A mobile control method and terminal for game character interaction

CN122912467APending Publication Date: 2026-10-16FUJIAN TQ DIGITAL
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Patent Information

Application Number
CN202510406199.6
Authority / Receiving Office
CN · China
Patent Type
Applications(China)
Current Assignee / Owner
Filing Date
2025-04-02
Publication Date
2026-10-16

AI Technical Summary

Technical Problem

[0004]本发明所要解决的技术问题是:提供一种游戏角色交互的移动控制方法及终端,解决交互稳定性差的问题

Benefits of technology

[0007] The beneficial effects of this invention are as follows: It provides a movement control method and terminal for game character interaction. When an interaction request occurs, the target character is controlled to execute a first action command. During the execution of the first action command, the movable range of the target character is gradually reduced until the target character reaches the interaction position matching the interaction request. This avoids the target character from moving freely or interacting with other elements in the virtual environment during the delivery process, which could lead to interaction abnormalities. By restricting the degree of freedom of movement during the interaction, the stability of the interaction is improved, while the interaction process is made more realistic, enhancing the player's experience and immersion, and increasing player satisfaction.

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Abstract

A mobile control method and terminal for game character interaction, which responds to an interaction request between target characters and determines a movable range of the target characters based on a virtual environment; selects a first action instruction from a first scheme based on the movable range; the probability of the first action instruction being adapted to the movable range is higher than that of other action instructions in the first scheme, and the first action instruction is used to adjust the positional relationship between the target characters so that the orientations of the target characters match the interaction request; the target characters are controlled to execute the first action instruction, and the movable range of the target characters is gradually reduced based on the first action instruction until the target characters reach an interaction position matching the interaction request. The application uses a method of limiting the degree of freedom of movement in the interaction process to improve the stability of the interaction, makes the interaction process more realistic, improves the experience and immersion of the players, and improves the satisfaction of the players.
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Description

Technical Field

[0001] This invention relates to the field of game technology, and in particular to a method and terminal for controlling the movement of game characters. Background Technology

[0002] In existing game interaction systems, especially those involving pairwise character interactions, there is often a lack of specialized technical means or designs to restrict character movement during the interaction process. Traditional implementations typically allow players to freely control character movement at any time, even during pairwise interactions. This approach is primarily based on simple game control logic: players send movement commands via input devices (such as keyboards, mice, or gamepads), and the game engine directly processes these commands and updates the character's position.

[0003] However, this traditional approach has some significant technical problems. First, the free movement of characters during pair interactions severely impacts the exclusivity of the interaction. Players may accidentally or intentionally move their characters during the interaction, interrupting the flow, disrupting the continuity and smoothness of the interaction, and reducing the player's experience. Second, the free movement of characters can lead to positional conflicts or scene chaos, potentially causing interaction failures or abnormal situations, affecting the stability of the interaction. For example, when pair interactions require precise positioning and posture coordination, random character movement makes this coordination difficult to achieve and may also cause collisions with other game elements or other players, affecting the normal progress of the game. Summary of the Invention

[0004] The technical problem to be solved by the present invention is to provide a method and terminal for controlling the movement of game characters, thereby solving the problem of poor interaction stability.

[0005] To solve the above-mentioned technical problems, the technical solution adopted by the present invention is as follows: A method for controlling movement in game character interaction, comprising: Respond to interaction requests between target characters and determine the movable range of the target characters based on the virtual environment; Based on the movable range, a first action instruction is selected from the first scheme; the probability of the first action instruction being adapted to the movable range is higher than that of other action instructions in the first scheme, and the first action instruction is used to adjust the positional relationship between the target characters so that the orientation between the target characters matches the interaction request; The target character is controlled to execute the first action command, and the movable range of the target character is gradually reduced based on the first action command until the target character reaches the interaction position that matches the interaction request.

[0006] To solve the above-mentioned technical problems, another technical solution adopted by the present invention is as follows: A mobile control terminal for game character interaction includes a memory, a processor, and a computer program stored in the memory and executable on the processor. When the processor executes the computer program, it performs the following steps: Respond to interaction requests between target characters and determine the movable range of the target characters based on the virtual environment; Based on the movable range, a first action instruction is selected from the first scheme; the probability of the first action instruction being adapted to the movable range is higher than that of other action instructions in the first scheme, and the first action instruction is used to adjust the positional relationship between the target characters so that the orientation between the target characters matches the interaction request; The target character is controlled to execute the first action command, and the movable range of the target character is gradually reduced based on the first action command until the target character reaches the interaction position that matches the interaction request.

[0007] The beneficial effects of this invention are as follows: It provides a movement control method and terminal for game character interaction. When an interaction request occurs, the target character is controlled to execute a first action command. During the execution of the first action command, the movable range of the target character is gradually reduced until the target character reaches the interaction position matching the interaction request. This avoids the target character from moving freely or interacting with other elements in the virtual environment during the delivery process, which could lead to interaction abnormalities. By restricting the degree of freedom of movement during the interaction, the stability of the interaction is improved, while the interaction process is made more realistic, enhancing the player's experience and immersion, and increasing player satisfaction. Attached Figure Description

[0008] Figure 1 A flowchart illustrating a method for controlling the movement of game characters in an embodiment of the present invention; Figure 2 This is a schematic diagram of a mobile control terminal for game character interaction in an embodiment of the present invention; Label Explanation: 1. A mobile control terminal for game character interaction; 2. Memory; 3. Processor. Detailed Implementation

[0009] To explain in detail the technical content, objectives, and effects of the present invention, the following description is provided in conjunction with the embodiments and accompanying drawings.

[0010] Please refer to Figure 1 A method for controlling movement in game character interaction, comprising: Respond to interaction requests between target characters and determine the movable range of the target characters based on the virtual environment; Based on the movable range, a first action instruction is selected from the first scheme; the probability of the first action instruction being adapted to the movable range is higher than that of other action instructions in the first scheme, and the first action instruction is used to adjust the positional relationship between the target characters so that the orientation between the target characters matches the interaction request; The target character is controlled to execute the first action command, and the movable range of the target character is gradually reduced based on the first action command until the target character reaches the interaction position that matches the interaction request.

[0011] It is understood that, in one embodiment of the present invention, it can be applied to the interactive control of a target character in a graphical user interface containing a game scene. When the target character responds to an interaction request, the system will determine the movable range of the target character based on the virtual environment. The movable range can be understood as a movement area defined by the game scene, character state, terrain information, and interaction conditions. For example, when a character performs a specific interaction, it may only be able to adjust within a certain range to ensure the stability and accuracy of the interaction.

[0012] After determining the movable range, the system will select the first action instruction from the first scheme based on that range. The first scheme refers to the system's pre-set action library for a specific interaction scenario. This action library contains multiple possible action instructions, each with different adaptability and execution conditions. For example, multiple logical action sequences can be set for different stages of character interaction.

[0013] The first action command is the action command selected from the first scheme that best suits the current interaction conditions. This command applies to the target character moving or adjusting within the currently movable range to ensure smooth interaction. For example, when two characters are interacting face-to-face, the system may choose the "character fine-tune position" command instead of the "free movement" command to ensure a reasonable positional relationship between the characters. The first action command can be executed automatically by the character guided by the system, or it can be executed manually by the character guided by the player guided by the system.

[0014] The probability of applicability refers to the likelihood that a certain action command is suitable for the current movable range and interaction conditions. This probability can be calculated based on historical data, character state, environmental factors, etc. For example, when the target character is in a confined space or restricted by terrain, the system may be more inclined to choose a command that adjusts a small range rather than a command that moves a large range, in order to improve the stability and execution effect of the interaction.

[0015] The target character's orientation refers to the direction of the target character relative to other characters or the scene during the interaction. This orientation affects the accuracy of the interaction and its visual presentation. For example, in interaction scenarios involving hugging or passing objects, the system needs to ensure that the characters are facing each other; or, in scenarios where characters say goodbye, the system needs to ensure that the characters face each other and then leave in opposite directions to enhance the immersiveness and logical coherence of the interaction.

[0016] Interaction position refers to the final position of a character required to fulfill an interaction request. This position is typically calculated based on the interaction type, scene setting, and movable range. For example, in an interaction scene where two characters are having a conversation, the interaction position might be a suitable position for them to stand opposite each other, while in an interaction scene where items are being passed, the interaction position might need to ensure that their hands are aligned to complete the interaction.

[0017] As described above, the beneficial effects of this invention are as follows: This method achieves precise character movement control by responding to interaction requests between target characters and determining the character's movable range in the virtual environment. Compared to traditional free movement methods, this method can dynamically adjust the character's position during interaction, aligning it with the interaction requirements, thus improving the accuracy and immersion of the interaction. Simultaneously, the mechanism of gradually reducing the movable range ensures that the character will not deviate from the interaction target due to unnecessary movement, thereby improving the smoothness and consistency of the interaction and avoiding interaction failures caused by character position deviations. By limiting the degree of freedom of movement during interaction, the interaction process becomes more realistic, enhancing the player's experience and immersion, and increasing player satisfaction.

[0018] In some implementations, controlling the target character to execute the first action command includes: An interaction pattern is generated based on the interaction request, and a preset interaction area required for the interaction pattern is constructed. The target character is controlled to move closer to the preset interaction area and its orientation is adjusted to satisfy the interaction request. It is understood that the preset interaction area includes multiple interaction positions; the character can perform an interaction action simply by reaching one of these positions.

[0019] As described above, by generating interaction patterns based on interaction requests and constructing preset interaction areas, this method enables characters to more accurately approach interaction targets and actively adjust their orientation, making interactions more natural and efficient. This approach not only improves the stability of characters entering interactive states but also reduces interaction failures caused by improper player operation. Compared to traditional methods that rely on single commands or manual adjustments, this solution improves the operability of interactions, reduces the difficulty for players to adjust character positions, and thus enhances the gaming experience.

[0020] For example, taking the initial interaction phase as an example, suppose the player adjusts the movement restriction parameter in the game settings menu, setting the allowed movement range to `startstagemovementallowance`. When the movement interception service receives the player's movement command, it will perform the following calculations based on this parameter and the current game environment: 1. Boundary Check: First, determine the character's current position as coordinate point (x0, y0). Using this point as the center, determine a movable area based on the movable range set by `startstagemovementallowance` (assuming a radius r). That is, check if the new coordinate point (x1, y1) that the movement command attempts to move the character to meets the condition. If the conditions are met, the movement instruction is preliminarily determined to be within the permissible range.

[0021] 2. Environment Detection: Collision detection is performed using the physics engine service based on virtual environment data structures in memory (such as terrain and obstacle information). If a character's movement within the movable area would collide with an obstacle, the movement command will be adjusted or blocked, even if the new coordinates are within the `startstagemovementallowance` range. For example, if an obstacle is detected ahead, and the distance between the character and the obstacle is less than the safe distance d (d is a constant set according to the actual game situation), the character will be prevented from moving forward.

[0022] 3. Interaction Logic Constraints: Based on the specific logic of the interaction, certain movements may affect the normal progress of the interaction. For example, at the beginning of the interaction, if both parties need to interact face-to-face, and one party's movement direction would prevent them from maintaining a face-to-face relationship, adjustments will be made according to the interaction logic, even if the movement command is within the allowed range. Suppose the interaction requires both parties to maintain a face-to-face angle within a certain range; if one party's movement causes the angle to exceed this range, the movement interception service will correct the movement direction to ensure the normal progress of the interaction logic.

[0023] Specifically, it also includes: when an interaction anomaly occurs between the target character and the virtual environment during the interaction process, detecting whether the target character is located within the preset interaction area; if it is located within the preset interaction area, controlling the target character to resume the interaction state; otherwise, interrupting the interaction.

[0024] Understandably, even if movement restrictions are in effect, there are still several special scenarios that could lead to unexpected character movement: Complex Terrain Interaction Anomalies: The game features complex terrain, such as mountains with significant elevation differences and irregular protrusions, or mysterious areas with unique mechanics. During couple interactions, although the system restricts character movement to only vertical, unexpected movement may occur when the character is in such complex terrain. For example, if the character is standing on a mountain slope, due to accuracy issues with terrain collision detection, the physics engine may introduce slight errors in calculating the character's vertical movement due to the complex calculations of slope angles and collision boundaries. Over time or with repeated vertical movements, these errors accumulate, causing the character to gradually deviate from its original interaction position, resulting in unexpected horizontal movement. Similarly, in mysterious areas, if the area has unique gravitational or repulsive forces, these forces interact with the movement restrictions when the character moves vertically, potentially causing the character to move unexpectedly in other directions without violating the restrictions.

[0025] Alternatively, there may be conflicts arising from multi-element interactions: Game scenes often contain various dynamic elements, such as movable props and other non-interactive player characters. Suppose there is a large rolling stone prop in the scene. When the stone's rolling path passes near the couple's interactive characters, the stone's collision volume and physical properties conflict with the character's movement restrictions. Even if the character's vertical movement conforms to the rules, the collision with the stone may cause the character to be unexpectedly pushed, resulting in horizontal displacement. Furthermore, the movement of other non-interactive player characters in the scene may also have similar effects. If the actions of non-interactive player characters cause changes in the state of scene elements, indirectly affecting the movement judgment of the couple's interactive characters, it can also cause the characters to move unexpectedly.

[0026] Furthermore, network fluctuations and latency are significant factors in online games. During player-versus-player interactions, network fluctuations or latency can disrupt the transmission and processing of character movement data. Even if the local client sends a movement command according to movement restrictions, network issues can cause the server to receive and process the command out of sync with the client. For example, the client might send a command for only vertical movement, but the server, after a delay in receiving the command, might mistakenly mix previously cached movement commands with the current command due to processing order or time differences, resulting in unexpected horizontal movement instead of the intended vertical movement. Additionally, network fluctuations can cause synchronization errors in character position information between the client and server, leading to discrepancies in the perception of the character's location and potentially causing unexpected character movement.

[0027] Based on the above issues, the severity of the anomaly is determined by the anomaly information recorded by the anomaly monitoring service, such as the cause of the anomaly and the extent of the character's abnormal movement. If it's a minor anomaly, such as a character moving slightly due to a brief network fluctuation but still within the preset interaction area, and the interaction state isn't severely disrupted, the system tends to restore the game to its state before the anomaly occurred. The recovery service reads the most recently saved normal interaction state information from Redis, including the character's position, posture, and interaction progress, quickly restoring the game state. Conversely, if the anomaly is more severe, such as a character moving significantly beyond the preset interaction area, or movement restrictions completely failing and severely disrupting the interaction logic, the system deems it more appropriate to interrupt the interaction and have the player initiate it again. In this case, the UI message service prompts the player to adjust their position and restart the interaction to ensure the interaction can proceed normally, guaranteeing its continuity and integrity.

[0028] As described above, this method introduces anomaly detection and recovery mechanisms during the interaction process. This ensures that when anomalies (such as network fluctuations or environmental interference) occur during interaction, the character can automatically detect whether it is still in the interaction area and attempt to resume the interaction state. This design greatly improves the stability of the game, preventing player interaction interruptions due to unexpected situations, thus affecting the game's progress. For characters that fail to resume the interaction state, this method can intelligently interrupt the interaction, preventing erroneous behavior due to anomalies and enhancing the robustness of the game system.

[0029] In addition, the requirements for exception handling differ at different interaction stages. During the execution of the first action command, if an exception occurs, the cost of restarting the interaction is relatively low since the interaction hasn't progressed further, and the delivery state can be restored after the exception is resolved. However, if an exception causes a significant deviation between the character's position or state and the interaction's starting conditions, the system will prompt the player to restart the interaction. During the interaction's progress, especially during critical interactive actions such as item transfer between spouses or the execution of specific ritual actions, if an exception occurs, the system will prioritize attempting to restore the state before the exception to ensure the smooth completion of critical interactive actions. For example, if one character moves abnormally while a spouse is transferring an item, but the transfer action hasn't finished, restoring the state before the exception allows the player to continue the transfer action, preventing excessive interruption to the interactive experience.

[0030] Furthermore, the system collects and analyzes players' operational habits and preferences from past gameplay. If a player repeatedly chooses to re-interact when encountering similar anomalies, the system will prioritize prompting the player to re-interact when a new anomaly occurs. Conversely, if a player prefers to quickly resume the game and continue previous interactions, the system will attempt to restore the game to its pre-anomaly state. Additionally, for players who prioritize game continuity and immersive experience, the system will favor restoring the pre-anomaly state; while for players who prioritize efficiency and don't mind restarting interactions, the system will tend to prompt them to re-interact. This player-personalized approach better meets the needs of different players and enhances their gaming experience.

[0031] In some implementations, it also includes: After the interaction is completed, the target character is controlled to perform a preset ending action that matches the interaction request, and the restriction on the target character's movable range is lifted.

[0032] As described above, the preset ending action after an interaction not only enhances the game's expressiveness and makes the interaction more natural and coherent, but also allows players to freely control their characters by removing restrictions on movement range, thus seamlessly connecting to subsequent game operations. Compared to the traditional method of immediately restoring free movement after an interaction, this method provides appropriate visual or behavioral feedback at the end of the interaction, allowing players to more intuitively feel the completion of the interaction, improving game immersion and user experience.

[0033] In some implementations, when controlling the target character to execute the first action command, a first prompt command is selected from the second scheme. The probability of the first prompt command being adapted to the first action command is higher than that of other prompt commands in the second scheme. The first prompt command interprets the first action command based on visual guidance elements.

[0034] As described above, by selecting the appropriate first prompt command when executing the first action command, this method provides players with real-time visual guidance, making character movement adjustments more intuitive and understandable. Visual guidance elements (such as arrows, highlighted areas, etc.) effectively reduce the number of ineffective operations performed by players due to a lack of understanding of the interaction mechanism, improving the success rate and efficiency of interaction. Simultaneously, selecting appropriate prompt commands based on adaptation probability ensures that the prompt information matches the current action, avoiding redundant or misleading prompts and further optimizing the game's user experience.

[0035] Specific examples are as follows: For the prompt message display function, at the start of the interaction, a clear prompt message will be displayed on the screen using the game's user interface (UI) system, such as "Initiating couple interaction, character cannot move temporarily." This prompt message can be shown or hidden based on changes in the interaction state by adding corresponding rendering logic in the UI rendering module. Furthermore, these prompt messages will be dynamic, with different prompt content depending on different interaction stages and restrictions. For example, at the start of the interaction, it will display "Starting couple interaction, character position can be fine-tuned"; during the process, it will display "Interaction in progress, only up and down movement is allowed"; and at the end, it will display "Interaction is about to end, character movement will resume soon." Moreover, the prompt messages will use visual guidance elements, such as arrows, highlighted areas, or animation effects, to guide players to adjust their characters to a more suitable position to better complete the interaction. For example, in interactions requiring item transfer, arrows will point to the appropriate item transfer direction and height, or in interactions requiring a hug, the optimal hug position between the two characters will be highlighted, and the ideal hug action will be animated to help players complete the interaction more smoothly.

[0036] Furthermore, these prompts will be dynamic, varying according to different interaction stages and limitations. For example, at the start of the interaction, it might display "Starting couple interaction, character positions can be fine-tuned"; during the process, it might display "Interaction in progress, only vertical movement is allowed"; and at the end, it might display "Interaction is about to end, character movement will resume soon." Moreover, the prompts will use visual guidance elements, such as arrows, highlighted areas, or animation effects, to guide players to adjust their characters to more suitable positions for better interaction completion. For instance, in interactions requiring item transfer, arrows will point to the appropriate direction and height for transfer; or in interactions requiring a hug, the optimal hugging position between the two characters will be highlighted, and the ideal hugging action will be animated to help players complete the interaction more smoothly.

[0037] Preferably, the above method further includes the step of: When a player adjusts the interaction movement restrictions in the game settings menu, the system calls the settings storage service. This service updates the player's settings in the corresponding record table (`couple_interaction_settings`) in a storage location (e.g., MySQL). Simultaneously, a settings verification service is invoked. This service checks the player's settings against the game world data structure stored in memory and the physics engine's rules to ensure their validity. If the settings are invalid, such as allowing movement beyond the limits set by physics rules, the settings verification service will display an error message on the screen using a UI message service, such as "Your settings are out of range, please readjust," and will either use the default settings or adjust the player's settings according to the physics rules to ensure game stability.

[0038] Furthermore, to ensure cross-platform consistency, the system will use a cross-platform development framework (such as Unity or Unreal Engine's cross-platform support) to encapsulate the core logic of the mobile interception mechanism and the display of prompt information within a cross-platform logic layer. This logic layer uses a unified API and data structure to ensure that the same functionality is executed on different platforms (PC, mobile, and console), avoiding problems caused by platform differences.

[0039] In the movement interception service, a caching mechanism is used to store the previous movement interception calculation results, recalculating only when the interaction state or game world environment undergoes significant changes. For example, the most recent effective movement range is stored in memory and recalculated only when the interaction phase or terrain changes. In the UI rendering service, the rendering of prompts uses on-demand loading and dynamic updates to avoid re-rendering all UI elements with every frame update. The UI rendering engine is only invoked when the prompts need updating, reducing rendering overhead and ensuring smooth game performance.

[0040] Please refer to Figure 2 A mobile control terminal 1 for game character interaction includes a memory 2, a processor 3, and a computer program stored on the memory 2 and executable on the processor 3. When the processor 3 executes the computer program, it completes the steps of a mobile control method for game character interaction. In other words, it provides a carrier to execute the above method.

[0041] In summary, the present invention provides a movement control method and terminal for game character interaction. By precisely controlling the movement of the target character during the interaction process, it enables the character to complete the interaction in a more natural and coherent manner, thereby improving the game experience and interaction stability. Compared with traditional free movement methods, the method of the present invention achieves a more immersive game interaction experience through technical means such as limiting the character's movable range, dynamically adjusting the target character's orientation, gradually reducing the movable range, and intelligently selecting the optimal action command.

[0042] First, this invention proposes a method for determining the movable range based on a virtual environment. This method dynamically sets the movable range of a character based on factors such as character status, terrain environment, and interaction conditions, ensuring that the character's movement occurs within a reasonable range. This prevents players from disrupting the continuity of interaction due to disordered movement. Simultaneously, during interaction, the system gradually reduces the character's movable range, ensuring that the character can move accurately to the interaction location without deviating from the interaction target due to excessive freedom of movement. Compared to traditional methods of free character movement, this method significantly improves the character's positional stability during interaction and reduces interaction failures caused by player misoperation.

[0043] Secondly, this invention establishes a first scheme—an action library tailored to different interaction scenarios—and selects a first action command based on the adaptation probability, enabling the character to perform optimal interactive movement adjustments. In traditional methods, character interaction typically relies on fixed animation triggering mechanisms, lacking intelligent adjustment capabilities. This invention, however, calculates the adaptation probability of different action commands and selects the command that best suits the current interaction needs, making the character's movement adjustments more natural. For example, in a face-to-face interaction scenario, the system will select the "fine-tune position" command instead of the "free movement" command to ensure the character's orientation matches the interaction requirements. Furthermore, this action command can be executed automatically by the system or manually adjusted by the player, providing a more flexible control experience while ensuring interaction accuracy.

[0044] This invention also introduces the concepts of interaction modes and preset interaction areas to optimize the smoothness and stability of character interactions. At the start of an interaction, the system generates an interaction mode based on the interaction request and constructs a preset interaction area in the game scene, allowing the character to freely adjust its position and orientation within this area without affecting the smooth progress of the interaction. The introduction of interaction modes makes the character's interaction process more intelligent, improves the consistency and accuracy of the interaction, and reduces the tedious operation of players manually adjusting the character's position. Furthermore, this preset interaction area contains multiple interaction positions; the character only needs to reach one of these positions to complete the interaction, thereby further improving the fault tolerance of the interaction and preventing interaction failure due to slight positional deviations.

[0045] To address anomalies in game interactions, this invention provides an anomaly detection and recovery mechanism to ensure that characters maintain their interactive state despite factors such as network fluctuations and environmental interference. For example, if a character moves unexpectedly due to terrain complexity during interaction, the system automatically detects whether the character is still within the preset interaction area. If so, it attempts to restore the interactive state; otherwise, it interrupts the interaction and prompts the player to readjust their position. This anomaly detection mechanism effectively improves game stability, prevents sudden interruptions due to unexpected factors, and enhances the player experience. Furthermore, this method can be optimized based on players' historical operating habits. For instance, for players who prioritize immersion, the system will prioritize restoring the state before the anomaly, while for players who prioritize efficiency, it will prioritize prompting them to re-interact, thus adapting to the needs of different players.

[0046] At the end of an interaction, this invention sets a preset ending action, enabling the character to execute the ending action matching the interaction request after the interaction is completed, and gradually removing movement restrictions. This approach not only enhances the realism and expressiveness of the interaction but also ensures its continuity, allowing players to intuitively perceive the completion of the interaction. For example, in a farewell scene, the system can control the character to turn and leave after completing the interaction, rather than immediately resuming free movement, thereby improving the game's immersion and engagement.

[0047] Furthermore, this invention introduces a visual guidance and prompting system. Through dynamic prompts and visual guidance elements (such as arrows and highlighted areas), it helps players intuitively understand how to move and adjust their characters. For example, when a character is interacting with an item, the system can display a guiding arrow on the UI interface, instructing the player to adjust the character to the optimal passing position, thereby improving the success rate and smoothness of the interaction. Visual guidance not only enhances the game's operability but also reduces the learning curve for players, making the interaction more intuitive and easier to understand.

[0048] In summary, this invention constructs a complete game character interaction and movement control scheme through various technical means, including limiting the character's movable range, intelligently selecting the optimal action command, introducing interaction modes and preset interaction areas, implementing anomaly detection and recovery, setting preset end actions, and providing visual guidance prompts. This scheme not only improves the accuracy and stability of interaction but also enhances the game's immersion and operability, enabling players to complete in-game interactive tasks more naturally and smoothly, thereby improving the game experience and player satisfaction.

[0049] The above description is merely an embodiment of the present invention and does not limit the patent scope of the present invention. Any equivalent modifications made based on the content of the present invention specification and drawings, or direct or indirect applications in related technical fields, are similarly included within the patent protection scope of the present invention.

Claims

1. A method for controlling movement in game character interaction, characterized in that: include: Respond to interaction requests between target characters and determine the movable range of the target characters based on the virtual environment; Based on the movable range, a first action instruction is selected from the first scheme; the probability of the first action instruction being adapted to the movable range is higher than that of other action instructions in the first scheme, and the first action instruction is used to adjust the positional relationship between the target characters so that the orientation between the target characters matches the interaction request; The target character is controlled to execute the first action command, and the movable range of the target character is gradually reduced based on the first action command until the target character reaches the interaction position that matches the interaction request.

2. The method for controlling movement in a game character interaction according to claim 1, characterized in that: The control of the target character to execute the first action command includes: An interaction mode is generated based on the interaction request, and a preset interaction area required for the interaction mode is constructed. The target character is controlled to move closer to the preset interaction area and the character's orientation is adjusted to satisfy the interaction request.

3. The method for controlling movement in game character interaction according to claim 2, characterized in that: Also includes: When an interaction anomaly occurs between the target character and the virtual environment during the interaction process, it is detected whether the target character is located within the preset interaction area. If it is located within the preset interaction area, the target character is controlled to resume the interaction state. Otherwise, interrupt the interaction.

4. The movement control method for game character interaction according to claim 1, characterized in that: Also includes: After the interaction is completed, the target character is controlled to perform a preset ending action that matches the interaction request, and the restriction on the target character's movable range is lifted.

5. The method for controlling movement in game character interaction according to claim 1, characterized in that: When controlling the target character to execute the first action command, a first prompt command is selected from the second scheme. The probability of the first prompt command being adapted to the first action command is higher than that of other prompt commands in the second scheme. The first prompt command interprets the first action command based on visual guidance elements.

6. A mobile control terminal for game character interaction, characterized in that: Includes a memory, a processor, and a computer program stored in the memory and executable on the processor, wherein the processor, when executing the computer program, performs the following steps: Respond to interaction requests between target characters and determine the movable range of the target characters based on the virtual environment; Based on the movable range, a first action instruction is selected from the first scheme; the probability of the first action instruction being adapted to the movable range is higher than that of other action instructions in the first scheme, and the first action instruction is used to adjust the positional relationship between the target characters so that the orientation between the target characters matches the interaction request; The target character is controlled to execute the first action command, and the movable range of the target character is gradually reduced based on the first action command until the target character reaches the interaction position that matches the interaction request.

7. A mobile control terminal for game character interaction according to claim 6, characterized in that: The control of the target character to execute the first action command includes: An interaction mode is generated based on the interaction request, and a preset interaction area required for the interaction mode is constructed. The target character is controlled to move closer to the preset interaction area and the character's orientation is adjusted to satisfy the interaction request.

8. A mobile control terminal for game character interaction according to claim 7, characterized in that: Also includes: When an interaction anomaly occurs between the target character and the virtual environment during the interaction process, it is detected whether the target character is located within the preset interaction area. If it is located within the preset interaction area, the target character is controlled to resume the interaction state. Otherwise, interrupt the interaction.

9. A mobile control terminal for game character interaction according to claim 6, characterized in that: Also includes: After the interaction is completed, the target character is controlled to perform a preset ending action that matches the interaction request, and the restriction on the target character's movable range is lifted.

10. A mobile control terminal for game character interaction according to claim 1, characterized in that: When controlling the target character to execute the first action command, a first prompt command is selected from the second scheme. The probability of the first prompt command being adapted to the first action command is higher than that of other prompt commands in the second scheme. The first prompt command interprets the first action command based on visual guidance elements.