Interactive control methods, devices and electronic devices in virtual scenes

CN122558078APending Publication Date: 2026-08-14SHANGHAI NETEASE CUICAN NETWORK TECHNOLOGY CO LTD
View PDF 0 Cites 0 Cited by

Patent Information

Authority / Receiving Office
CN · China
Patent Type
Applications(China)
Current Assignee / Owner
Filing Date
2026-06-10
Publication Date
2026-08-14

AI Technical Summary

Technical Problem

若用户在角色移动过程中执行视角调整操作,系统将被迫先中断当前移动状态或即时重算角色的移动轨迹,导致终端处理器频繁执行冗余的碰撞检测与坐标转换运算

Benefits of technology

[0009]本公开提供的一种虚拟场景中的交互控制方法、装置和电子设备,首先响应于轨迹绘制操作,基于轨迹绘制操作确定受控游戏角色在目标场景物体上的移动路径;进而控制受控游戏角色沿着移动路径在目标场景物体上进行移动,并控制取消受控游戏角色的移动方向与虚拟相机的朝向之间的关联关系;在受控游戏角色沿着移动路径进行移动的过程中,响应于视角调整操作,控制调整虚拟相机的朝向,并在图形用户界面中展示基于虚拟相机拍摄形成的游戏场景画面。该方式中,在受控游戏角色沿着移动路径在目标场景物体上移动的过程中,受控游戏角色的移动方向与虚拟相机的朝向之间的关联关系解除,以使虚拟相机的朝向可根据视角调整操作调整,从而受控游戏角色在目标场景物体上移动时,玩家可调整虚拟相机的朝向来观察受控游戏角色周围的游戏环境,从而有助于提升玩家游戏战术操作。

✦ Generated by Eureka AI based on patent content.

Smart Images

  • Figure CN122558078A_ABST
    Figure CN122558078A_ABST
Patent Text Reader

Abstract

This disclosure provides an interactive control method, device, and electronic device in a virtual scene. Responding to a trajectory drawing operation, a movement path of a controlled game character on a target scene object is determined based on the trajectory drawing operation. The controlled game character is controlled to move along the movement path on the target scene object, and the association between the movement direction of the controlled game character and the orientation of the virtual camera is canceled. During the movement of the controlled game character along the movement path, in response to a viewpoint adjustment operation, the orientation of the virtual camera is adjusted, and a game scene image formed by the virtual camera is displayed in the graphical user interface. In this method, while the controlled game character moves along the movement path on the target scene object, the player can adjust the orientation of the virtual camera through viewpoint adjustment to observe the game environment around the controlled game character, thereby helping to improve the player's tactical gameplay.
Need to check novelty before this filing date? Find Prior Art

Description

Technical Field

[0001] This disclosure relates to the field of game design technology, and in particular to an interactive control method, device, and electronic device in a virtual scene. Background Technology

[0002] In related technologies, within virtual scenes containing climbable surfaces, the movement direction of a controlled game character is typically configured to be rigidly correlated with the orientation of the virtual camera. Under this interactive control logic, when the character moves on the surface of a scene object, the terminal device needs to synchronously update the viewport parameters of the virtual camera and the character's kinematic vectors in each processing frame to maintain real-time consistency between their orientations. If the user performs a viewpoint adjustment operation during character movement, the system will be forced to interrupt the current movement state or immediately recalculate the character's movement trajectory, causing the terminal processor to frequently perform redundant collision detection and coordinate transformation calculations. Furthermore, since movement control commands and viewpoint control commands are strongly coupled at the input layer, the terminal's input processing unit struggles to parse and respond to the two types of commands in parallel, increasing the complexity of the interactive control logic and easily leading to ineffective consumption of computing resources in high-frequency operation scenarios, thus reducing the terminal's real-time rendering and interactive response efficiency in complex virtual scenes. Summary of the Invention

[0003] The purpose of this disclosure is to provide an interactive control method, device, and electronic device in a virtual scene, so as to adjust the orientation of the game camera as needed during the process of a game character climbing on a virtual wall.

[0004] In a first aspect, this disclosure provides an interactive control method in a virtual scene, which provides a graphical user interface through a terminal device. The graphical user interface includes at least a portion of the scene screen of a game scene, and the game scene includes a target scene object and a controlled game character controlled by the terminal device. When the controlled game character moves on the target scene object, the movement direction of the controlled game character is configured to be associated with the orientation of a virtual camera. The method includes: in response to a trajectory drawing operation, determining a movement path of the controlled game character on the target scene object based on the trajectory drawing operation; controlling the controlled game character to move along the movement path on the target scene object, and controlling the cancellation of the association between the movement direction of the controlled game character and the orientation of the virtual camera; during the movement of the controlled game character along the movement path, in response to a viewpoint adjustment operation, controlling the adjustment of the orientation of the virtual camera, and displaying a game scene screen formed by the virtual camera in the graphical user interface.

[0005] Secondly, this disclosure provides an interactive control device in a virtual scene, providing a graphical user interface through a terminal device. The graphical user interface includes at least a portion of the scene screen of a game scene, which includes a target scene object and a controlled game character controlled by the terminal device. When the controlled game character moves on the target scene object, the movement direction of the controlled game character is configured to be associated with the orientation of a virtual camera. The device includes: a path drawing module, used to determine the movement path of the controlled game character on the target scene object based on the trajectory drawing operation in response to the trajectory drawing operation; a character movement module, used to control the controlled game character to move along the movement path on the target scene object, and to control the cancellation of the association between the movement direction of the controlled game character and the orientation of the virtual camera; and a viewpoint adjustment module, used to control the adjustment of the orientation of the virtual camera in response to the viewpoint adjustment operation during the movement of the controlled game character along the movement path, and to display the game scene screen formed by the virtual camera in the graphical user interface.

[0006] Thirdly, this disclosure provides an electronic device including a processor and a memory, the memory storing machine-executable instructions that can be executed by the processor, the processor executing the machine-executable instructions to implement the interactive control method in the virtual scene described above.

[0007] Fourthly, this disclosure provides a computer-readable storage medium storing computer-executable instructions that, when invoked and executed by a processor, cause the processor to implement the interactive control method in the aforementioned virtual scene.

[0008] The embodiments disclosed herein bring the following beneficial effects:

[0009] This disclosure provides an interactive control method, device, and electronic device in a virtual scene. First, in response to a trajectory drawing operation, a movement path of a controlled game character on a target scene object is determined based on the trajectory drawing operation. Then, the controlled game character is controlled to move along the movement path on the target scene object, and the association between the controlled game character's movement direction and the virtual camera's orientation is canceled. During the movement of the controlled game character along the movement path, in response to a viewpoint adjustment operation, the orientation of the virtual camera is adjusted, and a game scene image formed by the virtual camera is displayed in the graphical user interface. In this method, as the controlled game character moves along the movement path on the target scene object, the association between the controlled game character's movement direction and the virtual camera's orientation is canceled, allowing the virtual camera's orientation to be adjusted according to the viewpoint adjustment operation. Therefore, when the controlled game character moves on the target scene object, the player can adjust the virtual camera's orientation to observe the game environment around the controlled game character, thereby helping to improve the player's tactical gameplay.

[0010] Other features and advantages of this disclosure will be set forth in the following description, or some features and advantages may be inferred from the description or determined without doubt, or may be learned by practicing the techniques described above.

[0011] To make the above-mentioned objects, features and advantages of this disclosure more apparent and understandable, preferred embodiments are described below in detail with reference to the accompanying drawings. Attached Figure Description

[0012] To more clearly illustrate the technical solutions in the specific embodiments of this disclosure or the prior art, the drawings used in the description of the specific embodiments or the prior art will be briefly introduced below. Obviously, the drawings described below are some embodiments of this disclosure. For those skilled in the art, other drawings can be obtained from these drawings without creative effort.

[0013] Figure 1 A flowchart illustrating an interactive control method in a virtual scene provided in this embodiment of the disclosure; Figure 2 This is a schematic diagram showing a movement path provided in an embodiment of the present disclosure; Figure 3 A schematic diagram showing another movement path provided in an embodiment of this disclosure; Figure 4 This is a schematic diagram of the structure of an interactive control device in a virtual scene provided in an embodiment of the present disclosure; Figure 5 This is a schematic diagram of the structure of an electronic device provided in an embodiment of this disclosure. Detailed Implementation

[0014] To make the objectives, technical solutions, and advantages of the embodiments of this disclosure clearer, the technical solutions of the embodiments of this disclosure will be clearly and completely described below with reference to the accompanying drawings. Obviously, the described embodiments are only some embodiments of this disclosure, and not all embodiments. The components of the embodiments of this disclosure described and shown in the accompanying drawings can generally be arranged and designed in various different configurations.

[0015] Therefore, the following detailed description of the embodiments of this disclosure provided in the accompanying drawings is not intended to limit the scope of the claimed disclosure, but merely to illustrate selected embodiments of the disclosure. All other embodiments obtained by those skilled in the art based on the embodiments of this disclosure without inventive effort are within the scope of protection of this disclosure.

[0016] The interactive control method in a virtual scene according to one embodiment of this disclosure can run on a local terminal device or a server. When the interactive control method in a virtual scene runs on a server, the method can be implemented and executed based on a cloud interactive system, wherein the cloud interactive system includes a server and a client device.

[0017] In an optional implementation, various cloud applications, such as cloud gaming, can run under the cloud interaction system. Taking cloud gaming as an example, cloud gaming refers to a gaming method based on cloud computing. In the cloud gaming operating mode, the game program and the game screen presentation are separated. The storage and execution of interactive control methods in the virtual scene are completed on the cloud gaming server. The client device is used for data reception, transmission, and game screen presentation. For example, the client device can be a display device with data transmission capabilities located close to the user, such as a mobile terminal, television, computer, or PDA; however, the information processing is performed by the cloud gaming server in the cloud. When playing the game, the player operates the client device to send operation commands to the cloud gaming server. The cloud gaming server runs the game according to the operation commands, encodes and compresses the game screen and other data, returns it to the client device via the network, and finally, the client device decodes and outputs the game screen.

[0018] In an optional implementation, taking a game as an example, the local terminal device stores the game program and is used to display the game screen. The local terminal device is used to interact with the player through a graphical user interface (GUI), i.e., conventionally by downloading, installing, and running the game program via an electronic device. The local terminal device can provide the GUI to the player in various ways, such as rendering it on the terminal's display screen or providing it to the player via holographic projection. For example, the local terminal device can include a display screen for displaying the GUI, which includes game screens, and a processor for running the game, generating the GUI, and controlling the display of the GUI on the display screen.

[0019] In one possible implementation, this disclosure provides an interactive control method in a virtual scene, providing a graphical user interface (GUI) through a terminal device. This terminal device can be a local terminal device as mentioned above, or a client device in the aforementioned cloud interaction system. For example, the terminal device can be a mobile phone, tablet computer, or personal computer. The GUI includes at least a portion of the game scene's visuals. The game scene includes target scene objects and a controlled game character controlled by the terminal device. The controlled game character can move freely on the target scene objects; for example, the controlled game character can move up, down, left, and right on the target scene objects. Specifically, the target scene objects can be virtual walls, trees, or ceilings in the game scene.

[0020] When the controlled game character moves on a target scene object, the direction of movement is configured to be associated with the orientation of the virtual camera. Specifically, as the controlled game character moves on the target scene object, the orientation of the virtual camera changes accordingly, preventing the player from independently controlling the orientation of the virtual camera while the controlled game character is moving on the target scene object.

[0021] like Figure 1 As shown, the method includes the following specific steps: Step S102: In response to the trajectory drawing operation, determine the movement path of the controlled game character on the target scene object based on the trajectory drawing operation.

[0022] In practice, the aforementioned trajectory drawing operation is performed by the player through a terminal device. For example, the trajectory drawing operation can be a sliding operation performed by the player holding down the left mouse button on a target scene object or in the game scene; the trajectory drawing operation can also be a sliding operation performed by the player using their finger on a target scene object or in the game scene; the trajectory drawing operation can also be a trajectory drawing operation performed by the player using the joystick of a game controller in a graphical user interface; or the trajectory drawing operation generated by the system after the player describes the movement route through voice commands and the system performs voice recognition.

[0023] Based on the drawing trajectory of the trajectory drawing operation, the movement path of the controlled game character can be determined on the target scene object. For example, the drawing trajectory of the trajectory drawing operation on the target scene object can be determined as the movement path of the controlled game character, or the drawing trajectory of the trajectory drawing operation can be projected onto the target scene object to form the movement path of the controlled game character, etc.

[0024] Step S104: Control the controlled game character to move along the movement path on the target scene object, and control the cancellation of the association between the movement direction of the controlled game character and the orientation of the virtual camera.

[0025] During or after the trajectory drawing operation, the system controls the controlled game character to move along the movement path generated by the trajectory drawing operation on the target scene object. While the controlled game character moves along the movement path on the target scene object, the system cancels the association between the controlled game character's movement direction and the virtual camera's orientation by switching the camera control mode. Specifically, in normal movement mode, the virtual camera's orientation and the controlled game character's movement direction are bound in real-time through an event listening mechanism; when the controlled game character enters an automatic pathfinding state moving along a preset path, the system decouples this binding relationship, for example, by setting a path-following flag to disable the movement direction's driving event on the camera orientation, switching the camera control mode from direction-following mode to free-view mode. This avoids the virtual camera's orientation constantly changing with the controlled game character's movement direction, allowing players to adjust the virtual camera's orientation as needed while the controlled game character moves along the movement path on the target scene object to observe the surrounding game scene.

[0026] In one optional embodiment, in response to the trajectory drawing operation meeting preset conditions, the controlled game character is controlled to move along the movement path on the target scene object. That is, when the trajectory drawing operation meets the preset conditions, the controlled game character automatically moves along the movement path on the target scene object.

[0027] In practical implementation, the aforementioned preset conditions include: the operation distance of the trajectory drawing operation reaches a preset distance threshold, or the operation duration of the trajectory drawing operation reaches a preset duration threshold. The preset distance threshold can be 2 meters or 5 meters, etc., and the preset duration threshold can be 5 seconds or 8 seconds, etc. The purpose of setting these preset conditions is to filter out accidental touches or tentative short swipes by the player during gameplay, initiating automatic movement only when the player's drawing intention is clear. This effectively prevents the character from moving unexpectedly due to accidental input, improves the accuracy of operation judgment, and allows the player to correct the path at any time during the drawing process without worrying about the character leaving the current position prematurely.

[0028] In step S106, as the controlled game character moves along the movement path, in response to the view adjustment operation, the orientation of the virtual camera is adjusted, and the game scene image formed by the virtual camera is displayed in the graphical user interface.

[0029] In practice, the aforementioned perspective adjustment operation can be a sliding operation on the graphical user interface, or an operation of clicking on a certain area of ​​the game scene. As the controlled game character moves along the movement path, the orientation of the virtual camera can be adjusted according to the perspective adjustment operation performed by the player. The virtual camera, with the adjusted orientation, then captures a picture of the game scene, which is then displayed in the graphical user interface.

[0030] This disclosure provides an interactive control method in a virtual scene. As the controlled game character moves along a movement path on a target scene object, the association between the movement direction of the controlled game character and the orientation of the virtual camera is removed. This allows the orientation of the virtual camera to be adjusted according to the viewing angle. As the controlled game character moves on the target scene object, the player can adjust the orientation of the virtual camera to observe the game environment around the controlled game character, thereby helping to improve the player's tactical operation in the game.

[0031] The following examples illustrate how the movement path is determined.

[0032] Specifically, the process of determining the movement path of the controlled game character on the target scene object based on the trajectory drawing operation, in response to the trajectory drawing operation, can be achieved through the following steps 10-12: Step 10: In response to a first trigger operation acting on the graphical user interface, determine the starting position of the movement on the target scene object based on the trigger position of the first trigger operation.

[0033] In practical implementation, the aforementioned first triggering operation can be a long press or swipe operation applied to the graphical user interface. For example, the first triggering operation could be a player pressing and holding the left or right mouse button to control the mouse pointer to slide within the graphical user interface; the first triggering operation could also be a swipe operation performed by a finger within the graphical user interface, etc.

[0034] In practical applications, when the trigger position of the first trigger operation is located on the target scene object, the trigger position of the first trigger operation can be determined as the starting point position of the movement; when the trigger position of the first trigger operation is not located on the target scene object, the scene position closest to the trigger position of the first trigger operation on the target scene object can be determined as the starting point position of the movement, so as to ensure that the starting point position of the movement is located on the target scene object, so that the controlled game character can reach the starting point position of the movement.

[0035] In one specific embodiment, the player can activate the path drawing function by holding down the left mouse button. When the path drawing function is activated, a movement path is drawn on the target scene object by holding down the left mouse button, based on the position the controlled game character needs to reach and the expected drawing trajectory. Specifically, the aforementioned first trigger operation can also be understood as the operation of activating the path drawing function.

[0036] Step 11: In response to a sliding operation starting from the starting position of the movement, determine the movement path of the controlled game character on the target scene object based on the sliding trajectory of the sliding operation.

[0037] In practical implementation, if the sliding trajectory of the sliding operation is always located on the target scene object, the sliding trajectory of the sliding operation can be directly determined as the movement path of the controlled game character on the target scene object; if at least some of the sliding points of the sliding trajectory are not located on the target scene object, it is necessary to determine the scene position corresponding to the sliding point on the target scene object, so as to obtain a continuous movement path on the target scene object based on the sliding trajectory located on the target scene object and the determined scene position.

[0038] In one optional embodiment, the specific process of determining the movement path of the controlled game character on the target scene object based on the sliding trajectory of the sliding operation may include: for each sliding point on the sliding trajectory of the sliding operation, determining the scene point on the target scene object that is closest to the sliding point; and connecting the scene points to obtain the movement path of the controlled game character on the target scene object.

[0039] In practice, the sliding trajectory of the sliding operation is formed by connecting multiple sliding points. For each sliding point, it is necessary to determine the scene point on the target scene object that is closest to the sliding point, so as to connect the scene points corresponding to each sliding point to obtain the movement path on the target scene object.

[0040] Specifically, when a scene point corresponding to a certain sliding point is determined, the sliding point is attached to the scene point, and by connecting the various scene points, a movement path attached to the target scene object can be obtained.

[0041] like Figure 2 The diagram shown is a schematic representation of a movement path provided in an embodiment of this disclosure. Figure 2 The character model in the image is a controlled game character. The gray drawing trajectory in front of the controlled game character is the movement path of the controlled game character. The movement path is located on the target scene object, which is the virtual wall and virtual ceiling in the game scene.

[0042] In one optional embodiment, the game scene includes multiple target scene objects; the specific process of determining the scene point closest to the sliding point on the target scene object may include: in response to the distance between the sliding point and the target scene object being greater than a first preset distance, determining a first target scene object from the multiple target scene objects according to the character position of the controlled game character; and determining the scene point closest to the sliding point on the first target scene object.

[0043] In practical implementation, the aforementioned first preset distance can be 5 meters or 3 meters, etc. Specifically, when the distance between the sliding point and multiple target scene objects in the game scene is greater than the first preset distance, the first target scene object is determined from the game scene based on the position of the controlled game character in the game scene. This first target scene object can be the target scene object closest to the controlled game character in the game scene, the target scene object where the controlled game character is currently located, or a target scene object that the controlled game character can reach, etc.

[0044] After obtaining the first target scene object, it is necessary to determine the scene point on the first target scene object that is closest to the sliding point that is greater than the first preset distance from the first target scene object.

[0045] like Figure 3 The diagram shown illustrates another method for determining a movement path according to an embodiment of this disclosure. Players can use their gaming experience to directly press and hold the left mouse button to slide within the current game scene. Figure 3The mouse movement trajectory, also known as the sliding trajectory, is located at a significant distance from the target scene object in the game scene. In this case, the target scene object closest to the controlled game character needs to be identified as the primary target scene object (this primary target scene object is also known as...). Figure 3 (The virtual walls and ceiling in the image), then on the first target scene object, determine the scene point closest to each sliding point on the mouse movement trajectory, and connect each scene point to obtain the movement path of the controlled game character. This movement path is also the... Figure 3 The actual effective climbing trajectory drawn in the diagram.

[0046] When the sliding operation reaches a preset distance threshold, or the sliding operation duration reaches a preset duration threshold, the controlled game character will begin to move along the movement trajectory drawn by the sliding operation. During this process, the player can continue to draw the movement path until the sliding operation ends.

[0047] Step 12: In response to the end of the sliding operation, based on the end position of the sliding operation, determine the end position of the movement path on the target scene object, and end the drawing of the movement path.

[0048] In the specific implementation, when the sliding operation ends, if the ending position of the sliding operation is located on the target scene object, this ending position is determined as the endpoint of the movement path; if the ending position of the sliding operation is not located on the target scene object, the scene position closest to the ending position of the sliding operation can be determined as the endpoint of the movement path. After obtaining the endpoint position, the complete movement path from the starting position to the endpoint position can be obtained.

[0049] In an optional embodiment, if there is no intuitive movement path between the end position of the sliding operation and the starting position of the movement, for example, if the end position of the sliding operation and the starting position of the movement are not on the same target scene object, or if there is an obstacle between the end position of the sliding operation and the starting position of the movement, the system will automatically supplement the effective trajectory based on the end position of the sliding operation and the starting position of the movement to obtain the movement path. This method is determined intelligently by the functional logic and will not completely follow the player's sliding trajectory to determine the movement path.

[0050] Furthermore, during the drawing of the movement path, the movement path of the controlled game character on the target scene object will be displayed. This allows players to intuitively understand the upcoming movement trajectory of the controlled game character based on the current movement path.

[0051] Furthermore, in response to the controlled game character moving to the endpoint of the movement path, the movement path is de-displayed on the target scene object. This method can save display space in the graphical user interface.

[0052] This method allows movement paths to be drawn simply by swiping, enabling controlled game skills to reach designated locations. This operation significantly reduces the difficulty of moving controlled game characters within the target game scene and also provides richer tactical options.

[0053] The following examples describe how the orientation of a virtual camera is adjusted.

[0054] Specifically, the process of controlling and adjusting the orientation of the virtual camera in response to the viewpoint adjustment operation and displaying the game scene image formed by the virtual camera in the graphical user interface may include: adjusting the orientation of the virtual camera based on the operation direction of the viewpoint adjustment operation in response to the viewpoint adjustment operation to obtain the adjusted orientation; and displaying the game scene image formed by the virtual camera capturing the game scene based on the adjusted orientation in the graphical user interface.

[0055] In practice, the direction of the virtual camera's orientation adjustment is the same as the direction of the view adjustment operation. For example, if the view adjustment operation is to the left, the virtual camera's orientation will rotate to the left by a certain angle; if the view adjustment operation is to the right, the virtual camera's orientation will be adjusted to the right by a certain angle.

[0056] Optionally, the viewpoint adjustment operation can be a sliding operation applied to the graphical user interface. The adjustment direction and angle of the virtual camera's orientation can be determined based on the operation direction and operation distance of the sliding operation. Usually, the adjustment direction matches the operation direction, and the longer the operation distance, the larger the adjustment angle of the virtual camera's orientation.

[0057] Corresponding to the above method embodiments, this disclosure also provides an interactive control device in a virtual scene, providing a graphical user interface through a terminal device. The graphical user interface includes at least a portion of the scene screen of the game scene, which includes a target scene object and a controlled game character controlled by the terminal device. When the controlled game character moves on the target scene object, the movement direction of the controlled game character is configured to be associated with the orientation of the virtual camera; such as Figure 4 As shown, the device includes: The path drawing module 40 is used to respond to the trajectory drawing operation and determine the movement path of the controlled game character on the target scene object based on the trajectory drawing operation.

[0058] The character movement module 41 is used to control the controlled game character to move along the movement path on the target scene object, and to control the cancellation of the association between the movement direction of the controlled game character and the orientation of the virtual camera.

[0059] The perspective adjustment module 42 is used to control and adjust the orientation of the virtual camera in response to the perspective adjustment operation during the movement of the controlled game character along the movement path, and to display the game scene image formed by the virtual camera in the graphical user interface.

[0060] In the aforementioned virtual scene, the interactive control device decouples the movement direction of the controlled game character from the orientation of the virtual camera as the controlled game character moves along the movement path on the target scene object. This allows the orientation of the virtual camera to be adjusted according to the viewing angle, enabling the player to adjust the orientation of the virtual camera to observe the game environment around the controlled game character while the controlled game character moves on the target scene object. This helps to improve the player's tactical operation in the game.

[0061] Furthermore, the path drawing module 40 is configured to: in response to a first trigger operation acting on the graphical user interface, determine a starting point position on the target scene object based on the trigger position of the first trigger operation; in response to a sliding operation starting from the starting point position, determine a movement path of the controlled game character on the target scene object based on the sliding trajectory of the sliding operation; and in response to the end of the sliding operation, determine the ending point position of the movement path on the target scene object based on the end position of the sliding operation, and end the drawing of the movement path.

[0062] Furthermore, the path drawing module 40 is also used to: determine the scene position closest to the trigger position of the first trigger operation as the starting point position on the target scene object.

[0063] Furthermore, the path drawing module 40 is also used to: for each sliding point on the sliding trajectory of the sliding operation, determine the scene point on the target scene object that is closest to the sliding point; and connect the scene points to obtain the movement path of the controlled game character on the target scene object.

[0064] Furthermore, the game scene mentioned above includes multiple target scene objects; based on this, the path drawing module 40 is also used to: in response to the distance between the sliding point and the target scene object being greater than a first preset distance, determine the first target scene object from the multiple target scene objects according to the position of the controlled game character; and determine the scene point on the first target scene object that is closest to the sliding point.

[0065] Furthermore, the path drawing module 40 is also used to: determine the scene position closest to the end position of the sliding operation as the endpoint position of the movement path on the target scene object.

[0066] Furthermore, the aforementioned character movement module 41 is also used to: control the controlled game character to move along the movement path on the target scene object in response to the trajectory drawing operation meeting preset conditions.

[0067] Furthermore, the aforementioned preset conditions include: the operation distance of the trajectory drawing operation reaches a preset distance threshold, or the operation time of the trajectory drawing operation reaches a preset time threshold.

[0068] Furthermore, the aforementioned device also includes a path display module for displaying the movement path of the controlled game character on the target scene object.

[0069] Furthermore, the aforementioned device also includes a cancellation display module, used to: cancel the display of the movement path on the target scene object in response to the controlled game character moving to the end position of the movement path.

[0070] Furthermore, the aforementioned perspective adjustment module 42 is also used to: respond to the perspective adjustment operation, adjust the orientation of the virtual camera based on the operation direction of the perspective adjustment operation, and obtain the adjusted orientation; and display the game scene image formed by the virtual camera capturing the game scene based on the adjusted orientation in the graphical user interface.

[0071] The interactive control device in the virtual scene provided in this disclosure has the same implementation principle and technical effect as the aforementioned method embodiment. For the sake of brevity, any parts not mentioned in the device embodiment can be referred to the corresponding content in the aforementioned method embodiment.

[0072] This disclosure also provides an electronic device, such as... Figure 5 As shown, the electronic device includes a processor and a memory. The memory stores machine-executable instructions that can be executed by the processor. The processor executes the machine-executable instructions to implement the interactive control method in the virtual scene described above.

[0073] Specifically, a graphical user interface (GUI) is provided through a terminal device. The GUI includes at least a portion of the game scene, which includes a target scene object and a controlled game character controlled by the terminal device. When the controlled game character moves on the target scene object, its movement direction is configured to be associated with the orientation of a virtual camera. The interactive control method in the virtual scene includes: responding to a trajectory drawing operation, determining a movement path of the controlled game character on the target scene object based on the trajectory drawing operation; controlling the controlled game character to move along the movement path on the target scene object, and controlling the cancellation of the association between the movement direction of the controlled game character and the orientation of the virtual camera; during the movement of the controlled game character along the movement path, responding to a viewpoint adjustment operation, controlling the adjustment of the orientation of the virtual camera, and displaying the game scene image formed by the virtual camera in the GUI.

[0074] The interactive control method in the aforementioned virtual scene decouples the movement direction of the controlled game character from the orientation of the virtual camera as the controlled game character moves along the movement path on the target scene object. This allows the orientation of the virtual camera to be adjusted according to the viewing angle, so that when the controlled game character moves on the target scene object, the player can adjust the orientation of the virtual camera to observe the game environment around the controlled game character, thereby helping to improve the player's game tactical operation.

[0075] In an optional embodiment, the step of determining the movement path of the controlled game character on the target scene object based on the trajectory drawing operation in response to the trajectory drawing operation includes: in response to a first trigger operation acting on the graphical user interface, determining a starting position on the target scene object based on the trigger position of the first trigger operation; in response to a sliding operation starting from the starting position, determining the movement path of the controlled game character on the target scene object based on the sliding trajectory of the sliding operation; and in response to the end of the sliding operation, determining the ending position of the movement path on the target scene object based on the ending position of the sliding operation, and ending the drawing of the movement path.

[0076] In an optional embodiment, the step of determining the starting point position of movement on the target scene object based on the trigger position of the first trigger operation includes: determining the scene position closest to the trigger position of the first trigger operation on the target scene object as the starting point position of movement.

[0077] In an optional embodiment, the step of determining the movement path of the controlled game character on the target scene object based on the sliding trajectory of the sliding operation includes: for each sliding point on the sliding trajectory of the sliding operation, determining the scene point on the target scene object that is closest to the sliding point; and connecting the scene points to obtain the movement path of the controlled game character on the target scene object.

[0078] In an optional embodiment, the game scene includes multiple target scene objects; based on this, the step of determining the scene point closest to the sliding point on the target scene object includes: in response to the distance between the sliding point and the target scene object being greater than a first preset distance, determining a first target scene object from the multiple target scene objects according to the character position of the controlled game character; and determining the scene point closest to the sliding point on the first target scene object.

[0079] In an optional embodiment, the step of determining the endpoint position of the movement path on the target scene object based on the end position of the sliding operation includes: determining the scene position closest to the end position of the sliding operation on the target scene object as the endpoint position of the movement path.

[0080] In an optional embodiment, the step of controlling the controlled game character to move along the movement path on the target scene object includes: in response to the trajectory drawing operation meeting a preset condition, controlling the controlled game character to move along the movement path on the target scene object.

[0081] In an optional embodiment, the preset conditions include: the operation distance of the trajectory drawing operation reaches a preset distance threshold, or the operation time of the trajectory drawing operation reaches a preset time threshold.

[0082] In an optional embodiment, the method further includes: displaying the movement path of the controlled game character on the target scene object.

[0083] In an optional embodiment, the method further includes: in response to the controlled game character moving to the end position of the movement path, canceling the display of the movement path on the target scene object.

[0084] In an optional embodiment, the steps of controlling and adjusting the orientation of the virtual camera in response to the viewpoint adjustment operation and displaying the game scene image formed by the virtual camera in the graphical user interface include: adjusting the orientation of the virtual camera based on the operation direction of the viewpoint adjustment operation in response to the viewpoint adjustment operation to obtain the adjusted orientation; and displaying the game scene image formed by the virtual camera capturing the game scene based on the adjusted orientation in the graphical user interface.

[0085] Furthermore, Figure 5 The electronic device shown also includes a bus 102 and a communication interface 103, with the processor 101, the communication interface 103 and the memory 100 connected via the bus 102.

[0086] The memory 100 may include high-speed random access memory (RAM) and may also include non-volatile memory, such as at least one disk storage device. Communication between this system network element and at least one other network element is achieved through at least one communication interface 103 (which can be wired or wireless), such as the Internet, wide area network, local area network, metropolitan area network, etc. The bus 102 may be an ISA bus, PCI bus, or EISA bus, etc. The bus can be divided into address bus, data bus, control bus, etc. For ease of representation, Figure 5 The symbol is represented by a single double-headed arrow, but this does not mean that there is only one bus or one type of bus.

[0087] Processor 101 may be an integrated circuit chip with signal processing capabilities. In implementation, each step of the above method can be completed by the integrated logic circuitry in the hardware of processor 101 or by instructions in software form. The processor 101 can be a general-purpose processor, including a Central Processing Unit (CPU), a Network Processor (NP), etc.; it can also be a Digital Signal Processor (DSP), an Application Specific Integrated Circuit (ASIC), a Field-Programmable Gate Array (FPGA), or other programmable logic devices, discrete gate or transistor logic devices, or discrete hardware components. It can implement or execute the methods, steps, and logic block diagrams disclosed in the embodiments of this disclosure. The general-purpose processor can be a microprocessor or any conventional processor. The steps of the methods disclosed in the embodiments of this disclosure can be directly manifested as execution by a hardware decoding processor, or execution by a combination of hardware and software modules in the decoding processor. The software module can reside in a readily available storage medium in the art, such as random access memory, flash memory, read-only memory, programmable read-only memory, electrically erasable programmable memory, or registers. This storage medium is located in memory 100, and processor 101 reads information from memory 100 and, in conjunction with its hardware, completes the steps of the method described in the foregoing embodiments.

[0088] This disclosure also provides a computer-readable storage medium storing computer-executable instructions. When these computer-executable instructions are invoked and executed by a processor, they cause the processor to implement the interactive control method in the virtual scene described above. For specific implementation details, please refer to the method embodiments, which will not be repeated here.

[0089] Specifically, a graphical user interface (GUI) is provided through a terminal device. The GUI includes at least a portion of the game scene, which includes a target scene object and a controlled game character controlled by the terminal device. When the controlled game character moves on the target scene object, its movement direction is configured to be associated with the orientation of a virtual camera. The interactive control method in the virtual scene includes: responding to a trajectory drawing operation, determining a movement path of the controlled game character on the target scene object based on the trajectory drawing operation; controlling the controlled game character to move along the movement path on the target scene object, and controlling the cancellation of the association between the movement direction of the controlled game character and the orientation of the virtual camera; during the movement of the controlled game character along the movement path, responding to a viewpoint adjustment operation, controlling the adjustment of the orientation of the virtual camera, and displaying the game scene image formed by the virtual camera in the GUI.

[0090] The interactive control method in the aforementioned virtual scene decouples the movement direction of the controlled game character from the orientation of the virtual camera as the controlled game character moves along the movement path on the target scene object. This allows the orientation of the virtual camera to be adjusted according to the viewing angle, so that when the controlled game character moves on the target scene object, the player can adjust the orientation of the virtual camera to observe the game environment around the controlled game character, thereby helping to improve the player's game tactical operation.

[0091] In an optional embodiment, the step of determining the movement path of the controlled game character on the target scene object based on the trajectory drawing operation in response to the trajectory drawing operation includes: in response to a first trigger operation acting on the graphical user interface, determining a starting position on the target scene object based on the trigger position of the first trigger operation; in response to a sliding operation starting from the starting position, determining the movement path of the controlled game character on the target scene object based on the sliding trajectory of the sliding operation; and in response to the end of the sliding operation, determining the ending position of the movement path on the target scene object based on the ending position of the sliding operation, and ending the drawing of the movement path.

[0092] In an optional embodiment, the step of determining the starting point position of movement on the target scene object based on the trigger position of the first trigger operation includes: determining the scene position closest to the trigger position of the first trigger operation on the target scene object as the starting point position of movement.

[0093] In an optional embodiment, the step of determining the movement path of the controlled game character on the target scene object based on the sliding trajectory of the sliding operation includes: for each sliding point on the sliding trajectory of the sliding operation, determining the scene point on the target scene object that is closest to the sliding point; and connecting the scene points to obtain the movement path of the controlled game character on the target scene object.

[0094] In an optional embodiment, the game scene includes multiple target scene objects; based on this, the step of determining the scene point closest to the sliding point on the target scene object includes: in response to the distance between the sliding point and the target scene object being greater than a first preset distance, determining a first target scene object from the multiple target scene objects according to the character position of the controlled game character; and determining the scene point closest to the sliding point on the first target scene object.

[0095] In an optional embodiment, the step of determining the endpoint position of the movement path on the target scene object based on the end position of the sliding operation includes: determining the scene position closest to the end position of the sliding operation on the target scene object as the endpoint position of the movement path.

[0096] In an optional embodiment, the step of controlling the controlled game character to move along the movement path on the target scene object includes: in response to the trajectory drawing operation meeting a preset condition, controlling the controlled game character to move along the movement path on the target scene object.

[0097] In an optional embodiment, the preset conditions include: the operation distance of the trajectory drawing operation reaches a preset distance threshold, or the operation time of the trajectory drawing operation reaches a preset time threshold.

[0098] In an optional embodiment, the method further includes: displaying the movement path of the controlled game character on the target scene object.

[0099] In an optional embodiment, the method further includes: in response to the controlled game character moving to the end position of the movement path, canceling the display of the movement path on the target scene object.

[0100] In an optional embodiment, the steps of controlling and adjusting the orientation of the virtual camera in response to the viewpoint adjustment operation and displaying the game scene image formed by the virtual camera in the graphical user interface include: adjusting the orientation of the virtual camera based on the operation direction of the viewpoint adjustment operation in response to the viewpoint adjustment operation to obtain the adjusted orientation; and displaying the game scene image formed by the virtual camera capturing the game scene based on the adjusted orientation in the graphical user interface.

[0101] Those skilled in the art will clearly understand that, for the sake of convenience and brevity, the specific working process of the system and apparatus described above can be referred to the corresponding process in the foregoing method embodiments, and will not be repeated here.

[0102] Furthermore, in the description of the embodiments of this disclosure, unless otherwise expressly specified and limited, the terms "installation," "connection," and "linking" should be interpreted broadly. For example, they can refer to a fixed connection, a detachable connection, or an integral connection; they can refer to a mechanical connection or an electrical connection; they can refer to a direct connection or an indirect connection through an intermediate medium; and they can refer to the internal connection of two components. Those skilled in the art can understand the specific meaning of the above terms in this disclosure based on the specific circumstances.

[0103] If the aforementioned functions are implemented as software functional units and sold or used as independent products, they can be stored in a computer-readable storage medium. Based on this understanding, the technical solution of this disclosure, in essence, or the part that contributes to the prior art, or a portion of the technical solution, can be embodied in the form of a software product. This computer software product is stored in a storage medium and includes several instructions to cause a computer device (which may be a personal computer, server, or network device, etc.) to execute all or part of the steps of the methods described in the various embodiments of this disclosure. The aforementioned storage medium includes various media capable of storing program code, such as USB flash drives, portable hard drives, read-only memory (ROM), random access memory (RAM), magnetic disks, or optical disks.

[0104] In the description of this disclosure, it should be noted that the terms "center," "upper," "lower," "left," "right," "vertical," "horizontal," "inner," and "outer," etc., indicate the orientation or positional relationship based on the orientation or positional relationship shown in the accompanying drawings, and are only for the convenience of describing this disclosure and simplifying the description, and do not indicate or imply that the device or element referred to must have a specific orientation, or be constructed and operated in a specific orientation, and therefore should not be construed as a limitation of this disclosure. Furthermore, the terms "first," "second," and "third" are used for descriptive purposes only and should not be construed as indicating or implying relative importance.

[0105] Finally, it should be noted that the above embodiments are merely specific implementations of this disclosure, used to illustrate the technical solutions of this disclosure, and not to limit it. The protection scope of this disclosure is not limited thereto. Although this disclosure has been described in detail with reference to the foregoing embodiments, those skilled in the art should understand that any person skilled in the art can still modify or easily conceive of changes to the technical solutions described in the foregoing embodiments, or make equivalent substitutions for some of the technical features, within the scope of the technology disclosed in this disclosure. Such modifications, changes, or substitutions do not cause the essence of the corresponding technical solutions to deviate from the spirit and scope of the technical solutions of the embodiments of this disclosure, and should all be covered within the protection scope of this disclosure. Therefore, the protection scope of this disclosure should be determined by the protection scope of the claims.

Claims

1. An interactive control method in a virtual scene, characterized in that, A graphical user interface is provided through a terminal device, the graphical user interface including at least a portion of the scene screen of the game scene, the game scene including target scene objects and a controlled game character controlled by the terminal device; When the controlled game character moves on the target scene object, the movement direction of the controlled game character is configured to be associated with the orientation of the virtual camera, the method includes: In response to a trajectory drawing operation, the movement path of the controlled game character on the target scene object is determined based on the trajectory drawing operation; Control the controlled game character to move along the movement path on the target scene object, and control to cancel the association between the movement direction of the controlled game character and the orientation of the virtual camera; As the controlled game character moves along the movement path, in response to the viewpoint adjustment operation, the orientation of the virtual camera is adjusted, and the game scene image formed by the virtual camera is displayed in the graphical user interface.

2. The method according to claim 1, characterized in that, The step of determining the movement path of the controlled game character on the target scene object based on the trajectory drawing operation in response to the trajectory drawing operation includes: In response to a first triggering operation applied to the graphical user interface, a starting point position for movement is determined on the target scene object based on the triggering position of the first triggering operation. In response to a sliding operation originating from the starting point of the movement, the movement path of the controlled game character on the target scene object is determined based on the sliding trajectory of the sliding operation. In response to the end of the sliding operation, based on the end position of the sliding operation, the endpoint position of the movement path is determined on the target scene object, and the drawing of the movement path is ended.

3. The method according to claim 2, characterized in that, The step of determining the starting point position of movement on the target scene object based on the trigger position of the first trigger operation includes: On the target scene object, the scene position closest to the trigger position of the first trigger operation is determined as the starting point position of the movement.

4. The method according to claim 2, characterized in that, The step of determining the movement path of the controlled game character on the target scene object based on the sliding trajectory of the sliding operation includes: For each sliding point on the sliding trajectory of the sliding operation, determine the scene point on the target scene object that is closest to the sliding point; Connecting the various scene points yields the movement path of the controlled game character on the target scene object.

5. The method according to claim 4, characterized in that, The game scene includes multiple target scene objects; The step of determining the scene point on the target scene object that is closest to the sliding point includes: In response to the distance between the sliding point and the target scene object being greater than a first preset distance, the first target scene object is determined from the plurality of target scene objects based on the character position of the controlled game character; On the first target scene object, determine the scene point that is closest to the sliding point.

6. The method according to claim 2, characterized in that, The step of determining the endpoint position of the movement path on the target scene object based on the end position of the sliding operation includes: On the target scene object, the scene position closest to the end position of the sliding operation is determined as the end position of the movement path.

7. The method according to claim 1, characterized in that, The step of controlling the controlled game character to move along the movement path on the target scene object includes: In response to the trajectory drawing operation meeting preset conditions, the controlled game character is controlled to move along the movement path on the target scene object.

8. The method according to claim 7, characterized in that, The preset conditions include: the operation distance of the trajectory drawing operation reaches a preset distance threshold, or the operation time of the trajectory drawing operation reaches a preset time threshold.

9. The method according to claim 1, characterized in that, The method further includes: The movement path of the controlled game character on the target scene object is displayed.

10. The method according to claim 9, characterized in that, The method further includes: In response to the controlled game character moving to the end point of the movement path, the movement path is undisplayed on the target scene object.

11. The method according to claim 1, characterized in that, The step of controlling and adjusting the orientation of the virtual camera in response to the viewpoint adjustment operation, and displaying the game scene image formed based on the virtual camera in the graphical user interface, includes: In response to the viewpoint adjustment operation, the orientation of the virtual camera is adjusted based on the operation direction of the viewpoint adjustment operation to obtain the adjusted orientation; The graphical user interface displays the game scene image formed by the virtual camera taking pictures of the game scene based on the adjusted orientation.

12. An interactive control device for a virtual scene, characterized in that, A graphical user interface is provided through a terminal device, the graphical user interface including at least a portion of the scene screen of the game scene, the game scene including target scene objects and a controlled game character controlled by the terminal device; When the controlled game character moves on the target scene object, the movement direction of the controlled game character is configured to be associated with the orientation of the virtual camera; the device includes: A path drawing module is used to respond to a trajectory drawing operation and determine the movement path of the controlled game character on the target scene object based on the trajectory drawing operation. The character movement module is used to control the controlled game character to move along the movement path on the target scene object, and to control the cancellation of the association between the movement direction of the controlled game character and the orientation of the virtual camera; The perspective adjustment module is used to control and adjust the orientation of the virtual camera in response to a perspective adjustment operation during the movement of the controlled game character along the movement path, and to display the game scene image formed by the virtual camera in the graphical user interface.

13. An electronic device, characterized in that, The electronic device includes a processor and a memory, the memory storing machine-executable instructions that can be executed by the processor, the processor executing the machine-executable instructions to implement the interactive control method in the virtual scene according to any one of claims 1 to 11.

14. A computer-readable storage medium, characterized in that, The computer-readable storage medium stores computer-executable instructions, which, when invoked and executed by a processor, cause the processor to implement the interactive control method in the virtual scene according to any one of claims 1 to 11.