the ease of operation.
[0185] Below, in conjunction with Figure 7 and oneA specific example will be provided to illustrate the above steps S101-S102. Figure 7 This is a schematic diagram illustrating the use of a virtual communication device to summon a virtual object, as provided in one embodiment of this application. The virtual object is taken as a vehicle (such as a car) as an example.
[0186] like Figure 7 As shown, interfaces (a) and (b) are included. As shown in interface (a), the first virtual character is not using a virtual device, and a display control 701 is displayed on the graphical user interface. The player triggers this display control 701. Subsequently, as shown in interface (a), the graphical user interface displays that the first virtual character is using a virtual communication device 702, and a device display interface 703 displays the virtual communication device 702. The device display interface 703 displays a summoning address book, which shows four different object summoning controls: a clothing vehicle summoning control 7031, an ambulance summoning control 7032, a police car summoning control 7033, and a taxi summoning control 7034. A brief explanation of the basic functions of the virtual objects summoned by these four object summoning controls is provided. The clothing vehicle summoning control 7031 is used to summon a clothing vehicle, whose functions include selling various character outfits and allowing the first virtual character to change outfits with a single click. Ambulance summoning control 7032 is used to summon an ambulance. The ambulance's functions include providing blood transfusions to other virtual characters within the vicinity of the first virtual character whose health is below a preset health threshold, and providing healing to other virtual characters whose damage exceeds a preset damage threshold. Police car summoning control 7033 is used to summon a police car. The police car's functions include taking a second virtual character within the vicinity of the first virtual character whose first specified game parameter is greater than a first preset threshold to the police station for questioning by officers. After the questioning, the second virtual character is moved to the police station entrance. Taxi summoning control 7034 is used to summon a taxi. The taxi's functions include picking up the first virtual character at its location and transporting it to the destination indicated by the first virtual character. It can be seen that when the player triggers the clothing vehicle summoning control 7031 with their finger, the clothing vehicle is activated as a virtual summoning object.
[0187] In an optional implementation, the game interaction method provided in this application embodiment further includes steps S7011-S7012:
[0188] S7011, when the first virtual character is not using a virtual communication device, responding to a movement control command, control the first virtual character to move in the game scene at a first speed.
[0189] S7012. When the first virtual character uses a virtual communication device, respond to a movement control command and control the first virtual character to move in the game scene at a second speed, wherein the second speed is less than the first speed.
[0190] In this embodiment, the movement control operation refers to a series of inputs used by the player to control the first virtual character to move in the game scene, which will trigger the generation of movement control instructions.
[0191] For example, in a PC game, the movement control operation can include pressing a preset shortcut key on the physical keyboard. In the game, the shortcut keys for controlling the movement of the first virtual character usually include the W key, S key, A key, and D key; therefore, the movement control operation can include pressing the above four keys.
[0192] For example, in mobile games, this movement control operation can include triggering an operation on a preset movement control. Typically, this movement control is a wheel-like shape, with a virtual joystick displayed in the center. Players slide the virtual joystick to control the movement of a first virtual character within the game scene.
[0193] The aforementioned first speed refers to the movement speed set for the first game character when not using a virtual communication device.
[0194] That is, before and after the first virtual character uses the virtual communication device, the movement speed of the first virtual character is switched between a first speed and a second speed.
[0195] When the second speed is less than the first speed, it means that the speed will decrease after the first virtual character uses the virtual communication device, thus satisfying the game's realism and enhancing its realism.
[0196] It should be noted that in a special case, when the player is not using a virtual communication device and the first speed is 0 (i.e., the first virtual character is standing still), if the player starts using a virtual communication device, the first virtual character will continue to stand still, meaning the second speed will also be 0.
[0197] In an optional implementation, the game interaction method provided in this application embodiment further includes steps S7021-S7022:
[0198] S7022, When the first virtual character is not using a virtual communication device, in response to a movement control command, control the first virtual character to move in the game scene in a first posture.
[0199] S7022. When the first virtual character uses a virtual communication device, in response to a movement control command, the first virtual character is controlled to move in the game scene in a second posture.
[0200] In this embodiment, the first posture of the first virtual character when not using the virtual communication device includes: the hand posture of the first virtual character when not holding the virtual communication device and the head posture of looking horizontally towards the direction of movement of the first virtual character.
[0201] In this embodiment, when the first virtual character uses the virtual communication device, the posture of the first virtual character is controlled to be adjusted from the first posture to the second posture, and the first virtual character is controlled to move in the game scene in the second posture.
[0202] The second posture of the first virtual character viewing information through the virtual communication device may include: the first virtual character raising and holding the virtual communication device and the head posture looking down at the virtual communication device held in its hand.
[0203] In summary, before and after the first virtual character uses the virtual communication device, the character's posture is switched between a first posture and a second posture. This allows the player character to use the virtual communication device to view information, and while the player character is using the device, their posture is adjusted from the first posture to the second posture, and the player character is controlled to move in the second posture. This allows the player to view information while simultaneously moving in a more suitable posture, achieving a game effect of viewing information while moving. This further enhances the realism of character interaction in the game, improves immersion, and increases game stickiness and appeal.
[0204] Below, in conjunction with Figure 8 And a specific example is provided to detail the changes in posture of the first virtual character before and after using the virtual communication device. Figure 8 This is a schematic diagram illustrating the posture changes of a first virtual character before and after using a virtual communication device, as provided in one embodiment of this application. Figure 8 The specific example shown uses a virtual mobile phone as a virtual communication device.
[0205] like Figure 8As shown in interface (a), a game scene is displayed in the graphical user interface. A first virtual character 800 is displayed in the game scene, moving in a first posture. The head posture of the first virtual character 800 is looking in the direction indicated by the horizontal dotted arrow towards the direction of movement, and the hand posture of the first virtual character 800 is not holding a virtual phone. In response to a display trigger command, the first virtual character 800 is controlled to use the virtual phone. That is, in response to an interface display command, as shown in interface (b), a device display interface 802 of the virtual communication device is displayed on the graphical user interface. The first virtual character 800 raises its hand and holds the virtual phone 801. That is, the hand posture of the first virtual character 800 is adjusted to the posture of holding the virtual phone 801, and the head posture of the first virtual character 800 is adjusted from looking in the direction of movement along the horizontal dotted arrow to looking down at the virtual phone held in its hand along the direction indicated by the dotted arrow.
[0206] In an optional implementation, during the process of controlling the first virtual character to move in the game scene in a second posture, the game interaction method provided in this application embodiment further includes step S7031:
[0207] S7031. Control the head posture of the first virtual character to switch between a first head posture and a second head posture. The first head posture is looking down at the virtual communication device, and the second head posture is looking up in the direction of movement.
[0208] In this embodiment, when the first virtual character uses the virtual communication device, the head posture of the first virtual character can be switched between a first head posture and a second head posture. Specifically, the first head posture is looking down at the virtual communication device, and the second head posture is looking up in the direction of movement. This allows the first virtual character to simultaneously view information through the virtual communication device and look horizontally in the direction of movement while moving, achieving a visual effect of looking at the road and the virtual communication device at the same time, thus enhancing the realism of the game.
[0209] like Figure 8 As shown in the middle interface (b), the hand posture of the first virtual character 800 is that of holding the virtual phone 801, and the head posture of the first virtual character 800 is that of looking down at the virtual phone 801 in its hand, as indicated by the dotted arrow. Subsequently, during the process of controlling the first virtual character to move in the game scene using the virtual communication device, as... Figure 8 As shown in the middle interface (c), the head posture of the first virtual character 800 changes from the first head posture of looking down at the virtual mobile phone held in the hand along the direction indicated by the dotted arrow to the second head posture of looking in the direction of movement along the horizontal dotted arrow.
[0210] In an optional implementation, during the process of controlling the first virtual character to move in the game scene in a second posture, the game interaction method provided in this application embodiment further includes step S7041:
[0211] S7041. Control the first virtual character to move in the game scene with a first movement posture and a first head posture.
[0212] The player character's first movement posture can include, but is not limited to, walking, running, jumping, swinging, flying, swimming, riding, etc. The first head posture is the head posture when viewing the virtual communication device; optionally, the first head posture is looking down at the virtual communication device.
[0213] In this embodiment, while controlling the first virtual character to move in the game scene in a second posture, the first virtual character is also controlled to move in the game scene in a first movement posture and a first head posture. This allows the first virtual character to view virtual communication devices while moving, enhancing the realism of the game.
[0214] In an optional implementation, based on steps S7021-S7022, the game interaction method provided in this application embodiment further includes steps S7051-S7052:
[0215] S7051. During the process of controlling the first virtual character to move in the game scene in a first posture, if the position of the first virtual character in the game scene is an air area, in response to the first virtual character using a virtual communication device, control the first virtual character to descend from the air area to the surface of the virtual object.
[0216] S7052, In response to the first virtual character landing from the air area onto the surface of the virtual object, the head posture of the first virtual character is controlled to a first head posture. The first head posture is looking down at the virtual communication device.
[0217] The virtual objects mentioned above can be the ground of a virtual scene, the surface of an object placed in a virtual scene, such as virtual buildings, virtual vegetation, virtual vehicles, etc. This embodiment does not specifically limit them.
[0218] That is, in this embodiment, when the first virtual character is in the air before using the virtual communication device, if the first virtual character uses the virtual communication device, the first virtual character is controlled to land and land on the surface of a virtual object, and then moves on the surface of the virtual object in a first movement mode or a second movement mode.
[0219] Optionally, if the first virtual character moves in the air using a first movement method such as jumping, flying, swinging, or shuttle movement, then after the first virtual character uses a virtual communication device, the first virtual character is controlled to move using a second movement method such as walking, running, or sprinting on the surface of an object.
[0220] If the first virtual character moves in the air using a first movement mode such as walking, running, or sprinting, it can continue to move on the virtual object surface using that first movement mode when it lands on the virtual object surface. In response to the first virtual character landing from the air area onto the virtual object surface, the head posture of the first virtual character is controlled to a first head posture for viewing virtual communication. This first head posture can be looking down at the virtual communication device.
[0221] This allows for different ways of interaction for players, enriching their visual experience.
[0222] The following section provides an example of the first and second movement methods of the first virtual character before and after using the virtual communication device.
[0223] Scenario 1: In a game scenario where the first virtual character is walking: Before using the virtual communication device, the first virtual character moves through the game scene on foot, with the character looking up in the direction of movement and at a first walking speed. After using the virtual communication device, the player continues to move through the game scene on foot, but the walking speed is adjusted from the first speed to a slower second speed, and the first virtual character looks down at the held virtual communication device, i.e., walking at a slower speed while looking at the virtual communication device. If the second speed is 0, the first virtual character is standing while looking at the virtual communication device. In this case, both the first and second speeds are preset speeds corresponding to the first virtual character's walking movement.
[0224] Scenario 2: In a game scenario where the first virtual character is sprinting, before using the virtual communication device, the first virtual character moves through the game scene by sprinting, with the character looking up in the direction of movement and at a initial sprint speed. After using the virtual communication device, the player continues to move through the game scene by sprinting, but the sprint speed is adjusted from the initial speed to a slower second speed, and the first virtual character looks down at the held virtual communication device, i.e., sprinting while looking at the virtual communication device at a slower speed. In this case, both the initial and second speeds are preset speeds corresponding to the first virtual character's sprinting movement. Similarly, the changes in the game state before and after using the virtual communication device when the first virtual character is moving by riding or swimming can be referenced in Scenario 1 and Scenario 2 above, and will not be repeated here.
[0225] Scenario 3: In a game scenario where the first virtual character is running, before using the virtual communication device, the first virtual character moves through the game scene by running, with their head up looking in the direction of movement and running at a first speed. After using the virtual communication device, the player moves through the game scene by walking at a slower second speed, with the first virtual character looking down at the virtual communication device. Thus, after using the virtual communication device, the player can control the first virtual character to walk while looking at their phone at the second speed. In this game scenario, the player can switch the first virtual character's movement mode from running to walking before and after using the virtual communication device.
[0226] Scenario 4: In a game scenario where the first virtual character is controlled to swing, before using the virtual communication device, the first virtual character moves through the game scene using a swinging motion, with the character looking up in the direction of movement and at a first swing speed. After using the virtual communication device, the first virtual character falls from the air to the ground and moves on the ground using a walking motion, at a slower second speed, while looking down at the virtual communication device. Thus, after using the virtual communication device, the player can control the first virtual character to walk while simultaneously looking at the device at the second speed. In this game scenario, the ability to control the first virtual character to fall from the air to the ground before and after using the virtual communication device, allowing the character to walk while looking at the device, enhances the realism of the game and increases immersion.
[0227] In an optional implementation, based on steps S7021-S7022, the game interaction method provided in this application embodiment further includes steps S7061-S7062:
[0228] S7061. When the first virtual character is not using a virtual communication device, respond to the first control command and adjust the view direction of the game view.
[0229] S7062. When the first virtual character uses the virtual communication device, respond to the first control command and control the selection icon to move in the game menu interface.
[0230] As mentioned above, the game's perspective direction is the shooting direction of the virtual camera.
[0231] In this embodiment, when the first virtual character is not using the virtual communication device, it responds to the first control command and adjusts the game view's perspective direction. When the first virtual character uses the virtual communication device, it responds to the first control command and controls the selection icon to move within the game menu interface. That is, when the first virtual character uses the virtual communication device, the game logic triggered by the first control command switches from adjusting the game view's perspective direction to controlling the selection icon to move.
[0232] The aforementioned game perspective refers to the shooting direction of the virtual camera that captures the game scene. Adjusting the game perspective means adjusting the shooting direction of the virtual camera that captures the game scene.
[0233] The interactive device in the game provided in this application is described below. The interactive device in the game described below can be referred to in correspondence with the interactive method in the game described above.
[0234] Figure 9 This is a schematic diagram of the structure of an interactive device in a game provided in one embodiment of this application. Figure 9 As shown, the interactive device 900 in the game includes: a determining module 901 and a processing module 902.
[0235] The determination module is used to determine the virtual summoning object in response to the summoning command of the first virtual character for a virtual object;
[0236] The processing module is used to respond to the interaction command for the virtual summoning object and enable the function system corresponding to the virtual summoning object for the first virtual character.
[0237] In one possible implementation, the processing module is further configured to:
[0238] Determine whether the virtual summoning object exists within a range of a first distance from the first virtual character;
[0239] If it does not exist, generate the virtual summoning object;
[0240] A target location is determined in the game scene, and the virtual summoned object is displayed at the target location.
[0241] In one possible implementation, the processing module is specifically used for:
[0242] The location for generating a summoning object is determined based on the target location, and a virtual summoning object is generated at that location.
[0243] In one possible implementation, the processing module is further configured to:
[0244] If present, an object identifier is provided for the virtual summoning object, the object identifier being used to indicate the direction information of the virtual summoning object relative to the first virtual character, and the distance information between the virtual summoning object and the first virtual character.
[0245] In one possible implementation, the processing module is further configured to:
[0246] Based on the current location of the first virtual character, determine the target location in the game scene.
[0247] In one possible implementation, the processing module is further configured to:
[0248] Control the first virtual character to move to the location of the virtual summoned object, and provide a function display panel for the virtual summoned object. The function display panel includes at least one function identifier and control trigger indication information corresponding to each function identifier.
[0249] The interactive instructions are generated by control operations based on control trigger indication information.
[0250] In one possible implementation, the virtual scene includes at least two virtual channels, which are virtual paths used for movement of virtual objects, or for movement between virtual objects and a first virtual character; the processing module is specifically used for:
[0251] Determine whether the current location of the first virtual character belongs to the virtual channel;
[0252] If so, then the location within a preset range of the current location of the first virtual character will be determined as the target location;
[0253] If not, then determine the target virtual channel from the at least two virtual channels, and determine the target location in the target virtual channel.
[0254] In one possible implementation, the game scene further includes a character channel, which serves as a virtual path for the first virtual character to move along; the processing module is specifically used for:
[0255] The target virtual channel is determined based on the virtual channel whose target terrain attributes are consistent with those of the target character channel currently occupied by the first virtual character.
[0256] In one possible implementation, the processing module is specifically used for:
[0257] Using the location of the first virtual character in the game scene as the center, a spherical collision body is drawn using a first drawing method that successively increases the radius of the sphere;
[0258] Repeat the first step until the target terrain attribute of the virtual channel tangent to the current spherical collider is consistent with the target terrain attribute of the target character channel where the first virtual character is currently located. Then, the virtual channel tangent to the current spherical collider is determined as the target virtual channel.
[0259] The first step includes:
[0260] In response to the spherical collider being tangent to the virtual channel, the drawing of the spherical collider in the first drawing method is stopped, and it is determined whether the target terrain attribute of the virtual channel tangent to the current spherical collider is consistent with the target terrain attribute of the target character channel where the first virtual character is currently located.
[0261] If there is a discrepancy, revert to drawing the spherical collider using the first drawing method.
[0262] In one possible implementation, the processing module is specifically used for:
[0263] The virtual channel whose target terrain attributes are consistent with the target terrain attributes of the target character channel currently occupied by the first virtual character is identified as the candidate virtual channel;
[0264] The candidate virtual channel that is closest to the first virtual character is determined as the target virtual channel.
[0265] In one possible implementation, the processing module is specifically used for:
[0266] The position closest to the first virtual character on the edge of the target virtual channel is determined as the target position.
[0267] In one possible implementation, the processing module is specifically used for:
[0268] The location at which the summoned object is generated is determined as the location at which a preset distance threshold from the target location is taken.
[0269] In one possible implementation, the game scene further includes a character channel and a virtual channel. The character channel is a virtual path for virtual characters to move through, and the virtual channel is for virtual objects to pass through. The virtual channel is divided into two virtual sub-channels for virtual objects to move in opposite directions. The processing module is further configured to:
[0270] The virtual sub-channel adjacent to the current character channel of the first virtual character within the target virtual channel where the target location is located is determined as the target sub-channel; the target virtual channel is one of the virtual channels.
[0271] The processing module is specifically used for:
[0272] Along the virtual object movement direction of the target sub-channel, the position located behind the target position and at a preset distance threshold from the target position is determined as the summon object generation position.
[0273] In one possible implementation, the processing module is specifically used for:
[0274] Control the virtual summoned object to move from the location where the summoned object was generated to the target location.
[0275] In one possible implementation, the processing module is specifically used for:
[0276] Determine whether the target virtual channel where the target location is located includes a parking channel for parking virtual objects;
[0277] If included, the virtual summoned object is controlled to move into the parking channel and park at the target location before moving to the target location;
[0278] If not, control the virtual summoned object to move to the target location.
[0279] In one possible implementation, the target virtual channel further includes multiple other virtual objects in a moving state; the processing module is also used to:
[0280] During the process of controlling the virtual summoned object to move to the target location, other virtual objects located behind the virtual summoned object and at a distance less than a preset safe distance are controlled to stop moving.
[0281] In one possible implementation, the graphical user interface further displays a game scene map interface, the display area of which at least partially overlaps with the viewpoint area of the first virtual character; the processing module is further configured to:
[0282] The display of the object identifier on the scene map interface is controlled, and the display position of the object identifier on the scene map interface is associated with the position of the virtual summoned object in the game scene.
[0283] In one possible implementation, the virtual scene further includes multiple virtual buildings; the processing module is also used for:
[0284] In response to the presence of a target virtual building that obscures the virtual summoned object from the field of view of the first virtual character, the object identifier is controlled to be displayed on the target virtual building.
[0285] In one possible implementation, the virtual functions provided by the virtual summoning object include a trading function for virtual items, and the function panel includes an item trading trigger control; the processing module is specifically used for:
[0286] In response to the trigger operation of the item trading trigger control, an item trading interface is provided;
[0287] In response to a transaction operation on the transaction interface, the virtual asset value of the virtual character is controlled to decrease or increase by a preset asset amount, wherein the preset asset amount is the price at which the virtual character purchases or sells virtual items.
[0288] In one possible implementation, the virtual functions provided by the virtual summoning object include the ability to change virtual items already owned by the virtual character. The function panel includes an item change trigger control, and the processing module is specifically used for:
[0289] In response to a trigger operation on the item replacement trigger control, the control changes the first virtual item owned by the virtual character to a second virtual item.
[0290] In one possible implementation, the processing module is specifically used for:
[0291] Control at least one second virtual character that meets preset conditions to move to a first location to perform a preset task;
[0292] In response to the second virtual character completing the preset task, control the second virtual character to move to the second location.
[0293] In one possible implementation, the processing module is specifically used for:
[0294] In response to the fulfillment of preset destruction conditions, the virtual summoning object is destroyed.
[0295] One possible implementation is that the preset destruction conditions include at least one of the following:
[0296] The distance between the virtual summoning object and the first virtual character is greater than a first distance, and the first virtual character summons another virtual object with the same function as the virtual summoning object;
[0297] The distance between the virtual summoning object and the first virtual character is greater than the second distance, and the duration of the pause in interaction between the first virtual character and the virtual summoning object reaches a preset duration threshold, wherein the second distance is greater than the first distance.
[0298] In one possible implementation, the processing module is further configured to:
[0299] In response to the command to stop interaction between the first game character and the virtual summoned object, the virtual summoned object is kept stationary at the target location.
[0300] In one possible implementation, the processing module is specifically used for:
[0301] In response to the display trigger command, the first game character is controlled to use a virtual communication device, and the device display interface of the virtual communication device is displayed on the graphical user interface. The device display interface includes multiple object summoning controls for summoning virtual objects with different functions.
[0302] In response to a trigger operation targeting a object summoning control, a virtual summoning object is determined, wherein the virtual summoning object is the virtual object summoned by the object summoning control.
[0303] In one possible implementation, the processing module is further configured to:
[0304] When the first virtual character is not using the virtual communication device, in response to a movement control command, the first virtual character is controlled to move in the game scene at a first speed.
[0305] When the first virtual character uses the virtual communication device, it responds to the movement control command and controls the first virtual character to move in the game scene at a second speed, wherein the second speed is less than the first speed.
[0306] In one possible implementation, the device further includes a control module, which is specifically used for:
[0307] When the first virtual character is not using the virtual communication device, in response to the movement control command, the first virtual character is controlled to move in the game scene in a first posture.
[0308] When the first virtual character uses the virtual communication device, in response to the movement control command, the first virtual character is controlled to move in the game scene in a second posture.
[0309] In one possible implementation, the control module is specifically used for:
[0310] The head posture of the first virtual character is controlled to switch between a first head posture and a second head posture; wherein, the first head posture is looking down at the virtual communication device, and the second head posture is looking up at the direction of movement.
[0311] In one possible implementation, the control module is specifically used for:
[0312] Control the first virtual character to move in the game scene with a first movement posture and a first head posture.
[0313] In one possible implementation, the control module is specifically used for:
[0314] During the process of controlling the first virtual character to move in the game scene in a first posture, when the first virtual character is located in an air area in the game scene, in response to the first virtual character using the virtual communication device, the first virtual character is controlled to descend from the air area to the surface of the virtual object.
[0315] In response to the first virtual character landing from the air area onto the surface of the virtual object, the head posture of the first virtual character is controlled to be a first head posture.
[0316] In one possible implementation, the first movement posture is a walking posture, and the first head posture is looking down at the virtual communication device.
[0317] The interactive device in the game provided in this embodiment can be used to execute the technical solution of the above-described interactive method embodiment in the game. Its implementation principle and technical effect are similar, and will not be described again in this embodiment.
[0318] Figure 10 This is a schematic diagram of the hardware structure of an electronic device provided in one embodiment of this application, such as... Figure 10 As shown, the electronic device 1000 of this embodiment includes: a processor 1001 and a memory 1002; wherein
[0319] Memory 1002 is used to store computer-executed instructions;
[0320] The processor 1001 is used to execute computer execution instructions stored in the memory to implement the various steps performed by the interaction method in the game in the above embodiments. For details, please refer to the relevant descriptions in the foregoing method embodiments.
[0321] Alternatively, the memory 1002 can be either standalone or integrated with the processor 1001.
[0322] When the memory 1002 is set up independently, the electronic device also includes a bus 1003 for connecting the memory 1002 and the processor 1001.
[0323] One embodiment of this application also provides a computer-readable storage medium storing computer-executable instructions. When a processor executes the computer-executable instructions, it implements the technical solution corresponding to the interactive method in the game in any of the above embodiments executed by the above-mentioned electronic device.
[0324] One embodiment of this application also provides a computer program product, the program product including: a computer program, the computer program being stored in a readable storage medium, at least one processor of an electronic device being able to read the computer program from the readable storage medium, and at least one processor executing the computer program causing the electronic device to execute the technical solution corresponding to the interactive method in the game in any of the above embodiments.
[0325] Although this application discloses preferred embodiments as described above, it is not intended to limit this application. Any person skilled in the art can make possible changes and modifications without departing from the spirit and scope of this application. Therefore, the scope of protection of this application should be determined by the scope defined in the claims of this application.
[0326] In the several embodiments provided in this application, it should be understood that the disclosed devices and methods can be implemented in other ways. For example, the device embodiments described above are merely illustrative; for instance, the division of modules is only a logical functional division, and in actual implementation, there may be other division methods. For example, multiple modules 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 indirect coupling or communication connection through some interfaces, devices, or modules, and may be electrical, mechanical, or other forms.
[0327] The integrated modules implemented as software functional modules described above can be stored in a computer-readable storage medium. These software functional modules, stored in a storage medium, include several instructions to cause an electronic device (which may be a personal computer, server, or network device, etc.) or a processor to execute some steps of the methods described in the various embodiments of this application.
[0328] It should be understood that the aforementioned processor can be a Central Processing Unit (CPU), or other general-purpose processors, digital signal processors (DSPs), application-specific integrated circuits (ASICs), etc. The general-purpose processor can be a microprocessor or any conventional processor. The steps of the method disclosed in this invention can be directly manifested as execution by a hardware processor, or execution by a combination of hardware and software modules within the processor.
[0329] The memory may include high-speed RAM, and may also include non-volatile storage (NVM), such as at least one disk storage device, and may also be a USB flash drive, external hard drive, read-only memory, disk or optical disc, etc.
[0330] The bus can be an Industry Standard Architecture (ISA) bus, a Peripheral Component Interconnect (PCI) bus, or an Extended Industry Standard Architecture (EISA) bus, etc. Buses can be categorized as address buses, data buses, control buses, etc. For ease of illustration, the buses shown in the accompanying drawings are not limited to a single bus or a single type of bus.
[0331] The aforementioned storage medium can be implemented from any type of volatile or non-volatile storage device or a combination thereof, such as static random access memory (SRAM), electrically erasable programmable read-only memory (EEPROM), erasable programmable read-only memory (EPROM), programmable read-only memory (PROM), read-only memory (ROM), magnetic storage, flash memory, magnetic disk, or optical disk. The storage medium can be any available medium accessible to general-purpose or special-purpose computers.
[0332] Those skilled in the art will understand that all or part of the steps of the above-described method embodiments can be implemented by hardware related to program instructions. The aforementioned program can be stored in a computer-readable storage medium. When executed, the program performs the steps of the above-described method embodiments; and the aforementioned storage medium includes various media capable of storing program code, such as ROM, RAM, magnetic disks, or optical disks.
[0333] Finally, it should be noted that the above embodiments are only used to illustrate the technical solutions of this application, and are not intended to limit them. Although this application has been described in detail with reference to the foregoing embodiments, those skilled in the art should understand that modifications can still be made to the technical solutions described in the foregoing embodiments, or equivalent substitutions can be made to some or all of the technical features therein. Such modifications or substitutions do not cause the essence of the corresponding technical solutions to deviate from the scope of the technical solutions of the embodiments of this application.
Claims
1. A method of interaction in a game, characterized by, The method includes: In response to the first virtual character's summoning command for a virtual object, the virtual summoning object is determined; In response to the interaction command for the virtual summoned object, the function system corresponding to the virtual summoned object is activated for the first virtual character.
2. The method of claim 1, wherein, The method further includes: Determine whether the virtual summoning object exists within a range of a first distance from the first virtual character; If it does not exist, generate the virtual summoning object; A target location is determined in the game scene, and the virtual summoned object is displayed at the target location.
3. The method of claim 2, wherein, The generation of the virtual summoning object includes: The location for generating a summoning object is determined based on the target location, and a virtual summoning object is generated at that location.
4. The method according to claim 2, characterized in that, The method further includes: If present, an object identifier is provided for the virtual summoning object, the object identifier being used to indicate the direction information of the virtual summoning object relative to the first virtual character, and the distance information between the virtual summoning object and the first virtual character.
5. The method according to claim 2, characterized in that, Determining the target location in the game scene includes: Based on the current location of the first virtual character, determine the target location in the game scene.
6. The method according to claim 2, characterized in that, The method further includes: Control the first virtual character to move to the location of the virtual summoned object, and provide a function display panel for the virtual summoned object. The function display panel includes at least one function identifier and control trigger indication information corresponding to each function identifier. The interactive instructions are generated by control operations based on control trigger indication information.
7. The method according to claim 5, characterized in that, The virtual scene includes at least two virtual channels, which are virtual paths used for virtual objects, or for virtual objects and a first virtual character to move. Determining the target location in the game scene based on the current location of the first virtual character includes: Determine whether the current location of the first virtual character belongs to the virtual channel; If so, then the location within a preset range of the current location of the first virtual character will be determined as the target location; If not, then determine the target virtual channel from the at least two virtual channels, and determine the target location in the target virtual channel.
8. The method according to claim 7, characterized in that, The game scene also includes a character portal, which serves as a virtual path for the first virtual character to move through; determining a target virtual portal from the at least two virtual portals includes: The target virtual channel is determined based on the virtual channel whose target terrain attributes are consistent with those of the target character channel currently occupied by the first virtual character.
9. The method according to claim 8, characterized in that, The step of determining the target virtual channel based on the virtual channel whose target terrain attributes are consistent with those of the target character channel currently occupied by the first virtual character among the at least two virtual channels includes: Using the location of the first virtual character in the game scene as the center, a spherical collision body is drawn using a first drawing method that successively increases the radius of the sphere; Repeat the first step until the target terrain attribute of the virtual channel tangent to the current spherical collider is consistent with the target terrain attribute of the target character channel where the first virtual character is currently located. Then, the virtual channel tangent to the current spherical collider is determined as the target virtual channel. The first step includes: In response to the spherical collider being tangent to the virtual channel, the drawing of the spherical collider in the first drawing method is stopped, and it is determined whether the target terrain attribute of the virtual channel tangent to the current spherical collider is consistent with the target terrain attribute of the target character channel where the first virtual character is currently located. If there is a discrepancy, revert to drawing the spherical collider using the first drawing method.
10. The method according to claim 8, characterized in that, The step of determining the target virtual channel based on the virtual channel whose target terrain attributes are consistent with those of the target character channel currently occupied by the first virtual character among the at least two virtual channels includes: The virtual channel whose target terrain attributes are consistent with the target terrain attributes of the target character channel currently occupied by the first virtual character is identified as the candidate virtual channel; The candidate virtual channel that is closest to the first virtual character is determined as the target virtual channel.
11. The method according to claim 7, characterized in that, Determining the target location within the target virtual channel includes: The position closest to the first virtual character on the edge of the target virtual channel is determined as the target position.
12. The method according to claim 3, characterized in that, Determining the summoned object generation location based on the target location includes: The location at which the summoned object is generated is determined as the location at which a preset distance threshold from the target location is taken.
13. The method according to claim 12, characterized in that, The game scene also includes character channels and virtual channels. The character channels are virtual paths for virtual characters to move through, and the virtual channels are for virtual objects to pass through. Each virtual channel is divided into two sub-channels for virtual objects to move in opposite directions. The method also includes: The virtual sub-channel adjacent to the current character channel of the first virtual character within the target virtual channel where the target location is located is determined as the target sub-channel; the target virtual channel is one of the virtual channels. The step of determining the location of the summoned object generation location as the position of the virtual channel at a preset distance threshold from the target location includes: Along the virtual object movement direction of the target sub-channel, the position located behind the target position and at a preset distance threshold from the target position is determined as the summon object generation position.
14. The method according to claim 3, characterized in that, Displaying the virtual summoning object at the target location includes: Control the virtual summoned object to move from the location where the summoned object was generated to the target location.
15. The method according to claim 14, characterized in that, The control of the virtual summoned object to move from the summoned object's spawn location to the target location includes: Determine whether the target virtual channel where the target location is located includes a parking channel for parking virtual objects; If included, the virtual summoned object is controlled to move into the parking channel and park at the target location before moving to the target location; If not, control the virtual summoned object to move to the target location.
16. The method according to claim 15, characterized in that, The target virtual channel also includes multiple other virtual objects in a moving state; the method further includes: During the process of controlling the virtual summoned object to move to the target location, other virtual objects located behind the virtual summoned object and at a distance less than a preset safe distance are controlled to stop moving.
17. The method according to claim 4, characterized in that, The graphical user interface also displays a scene map interface, the display area of which at least partially overlaps with the viewpoint area of the first virtual character; the method further includes: The display of the object identifier on the scene map interface is controlled, and the display position of the object identifier on the scene map interface is associated with the position of the virtual summoned object in the game scene.
18. The method according to claim 4, characterized in that, The virtual scene also includes multiple virtual buildings; the method further includes: In response to the presence of a target virtual building that obscures the virtual summoned object from the field of view of the first virtual character, the object identifier is controlled to be displayed on the target virtual building.
19. The method according to claim 6, characterized in that, The virtual functions provided by the virtual summoning object include a trading function for virtual items, and the function panel includes an item trading trigger control; activating the function system corresponding to the virtual summoning object for the first virtual character includes: In response to the trigger operation of the item trading trigger control, an item trading interface is provided; In response to a transaction operation on the transaction interface, the virtual asset value of the virtual character is controlled to decrease or increase by a preset asset amount, wherein the preset asset amount is the price at which the virtual character purchases or sells virtual items.
20. The method according to claim 6, characterized in that, The virtual functions provided by the virtual summoning object include the ability to change virtual items already owned by the virtual character. The function panel includes an item change trigger control. Activating the function system corresponding to the virtual summoning object for the first virtual character includes: In response to a trigger operation on the item replacement trigger control, the control changes the first virtual item owned by the virtual character to a second virtual item.
21. The method according to claim 6, characterized in that, The system that enables the function corresponding to the virtual summoning object for the first virtual character includes: Control at least one second virtual character that meets preset conditions to move to a first location to perform a preset task; In response to the second virtual character completing the preset task, control the second virtual character to move to the second location.
22. The method according to claim 1, characterized in that, The method further includes: In response to the fulfillment of preset destruction conditions, the virtual summoning object is destroyed.
23. The method according to claim 22, characterized in that, The preset destruction conditions include at least one of the following: The distance between the virtual summoning object and the first virtual character is greater than a first distance, and the first virtual character summons another virtual object with the same function as the virtual summoning object; The distance between the virtual summoning object and the first virtual character is greater than the second distance, and the duration of the pause in interaction between the first virtual character and the virtual summoning object reaches a preset duration threshold, wherein the second distance is greater than the first distance.
24. The method according to claim 1, characterized in that, The step of determining the virtual summoning object in response to a summoning command from a first virtual character for a virtual object includes: In response to the display trigger command, the first game character is controlled to use a virtual communication device, and the device display interface of the virtual communication device is displayed on the graphical user interface. The device display interface includes multiple object summoning controls for summoning virtual objects with different functions. In response to a trigger operation targeting a object summoning control, a virtual summoning object is determined, wherein the virtual summoning object is the virtual object summoned by the object summoning control.
25. An interactive device for a game, characterized in that, The device includes: The determination module is used to determine the virtual summoning object in response to the summoning command of the first virtual character for a virtual object; The processing module is used to respond to the interaction command for the virtual summoning object and enable the function system corresponding to the virtual summoning object for the first virtual character.
26. An electronic device, characterized in that, The electronic device includes: Processor; and A memory for storing a data processing program, which, when powered on and run by the processor, executes the interactive method in the game as described in any one of claims 1-24.
27. A computer-readable storage medium, characterized in that, The system contains a data processing program that is run by a processor to perform the interactive methods in the game as described in any one of claims 1-24.