Interactive control methods, devices and electronic devices in games
By identifying and remotely manipulating target virtual objects in virtual games, the interaction methods between virtual characters and virtual objects are expanded, solving the problem of limited interaction methods in virtual games, improving game enjoyment and player retention, and avoiding resource waste.
Patent Information
- Authority / Receiving Office
- CN · China
- Patent Type
- Applications(China)
- Current Assignee / Owner
- NETEASE (HANGZHOU) NETWORK CO LTD
- Filing Date
- 2024-12-30
- Publication Date
- 2026-06-30
AI Technical Summary
The interaction methods between virtual characters and other virtual objects in existing virtual games are too simplistic, causing players to lose interest and resulting in wasted game server resources.
By identifying target virtual objects in the game scene and controlling them remotely, the interaction methods between virtual characters and virtual objects are expanded. This includes controlling the first virtual character to perform game activities in the game scene, identifying target virtual objects, and responding to control operations to perform virtual actions.
It enhances the fun and playability of the game, increases player retention, and avoids wasting game server resources.
Smart Images

Figure CN122298010A_ABST
Abstract
Description
Technical Field
[0001] This application relates to the field of computer technology, specifically to an interactive control method, device, electronic device, and computer-readable storage medium in a game. Background Technology
[0002] Currently, in virtual games, the interaction methods between virtual characters and other virtual objects are too simplistic and lack fun. Over time, players will lose interest in the game, leading to player churn and wasted game server resources. Summary of the Invention
[0003] This application provides an interactive control method, device, electronic device, and computer-readable storage medium for games, expanding the interaction methods between virtual characters and virtual objects, enhancing game fun and playability, thereby improving player retention and avoiding unnecessary waste of game server resources. The specific solution is as follows:
[0004] In a first aspect, embodiments of this application provide an interactive control method in a game, the method comprising:
[0005] Control the first virtual character to perform game activities in the game scene;
[0006] Determine target virtual objects from the game scene where the first virtual character is located, wherein the target virtual objects include virtual objects that have not come into contact with the first virtual character;
[0007] In response to a control operation on the target virtual object, the first virtual character is controlled to manipulate the target virtual object to perform virtual actions according to the control operation.
[0008] Secondly, embodiments of this application provide an interactive control device for a game, the device comprising:
[0009] The first control unit is used to control the first virtual character to perform game activities in the game scene;
[0010] The determining unit is configured to determine a target virtual object from the game scene where the first virtual character is located, wherein the target virtual object includes a virtual object that has not come into contact with the first virtual character;
[0011] The second control unit is configured to respond to a control operation on the target virtual object and, according to the control operation, control the first virtual character to manipulate the target virtual object to perform virtual actions.
[0012] Thirdly, this application also provides an electronic device, including:
[0013] Processor; and
[0014] A memory for storing a data processing program, which, when the electronic device is powered on and runs through the processor, executes the method described in the first aspect.
[0015] Fourthly, embodiments of this application also provide a computer-readable storage medium storing a data processing program that is executed by a processor to perform the method described in the first aspect.
[0016] Compared with the prior art, this application has the following advantages:
[0017] The interactive control method in a game provided in this application includes the following steps: controlling a first virtual character to perform game activities in a game scene; determining a target virtual object from the game scene where the first virtual character is located, wherein the target virtual object includes a virtual object that has not come into contact with the first virtual character; and responding to a control operation on the target virtual object, controlling the first virtual character to manipulate the target virtual object to perform virtual actions according to the control operation. It can be seen that when the first virtual character performs game activities in the game scene, a target virtual object to be manipulated that has not come into contact with the first virtual character can be determined from the game scene. By performing control operations on the target virtual object, the first virtual character can remotely manipulate the target virtual object to perform game actions without physical contact. This expands the interaction methods between virtual characters and virtual objects in the game scene, thereby improving game fun and playability, increasing player retention, and avoiding idle consumption of game server resources. Attached Figure Description
[0018] Figure 1 This is a game system diagram provided in an embodiment of the present application for implementing an interactive control method in a game;
[0019] Figure 2 This is a flowchart of the interactive control method in a game provided in the first embodiment of this application;
[0020] Figure 3 This is a schematic diagram of the selected icon in the interactive control method of the game provided in the embodiments of this application;
[0021] Figure 4 This is a schematic diagram of an example of controlling a target virtual object of the first type to perform a first collision action in the interactive control method in the game provided in this application embodiment;
[0022] Figure 5 This is a schematic diagram of an example of controlling a second type of target virtual object to perform a second collision action in the interactive control method in the game provided in this application embodiment;
[0023] Figure 6 This is a schematic diagram of an example of the interface after performing a first control operation on a target virtual object in the interactive control method in the game provided in this application embodiment;
[0024] Figure 7 This is a schematic diagram of an example of performing a first control operation on a target virtual object holding a virtual weapon in the interactive control method in the game provided in this application embodiment;
[0025] Figure 8 This is a schematic diagram of an example of performing a first control operation on a target virtual object that does not possess a virtual weapon in the interactive control method in the game provided in this application embodiment;
[0026] Figure 9 This is a visual representation of the first virtual character entering a ready state in the interactive control method of the game provided in this application embodiment;
[0027] Figure 10 This is a schematic diagram of an example of moving a target virtual object in the interactive control method of a game provided in this application embodiment;
[0028] Figure 11 This is a structural block diagram of an example of an interactive control device in a game provided in the embodiments of this application;
[0029] Figure 12 This is a structural block diagram of an example of an electronic device for data processing provided in an embodiment of this application. Detailed Implementation
[0030] Many specific details are set forth in the following description to provide a full understanding of this application. However, this application can be implemented in many other ways different from those described herein, and those skilled in the art can make similar extensions without departing from the spirit of this application; therefore, this application is not limited to the specific embodiments disclosed below.
[0031] It should be noted that the terms "first," "second," "third," etc., in the claims, specification, and drawings of this application are used to distinguish similar objects and are not used to describe a specific order or sequence. Such data are interchangeable where appropriate so that the embodiments of this application described herein can be implemented in a sequence other than that shown or described herein. Furthermore, the terms "comprising," "having," and their variations are intended to cover non-exclusive inclusion; for example, a process, method, system, product, or apparatus 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 apparatuses.
[0032] It should be understood that in the embodiments of this application, "at least one" means one or more, and "more than one" means two or more. "And / or" is merely a description of the relationship between related objects, indicating that three relationships can exist. For example, A and / or B can represent: A existing alone, A and B existing simultaneously, and B existing alone. The character " / " generally indicates that the related objects before and after it are in an "or" relationship. "Contains A, B and / or C" means containing any one, two, or three of A, B, and C.
[0033] It should be understood that in the embodiments of this application, "B corresponding to A", "B corresponding to A", "A corresponds to B" or "B corresponds to A" means that B is associated with A, and B can be determined based on A. Determining B based on A does not mean that B is determined solely based on A; B can also be determined based on A and / or other information.
[0034] It should be noted that the instructions or operations appearing in the subsequent detailed description of the interactive control method in the game provided in the embodiments of this application can all be regarded as instructions or operations triggered by the player through fingers or by controlling a mouse, keyboard, game controller, stylus, or voice. The specific triggering operation can be determined according to the type of electronic device. For example, when the electronic device is a touch screen device such as a mobile phone, tablet, or game console, the player can trigger instructions or operations on the touch screen through any suitable object or accessory such as a finger or stylus, or through voice. When the terminal device is a non-touch screen terminal device such as a desktop computer or laptop, the player can trigger instructions or operations through external devices such as a mouse, keyboard, or game controller.
[0035] Based on the reasons mentioned in the background technology, in order to enable interactive control of virtual objects in game scenes without physical contact between virtual characters and virtual objects, thereby enhancing game fun and playability and increasing user stickiness, the first embodiment of this application provides an interactive control method in games. This method is applied to electronic devices, which may be desktop computers, laptops, mobile phones, tablets, smartwatches, etc., or other electronic devices capable of interactive control in games. This application embodiment is not specifically limited.
[0036] In one optional embodiment, when the interactive control method in the game runs on a terminal device, the terminal device may include a display screen and a processor. The display screen is used to present game visuals and receive commands generated by the player interacting with the game visuals. The game visuals may include a portion of a virtual game scene, which is a virtual world where virtual characters interact. The processor is used to store the game application, run the game, generate game visuals, respond to commands, and control the display of the game visuals on the display screen. When the player interacts with the game visuals through the display screen, the game visuals can control the local content of the terminal device in response to the received operation commands. The terminal device can provide the graphical user interface to the player in various ways, such as rendering the display on the terminal device's screen or presenting the graphical user interface through holographic projection.
[0037] In an optional embodiment, when the interactive control method in the game runs on a server, the method can be implemented and executed based on a cloud gaming system. A cloud gaming system refers to a gaming method based on cloud computing. A cloud gaming system includes a server and client devices. The main body running the game application and the main body presenting the game screen are separate. The storage and execution of the interactive control method in the game are completed on the server. The presentation of the game screen is completed on the client, which is mainly used for receiving and sending game data and presenting the game screen. For example, the client can be a display device with data transmission capabilities located close to the player, such as a mobile terminal, television, computer, PDA, personal digital assistant, head-mounted display device, etc. However, the terminal device for processing game data is the server in the cloud. During gameplay, the player instructs the client to send commands to the server. The server controls the game operation according to the commands, encodes and compresses game screen data, returns it to the client via the network, and finally, the client decodes and outputs the game screen.
[0038] It should be noted that, in this embodiment, the executing entity of the interactive control method in the game can be a terminal device or a server. The terminal device can be a local terminal device or a client device in the aforementioned cloud gaming. This embodiment does not limit the type of executing entity.
[0039] For example, in conjunction with the above description, Figure 1 This application illustrates a game system 100 for implementing an interactive control method in a game, as provided in an embodiment of this application. The game system 100 may include at least one terminal 101, at least one server 102, and a network. The terminal 101 held by the player can connect to the servers 102 of different games via the network. The terminal can be any device with computing hardware capable of supporting and executing software applications corresponding to the game.
[0040] In the aforementioned game system 100, terminal 101 is used to install and run the game application. In some cases, the game application may not need to be pre-installed on terminal 101, and players can directly access the game through a browser or other client. Players log in to the game application using their registered game account to control the virtual character corresponding to that account and participate in the game. When a player logs in to the game application, terminal 101 sends a login request to server 102. Server 102 verifies the game account used by the player and determines the game mechanics corresponding to the game account based on the login request. If the verification is successful, a login success notification is returned to terminal 101. During the player's participation in the game through the game application, terminal 101 and server 102 exchange data. Terminal 101 sends various information to server 102. Server 102 determines the display data for terminal 101 based on the stored game mechanics and the received information, and sends the display data back to terminal 101 so that terminal 101 can display the display data sent by server 102 to the player.
[0041] In possible application scenarios, different terminals 101 may be served by different servers 102, and the servers 102 corresponding to different terminals 101 may be the same server.
[0042] In addition, when the game system 100 includes multiple terminals, multiple servers, and multiple networks, different terminals can connect to each other through different networks and different servers.
[0043] The terminal 101 may have one or more multi-touch screens for sensing and obtaining input from touch or swipe operations performed by the user at multiple points on one or more touch displays. The terminal 101 may also be connected to a keyboard and / or mouse and / or game controller, enabling the user to perform interface operations via a keyboard and / or mouse and / or game controller.
[0044] The network can be a wireless or wired network, such as a wireless local area network (WLAN), local area network (LAN), cellular network, 2G network, 3G network, 4G network, 5G network, etc. Additionally, different terminals can connect to other terminals or to the server using their own Bluetooth network or hotspot network. Furthermore, the system 100 can include multiple databases, which are coupled to different servers, and can continuously store game-related information in the databases while different players are playing multiplayer games online.
[0045] It should be noted that, Figure 1The game system diagram shown is merely an example. The game system 100 described in this application embodiment is intended to more clearly illustrate the technical solutions of this application embodiment and does not constitute a limitation on the technical solutions provided in this application embodiment. As those skilled in the art will know, with the evolution of game systems and the emergence of new business scenarios, the technical solutions provided in this application embodiment are also applicable to similar technical problems.
[0046] The technical solution of this application will be described in detail below through specific embodiments. It should be noted that the following specific embodiments can be combined with each other, and the same or similar concepts or processes may not be described again in some embodiments.
[0047] The following, combined with Figures 2 to 10 This application introduces the interactive control in a game provided by the first embodiment.
[0048] like Figure 2 The diagram shown is a flowchart of the interactive control method in a game provided in the first embodiment of this application, including the following steps S101 to S103:
[0049] Step S101: Control the first virtual character to perform game activities in the game scene.
[0050] It is understood that virtual games refer to applications developed according to the needs of game applications. The types of games may include, but are not limited to, at least one of the following: two-dimensional (2D) game applications, three-dimensional (3D) game applications, virtual reality (VR) game applications, augmented reality (AR) game applications, and mixed reality (MR) game applications.
[0051] In this embodiment of the application, the virtual game can be an action-adventure game (AAVG), a shooting game (STG), a massively multiplayer online role-playing game (MMORPG), etc., and this embodiment of the application does not limit it.
[0052] The aforementioned first virtual character can be understood as a game character controlled by a player in a virtual game, and may include, but is not limited to, at least one of virtual characters, virtual animals, and virtual machines. In the embodiments of this application, players can operate virtual characters located in the game scene through terminal devices to perform game activities, which include, but are not limited to, at least one of: adjusting body posture, crawling, walking, running, jumping, driving, picking up, shooting, attacking, throwing, moving, sprinting, and defending.
[0053] The aforementioned game scene refers to the virtual environment provided for virtual characters to perform the aforementioned game activities. It should be understood that the game scene may also include virtual characters controlled by other players, non-player characters (NPCs) that are not controlled by players, etc.
[0054] Step S102: Determine the target virtual object from the game scene where the first virtual character is located.
[0055] The aforementioned target virtual object includes virtual objects that have not come into contact with the first virtual character. This target virtual object is a virtual object in the game scene that is to be controlled by the first virtual character.
[0056] Optionally, the target virtual object is a virtual object in the game scene that has not come into contact with the first virtual character. For example, the target virtual object can be a virtual box, virtual table and chair, virtual electrical box, virtual coil, virtual vehicle, virtual ship, etc.
[0057] Optionally, the target virtual object is a virtual character in the game scene that has not come into contact with the first virtual character, including player characters controlled by other players or non-player characters controlled by the system. The target virtual object can be a virtual character that is in a different faction from the first virtual character, or it can be a virtual character that is in the same faction as the first virtual character.
[0058] In one alternative implementation, the virtual object closest to the first virtual character can be identified as the target virtual object.
[0059] In another alternative implementation, game data corresponding to the first virtual character can be retrieved from the logs, and the virtual object that interacts most frequently with the first virtual character within a specified range (e.g., 10 meters or 20 meters) near the first virtual character can be identified as the target virtual object.
[0060] Step S103: In response to a control operation on the target virtual object, control the first virtual character to manipulate the target virtual object to perform virtual actions according to the control operation.
[0061] Players operating the first virtual character can perform control operations on the target virtual object. Optionally, these control operations may include, but are not limited to, touch operations on specified buttons or joysticks on external devices, voice command operations, air gesture recognition operations, and touch operations on specified virtual controls or virtual joysticks in the graphical user interface. Specifically, touch operations on specified buttons may include at least one of tapping or long-pressing operations; touch operations on joysticks may involve controlling the joystick's rotation within the controller; touch operations on specified virtual controls may include one of clicking, sliding, pressing, or dragging operations; and touch operations on virtual joysticks may involve controlling the virtual joystick's rotation within the display area of the virtual controller. This embodiment does not limit the specific method of control operation.
[0062] In response to this control operation, the first virtual character can be controlled to manipulate the target virtual object to perform virtual actions. In other words, the first virtual character can remotely manipulate the target virtual object without physical contact with it.
[0063] The aforementioned virtual actions refer to the movement trajectory corresponding to the target virtual object. Optionally, virtual actions may include, but are not limited to, flight actions, collision actions, explosion actions, and trigger actions. Among them, trigger actions refer to actions that trigger the target virtual object and produce a corresponding continuous effect. For example, a virtual electrical box performs a trigger action to electrify virtual conductors (such as virtual metal objects, virtual characters, etc.) in the surrounding environment.
[0064] In one optional implementation, the control operation may include different types of operations, and different types of control operations may correspond to different preset virtual actions. The first virtual character is controlled to manipulate the target virtual object to perform the corresponding preset virtual action according to the control operation.
[0065] For example, assuming the control operation is a touch operation on a specified button, if the control operation is a single tap on the specified button, the first virtual character is controlled to manipulate the target virtual object to perform an attack action on nearby virtual characters of different factions; if the control operation is multiple taps on the specified button, the first virtual character is controlled to manipulate the target virtual object to slide from its current position to the position of the first virtual character; if the control operation is a long press on the specified control, the first virtual character is controlled to manipulate the target virtual object to raise it to a preset height, and the target virtual object is precisely manipulated based on the player's input.
[0066] In another optional implementation, the control operations may include operations of the same type but with different operation parameters. The control operations control the first virtual character to apply a virtual external force to the target virtual object, causing the target virtual object to perform a virtual action under the influence of the virtual external force. The operation parameters indicate the strength of the virtual external force; different operation parameters correspond to different strengths. In this implementation, the corresponding strength can be determined based on the operation parameters of the control operations, thereby controlling the first virtual character to apply a virtual external force of the corresponding strength to the target virtual object, causing the target virtual object to perform a virtual action matching that strength.
[0067] For example, assuming the control operation is a sliding operation on a specified virtual control, the magnitude of the virtual external force can be determined based on the sliding distance. For instance, if the sliding distance is 3 meters, the virtual external force is 3 Newtons; if the sliding distance is 5 meters, the virtual external force is 5 Newtons. Similarly, assuming the control operation is a long press operation on a specified virtual control, the magnitude of the virtual external force can be determined based on the duration of the long press operation. For instance, if the operation duration is 3 seconds, the virtual external force is 3 Newtons; if the operation duration is 5 seconds, the virtual external force is 5 Newtons.
[0068] Optionally, different levels of virtual external force will result in different behaviors when manipulating the target virtual object to perform the same virtual action. For example, if the virtual action is a flight action, a virtual external force of 3 Newtons can make the target virtual object fly 3 meters, while a virtual external force of 5 Newtons can make the target virtual object fly 5 meters; if the virtual action is an explosion action, a virtual external force of 3 Newtons can make the target virtual object explode with a blast radius of 3 meters, while a virtual external force of 5 Newtons can make the target virtual object explode with a blast radius of 5 meters.
[0069] Optionally, during the process of controlling the first virtual character to manipulate the target virtual object to perform virtual actions, the first virtual character may present corresponding manipulation actions. These manipulation actions may include, but are not limited to, raising both arms with palms facing the target virtual object, or having one arm hanging down naturally with palm facing the virtual ground and fingers bent in a charging posture, while raising the other arm with palm facing the target virtual object.
[0070] The interactive control method in a game provided in this application includes the following steps: controlling a first virtual character to perform game activities in a game scene; determining a target virtual object from the game scene where the first virtual character is located, wherein the target virtual object includes a virtual object that has not come into contact with the first virtual character; and responding to a control operation on the target virtual object, controlling the first virtual character to manipulate the target virtual object to perform virtual actions according to the control operation. It can be seen that when the first virtual character performs game activities in the game scene, a target virtual object to be manipulated that has not come into contact with the first virtual character can be determined from the game scene. By performing control operations on the target virtual object, the first virtual character can remotely manipulate the target virtual object to perform game actions without physical contact. This expands the interaction methods between virtual characters and virtual objects in the game scene, thereby improving game fun and playability, increasing player retention, and avoiding idle consumption of game server resources.
[0071] In one optional implementation, step S102 can be achieved by the following step S1021:
[0072] Step S1021: Based on the preset object selection strategy, determine the target virtual object from among the virtual objects existing in the game scene.
[0073] The object selection strategy includes any one of the following: determining the selection strategy of the target virtual object based on the positional relationship between the first virtual character and each of the virtual objects; determining the selection strategy of the target virtual object based on a preset selection weight parameter; or determining the selection strategy of the target virtual object based on the positional relationship between the virtual camera and each of the virtual objects.
[0074] In this embodiment, the system can be pre-set with an object selection strategy. When the first virtual character is in the game scene and is playing game activities, the target virtual object can be determined from the virtual objects existing in the game scene according to the object selection strategy.
[0075] The object selection strategy can be any one of the following strategies one through three:
[0076] Strategy 1: Determine the selection strategy for the target virtual object based on the positional relationship between the first virtual character and each of the virtual objects.
[0077] It should be noted that positional relationships can correspond to multiple positional relationship dimensions, namely distance, direction, and height difference. In Strategy 1, the target virtual object can be determined based on at least one positional relationship dimension.
[0078] In one optional implementation, step S1021 can be implemented in at least one of the following ways:
[0079] Method 1: Determine the target virtual object based on the virtual object that is closest to the first virtual character in the game scene.
[0080] In Method 1, the position data corresponding to the first position of the first virtual character and the position data corresponding to the second position of each virtual object in the game scene can be obtained, and the distance between the first position and the second position can be calculated. The virtual object existing in the second position with the smallest distance is determined as the target virtual object.
[0081] Method 2: Determine the target virtual object based on the virtual object in the game scene with the smallest height difference from the first virtual character.
[0082] In method two, the height data corresponding to the first position of the first virtual character and the height data corresponding to the second position of each virtual object in the game scene can be obtained, and the height difference between the first position and the second position can be calculated. The virtual object at the second position with the smallest height difference is determined as the target virtual object.
[0083] Method 3: Obtain the first direction from the first virtual character to each of the virtual objects, and determine the target first direction that forms the smallest angle with the second direction currently being faced by the first virtual character, and determine the target virtual object according to the virtual object corresponding to the target first direction.
[0084] In Method 3, after obtaining the first direction that the first virtual character points to each virtual object, the angle corresponding to the angle formed between the first direction and the second direction that the first virtual character is currently facing can be determined, and the target first direction with the smallest angle can be determined, and the virtual object corresponding to the target first direction can be determined as the target virtual object.
[0085] Optionally, when there are multiple second positions with the smallest distance from the first position in Method 1, multiple second positions with the smallest height difference from the first position in Method 2, or multiple target first directions with the smallest angle in Method 3, the target virtual object can be determined by a combination of Method 1 and Method 2, or a combination of Method 2 and Method 3, or a combination of Method 1 and Method 3, or a combination of Method 1, Method 2, and Method 3.
[0086] It should be noted that when determining the target virtual object through a combination of multiple methods, each positional relationship dimension may have a priority. For example, distance has a higher priority than height difference, and height difference has a higher priority than direction. In this embodiment, the selection strategy for the target virtual object can be determined based on the positional relationship between the first virtual character and each virtual object, and the target virtual object can be determined from the game scene where the first virtual character is located based on the priority among the positional relationship dimensions.
[0087] In one embodiment of this application, when determining the target virtual object through a combination of method one and method two, if the priority of distance is greater than the priority of height difference, then step S1021 can be implemented by the following steps: First, determine the first target virtual object closest to the first virtual character; then, determine the virtual object with the smallest height difference from the first virtual character among the first target virtual objects as the target virtual object. If the priority of distance is less than the priority of height difference, then step S1021 can be implemented by the following steps: First, determine the second target virtual object with the smallest height difference from the first virtual character; then, determine the virtual object closest to the first virtual character among the second target virtual objects as the target virtual object.
[0088] In one embodiment of this application, when determining the target virtual object through a combination of method one and method three, if the priority of distance is greater than the priority of direction, then step S1021 can be implemented through the following steps: First, determine the first target virtual object closest to the first virtual character; then, obtain the first direction from which the first virtual character points to each of the first target virtual objects, and determine the target first direction with the smallest angle formed between the first direction and the second direction currently facing the first virtual character, and determine the virtual object corresponding to the target first direction as the target virtual object. If the priority of distance is less than the priority of height difference, then step S1021 can be implemented through the following steps: First, obtain the first direction from which the first virtual character points to each virtual object, and determine the target first direction with the smallest angle formed between the first direction and the second direction currently facing the first virtual character, and determine the virtual object corresponding to the target first direction as the third target virtual object; then, determine the virtual object closest to the first virtual character among the third target virtual objects as the target virtual object.
[0089] Strategy 1 fully considers the positional relationships between the first virtual character and each virtual object, thereby selecting the target virtual object with the most reasonable positional relationship to the first virtual character.
[0090] Strategy 2: Determine the selection strategy for the target virtual object based on preset selection weight parameters.
[0091] The selection weight parameters mentioned above indicate the probability of each virtual object being selected. Generally, virtual objects with higher selection weights are more likely to be selected. These selection weight parameters can be configured automatically by the system or manually by the developers.
[0092] In practice, the virtual object with the highest probability of being selected, as indicated by the weight parameter, can be selected from the virtual objects within a specified range of the first virtual character and determined as the target virtual object.
[0093] Strategy 2 allows us to select the target virtual object with the highest selection weight from the game scene, which meets the needs of game design.
[0094] Strategy 3: Determine the selection strategy for the target virtual object based on the positional relationship between the virtual camera and each of the virtual objects.
[0095] In one alternative implementation, the virtual object closest to the virtual camera can be identified as the target virtual object.
[0096] In another optional implementation, the shooting direction of the virtual camera can be obtained, and the third direction in which the virtual camera points to each of the virtual objects can be obtained; the target third direction with the smallest angle formed with the shooting direction can be determined among the third directions; and the virtual object corresponding to the target third direction can be determined as the target virtual object.
[0097] Understandably, virtual games feature virtual cameras. A virtual camera is a hypothetical camera embedded in the software of an electronic device. It is a tool for representing a viewpoint in a three-dimensional virtual environment. During gameplay, the game footage is captured by the virtual camera.
[0098] The virtual camera can be set at a preset position around the first virtual character. For example, in a first-person perspective game, the virtual camera is located at the eye position of the first virtual character, providing a game view that does not include the first virtual character; or in a third-person perspective game, the virtual camera is located above and behind the first virtual character, providing the player with a game view that includes the first virtual character, making it easier to observe the surrounding environment and their own actions.
[0099] In this embodiment, the virtual game can be a third-person perspective game. From this perspective, the orientation of the first virtual character and the shooting direction of the virtual camera can differ. When the player controls the first virtual character to move within the virtual scene, controlling both the character's movement direction and orientation, the virtual camera maintains its current shooting position and follows the first virtual character's movement, thus capturing game footage during the character's movement. When the player controls the game's perspective, they can control the virtual camera to rotate. In this case, the virtual camera's position remains unchanged, only its shooting direction changes, thus capturing game footage from different directions at the controlled virtual character's current position. For example, the first virtual character might be facing left in the game footage. In this embodiment, the virtual object with the smallest angle formed with the virtual camera's shooting direction—that is, the virtual object closest to the screen's center line—can be identified as the target virtual object.
[0100] Strategy 3 fully considers the positional relationship between the virtual camera and each virtual object, thereby selecting the target virtual object with the most reasonable positional relationship to the first virtual character.
[0101] In an optional implementation, after selecting the target virtual object and before performing the control operation in step S103 above, a selection indicator can be displayed for the target virtual object.
[0102] The selection indicator is used to indicate whether the target virtual object is currently selected, allowing the player controlling the first virtual character to intuitively and accurately understand the status of virtual objects in the game scene.
[0103] Optionally, the selection identifier mentioned above can be one of the following: a string identifier (such as "selected"), a graphic identifier (such as a checkmark, a star, or a small square).
[0104] Optionally, the above step "displaying the selected identifier for the target virtual object" may specifically include:
[0105] If the target virtual object is located within the graphical user interface display area, a guide icon is generated at the corresponding position of the target virtual object, and / or the target virtual object is highlighted; and / or,
[0106] If the target virtual object is located outside the display range of the graphical user interface, the guide icon is displayed at the corresponding edge of the interface according to the position of the target virtual object relative to the first virtual character.
[0107] In this embodiment of the application, the selected target virtual object may be located within the display range of the graphical user interface corresponding to the first virtual character, or it may be located outside the display range of the graphical user interface.
[0108] When the target virtual object is within the display area of the graphical user interface, a guide icon can be generated at the corresponding position of the target virtual object, and / or the target virtual object can be highlighted. The corresponding position of the target virtual object can be one of the following: above, below, to the left, or to the right of the target virtual object. Highlighting the target virtual object can be done by generating an outline stroke effect, highlighting, or adding a layer with non-zero opacity to the target virtual object. The outline stroke effect can be a color-changing flashing style, adding a white stroke to the outline, or thickening the outline, etc.
[0109] In this way, when the target virtual object is within the display range of the graphical user interface, visual guidance can be provided to the player by displaying guide icons and highlighting the target virtual object, making it easier for the player to grasp key information in the game in a timely manner.
[0110] When the target virtual object is outside the display area of the graphical user interface, a guide icon can be displayed at the corresponding interface edge position based on the target virtual object's position relative to the first virtual character. Optionally, the connecting line between the target virtual object and the first virtual character can be determined first, and the projection line of this connecting line on the two-dimensional screen can be determined. The position where this projection line intersects with the interface edge can be determined as the corresponding interface edge position, and a guide icon can be displayed at that interface edge position. For example, if the first virtual character is facing directly forward, and the target virtual object is outside the display area of the graphical user interface and to the left of the first virtual character, a guide icon can be displayed at the left edge of the graphical user interface.
[0111] Thus, when the target virtual object is outside the display range of the graphical user interface, displaying a guide mark at the corresponding edge of the interface can provide visual guidance to the player, making it easier for the player to understand the position of the target virtual object relative to the first virtual character, and thus adjust the view in time to make the target virtual object appear within the display range of the graphical user interface.
[0112] In one optional embodiment of this application, the aforementioned guidance identifier may include a button identifier corresponding to a first button, which is used to perform control operations on a virtual object. That is, the aforementioned control operation on the target virtual object is a trigger operation on the first button.
[0113] This implementation is typically used in PC games. For example, if the first key is the Q key, then after selecting a target virtual object, an icon corresponding to the Q key will be displayed above the target virtual object. Control operations on the target virtual object include tapping or holding down the Q key.
[0114] In one optional embodiment of this application, the aforementioned guidance identifier may include a control identifier corresponding to a first control, which is used to perform control operations on the target virtual object. That is, the aforementioned control operation on the target virtual object is a trigger operation on the first control.
[0115] This implementation method is commonly used in mobile games. For example, after selecting a target virtual object, an icon corresponding to a first control is displayed above the target virtual object. The first control is a virtual control used to control the target virtual object. Control operations on the target virtual object include clicking the first control, pressing the first control, or sliding the first control.
[0116] The following combination Figure 3 Description of the selected identifier:
[0117] like Figure 3 The diagram shows a schematic of the selected target virtual object in the interactive control method provided in this application. It includes interface (3-a) and interface (3-b). Interface (3-a) is the schematic diagram when the target virtual object is within the display range of the graphical user interface, and interface (3-b) is the schematic diagram when the target virtual object is outside the display range of the graphical user interface. Interface (3-a) includes a first virtual character 20 engaged in game activities in the game scene and a selected target virtual object 21. Above the target virtual object 21, a button identifier corresponding to the first button "Q" (i.e., the aforementioned guide identifier) is displayed. A rectangular frame is displayed around the target virtual object 21, which can be understood as highlighting the target virtual object. Interface (3-b) includes the first virtual character 20 engaged in game activities in the game scene, and a button identifier corresponding to the first button "Q" (i.e., the aforementioned guide identifier) is displayed at the right edge of the interface, indicating that outside interface (3-b), there is a selected target virtual object, and the target virtual object is located to the right or right rear of the first virtual character 20.
[0118] In an optional implementation, step S103 specifically includes steps S103a and S103b:
[0119] Step S103a: In response to the first control operation, control the first virtual character to automatically manipulate the target virtual object to perform virtual actions;
[0120] Step S103b: In response to the second control operation, control the first virtual character to manipulate the target virtual object to perform virtual actions according to user input.
[0121] The control operations for the target virtual object include the first control operation and the second control operation for the target virtual object.
[0122] Players can perform a first control operation on the target virtual object, and in response to the first control operation, control the first virtual character to automatically manipulate the target virtual object to perform virtual actions.
[0123] In this embodiment, the first control operation can be a first trigger operation for the first button or a first trigger operation for the first control. The first trigger operation for the first button can be one of the following operations: single tap, multiple taps, long press, etc. The first trigger operation for the first control can be one of the following operations: single tap, double tap, long press, hard press, swipe, etc.
[0124] Controlling a first virtual character to automatically manipulate a target virtual object to perform virtual actions refers to automatically controlling the first virtual character to remotely manipulate a target virtual object to perform virtual actions according to system configuration. These virtual actions can be one of the following: flight actions, explosion actions, or triggering actions.
[0125] Players can perform a second control operation on the target virtual object. In response to this second control operation, the first virtual character controls the target virtual object to perform virtual actions based on user input.
[0126] In this embodiment, the second control operation can be a second trigger operation for the first button or a second trigger operation for the first control. The second trigger operation for the first button can be one of the following operations: single tap, multiple taps, long press, etc. The second trigger operation for the first control can be one of the following operations: click, double tap, long press, hard press, swipe, etc.
[0127] Controlling the first virtual character to manipulate a target virtual object to perform virtual actions based on user input means that, after the second control operation is completed, in response to input control operations targeting the target virtual object, the first virtual character is controlled to manipulate the target virtual object to perform virtual actions based on the input control operations. These virtual actions can be one of the following: adjusting the placement of the target virtual object in the game scene, adjusting the target virtual object's flight direction, etc.
[0128] It should be noted that the second control operation is different from the first control operation.
[0129] For example, if the first control operation is a first trigger operation for the first button, and the second control operation is a second trigger operation for the first button, then the first trigger operation can be a long press operation of the first button, and the second trigger operation can be a tap operation of the first button; or, the first trigger operation can be a single tap operation of the first button, and the second trigger operation can be multiple tap operations of the first button, and so on.
[0130] For example, if the first control operation is a first trigger operation for the first control and the second control operation is a second trigger operation for the first control, then the first trigger operation can be a long press operation for the first control and the second trigger operation can be a click operation for the first control; or, the first trigger operation can be a click operation for the first control and the second trigger operation can be a swipe operation for the first control; or, the first trigger operation can be a hard press operation for the first control and the second trigger operation can be a swipe operation, and so on.
[0131] The virtual actions corresponding to the first control operation and the second control operation are different actions.
[0132] For example, in response to a long press operation on a first button (e.g., the Q key) (first control operation), the first virtual character is controlled to automatically manipulate the target virtual object from its current position to a preset position; in response to a tap operation on the first button (second control operation), the position of the target virtual object does not change; then, in response to a position change operation on the target virtual object (e.g., first clicking the right mouse button, then clicking the W key or the forward key ↑; or sliding the finger from the target virtual object to a certain scene position in the game scene), the target virtual object is controlled to move to the corresponding scene position according to the position change operation.
[0133] In this embodiment, players can perform a first control operation or a second control operation on the target virtual object according to actual needs. For example, if a player wants to further control the target virtual object, they can perform a second control operation on the target virtual object. If a player wants the target virtual object to immediately execute a virtual action preset by the system, they can perform a first control operation on the target virtual object, thereby enhancing the flexibility, strategy, and fun of the virtual game.
[0134] When the control operation is the first control operation, the virtual action can include one of the following: flight action, collision action, explosion action, and trigger action. In response to the first control operation, the specific type of the target virtual object is first determined, and then the first virtual character is controlled to automatically manipulate the target virtual object to perform the corresponding virtual action based on the specific type. The specific types of target virtual objects are classified as shown in Table 1:
[0135] Table 1.
[0136]
[0137] The following provides a detailed introduction to controlling the first virtual character to automatically manipulate the target virtual object to perform corresponding virtual actions based on specific types:
[0138] Optionally, the "controlling the first virtual character to automatically manipulate the target virtual object to perform virtual actions" in step S103a above can be achieved through the following step S201:
[0139] Step S201: Based on the type of the target virtual object, control the first virtual character to automatically manipulate the target virtual object to perform virtual actions.
[0140] As shown in Table 1 above, the type of the target virtual object can include object type and role type. Object type indicates that the corresponding target virtual object is a non-role entity, while role type indicates that the corresponding target virtual object is a role entity with intelligent behavior.
[0141] Thus, in response to the target virtual object being of type object type, the first virtual character can be controlled to automatically manipulate the target virtual object to perform virtual actions that match the object type; in response to the target virtual object being of type character type, the first virtual character can be controlled to automatically manipulate the target virtual object to perform virtual actions that match the character type.
[0142] Optionally, step S201 above can be implemented using either the following implementation method one or the following implementation method two:
[0143] Implementation Method 1: If the type of the target virtual object is an object type, control the first virtual character to automatically manipulate the target virtual object to perform virtual actions based on whether the target virtual object is a holdable object.
[0144] As shown in Table 1 above, the target virtual objects of the object type can include holdable objects and fixed-position objects. Holdable objects refer to virtual objects in the game design that can be grabbed, carried, or otherwise transported by virtual characters, such as virtual foam boxes, virtual cups, virtual trash cans, virtual coils, virtual ropes, etc. Fixed-position objects refer to virtual objects in the game design that are permanently connected to the virtual ground, virtual walls, or other structures, or that are difficult to move due to their size and weight limitations, such as virtual electrical boxes, virtual explosive devices, virtual vehicles, virtual boats, etc.
[0145] In this implementation, when the target virtual object is of type object type, it can detect whether the target virtual object is a holdable object, and control the first virtual character to automatically operate the target virtual object to perform virtual actions based on the detection result.
[0146] In practical implementation, virtual actions for holdable objects can be actions that change the position of the holdable object, such as performing a flight action or a collision action on a virtual foam box. Virtual actions for objects in fixed positions can be actions that change the state of the object at its corresponding fixed position, such as performing a breaking action on a virtual light bulb, performing an explosion action on a virtual explosive device, or performing an activation action on a virtual electrical box.
[0147] In an optional implementation, the above step "controlling the first virtual character to automatically manipulate the target virtual object to perform virtual actions based on whether the target virtual object is a holdable object" may specifically include the following steps:
[0148] If the target virtual object is a holdable object, the first virtual character is controlled to automatically manipulate the target virtual object to perform a first virtual action in a preset direction.
[0149] The preset direction can be a fixed direction, such as forward, left front, or right front, or it can be the direction pointing to the enemy virtual character closest to the first virtual character. For example, if the enemy virtual character closest to the first virtual character is located at the 10 o'clock position of the first virtual character, then the preset direction is the 10 o'clock position of the first virtual character.
[0150] In this embodiment, if the target virtual object is detected to be a holdable object, the first virtual character can be controlled to automatically manipulate the target virtual object to perform a first virtual action in a preset direction. The first virtual action can be a flight action, for example, the target virtual object flies in a parabolic manner from its current position in a preset direction; or the target virtual object first rises vertically upwards to a certain height from its current position and then flies horizontally in a preset direction; the first virtual action can also be a movement action, in which case the target virtual object will glide on the virtual ground from its current position in a preset direction.
[0151] Optionally, the step of controlling the first virtual character to automatically manipulate the target virtual object to perform a first virtual action in a preset direction may include the following steps:
[0152] The first virtual character is controlled to automatically apply a virtual external force to the target virtual object, so that the target virtual object performs the first virtual action in the preset direction based on the virtual external force.
[0153] In this embodiment, the force experienced by the target virtual object when it performs the first virtual action in a preset direction is a virtual external force automatically applied to the target virtual object by the first virtual character. Under the action of this virtual external force, the target virtual object will perform the first virtual action in the preset direction. The strength of the virtual external force is used to control the movement distance of the target virtual object when performing the first virtual action. For example, if the first virtual action is a flight action, then the strength of the virtual external force is used to control the flight distance of the target virtual object.
[0154] It should be noted that the forces acting on the target virtual object in the game scene can also include virtual gravity. That is to say, the target virtual object can perform a first virtual action in a preset direction under the combined action of the aforementioned virtual external forces and virtual gravity.
[0155] It should be noted that during the process of the target virtual object performing its first virtual action in a preset direction based on a virtual external force, it may collide with other virtual objects. That is, other virtual objects may be present in the trajectory of the target virtual object as it performs its first virtual action in the preset direction under the influence of a virtual external force.
[0156] In an optional implementation, the interactive control method in the game provided in this application embodiment may further include the following steps:
[0157] During the process of the target virtual object performing the first virtual action in the preset direction based on the virtual external force, in response to the collision between the target virtual object and the first virtual object, the target virtual object is controlled to perform the second virtual action.
[0158] In this embodiment, during the process of the target virtual object performing a first virtual action in a preset direction under the action of a virtual external force, it may collide with a first virtual object, which can be an object type or a character type. In response to the collision between the target virtual object and the first virtual object, the target virtual object can be controlled to perform a second virtual action.
[0159] The second virtual action mentioned above can be a collision action. The second virtual action can differ depending on the target virtual object. For example, the second virtual action for a virtual explosive is a collision action that causes an explosion, while the second virtual action for a virtual fragile object (such as a virtual light bulb or a virtual cup) is a collision action that causes it to break. It should be noted that some target virtual objects can also produce special additional control effects when colliding with the first virtual object, such as immobilizing the first virtual object.
[0160] In an optional implementation, the step of controlling the target virtual object to perform the second virtual action can be implemented by the following steps: if the object type of the target virtual object is a first type, control the target virtual object to perform a first collision action, wherein the first type is used to indicate that the target virtual object does not have additional control effects.
[0161] In an optional implementation, the step of controlling the target virtual object to perform the second virtual action can be implemented by the following steps: if the object type of the target virtual object is a second type, control the target virtual object to perform a second collision action, wherein the second type is used to indicate that the target virtual object has additional control effects.
[0162] As shown in Table 1 above, when the target virtual object is a holdable object, it can be further divided according to the object type. Specifically, the object type can include the first type and the second type.
[0163] The first type indicates that the target virtual object is a normal, holdable item and has no additional control effects. Upon collision with the first virtual object, the target virtual object can be controlled to perform a first collision action. This first collision action only produces a collision effect matching the physical or chemical properties of the first virtual object and does not impose further control over the first virtual object.
[0164] For example, the first type of target virtual object is a rigid and fragile object (such as a virtual light bulb or a virtual cup), which will break when it collides with the first virtual object; the first type of target virtual object is an elastic object, which will bounce back when it collides with the first virtual object; and the first type of target virtual object is a rigid explosive, which will explode when it collides with the first virtual object.
[0165] like Figure 4 The diagram shows an example of controlling a first type of target virtual object to perform a first collision action in the interactive control method of a game provided in this application, including interface (4-a) and interface (4-b). As shown in interface (4-a), the first virtual character 20 controls the target virtual object 24, which belongs to the virtual explosive, to perform the flight action shown in the action trajectory 26. During the execution of this flight action, it will collide with the first virtual object 25. As shown in interface (4-b), during the process of the first virtual character 20 controlling the target virtual object 24 to perform the flight action shown in the action trajectory 26, a corresponding explosion effect will be generated when it collides with the first virtual object 25.
[0166] Optionally, the interactive control method in the game provided in this application embodiment may further include the following steps:
[0167] If the first virtual object is a second virtual character that is in a different faction from the first virtual character, the damage data is determined based on the first collision action;
[0168] Based on the damage data, the health stat data of the second virtual character is changed.
[0169] In a specific implementation, the first virtual object can be a second virtual character that is in a different faction from the first virtual character, or it can be a virtual object of the object type.
[0170] Optionally, the interactive control method in the game provided in this application embodiment may further include the following steps:
[0171] If the first virtual object is a virtual object, damage data is determined based on the first collision action;
[0172] Based on the damage data, the durability index data of the virtual object is changed.
[0173] When the first virtual object is a virtual object, the corresponding damage data can be determined based on the first collision action. This damage data characterizes the loss value of the virtual object's durability index (also known as durability value) when the first collision action is applied to it. Thus, when the target virtual object completes the first collision action, the modified durability index data corresponding to the virtual object that collided with it can be determined based on this damage data, thereby modifying the durability index data of that virtual object.
[0174] Furthermore, when the modified durability index data corresponding to the virtual object is less than or equal to 0, the virtual object is controlled to present a broken state, that is, the physical model of the virtual object is switched from a complete state to a damaged state or a fragmented state.
[0175] When the first virtual object is the second virtual character, the corresponding damage data can be determined based on the first collision action. This damage data can be the damage value that will be generated when the first collision action is applied to the virtual character. Thus, when the target virtual object completes the first collision action, the health indicators of the second virtual character can be changed based on this damage data. Health indicators can include, but are not limited to, the following: health points, shield value, and energy value.
[0176] Specifically, the loss value of the life indicator data can be determined based on the damage data. For example, if each point of damage causes a decrease of 10 in health, and the damage value is 10, then the loss value of health is 100. Afterwards, the life indicator data can be updated based on the loss value. For example, if the current health of the second virtual character is 500 and the loss value of health is 100, then the current health of the second virtual character can be updated to 400.
[0177] The second type indicates that the target virtual object is a special holdable object with additional control effects. Upon collision with the first virtual object, the target virtual object can be controlled to perform a second collision action. This second collision action will further control the first virtual object and add control effects to it.
[0178] Optionally, the steps of applying control effects to the first virtual object may include the following steps:
[0179] If the first virtual object is a second virtual character belonging to a different faction than the first virtual character, then a debuff effect is applied to the second virtual character based on the attributes of the target virtual object.
[0180] The properties of the target virtual object are used to indicate the extended effects when the target virtual object interacts with other scene elements.
[0181] When the first virtual object is a second virtual character belonging to a different faction than the first virtual character, debuffs can be applied to the second virtual character based on the attributes of the target virtual object. These debuffs weaken the second virtual character's combat or defensive capabilities. Debuffs may include, but are not limited to, at least one of the following: immobilizing the second virtual character, reducing the second virtual character's movement speed, preventing the second virtual character from using specified game skills, etc.
[0182] For example, the second type of target virtual object is a virtual container, such as a virtual trash can in a game scene, which covers the head of the second virtual character when it collides with it; the first type of target virtual object is a virtual tire, which covers the body of the second virtual character when it collides with it. Thus, when the second type of target virtual object is a virtual container, upon collision with the second virtual character, the movement speed of the second virtual character will be reduced or reduced to 0, and the movement trajectory of the second virtual character will be interfered with (for example, if the second virtual character is currently moving due north, when the virtual container covers the second virtual character, the second virtual character will either spin in place or remain stationary). The second type of target virtual object is a virtual binding device (such as a virtual coil, virtual rope, etc.), which, upon collision with the second virtual character, binds the second virtual character or pulls an enemy virtual character within a certain range of the second virtual character to the location of the second virtual character, binding both the second virtual character and the enemy virtual character pulled to the location of the second virtual character. Thus, when the target virtual object of the second type is a virtual binding device, when it collides with the second virtual character, the movement speed of the second virtual character will be reduced to 0, interrupting the movement of the human virtual character and creating a restraining effect on the second virtual character.
[0183] like Figure 5 The diagram shows an example of controlling a second type of target virtual object to perform a second collision action in the interactive control method of a game provided in this application, including interface (5-a) and interface (5-b). As shown in interface (5-a), the first virtual character 20 controls the target virtual object 27 (virtual trash can) to perform the flight action shown in the action trajectory 28. During the execution of this flight action, it will collide with the second virtual character 25. As shown in interface (5-b), during the execution of the flight action shown in the action trajectory 28 by the first virtual character 20 controlling the target virtual object 27, when it collides with the first virtual object 25, it will put the second virtual character 25 on its head.
[0184] Optionally, the steps of applying control effects to the first virtual object may include the following steps:
[0185] If the first virtual object is a third virtual character belonging to the same faction as the first virtual character, then according to the attributes of the target virtual object, a buff effect is applied to the third virtual character.
[0186] When the first virtual object is a third virtual character belonging to the same faction as the first virtual character, a buff effect can be applied to the second virtual character based on the attributes of the target virtual object. This buff effect is used to enhance the third virtual character's gameplay abilities. The buff effect may include, but is not limited to, at least one of the following: increasing the third virtual character's movement speed, increasing the third virtual character's defense, increasing the third virtual character's health, reducing the third virtual character's skill cooldown time, etc.
[0187] For example, if the target virtual object is a virtual supply box, when the virtual supply box collides with a third virtual character, the third virtual character can be replenished with game equipment; if the target virtual object is a virtual medicine box, when the virtual medicine box collides with a third virtual character, the third virtual character can be restored to health.
[0188] In an optional implementation, the above step "controlling the first virtual character to automatically manipulate the target virtual object to perform virtual actions based on whether the target virtual object is a holdable object" may specifically include the following steps:
[0189] If the target virtual object is a fixed-position object, the first virtual character is controlled to automatically manipulate the target virtual object to perform the corresponding trigger action.
[0190] In this embodiment, if the target virtual object is detected to be a fixed-position object, the first virtual character can be controlled to automatically manipulate the target virtual object to perform the corresponding trigger action.
[0191] Different target virtual objects correspond to different trigger actions. The trigger action can be one of the following: explosion action, breaking action, or activation action. For example, performing a breaking action on a virtual light bulb to produce a breaking effect, performing an explosion action on a virtual explosive device to produce an explosion effect on the surrounding environment, or performing an activation action on a virtual electrical box to produce an electrical effect on the surrounding environment.
[0192] Optionally, the interactive control method in the game provided in this application embodiment may further include the following steps:
[0193] If there is a fourth virtual character belonging to a different faction within a first preset range of the location of the target virtual object, apply a debuff effect to the fourth virtual character.
[0194] When a target virtual object, which is a fixed-position object, completes its corresponding trigger action, if a fourth virtual character exists within a first preset range of the target virtual object's location, a debuff effect can be applied to the fourth virtual character. This debuff effect weakens the fourth virtual character's combat or defensive capabilities. For example, the explosion of a virtual explosive device will reduce the fourth virtual character's health or life points; the activation of a virtual electrical box will electrify the fourth virtual character to inflict electrical damage; and the shattering of a virtual light bulb will injure the fourth virtual character.
[0195] The aforementioned first preset range can be a circular area, a rectangular area, or an irregular area. For example, the first preset range can be a circular area with the target virtual object as the center and a preset distance as the radius, or a rectangular area with the target virtual object as the center and a preset distance equal to the diagonal length. The first preset range can be specifically set based on actual needs, and this application does not impose any restrictions on it.
[0196] like Figure 6 The diagram shown is an example of an interface schematic of the interactive control method in a game provided in this application, after performing a first control operation on a target virtual object. After performing the first control operation on the target virtual object 28, which is an object with a fixed position, the first virtual character 20 automatically controls the target virtual object 28 to perform an activation action, and applies an electric damage effect (i.e., a debuff effect) to the fourth virtual character 29 and the fourth virtual character 30 within the first preset range corresponding to the target virtual object 28.
[0197] Implementation Method 2: If the type of the target virtual object is a role type, and the target virtual object is a fifth virtual character that is in a different faction from the first virtual character, control the first virtual character to automatically manipulate the fifth virtual character to perform a second virtual action.
[0198] In this implementation, when the type of the target virtual object is a role type, it can be determined whether the target virtual object and the first virtual role are in the same camp.
[0199] If the target virtual object is a fifth virtual character that is in a different faction from the first virtual character, then control the first virtual character to automatically manipulate the fifth virtual character to perform the second virtual action.
[0200] Furthermore, if the target virtual object is a virtual character in the same faction as the first virtual character, the first virtual character can be controlled to automatically increase the target virtual object's health stats or automatically reduce the target virtual object's skill cooldown time.
[0201] Optionally, controlling the first virtual character to automatically manipulate the fifth virtual character to perform the second virtual action may include the following steps:
[0202] If the fifth virtual character possesses a virtual weapon, the first virtual character is controlled to attach the virtual weapon possessed by the fifth virtual character to the location of the first virtual character.
[0203] If the fifth virtual character does not possess a virtual weapon, the first virtual character is controlled to automatically manipulate the fifth virtual character to perform a second virtual action in a preset direction.
[0204] As shown in Table 1 above, when the target virtual object is a character type, it can be further divided into two types: possessing virtual weapons and not possessing virtual weapons. When the target virtual object is a fifth virtual character in a different faction from the first virtual character, it can be determined whether the fifth virtual character possesses virtual weapons.
[0205] In this embodiment, if the fifth virtual character holds a virtual weapon, the first virtual character can be controlled to attach the virtual weapon held by the fifth virtual character to the location of the first virtual character, thereby causing the fifth virtual character to automatically lose the virtual weapon. The virtual weapon includes at least one of virtual handheld weapons and virtual vehicle weapons. Virtual handheld weapons include at least one of virtual guns, virtual bows and arrows, virtual shields, virtual grappling hooks, etc., while virtual vehicle weapons include one of virtual tanks, virtual armored vehicles, etc. When the virtual weapon is a virtual handheld weapon, the action for the fifth virtual character to lose the virtual weapon can be: the fifth virtual character releases the hand holding the virtual handheld weapon. When the virtual weapon is a virtual vehicle weapon, the action for the fifth virtual character to lose the virtual weapon can be: the fifth virtual character falls from the virtual vehicle weapon onto the virtual ground.
[0206] In this way, the virtual weapon held by the fifth virtual character is automatically absorbed to the location of the first virtual character, which can reduce the attack power of the fifth virtual character and enhance the strategic aspect of the game.
[0207] In one optional implementation, after controlling the first virtual character to attract the virtual weapon held by the fifth virtual character to the location of the first virtual character, the first virtual character can also be controlled to automatically use the virtual weapon to perform corresponding game actions, wherein the game actions include attack actions or defense actions.
[0208] For example, if the fifth virtual character currently holds a virtual gun, the first virtual character can be controlled to automatically attach the virtual gun to its hand to attack nearby enemy virtual characters; if the fifth virtual character currently holds a virtual shield, the first virtual character can be controlled to automatically attach the virtual shield to its body for defense; if the fifth virtual character currently holds a virtual tank, the first virtual character can be controlled to automatically attach the virtual tank to its location so that the first virtual character can ride the virtual tank for attack and defense.
[0209] like Figure 7 The diagram shows an example of a first control operation performed on a target virtual object holding a virtual weapon in the interactive control method provided in this application, including interface (7-a) and interface (7-b). In interface (7-a), the target virtual object 31 holds a virtual weapon 32. After performing the first control operation on the target virtual object, as shown in interface (7-b), the virtual weapon 32 is attracted to the hand of the first virtual character 20, and the first virtual character 20 automatically uses the virtual weapon 32 to perform an attack.
[0210] This setup allows the first virtual character to automatically use a virtual weapon to perform corresponding game actions after it has acquired a virtual weapon from the fifth virtual character. This expands the gameplay, enhances the playability of the virtual game, and thus increases player retention.
[0211] In this embodiment, if the fifth virtual character does not possess a virtual weapon, the first virtual character can be controlled to automatically manipulate the fifth virtual character to perform a second virtual action in a preset direction. This second virtual action can be a flight action. For example, the first virtual character can be controlled to automatically manipulate the fifth virtual character to fly forward.
[0212] Optionally, if the fifth virtual character is not holding a virtual weapon, it can further detect whether the fifth virtual character is in an uncounterable state. An uncounterable state can be caused by the fifth virtual character being frozen, petrified, or stunned, or by the fifth virtual character's activity metric data being lower than a preset value. The activity metric data includes one of the following: maximum movement speed, maximum jump height, etc. When the fifth virtual character is detected to be in an uncounterable state, the first virtual character automatically controls the fifth virtual character to point towards a second virtual action in a preset direction.
[0213] like Figure 8 The diagram shows an example of a first control operation performed on a target virtual object that does not possess a virtual weapon in the interactive control method provided in this application, including interface (8-a) and interface (8-b). In interface (8-a), the target virtual object 31 does not possess a virtual weapon. After performing the first control operation on the target virtual object, as shown in interface (8-b), the target virtual object 31 flies according to the action trajectory 34.
[0214] Optionally, the interactive control method in the game provided in this application embodiment may further include the following steps:
[0215] During the process of the fifth virtual character performing the second virtual action in the preset direction, if the fifth virtual character collides with the second virtual object or virtual ground at the preset position, and if there is a sixth virtual character in a different faction from the first virtual character within the second preset range of the collision position, the life index data of the sixth virtual character is changed.
[0216] In this embodiment, if the fifth virtual character collides with a second virtual object (such as a virtual character, a virtual obstacle, etc.) or a virtual ground while performing the second virtual action in a preset direction, it can cause damage to the sixth virtual character, which is in a different camp from the first virtual character, within the second preset range of the collision location, and change the life index data of the sixth virtual character.
[0217] Similar to the first preset range described above, the second preset range can also be a circular area, a rectangular area, or an irregular area. For example, the second preset range can be a circular area with the collision position as the center and a preset distance as the radius, or a rectangular area with the collision position as the center and a preset distance equal to the diagonal length.
[0218] The above describes the relevant technologies for performing the first control operation on the target virtual object.
[0219] The following describes the second control operation performed on the target virtual object:
[0220] Optionally, the "controlling the first virtual character to manipulate the target virtual object to perform virtual actions according to user input" in step S103b above can be achieved through the following steps S202 and S203:
[0221] Step S202: If the target virtual object is a holdable object, control the first virtual character to automatically raise the target virtual object to a preset height;
[0222] Step S203: In response to an input control operation for the target virtual object, control the first virtual character to manipulate the target virtual object to perform corresponding virtual actions according to the input control operation.
[0223] In this embodiment, when the second control operation is performed on the target virtual object, it can be determined whether the target virtual object is a holdable object.
[0224] When the target virtual object is a holdable object, the first virtual character is controlled to automatically raise the target virtual object to a preset height, which is visually displayed as the target virtual object being automatically picked up by the first virtual character in mid-air.
[0225] The preset height can be 0.5 meters, 1 meter, etc., and can be set according to actual needs. The target virtual object can be located on the virtual ground. After raising the preset height, the height from the virtual ground directly below it is the preset height. The target virtual object can also be located on the surface of other objects, such as a virtual cup on a virtual table. After raising the preset height, the height from the surface of the object directly below it is the preset height.
[0226] In one optional implementation, in response to the second control operation, the first virtual character can first be controlled to enter a ready state. Entering the ready state is manifested by the first virtual character raising at least one arm with at least one finger pointing to the target virtual object—a specified virtual pose. Furthermore, a leader line marker can be generated between the interface position corresponding to the first virtual character and the interface position corresponding to the target virtual object; this leader line marker is used to indicate that the first virtual character has entered the ready state. If the target virtual object is a holdable object, the first virtual character assumes the specified virtual pose and is controlled to automatically manipulate the target virtual object to raise it to a preset height. The ready state is used to represent the state where the first virtual character can manipulate the target virtual object, as described below. Figure 9 The visual presentation of the first virtual character entering the preparation state in the interactive control method of the game provided in this application embodiment is described as follows:
[0227] Figure 9The interface includes interfaces (9-a) and (9-b). In interface (9-a), when the player performs a second control operation on the target virtual object 35 (such as pressing the Q key), a lead line marker 36 is generated between the first virtual character 20 and the target virtual object 35, indicating that the first virtual character 20 has entered a ready state. In interface (9-b), after the first virtual character enters the ready state, the player controls the first virtual character 20 to automatically manipulate the target virtual object 35 to raise it to a preset height 37.
[0228] After the target virtual object is raised to a preset height, the player can input control operations on the target virtual object. In response to the input control operations, the player can control the first virtual character to manipulate the target virtual object to perform corresponding virtual actions.
[0229] In one optional embodiment, the input control operation for the target virtual object is a movement control operation for the target virtual object, and step S203 may include the following steps:
[0230] In response to a movement control operation on the target virtual object, the target virtual object is controlled to move.
[0231] In this embodiment, players can perform movement control operations on a target virtual object, and in response to the movement control operation, control the target virtual object to move within the game scene.
[0232] In one specific example, controlling the target virtual object to move in response to a movement control operation on the target virtual object may include the following steps:
[0233] In response to a control mode switching operation for the target virtual object, the target virtual object is controlled to enter a transport mode;
[0234] In the transport mode, the target virtual object is controlled to move in response to a movement operation on the first virtual character and / or in response to a view adjustment operation.
[0235] In this example, after controlling the first virtual character to automatically raise the target virtual object to a preset height, a control mode switching operation can be performed on the target virtual object. This control mode switching operation can be triggered by a mode switching button (such as the right mouse button or the K key) or by a mode switching virtual control. The triggering operation for the mode switching button can include, but is not limited to, clicking or long-pressing the mode switching button. The triggering operation for the mode switching virtual control can include clicking, pressing, or sliding the mode switching virtual control.
[0236] In response to the above control mode switching operation, the target virtual object is controlled to enter the transport mode.
[0237] In one example, in this transport mode, the player can move a first virtual character. In response to this movement, the player controls the first virtual character to automatically move the target virtual object horizontally within the game scene. During the movement of the first virtual character, the player can adjust the camera angle. In response to this adjustment, while keeping the first virtual character's position unchanged, the player can control the first virtual character to move vertically or horizontally. For example, moving the mouse forward controls the first virtual character to move vertically upward; moving the mouse backward controls the first virtual character to move vertically downward; moving the mouse left controls the first virtual character to move horizontally to the left; and moving the mouse right controls the first virtual character to move horizontally to the right.
[0238] In one example, in this transport mode, the player can adjust the camera angle, which, in response, controls the first virtual character to move slightly horizontally. For instance, moving the mouse forward controls the first virtual character to move horizontally forward; moving the mouse backward controls the first virtual character to move horizontally backward; moving the mouse left controls the first virtual character to move horizontally to the left; and moving the mouse right controls the first virtual character to move horizontally to the right.
[0239] In this embodiment, before switching the control mode of the target virtual object, the target virtual object can be in a locked mode, in which the relative position between the target virtual object and the first virtual character remains unchanged. While the target virtual object is in locked mode, in response to a movement operation on the first virtual character, the target virtual object is controlled to follow the first virtual character's movement within the game scene. That is, the step of controlling the target virtual object to move in response to a movement control operation on the target virtual object may include the following steps: in response to a movement operation on the first virtual character, the target virtual object is controlled to follow the first virtual character's movement within the game scene. While the target virtual object is in locked mode, in response to a viewpoint adjustment operation, the target virtual object's corresponding flight direction is adjusted.
[0240] Movement control of the first virtual character can be triggered by moving virtual controls or by moving control buttons. When the target virtual object is moved by moving the first virtual character, visually, the target virtual object is held and moved by the first virtual character in the air, and the movement of the target virtual object is consistent with the movement of the first virtual character.
[0241] The following examples illustrate movement controls for the first virtual character:
[0242] Example 1: In a virtual game, the movement and orientation of the first virtual character can be controlled using a virtual movement control. Specifically, the player can swipe up on the virtual movement control to move the first virtual character forward, and automatically manipulate a target virtual object to also move forward while maintaining its relative position to the first virtual character. The player can swipe left on the virtual movement control to turn the first virtual character left, and automatically manipulate the target virtual object to turn left along a target trajectory. This target trajectory is a fan-shaped trajectory centered on the first virtual character, with the distance between the first virtual character and the target virtual object as the radius, and the rotation angle of the first virtual character as the arc. When turning to the left, the player swipes up on the virtual movement control to move the first virtual character forward, and automatically manipulates the target virtual object to also move forward while maintaining its relative position to the first virtual character.
[0243] Example 2: In virtual games, the movement and orientation of the first virtual character can be controlled using movement control keys (such as W, S, A, D, or the forward key ↑, back key ↓, left key ←, and right key →). Taking the forward key ↑, back key ↓, left key ←, and right key → as an example, the player can press the forward key ↑ to move the first virtual character forward, and automatically control the target virtual object to move forward while maintaining its relative position to the first virtual character. The player can press the left key ← to turn the first virtual character left, and automatically control the target virtual object to turn left along a target trajectory. This target trajectory is a fan-shaped trajectory centered on the first virtual character, with the distance between the first virtual character and the target virtual object as the radius, and the rotation angle of the first virtual character as the arc. When turning to the left, the player can press the forward key ↑ to move the first virtual character forward, and automatically control the target virtual object to move forward while maintaining its relative position to the first virtual character.
[0244] Example 3: In a virtual game, a player can virtually control the movement of a first virtual character using a movement control. Specifically, the player can swipe up on the movement control to move the first virtual character forward, and automatically manipulate the target virtual object to move forward while maintaining its relative position to the first virtual character. The player can swipe left on the movement control to move the first virtual character to the left (visually moving horizontally) while maintaining its facing direction, and automatically manipulate the target virtual object to move to the left while maintaining its relative position to the first virtual character. The player can swipe down on the movement control to move the first virtual character backward (visually moving backward), and automatically manipulate the target virtual object to move backward while maintaining its relative position to the first virtual character.
[0245] Example 4: In virtual games, the movement of the first virtual character can be controlled using movement control keys (such as W, S, A, D keys, or directional keys (including forward ↑, back ↓, left ←, right →)). Taking directional keys as the movement control keys as an example, the player can press the forward ↑ key to move the first virtual character forward, and automatically control the target virtual object to move forward while maintaining its relative position to the first virtual character; the player can press the left ← key to move the first virtual character to the left (visually moving horizontally) while maintaining its facing direction, and automatically control the target virtual object to move to the left while maintaining its relative position to the first virtual character; the player can press the back ↓ key to move the first virtual character backward (visually moving backward), and automatically control the target virtual object to move backward while maintaining its relative position to the first virtual character.
[0246] The view adjustment operation is used to adjust the shooting direction of the virtual camera while keeping its shooting position unchanged, thereby adjusting the viewing angle of the game screen. View adjustment operations can be triggered by camera movement buttons or by virtual camera movement controls. The following examples illustrate the view adjustment operation:
[0247] Example 1: In a virtual game, the player can adjust the camera view using virtual controls. Swiping up on the camera moves the virtual control from a first shooting position to a second shooting position facing forward, and moves the target virtual object forward a first target distance (the distance between the first and second shooting positions). Swiping down moves the camera from the first shooting position to a third shooting position behind, and moves the target virtual object backward a second target distance (the distance between the first and third shooting positions). Swiping left moves the camera from the first shooting position to a fourth shooting position to the left, and moves the target virtual object to the left a third target distance (the distance between the first and fourth shooting positions). Swiping right moves the camera from the first shooting position to a fifth shooting position to the right, and moves the target virtual object to the right a fourth target distance (the distance between the first and fifth shooting positions).
[0248] Example 2: In a virtual game, the view is adjusted using camera movement keys, which can be a combination of the Tab key and the arrow keys. Pressing Tab + Up (forward) changes the virtual camera from the first shooting position to a second shooting position in front, and moves the virtual object forward a first target distance (the distance between the first and second shooting positions). Pressing Tab + Back (backward) changes the camera from the first shooting position to a third shooting position behind, and moves the virtual object backward a second target distance (the distance between the first and third shooting positions). Pressing Tab + Left (leftward) changes the camera from the first shooting position to a fourth shooting position to the left, and moves the virtual object to the left a third target distance (the distance between the first and fourth shooting positions). Pressing Tab + Right (rightward) changes the camera from the first shooting position to a fifth shooting position to the right, and moves the virtual object to the right a fourth target distance (the distance between the first and fifth shooting positions).
[0249] Example 3: In a virtual game, the player adjusts the camera view by sliding the mouse. Sliding the mouse forward changes the virtual camera's focus from the first shooting position to the second shooting position in front, and moves the target virtual object forward a first target distance. Sliding the mouse backward changes the virtual camera's focus from the first shooting position to the third shooting position behind, and moves the target virtual object backward a second target distance. Sliding the mouse to the left changes the virtual camera's focus from the first shooting position to the fourth shooting position to the left, and moves the target virtual object to the left a third target distance. Sliding the mouse to the right changes the virtual camera's focus from the first shooting position to the fifth shooting position to the right, and moves the target virtual object to the right a fourth target distance.
[0250] In this way, the first virtual character can be controlled to move target virtual objects remotely, expanding the interactive behavior in the game and enhancing the fun of the game.
[0251] Furthermore, in this embodiment of the application, after performing the second control operation on the target virtual object, the transmission of the target virtual object can also be achieved in the following ways:
[0252] The virtual game features a thumbnail map. Players can click on a location on the thumbnail map to control the virtual camera to take a picture of the corresponding scene location in the game scene, and control the target virtual object to move to that scene location.
[0253] Optionally, the interactive control method in the game provided in this application embodiment may further include the following steps:
[0254] In transport mode, while controlling the target virtual object to move, in response to the placement operation of the target virtual object, the current ground position of the target virtual object is obtained;
[0255] Place the target virtual object at the ground location.
[0256] In this embodiment, while controlling the first virtual character to remotely transport a target virtual object, the player can perform a placement operation on the target virtual object. In response to the placement operation, the current ground position corresponding to the virtual object can be obtained; this ground position is the projection position of the target virtual object on the virtual ground. Then, the target virtual object can be placed at this ground position.
[0257] The aforementioned placement operations may include one of the following: voice command operations (such as the player issuing a voice command "Please place", trigger operations for placement buttons (such as clicking the left mouse button), trigger operations for placing virtual controls (such as clicking, pressing, or sliding to place virtual controls).
[0258] like Figure 10 The diagram shows an example of moving a target virtual object in the interactive control method of a game provided in this application, including interfaces (10-a) to (10-c). In interface (10-a), the target virtual object 35 is raised from scene position p1 to a preset height. The player can perform movement operations on the first virtual character 20 or adjust the view. Then, as shown in interface (10-b), the target virtual object 35 is moved to the top of another scene position p2. The player can perform a placement operation on the target virtual object 35 to place it in scene position p2.
[0259] This setup allows the first virtual character to remotely move a target virtual object to another location. For example, a player can control the first virtual character to remotely move a virtual medkit to the location of a teammate virtual character with low health, or to move a virtual supply crate to a bush for concealment. Therefore, the interactive control method in the game provided in this application effectively enhances the flexibility and strategic depth of the game.
[0260] Optionally, step S203 above can also be achieved through the following steps:
[0261] In response to the viewpoint adjustment operation, the flight direction corresponding to the target virtual object is adjusted.
[0262] In this implementation, players can adjust the viewpoint directly on the target virtual object without switching control modes. In this case, the target virtual object's position will not change in response to the viewpoint adjustment; instead, its intended flight direction will be adjusted.
[0263] It should be noted that, in response to the second control operation targeting the virtual object, the target virtual object's intended flight direction can also be displayed on the interface. This intended flight direction can be a preset direction as described above, such as directly in front, or pointing towards the nearest enemy virtual character. The player can then adjust the viewpoint to change this intended flight direction, and the adjusted direction will be displayed. For example, the intended flight direction can be changed from directly in front to directly to the left, or the intended flight direction pointing towards the nearest enemy virtual character 'a' can be changed to pointing towards an enemy virtual character 'b' with lower health.
[0264] This allows for adjustments to the flight direction of the target virtual object, further enhancing the game's flexibility.
[0265] Optionally, the interactive control method in the game provided in this application embodiment may further include the following steps:
[0266] The first virtual character is controlled to manipulate the target virtual object to perform flight maneuvers in the direction to be flown.
[0267] After adjusting the target virtual object's intended flight direction, the player can perform a throwing operation (such as holding down the Q key). In response to this throwing operation, the first virtual character will automatically control the target virtual object to fly in the adjusted intended flight direction. Alternatively, if the player does not perform the aforementioned view adjustment operation again within a preset time period, the first virtual character can automatically control the target virtual object to fly in the adjusted intended flight direction.
[0268] As described above, the steps of controlling the target virtual object to move in response to the movement control operation on the target virtual object may include the following steps: in response to the movement operation on the first virtual character, controlling the target virtual object to move with the first virtual character in the game scene.
[0269] In this embodiment, the player can perform the aforementioned movement operation directly on the first virtual character without switching control modes for the target virtual object. In this case, in response to the movement operation, the target virtual object will be controlled to move along with the first virtual character within the game scene.
[0270] In one implementation, when the target virtual object moves to the target location, the player can perform the placement operation described above, and in response to the placement operation, place the target virtual object on the ground corresponding to the target location.
[0271] In another implementation, when the target virtual object moves to the target location, the player can perform the throwing operation described above. In response to the throwing operation, the player controls the first virtual character to maneuver the target virtual object from the target location in a preset direction.
[0272] This allows for adjustments to the throwing point of the target virtual object, further enhancing the game's flexibility.
[0273] Optionally, the interactive control method in the game provided in this application embodiment may further include the following steps:
[0274] When the target virtual object reaches the throwing point, a corresponding throwing effect is generated at the throwing point according to the attributes of the target virtual object.
[0275] When a target virtual object is thrown to the throwing point in the direction to be thrown, a corresponding throwing effect can be generated at that throwing point based on the attributes of the target virtual object.
[0276] For example, when a virtual explosive reaches the throwing point, it explodes within a certain range; when a virtual fragile object (such as a virtual cup) reaches the throwing point, it shatters and the fragments fly in all directions; when a virtual box reaches the throwing point, it creates a crater in the virtual ground; and when a virtual elastic object reaches the throwing point, it bounces away immediately.
[0277] By generating corresponding throwing effects at the throwing points, the game becomes more realistic.
[0278] Optionally, the step S103b above, "controlling the first virtual character to manipulate the target virtual object to perform virtual actions according to user input," can be achieved through the following step S204:
[0279] If the target virtual object is a non-holdable object, in response to a drag operation on the target virtual object, the first virtual character is controlled to manipulate the target virtual object to perform a drag action.
[0280] When the target virtual object is a non-holdable object, the player can drag it. This dragging operation can be triggered by a drag button (such as the back button ↓) (e.g., clicking or holding), or by a dragging virtual control (e.g., clicking, pressing, or swiping). In response to this dragging operation, the player can control the first virtual character to manipulate the target virtual object and perform the dragging action.
[0281] For example, if the target virtual object is an anchored virtual vehicle, the player can press the Q key and then press the S key or the back key (↓) to drag the virtual vehicle; if the target virtual object is a locked virtual iron gate, the player can press the Q key and then press the S key or the back key (↓) to pull the lock on the virtual iron gate, thus unlocking the virtual iron gate.
[0282] In one alternative implementation, when the target virtual object is a holdable object, if the target virtual object is a virtual machine switch, the player can also drag the target virtual object. In response to the drag operation on the virtual machine switch, the first virtual character is controlled to automatically unlock the virtual machine switch.
[0283] For example, the virtual object is a virtual hair dryer. After pressing the Q key, the player can press the S key or the back key ↓ to turn on the virtual hair dryer.
[0284] Optionally, the interactive control method in the game provided in this application embodiment may further include the following steps:
[0285] After performing the control operation on the target virtual object, when the target virtual object exists in the game scene, the target virtual object is configured to be unselectable.
[0286] In this embodiment, after the aforementioned control operations are performed on the target virtual objects, some target virtual objects will disappear from the game scene. For example, virtual explosives will disappear after exploding, and virtual characters will disappear when their health drops to 0 after flying. Some target virtual objects will not disappear from the game scene. For example, a virtual iron gate will change from a locked state to an open state after a drag operation, but the virtual iron gate will still exist in the game scene; a stranded virtual vehicle will still exist in the game scene after being dragged from one scene location to another.
[0287] If a target virtual object is controlled and still exists in the game scene after such control is performed, the target virtual object is configured to be unselectable, thus preventing further control operations.
[0288] Corresponding to the interactive control method in the game provided in the first embodiment of this application, the second embodiment of this application also provides an interactive control device in the game, such as... Figure 11 As shown, the interactive control device 1100 in the game includes:
[0289] The first control unit 1101 is used to control the first virtual character to perform game activities in the game scene;
[0290] The determining unit 1102 is used to determine a target virtual object from the game scene where the first virtual character is located, wherein the target virtual object includes a virtual object that has not come into contact with the first virtual character;
[0291] The second control unit 1103 is configured to respond to a control operation on the target virtual object and control the first virtual character to manipulate the target virtual object to perform virtual actions according to the control operation.
[0292] Optionally, the interactive control device 1100 in the game provided in this application embodiment further includes a display unit, which is used for:
[0293] A selection indicator is displayed for the target virtual object.
[0294] Optionally, the display unit is specifically used for:
[0295] If the target virtual object is located within the graphical user interface display area, a guide icon is generated at the corresponding position of the target virtual object, and / or the target virtual object is highlighted; and / or,
[0296] If the target virtual object is located outside the display range of the graphical user interface, the guide icon is displayed at the corresponding edge of the interface according to the position of the target virtual object relative to the first virtual character.
[0297] Optionally, the determining unit 1102 is specifically used for:
[0298] Based on a preset object selection strategy, the target virtual object is determined from all virtual objects existing in the game scene;
[0299] The object selection strategy includes any one of the following: determining the selection strategy of the target virtual object based on the positional relationship between the first virtual character and each of the virtual objects; determining the selection strategy of the target virtual object based on a preset selection weight parameter; or determining the selection strategy of the target virtual object based on the positional relationship between the virtual camera and each of the virtual objects.
[0300] Optionally, the object selection strategy is to determine the selection strategy of virtual objects based on the positional relationship between the first virtual character and each virtual object; the determining unit 1102 is specifically used to determine the target virtual object through at least one of the following methods:
[0301] The target virtual object is determined based on the virtual object that is closest to the first virtual character in the game scene;
[0302] The target virtual object is determined based on the virtual object in the game scene with the smallest height difference from the first virtual character;
[0303] Obtain a first direction from the first virtual character to each of the virtual objects, and determine the first target direction that forms the smallest angle with the second direction currently being faced by the first virtual character among the first directions, and determine the target virtual object according to the virtual object corresponding to the target first direction.
[0304] Optionally, the object selection strategy is a strategy for determining the selection of target virtual objects based on the positional relationship between the virtual camera and each of the virtual objects; the determining unit 1102 is specifically used for:
[0305] Obtain the shooting direction of the virtual camera, and obtain the third direction in which the virtual camera points to each of the virtual objects;
[0306] Determine the target third direction among the third directions that forms the smallest angle with the shooting direction;
[0307] The virtual object corresponding to the target third direction is determined as the target virtual object.
[0308] Optionally, the second control unit 1103 is specifically used for:
[0309] In response to the first control operation, the first virtual character is controlled to automatically manipulate the target virtual object to perform virtual actions;
[0310] In response to the second control operation, the first virtual character is controlled to manipulate the target virtual object to perform virtual actions based on user input.
[0311] Optionally, the second control unit 1103 is specifically used for:
[0312] Based on the type of the target virtual object, the first virtual character is controlled to automatically manipulate the target virtual object to perform virtual actions.
[0313] Optionally, the type of the target virtual object includes object type and character type.
[0314] Optionally, the second control unit 1103 is specifically used for:
[0315] In response to the target virtual object being of type object type, the first virtual character is controlled to automatically manipulate the target virtual object to perform virtual actions based on whether the target virtual object is a holdable object.
[0316] Optionally, the second control unit 1103 is specifically used for:
[0317] If the target virtual object is a holdable object, the first virtual character is controlled to automatically manipulate the target virtual object to perform a first virtual action in a preset direction.
[0318] Optionally, the second control unit 1103 is specifically used for:
[0319] The first virtual character is controlled to automatically apply a virtual external force to the target virtual object, so that the target virtual object performs the first virtual action in the preset direction based on the virtual external force.
[0320] Optionally, the second control unit 1103 is further specifically used for:
[0321] During the process of the target virtual object performing the first virtual action in the preset direction based on the virtual external force, in response to the collision between the target virtual object and the first virtual object, the target virtual object is controlled to perform the second virtual action.
[0322] Optionally, the second control unit 1103 is further specifically used for:
[0323] If the target virtual object is of the first type, control the target virtual object to perform a first collision action, wherein the first type is used to indicate that the target virtual object does not have additional control effects.
[0324] Optionally, the second control unit 1103 is further specifically used for:
[0325] If the first virtual object is a second virtual character that is in a different faction from the first virtual character, the damage data is determined based on the first collision action;
[0326] Based on the damage data, the health stat data of the second virtual character is changed.
[0327] Optionally, the second control unit 1103 is further specifically used for:
[0328] If the target virtual object is of the second type, control the target virtual object to perform a second collision action, wherein the second type is used to indicate that the target virtual object has additional control effects.
[0329] Optionally, the second control unit 1103 is further specifically used for:
[0330] If the first virtual object is a second virtual character belonging to a different faction than the first virtual character, then a debuff effect is applied to the second virtual character based on the attributes of the target virtual object.
[0331] Optionally, the second control unit 1103 is further specifically used for:
[0332] If the first virtual object is a third virtual character belonging to the same faction as the first virtual character, then according to the attributes of the target virtual object, a buff effect is applied to the third virtual character.
[0333] Optionally, the second control unit 1103 is further specifically used for:
[0334] If the target virtual object is a fixed-position object, the first virtual character is controlled to automatically manipulate the target virtual object to perform the corresponding trigger action.
[0335] Optionally, the second control unit 1103 is further specifically used for:
[0336] If there is a fourth virtual character belonging to a different faction within a first preset range of the location of the target virtual object, apply a debuff effect to the fourth virtual character.
[0337] Optionally, the second control unit 1103 is further specifically used for:
[0338] If the type of the target virtual object is a role type, and the target virtual object is a fifth virtual character in a different faction from the first virtual character, the first virtual character is controlled to automatically manipulate the fifth virtual character to perform a second virtual action.
[0339] Optionally, the second control unit 1103 is further specifically used for:
[0340] If the fifth virtual character possesses a virtual weapon, the first virtual character is controlled to attach the virtual weapon possessed by the fifth virtual character to the location of the first virtual character.
[0341] Optionally, the second control unit 1103 is further specifically used for:
[0342] The first virtual character is controlled to automatically use the virtual weapon to perform corresponding game actions, wherein the game actions include attack actions or defensive actions.
[0343] Optionally, the second control unit 1103 is further specifically used for:
[0344] If the fifth virtual character does not possess a virtual weapon, the first virtual character is controlled to automatically manipulate the fifth virtual character to perform a second virtual action in a preset direction.
[0345] Optionally, the second control unit 1103 is further specifically used for:
[0346] During the process of the fifth virtual character performing the second virtual action in the preset direction, if the fifth virtual character collides with the second virtual object or the virtual ground, and if there is a sixth virtual character in a different faction from the first virtual character within the second preset range of the collision location, the life index data of the sixth virtual character is changed.
[0347] Optionally, when the control operation is the first control operation, the virtual action includes at least one of the following: flight action, collision action, explosion action, and triggering action.
[0348] Optionally, the second control unit 1103 is specifically used for:
[0349] If the target virtual object is a holdable object, control the first virtual character to automatically manipulate the target virtual object to raise it to a preset height;
[0350] In response to an input control operation on the target virtual object, the first virtual character is controlled to manipulate the target virtual object to perform corresponding virtual actions according to the input control operation.
[0351] Optionally, the second control unit 1103 is specifically used for:
[0352] In response to a movement control operation on the target virtual object, the target virtual object is controlled to move.
[0353] Optionally, the second control unit 1103 is specifically used for:
[0354] In response to a control mode switching operation for the target virtual object, the target virtual object is controlled to enter a transport mode;
[0355] In the transport mode, the target virtual object is controlled to move in response to a movement operation on the first virtual character and / or in response to a view adjustment operation.
[0356] Optionally, the control mode switching operation is a trigger operation for the mode switching button or a trigger operation for the mode switching virtual control; the movement operation is a trigger operation for the movement control button or a trigger operation for the movement control virtual control; the view adjustment operation is a trigger operation for the view movement button or a trigger operation for the view movement virtual control.
[0357] Optionally, the second control unit 1103 is specifically used for:
[0358] During the movement of the target virtual object, in response to a placement operation on the target virtual object, the current ground position of the target virtual object is obtained;
[0359] Place the target virtual object at the ground location.
[0360] Optionally, the placement operation includes a trigger operation for placing a button or a trigger operation for placing a virtual control.
[0361] Optionally, the second control unit 1103 is specifically used for:
[0362] In response to the viewpoint adjustment operation, the flight direction corresponding to the target virtual object is adjusted.
[0363] Optionally, the second control unit 1103 is specifically used for:
[0364] The first virtual character is controlled to manipulate the target virtual object to perform flight maneuvers in the direction to be flown.
[0365] Optionally, the second control unit 1103 is specifically used for:
[0366] When the target virtual object reaches the throwing point, a corresponding throwing effect is generated at the throwing point according to the attributes of the target virtual object.
[0367] Optionally, the second control unit 1103 is specifically used for:
[0368] If the target virtual object is a non-holdable object, in response to a drag operation on the target virtual object, the first virtual character is controlled to manipulate the target virtual object to perform a drag action.
[0369] Optionally, the drag-and-drop operation includes triggering operations for drag-and-drop buttons or for dragging and dropping virtual controls.
[0370] Optionally, when the guidance identifier is a button identifier corresponding to the first button, the control operation for the target virtual object is a trigger operation for the first button; when the guidance identifier is a control identifier corresponding to the first control, the control operation for the target virtual object is a trigger operation for the first control.
[0371] Optionally, the interactive control device 1100 in the game further includes a configuration unit, which is specifically used for:
[0372] After performing the control operation on the target virtual object, when the target virtual object exists in the game scene, the target virtual object is configured to be unselectable.
[0373] Corresponding to the interactive control method in the game provided in the first embodiment of this application, the third embodiment of this application also provides an electronic device for interactive control in the game.
[0374] like Figure 12 The diagram shown is a structural block diagram of an example of an electronic device for data processing provided in an embodiment of this application.
[0375] In this embodiment, an optional hardware structure of the electronic device 1200 may be as follows: Figure 12 As shown, it includes: at least one processor 1201, at least one memory 1202 and at least one communication bus 1205; the memory 1202 contains a program 1203 and data 1204.
[0376] Bus 1205 can be a communication device for transmitting data between components within electronic device 1200, such as an internal bus (e.g., CPU-memory bus, where the processor is the central processing unit, or CPU for short) or an external bus (e.g., a universal serial bus port or a peripheral component interconnection fast port).
[0377] Additionally, the electronic device also includes at least one network interface 1206 and at least one peripheral interface 1207. The network interface 1206 provides wired or wireless communication with an external network 1208 (e.g., the Internet, intranet, local area network, mobile communication network, etc.). In some embodiments, the network interface 1206 may include any number of network interface controllers (NICs), radio frequency (RF) modules, repeaters, transceivers, modems, routers, gateways, any combination of wired network adapters, wireless network adapters, Bluetooth adapters, infrared adapters, near field communication (NFC) adapters, cellular network chips, etc.
[0378] Peripheral interface 1207 is used to connect to peripherals, such as peripheral 1 in the figure. Figure 12 1209 in the middle), peripheral 2 ( Figure 12 1210 in the middle) and peripheral 3 ( Figure 12 (1211 in the original text). Peripherals are peripheral devices, which may include, but are not limited to, cursor control devices (such as mice, touchpads, or touchscreens), keyboards, displays (such as cathode ray tube displays, liquid crystal displays), displays or light-emitting diode displays, video input devices (such as cameras or input interfaces coupled to video files), etc.
[0379] The processor 1201 may be a CPU, an application-specific integrated circuit (ASIC), or one or more integrated circuits configured to implement the embodiments of this application.
[0380] The memory 1202 may include high-speed RAM (Random Access Memory) memory, and may also include non-volatile memory, such as at least one disk storage device.
[0381] The processor 1201 calls the program and data stored in the memory 1202 and executes the following steps:
[0382] Control the first virtual character to perform game activities in the game scene;
[0383] Determine target virtual objects from the game scene where the first virtual character is located, wherein the target virtual objects include virtual objects that have not come into contact with the first virtual character;
[0384] In response to a control operation on the target virtual object, the first virtual character is controlled to manipulate the target virtual object to perform virtual actions according to the control operation.
[0385] Corresponding to the interactive control method in a game provided in the first embodiment of this application, the fourth embodiment of this application provides a computer-readable storage medium storing a program for the interactive control method in a game. This program is executed by a processor to perform the following steps:
[0386] Control the first virtual character to perform game activities in the game scene;
[0387] Determine target virtual objects from the game scene where the first virtual character is located, wherein the target virtual objects include virtual objects that have not come into contact with the first virtual character;
[0388] In response to a control operation on the target virtual object, the first virtual character is controlled to manipulate the target virtual object to perform virtual actions according to the control operation.
[0389] It should be noted that for a detailed description of the apparatus, electronic device and computer-readable storage medium provided in the second, third and fourth embodiments of this application, please refer to the relevant description of the first embodiment of this application, which will not be repeated here.
[0390] 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.
[0391] In a typical configuration, a node device in a blockchain includes one or more processors (CPUs), input / output interfaces, network interfaces, and memory.
[0392] Memory may include non-persistent storage in computer-readable media, such as random access memory (RAM) and / or non-volatile memory, such as read-only memory (ROM) or flash RAM. Memory is an example of computer-readable media.
[0393] 1. Computer-readable media includes both permanent and non-permanent, removable and non-removable media that can store information by any method or technology. Information can be computer-readable instructions, data structures, modules of programs, or other data. Examples of computer storage media include, but are not limited to, phase-change memory (PRAM), static random access memory (SRAM), dynamic random access memory (DRAM), other types of random access memory (RAM), read-only memory (ROM), electrically erasable programmable read-only memory (EEPROM), flash memory or other memory technologies, CD-ROM, digital versatile optical disc (DVD) or other optical storage, magnetic tape, magnetic magnetic disk storage or other magnetic storage media, or any other non-transferable medium that can be used to store information accessible by a computing device. As defined herein, computer-readable media does not include non-transitory computer-readable media, such as modulated data signals and carrier waves.
[0394] 2. Those skilled in the art will understand that embodiments of this application can be provided as methods, systems, or computer program products. Therefore, this application can take the form of a completely hardware embodiment, a completely software embodiment, or an embodiment combining software and hardware aspects. Furthermore, this application can take the form of a computer program product embodied on one or more computer-usable storage media (including but not limited to disk storage, CD-ROM, optical storage, etc.) containing computer-usable program code.
[0395] 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.
Claims
1. A method for controlling interaction in a game, characterized by, The method includes: Control the first virtual character to perform game activities in the game scene; Determine target virtual objects from the game scene where the first virtual character is located, wherein the target virtual objects include virtual objects that have not come into contact with the first virtual character; In response to a control operation on the target virtual object, the first virtual character is controlled to manipulate the target virtual object to perform virtual actions according to the control operation.
2. The method of claim 1, wherein, Prior to the control operation, the method further includes: A selection indicator is displayed for the target virtual object.
3. The method of claim 2, wherein, The step of displaying a selection marker for the target virtual object includes: If the target virtual object is located within the graphical user interface display area, a guide icon is generated at the corresponding position of the target virtual object, and / or the target virtual object is highlighted; and / or, If the target virtual object is located outside the display range of the graphical user interface, the guide icon is displayed at the corresponding edge of the interface according to the position of the target virtual object relative to the first virtual character.
4. The method of claim 1, wherein, Determining the target virtual object from the game scene where the first virtual character is located includes: Based on a preset object selection strategy, the target virtual object is determined from all virtual objects existing in the game scene; The object selection strategy includes any one of the following: determining the selection strategy of the target virtual object based on the positional relationship between the first virtual character and each of the virtual objects; determining the selection strategy of the target virtual object based on a preset selection weight parameter; or determining the selection strategy of the target virtual object based on the positional relationship between the virtual camera and each of the virtual objects.
5. The method of claim 4, wherein, The object selection strategy is a strategy for determining the selection of target virtual objects based on the positional relationship between the first virtual character and each virtual object. The step of determining the target virtual object from among the virtual objects existing in the game scene according to a preset object selection strategy includes at least one of the following: The target virtual object is determined based on the virtual object that is closest to the first virtual character in the game scene; The target virtual object is determined based on the virtual object in the game scene with the smallest height difference from the first virtual character; Obtain a first direction from the first virtual character to each of the virtual objects, and determine the first target direction that forms the smallest angle with the second direction currently being faced by the first virtual character among the first directions, and determine the target virtual object according to the virtual object corresponding to the target first direction.
6. The method of claim 4, wherein, The object selection strategy is a strategy for determining the selection of target virtual objects based on the positional relationship between the virtual camera and each of the virtual objects. The step of determining the target virtual object from among the virtual objects existing in the game scene according to a preset object selection strategy includes: Obtain the shooting direction of the virtual camera, and obtain the third direction in which the virtual camera points to each of the virtual objects; Determine the target third direction among the third directions that forms the smallest angle with the shooting direction; The virtual object corresponding to the target third direction is determined as the target virtual object.
7. The method of claim 1, wherein, The step of controlling the first virtual character to manipulate the target virtual object to perform virtual actions according to the control operation includes: In response to the first control operation, the first virtual character is controlled to automatically manipulate the target virtual object to perform virtual actions; In response to the second control operation, the first virtual character is controlled to manipulate the target virtual object to perform virtual actions based on user input.
8. The method of claim 7, wherein, The control of the first virtual character to automatically manipulate the target virtual object to perform virtual actions includes: Based on the type of the target virtual object, the first virtual character is controlled to automatically manipulate the target virtual object to perform virtual actions.
9. The method of claim 8, wherein, The types of the target virtual objects include object types and character types.
10. The method of claim 9, wherein, The step of controlling the first virtual character to automatically manipulate the target virtual object to perform virtual actions according to the type of the target virtual object includes: In response to the target virtual object being of type object type, the first virtual character is controlled to automatically manipulate the target virtual object to perform virtual actions based on whether the target virtual object is a holdable object.
11. The method of claim 10, wherein, The step of controlling the first virtual character to automatically manipulate the target virtual object to perform virtual actions based on whether the target virtual object is a holdable object includes: If the target virtual object is a holdable object, the first virtual character is controlled to automatically manipulate the target virtual object to perform a first virtual action in a preset direction.
12. The method of claim 11, wherein, The control of the first virtual character to automatically manipulate the target virtual object to perform a first virtual action in a preset direction includes: The first virtual character is controlled to automatically apply a virtual external force to the target virtual object, so that the target virtual object performs the first virtual action in the preset direction based on the virtual external force.
13. The method of claim 12, wherein, The method further includes: During the process of the target virtual object performing the first virtual action in the preset direction based on the virtual external force, in response to the collision between the target virtual object and the first virtual object, the target virtual object is controlled to perform the second virtual action.
14. The method of claim 13, wherein, The control of the target virtual object to perform the second virtual action includes: If the target virtual object is of the first type, control the target virtual object to perform a first collision action, wherein the first type is used to indicate that the target virtual object does not have additional control effects.
15. The method of claim 14, wherein, The method further includes: If the first virtual object is a second virtual character that is in a different faction from the first virtual character, the damage data is determined based on the first collision action; Based on the damage data, the health stat data of the second virtual character is changed.
16. The method of claim 13, wherein, The control of the target virtual object to perform the second virtual action includes: If the target virtual object is of the second type, control the target virtual object to perform a second collision action, wherein the second type is used to indicate that the target virtual object has additional control effects.
17. The method of claim 16, wherein, The method further includes: If the first virtual object is a second virtual character belonging to a different faction than the first virtual character, then a debuff effect is applied to the second virtual character based on the attributes of the target virtual object.
18. The method of claim 16, wherein, The method further includes: If the first virtual object is a third virtual character belonging to the same faction as the first virtual character, then according to the attributes of the target virtual object, a buff effect is applied to the third virtual character.
19. The method of claim 10, wherein, The step of controlling the first virtual character to automatically manipulate the target virtual object to perform virtual actions based on whether the target virtual object is a holdable object includes: If the target virtual object is a fixed-position object, the first virtual character is controlled to automatically manipulate the target virtual object to perform the corresponding trigger action.
20. The method of claim 19, wherein, The method further includes: If there is a fourth virtual character belonging to a different faction within a first preset range of the location of the target virtual object, apply a debuff effect to the fourth virtual character.
21. The method of claim 9, wherein, The step of controlling the first virtual character to automatically manipulate the target virtual object to perform virtual actions according to the type of the target virtual object includes: If the target virtual object is of type "role", and if the target virtual object is a fifth virtual character in a different faction from the first virtual character, the first virtual character is controlled to automatically manipulate the fifth virtual character to perform a second virtual action.
22. The method of claim 21, wherein, The control of the first virtual character to automatically manipulate the fifth virtual character to perform the second virtual action includes: If the fifth virtual character possesses a virtual weapon, the first virtual character is controlled to attach the virtual weapon possessed by the fifth virtual character to the location of the first virtual character.
23. The method of claim 22, wherein, The method further includes: The first virtual character is controlled to automatically use the virtual weapon to perform corresponding game actions, wherein the game actions include attack actions or defensive actions.
24. The method of claim 21, wherein, The control of the first virtual character to automatically manipulate the fifth virtual character to perform the second virtual action includes: If the fifth virtual character does not possess a virtual weapon, the first virtual character is controlled to automatically manipulate the fifth virtual character to perform a second virtual action in a preset direction.
25. The method of claim 24, wherein, The method further includes: During the process of the fifth virtual character performing the second virtual action in the preset direction, if the fifth virtual character collides with the second virtual object or the virtual ground, and if there is a sixth virtual character in a different faction from the first virtual character within the second preset range of the collision location, the life index data of the sixth virtual character is changed.
26. The method of claim 7, wherein, When the control operation is the first control operation, the virtual action includes at least one of the following: flight action, collision action, explosion action, and triggering action.
27. The method according to claim 7, characterized in that, The control of the first virtual character to manipulate the target virtual object to perform virtual actions based on user input includes: If the target virtual object is a holdable object, control the first virtual character to automatically manipulate the target virtual object to raise it to a preset height; In response to an input control operation on the target virtual object, the first virtual character is controlled to manipulate the target virtual object to perform corresponding virtual actions according to the input control operation.
28. The method according to claim 27, characterized in that, The step of controlling the first virtual character to manipulate the target virtual object to perform corresponding virtual actions in response to an input control operation on the target virtual object includes: In response to a movement control operation on the target virtual object, the target virtual object is controlled to move.
29. The method according to claim 28, characterized in that, The step of controlling the target virtual object to move in response to a movement control operation on the target virtual object includes: In response to a control mode switching operation for the target virtual object, the target virtual object is controlled to enter a transport mode; In the transport mode, the target virtual object is controlled to move in response to a movement operation on the first virtual character and / or in response to a view adjustment operation.
30. The method according to claim 29, characterized in that, The control mode switching operation is a trigger operation for the mode switching button or a trigger operation for the mode switching virtual control; the movement operation is a trigger operation for the movement control button or a trigger operation for the movement control virtual control; the view adjustment operation is a trigger operation for the view movement button or a trigger operation for the view movement virtual control.
31. The method according to claim 29, characterized in that, The method further includes: During the movement of the target virtual object, in response to a placement operation on the target virtual object, the current ground position of the target virtual object is obtained; Place the target virtual object at the ground location.
32. The method according to claim 31, characterized in that, The placement operation includes triggering operations for placing buttons or for placing virtual controls.
33. The method according to claim 27, characterized in that, The step of controlling the first virtual character to manipulate the target virtual object to perform corresponding virtual actions in response to an input control operation on the target virtual object includes: In response to the viewpoint adjustment operation, the flight direction corresponding to the target virtual object is adjusted.
34. The method according to claim 33, characterized in that, The method further includes: The first virtual character is controlled to manipulate the target virtual object to perform flight maneuvers in the direction to be flown.
35. The method according to claim 34, characterized in that, The method further includes: When the target virtual object reaches the throwing point, a corresponding throwing effect is generated at the throwing point according to the attributes of the target virtual object.
36. The method according to claim 7, characterized in that, The control of the first virtual character to manipulate the target virtual object to perform virtual actions based on user input includes: If the target virtual object is a non-holdable object, in response to a drag operation on the target virtual object, the first virtual character is controlled to manipulate the target virtual object to perform a drag action.
37. The method according to claim 36, characterized in that, The drag-and-drop operation includes triggering operations for drag-and-drop buttons or for dragging and dropping virtual controls.
38. The method according to claim 3, characterized in that, When the guidance identifier is a button identifier corresponding to the first button, the control operation for the target virtual object is a trigger operation for the first button; when the guidance identifier is a control identifier corresponding to the first control, the control operation for the target virtual object is a trigger operation for the first control.
39. The method according to any one of claims 1 to 38, characterized in that, The method further includes: After performing the control operation on the target virtual object, when the target virtual object exists in the game scene, the target virtual object is configured to be unselectable.
40. An interactive control device for a game, characterized in that, The device includes: The first control unit is used to control the first virtual character to perform game activities in the game scene; The determining unit is configured to determine a target virtual object from the game scene where the first virtual character is located, wherein the target virtual object includes a virtual object that has not come into contact with the first virtual character; The second control unit is configured to respond to a control operation on the target virtual object and, according to the control operation, control the first virtual character to manipulate the target virtual object to perform virtual actions.
41. An electronic device, characterized in that, include: processor; as well as A memory for storing a data processing program, which, when the electronic device is powered on and runs through the processor, executes the method as described in any one of claims 1-39.
42. A computer-readable storage medium, characterized in that, The system contains a data processing program that is executed by a processor to perform the method as described in any one of claims 1-39.