Interactive control method, device and electronic equipment for a game
By obtaining the vertical projection position and flight status of the controlled character in the game scene, and combining it with altitude and direction, the landing point marker is determined and displayed, which solves the problem of inaccurate landing point markers and improves the accuracy of the landing point position and the player's flight control experience.
Patent Information
- Application Number
- CN202510577918.0
- Authority / Receiving Office
- CN · China
- Patent Type
- Applications(China)
- Current Assignee / Owner
- Filing Date
- 2025-05-06
- Publication Date
- 2026-11-06
AI Technical Summary
In the game scene, when the controlled character is flying, the accuracy of the landing point markers displayed on the ground is low compared to their actual landing location, resulting in inaccurate landing point indication.
By obtaining the vertical projection position and flight status of the controlled character on the game scene ground, combined with the flight height and direction, the landing position is determined, and a landing point marker is displayed on the scene ground to indicate the position.
The accuracy of the landing location indicated by the landing point marker has been improved, making the landing point marker more accurately indicate the actual ground location where the controlled character lands, thus enhancing the player's flight control experience.
Smart Images

Figure CN123038499A_ABST
Abstract
Description
Technical Field
[0001] This invention relates to the field of virtual control technology, and in particular to an interactive control method, device, and electronic device for games. Background Technology
[0002] Players can control a controlled character to fly in the game scene. During flight, the ground of the game scene will display a landing point marker for the controlled character. This landing point marker indicates the vertical landing point of the controlled character's current flight position, which differs significantly from the actual landing point of the controlled character. The accuracy of the landing point marker is relatively low. Summary of the Invention
[0003] In view of this, the purpose of the present invention is to provide an interactive control method, device and electronic device for games to improve the accuracy of the landing position indicated by the landing point marker.
[0004] In a first aspect, embodiments of the present invention provide an interactive control method for a game, which provides a graphical user interface through a terminal device; the graphical user interface displays a scene of a game scene; the game scene includes a controlled character; the controlled character is controlled through the terminal device; the method includes: responding to a flight trigger command, controlling the controlled character to fly in the game scene; obtaining the vertical projection position of the controlled character on the scene ground of the game scene, and the flight state of the controlled character; wherein the flight state includes: flight altitude and / or flight direction; determining a landing point position on the scene ground of the game scene based on the vertical projection position and the flight state; wherein the landing point position includes: the position where the controlled character lands on the scene ground; displaying a landing point marker on the scene ground of the game scene; wherein the landing point marker is used to indicate the landing point position.
[0005] Secondly, embodiments of the present invention provide an interactive control device for a game, which provides a graphical user interface through a terminal device; the graphical user interface displays a scene of a game scene; the game scene includes a controlled character; the controlled character is controlled through the terminal device; the device includes: a flight control module, used to control the controlled character to fly in the game scene in response to a flight trigger command; an acquisition module, used to acquire the vertical projection position of the controlled character on the scene ground of the game scene, and the flight state of the controlled character; wherein the flight state includes: flight altitude and / or flight direction; a position determination module, used to determine the landing position on the scene ground of the game scene based on the vertical projection position and the flight state; wherein the landing position includes: the position where the controlled character lands on the scene ground; and an identification display module, used to display a landing point identification on the scene ground of the game scene; wherein the landing point identification is used to indicate the landing position.
[0006] Thirdly, embodiments of the present invention provide an electronic device, including a processor and a memory, wherein the memory stores computer-executable instructions that can be executed by the processor, and the processor executes the computer-executable instructions to implement the interactive control method of the above-mentioned game.
[0007] Fourthly, embodiments of the present invention provide a computer-readable storage medium storing computer-executable instructions. When the computer-executable instructions are invoked and executed by a processor, the computer-executable instructions cause the processor to implement the interactive control method of the aforementioned game.
[0008] The embodiments of the present invention bring the following beneficial effects:
[0009] The aforementioned interactive control method, device, and electronic device for the game provide a graphical user interface through a terminal device; the graphical user interface displays a scene of the game scene; the game scene includes a controlled character; the controlled character is controlled through the terminal device; in response to a flight trigger command, the controlled character is controlled to fly in the game scene; the vertical projection position of the controlled character on the scene ground of the game scene, and the flight state of the controlled character are obtained; wherein, the flight state includes: flight altitude and / or flight direction; based on the vertical projection position and flight state, the landing point position is determined on the scene ground of the game scene; wherein, the landing point position includes: the position where the controlled character lands on the scene ground; a landing point marker is displayed on the scene ground of the game scene; wherein, the landing point marker is used to indicate the landing point position.
[0010] In the above method, when the controlled character is in flight, the landing position is determined based on the vertical landing position and the flight state of the controlled character, and then the landing position is indicated by the landing position marker. Since the flight state of the controlled character is taken into account, the landing position indicated by the landing position marker deviates little from the actual landing position of the controlled character, thus improving the accuracy of the landing position indicated by the landing position marker.
[0011] Other features and advantages of the invention will be set forth in the description which follows, and will be apparent in part from the description, or may be learned by practicing the invention. The objects and other advantages of the invention are realized and obtained in accordance with the structures particularly pointed out in the description, claims and drawings.
[0012] To make the above-mentioned objects, features and advantages of the present invention more apparent and understandable, preferred embodiments are described below in detail with reference to the accompanying drawings. Attached Figure Description
[0013] To more clearly illustrate the specific embodiments of the present invention or the technical solutions in 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 the present invention. For those skilled in the art, other drawings can be obtained from these drawings without creative effort.
[0014] Figure 1 A flowchart illustrating a game interaction control method provided in an embodiment of the present invention;
[0015] Figure 2 A schematic diagram of the vertical projection position and landing point position provided in an embodiment of the present invention;
[0016] Figure 3 This is a schematic diagram illustrating the movement of the landing point position according to an embodiment of the present invention;
[0017] Figure 4 This is a schematic diagram illustrating the movement of a landing point marker in a scene, as provided in an embodiment of the present invention.
[0018] Figure 5 This is a schematic diagram illustrating the binding relationship between a virtual camera and a controlled character, provided in an embodiment of the present invention.
[0019] Figure 6 A schematic diagram showing that the virtual camera, the controlled character, and the landing point are located on the same straight line, as provided in an embodiment of the present invention;
[0020] Figure 7 This is a schematic diagram showing the landing point marker and range marker provided in an embodiment of the present invention;
[0021] Figure 8 This is a schematic diagram illustrating the display format of the landing point marker provided in an embodiment of the present invention;
[0022] Figure 9 A schematic diagram illustrating the display format of the range identifier provided in an embodiment of the present invention;
[0023] Figure 10 A schematic diagram illustrating the location indicator and path indicator provided in an embodiment of the present invention;
[0024] Figure 11 A schematic diagram of an interactive control device for a game provided in an embodiment of the present invention;
[0025] Figure 12 This is a schematic diagram of an electronic device provided in an embodiment of the present invention. Detailed Implementation
[0026] To make the objectives, technical solutions, and advantages of the embodiments of the present invention clearer, the technical solutions of the present invention will be clearly and completely described below with reference to the accompanying drawings. Obviously, the described embodiments are only some embodiments of the present invention, not all embodiments. Based on the embodiments of the present invention, all other embodiments obtained by those skilled in the art without creative effort are within the scope of protection of the present invention.
[0027] Considering that the landing point marker displayed on the ground during flight may differ significantly from the actual landing location of the controlled character, this invention provides a game interaction control method, device, and electronic device that can be applied to game systems, game scene experiences, and exploration systems.
[0028] In one embodiment of this disclosure, the game interaction control method can run on a local terminal device or a server. When the game interaction control method runs on a server, the method can be implemented and executed based on a cloud interaction system, wherein the cloud interaction system includes a server and client devices.
[0029] 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 the game's interactive control methods are completed on the cloud gaming server. The client device is used for receiving and sending data and presenting the game screen. For example, the client device can be a display device with data transmission capabilities located close to the user, such as a mobile terminal, television, computer, or PDA; however, the information processing is performed by the cloud gaming server in the cloud. When playing the game, the player operates the client device to send operation commands to the cloud gaming server. The cloud gaming server runs the game according to the operation commands, encodes and compresses the game screen and other data, returns it to the client device via the network, and finally, the client device decodes and outputs the game screen.
[0030] 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.
[0031] In one possible implementation, this invention provides an interactive control method for a game, which provides a graphical user interface through a terminal device. The terminal device can be either the aforementioned local terminal device or a client device in the aforementioned cloud interactive system.
[0032] The graphical user interface (GUI) displays the game scene; the game scene includes a controllable character; the controllable character is controlled via a terminal device; the game scene includes the controllable character and a virtual camera; the virtual camera captures images of the game scene, which are then displayed on the GUI. The terminal device can control the controllable character to walk, fly, and release items within the game scene.
[0033] The virtual camera is associated with the controlled character and moves with the character. It can capture game scenes from either a first-person or third-person perspective, and the captured images are displayed in the graphical user interface. The virtual camera's orientation can also be adjusted via the terminal device; when the camera's position remains constant but its orientation changes, the scene image also changes accordingly.
[0034] like Figure 1 As shown, the interactive control method of this game includes the following steps:
[0035] Step S102: In response to the flight trigger command, control the controlled character to fly in the game scene;
[0036] The flight trigger command can be activated via touch controls, shortcut keys, gamepad buttons, or other methods provided by the terminal device. This command controls the flight of the controlled character; for example, when generating the flight trigger command, the controlled character may be located on the ground, near a launch item, on a flying vehicle, or on a cliff model within the game scene. Taking a launch item as an example, generating the flight trigger command controls the launch item to launch the controlled character into the air within the game scene, thus controlling the character's flight. When the controlled character is on a flying vehicle, generating the flight trigger command controls the character to jump off the flying vehicle, thus controlling the character's flight.
[0037] Step S104: Obtain the vertical projection position of the controlled character on the ground of the game scene, and the flight state of the controlled character; wherein, the flight state includes: flight altitude and / or flight direction;
[0038] During flight, the vertical projection position of the controlled character is the projection of the controlled character's current flight position onto the field surface. Since the controlled character is still flying, its current flight position will change, and the vertical projection position will also change accordingly. Therefore, this vertical projection position is not the controlled character's final landing position.
[0039] The aforementioned flight status may include only flight altitude, only flight direction, or both flight altitude and flight direction.
[0040] Step S106: Based on the vertical projection position and flight state, determine the landing point position on the scene ground of the game scene; wherein, the landing point position includes: the position where the controlled character lands on the scene ground;
[0041] In this embodiment, when determining the landing position of the controlled character, it is necessary to refer not only to the vertical projection position, but also to consider the flight state of the controlled character, so as to further determine the landing position based on the flight state on the basis of the vertical projection position.
[0042] For example, when the flight status includes flight altitude, the remaining flight time of the controlled character can be determined based on the flight altitude, and then the flight distance of the controlled character can be determined. The position with that flight distance from the vertical projection position is the landing position. If the flight status does not include flight direction, there may be multiple landing positions, which are located in different directions from the vertical projection position. For example, the landing positions form a ring with the vertical projection position as the circle.
[0043] For example, when the flight status includes the flight direction, the landing point can be determined along that flight direction; if the flight status also includes the flight altitude, the flight distance can be determined based on the flight altitude, and then the specific landing point can be obtained by moving that flight distance along the flight direction from the vertical projection position; if the flight status does not include the flight altitude, a range of flight distances can be preset, such as 50-100 meters. In this case, there may be multiple landing points, all of which are located along the flight direction, and the distances between different landing points and the vertical projection position are different.
[0044] In addition, when the flight status includes flight direction and flight altitude, the flight distance is determined based on the flight altitude of the controlled character; starting from the vertical projection position, the length of the flight distance offset along the flight direction is used to obtain the landing position where the controlled character stops flying.
[0045] The distance between the controlled character and the vertical projection position is the flight altitude. It can be understood that the higher the flight altitude, the greater the distance between the vertical projection position and the landing point marker. The flight direction determines the relative direction of the landing point position with respect to the vertical projection position. For example, if the flight direction is west, the landing point position is located to the west of the vertical projection position.
[0046] Step S108: Display a landing point marker on the ground of the game scene; wherein the landing point marker is used to indicate the landing point location.
[0047] The landing point marker can be text, symbol, image, or other identifiers. It can be displayed at the landing point location or at a designated location around it; for example, it can be a dot displayed at the landing point location; or an arrow displayed to the left of the landing point location with the arrow pointing towards it; or a ring with the center of the ring indicating the landing point location.
[0048] When the landing point is within the scene screen, the landing point marker is displayed on the scene screen, thereby indicating the location of the controlled character when landing on the scene ground.
[0049] The interactive control method of the aforementioned game provides a graphical user interface through a terminal device; the graphical user interface displays the scene screen of the game scene; the game scene includes a controlled character; the controlled character is controlled through the terminal device; in response to a flight trigger command, the controlled character is controlled to fly in the game scene; the vertical projection position of the controlled character on the scene ground of the game scene, and the flight state of the controlled character are obtained; wherein, the flight state includes: flight altitude and / or flight direction; based on the vertical projection position and flight state, the landing position is determined on the scene ground of the game scene; wherein, the landing position includes: the position where the controlled character lands on the scene ground; a landing point marker is displayed on the scene ground of the game scene; wherein, the landing point marker is used to indicate the landing position.
[0050] In the above method, when the controlled character is in flight, the landing position is determined based on the vertical landing position and the flight state of the controlled character, and then the landing position is indicated by the landing position marker. Since the flight state of the controlled character is taken into account, the landing position indicated by the landing position marker deviates little from the actual landing position of the controlled character, thus improving the accuracy of the landing position indicated by the landing position marker.
[0051] In one implementation, the aforementioned flight state includes: flight altitude and flight direction; determining the offset distance based on the flight altitude of the controlled character; and obtaining the landing position by offsetting the length of the offset distance along the flight direction from the vertical projection position on the ground of the game scene.
[0052] like Figure 2 As shown, the vertical projection position is the projection position of the controlled character's current position. Since the controlled character is still flying, the current position of the controlled character will change, and the vertical projection position will also change accordingly. Therefore, the vertical projection position is not the landing position of the controlled character.
[0053] The distance between the controlled character and the vertical projection position is the flight height. It can be understood that the higher the flight height, the greater the offset distance between the vertical projection position and the landing position. The correspondence between flight height and offset distance can be preset, and the offset distance corresponding to the aforementioned flight height can be obtained from the correspondence.
[0054] The flight direction determines the relative direction of the landing point with respect to the vertical projection position. For example, if the flight direction is west, the landing point is located to the west of the vertical projection position.
[0055] In the above method, parameters such as flight direction and flight altitude can be used to determine the landing point where the controlled character stops flying, which improves the accuracy of the landing point indication and enhances the player's flight control experience and landing experience.
[0056] In another implementation, the aforementioned flight state includes: flight altitude and flight direction; in response to the controlled character flying to a preset first flight altitude, a first landing point position is determined on the ground of the game scene based on the first flight altitude, the first vertical projection position corresponding to the first flight altitude, and the first flight direction; in response to the controlled character flying to a preset second flight altitude, a second flight direction corresponding to the second flight altitude is determined, and the first landing point position is controlled to move based on the second flight direction; wherein, the second flight altitude is lower than the first flight altitude; when the first landing point position moves, the landing point marker moves with the first landing point position.
[0057] Because the vertical projection position and flight state of the controlled character change constantly during flight, the landing point may also change. Therefore, in the above method, when the controlled character reaches the first flight altitude, the first landing point is determined on the game scene ground based on the first flight altitude, the corresponding first vertical projection position, and the first flight direction, as described in the aforementioned embodiment.
[0058] Specifically, the first offset distance is determined based on the first flight altitude; on the ground of the game scene, starting from the first vertical projection position, the length of the first offset distance is offset along the first flight direction to obtain the aforementioned first landing position.
[0059] The controlled character gradually descends from the first flight altitude. When it reaches the second flight altitude, it adjusts the first landing point position according to the second flight direction corresponding to the second flight altitude. Specifically, it obtains the second vertical projection position corresponding to the second flight altitude and controls the adjustment of the first landing point position to the second flight direction relative to the second vertical projection position, or the opposite direction of the second flight direction, or the direction at a specified angle to the second flight direction, such as 90 degrees.
[0060] In one example, the first flight altitude is 100 meters. At 100 meters, the first landing point position is determined and the landing point marker is displayed. The second flight altitude is 70 meters. At 70 meters, the first landing point position is adjusted according to the second flight direction of the controlled character at 70 meters, so that the adjusted first landing point position is located in the second flight direction of the second vertical projection position at 70 meters.
[0061] As the first landing point moves, the landing point marker moves along with it, allowing the marker to accurately indicate the location of the first landing point on the ground.
[0062] In the above method, after the landing position is determined at the first flight altitude, the landing position is adjusted according to the flight direction at the second flight altitude as the controlled character continues to fly, thereby further improving the accuracy of the landing position.
[0063] Furthermore, in response to the controlled character flying to a preset third flight height, based on the third flight height, the third vertical projection position corresponding to the third flight height, and the third flight direction, a second landing point position is determined on the ground of the game scene; wherein, the third flight height is lower than the second flight height; and the first landing point position is controlled to move to the second landing point position.
[0064] The method for determining the second landing point at the third flight altitude is the same as the method for determining the first landing point at the first flight altitude. Specifically, a third offset distance is determined based on the third flight altitude; on the ground of the game scene, starting from the third vertical projection position, the length of the third offset distance along the aforementioned third flight direction is used to obtain the aforementioned second landing point position.
[0065] The third flight altitude is lower than the aforementioned second flight altitude, and also lower than the aforementioned first flight altitude. Therefore, the second landing point determined based on the vertical projection position and flight direction corresponding to the third flight altitude is closer to the actual landing position of the controlled character than the aforementioned first landing point position. To further improve the accuracy of the landing point position, it is necessary to control the first landing point position to move to the second landing point position.
[0066] Since the first landing point has already started moving at the second flight altitude, when descending to the third flight altitude, the first landing point continues to move until it reaches the second landing point. This method allows the first landing point to move smoothly to a more accurate second landing point, ensuring the accuracy of the landing point while improving the display effect of the landing point marker.
[0067] exist Figure 3In the example, it is assumed that the first, second, and third flight directions are the same, meaning the controlled character does not change its flight direction during flight. When the controlled character is at the first flight altitude, the first landing point is determined based on this first flight altitude and the first vertical projection position. This first landing point is farther than the actual landing point of the controlled character.
[0068] When the controlled character descends to the second flight altitude, the first landing point begins to move, specifically in the opposite direction of the second flight direction, thereby gradually reducing the distance between the first landing point and the controlled character. When the controlled character descends to the third flight altitude, the second landing point is determined based on the third flight direction and the third vertical projection position. This second landing point is more accurate than the first landing point. After moving the first landing point to the second landing point, the landing marker is also located at the second landing point, thus more accurately indicating the landing location of the controlled character.
[0069] exist Figure 4 In the graphical user interface shown, the scene captured by the virtual camera bound to the controlled character shows the character flying in the air. The scene displays the ground, with landing point markers on it. As the controlled character flies to the aforementioned third flight direction, it gets closer to the ground. The landing point markers indicate the first landing point position. As the first landing point position gradually moves towards the second landing point position, the landing point markers also gradually move towards the second landing point position. The scene displays the effect of the landing point markers gradually moving as the controlled character flies.
[0070] In one implementation, in response to the controlled character flying to a preset second flight height, the falling speed of the controlled character in the vertical direction is obtained; based on the falling speed, the position movement speed is determined, and the position of the first landing point is controlled to move according to the position movement speed based on the second flight direction.
[0071] The descent speed affects the movement speed at the first landing point. During flight, the controlled character's vertical descent speed can be constant or variable, for example, increasing gradually. Based on the controlled character's descent speed at the second flight altitude, the position movement speed is determined; generally, the greater the descent speed, the greater the position movement speed. A pre-defined correspondence between descent speed and position movement speed can be established, allowing the lookup of the corresponding position movement speed based on this correspondence.
[0072] Then, control the first landing point to move at a constant speed according to the position moving speed, or control the first landing point to move from slow to fast, and the average speed of the moving speed is the position moving speed.
[0073] Furthermore, in response to the controlled character flying to a preset second flight altitude, a second flight direction corresponding to the second flight altitude is determined, and the position of the first landing point is controlled to move in the opposite direction of the second flight direction.
[0074] Since the aforementioned first landing point is determined when the controlled character is at a relatively high first flight altitude, this first landing point is far from the controlled character and deviates significantly from the controlled character's actual landing point. Therefore, when the controlled character is at a second flight altitude, the first landing point is controlled to move in the opposite direction of the second reverse direction, reducing the distance between the first landing point and the controlled character, decreasing the deviation between the first landing point and the controlled character's actual landing point, thereby improving the accuracy of the landing point marking.
[0075] In one implementation, the controlled character is bound to a virtual camera; the virtual camera captures the game scene to obtain a scene image; the controlled character and the virtual camera have a preset binding distance; based on the landing point position and the controlled character, the relative direction of the virtual camera relative to the controlled character, as well as the camera orientation, are determined; based on the binding distance and the relative direction, the camera position of the virtual camera is determined; the virtual camera is controlled to capture the game scene at the camera position and according to the camera orientation.
[0076] refer to Figure 5 The binding distance between the virtual camera and the controlled character is relatively fixed, and the virtual camera can move around the controlled character. The virtual camera faces the controlled character, and the camera's orientation can also be adjusted based on the player's orientation adjustment commands.
[0077] After determining the landing location using the methods described in the foregoing embodiments, such as the first landing location, this landing location affects the camera position of the virtual camera. Specifically, the landing location and the position of the controlled character can be connected by a straight line, and the relative direction of the virtual camera relative to the controlled character is determined based on the extension direction of this line; for example, the extension direction of this line is the relative direction of the virtual camera relative to the controlled character, or the relative direction of the virtual camera relative to the controlled character forms a specified angle with the extension direction of this line, such as 30 degrees.
[0078] Similarly, the camera orientation is determined based on the direction in which the line extends; for example, the direction in which the line extends is the camera orientation, or the camera orientation is at a specified angle to the direction in which the line extends, such as 20 degrees.
[0079] Since the binding distance is a fixed distance, once the relative direction of the virtual camera to the controlled character is determined, the camera position of the virtual camera can be determined. After the virtual camera moves to that position, it will shoot the game scene according to the camera orientation determined above.
[0080] exist Figure 6In the example, the virtual camera, the controlled character, and the landing point are on the same straight line, and the camera is oriented relative to the landing point. That is, the virtual camera and the controlled character maintain the aforementioned binding distance, and the virtual camera, the controlled character, and the landing point are on the same straight line; the virtual camera is always oriented towards the controlled character and the landing point, and the controlled character and the landing point have the same orientation for the virtual camera.
[0081] like Figure 6 In the process, the controlled character's position changes continuously during flight. When the landing point remains unchanged, the position and orientation of the virtual camera need to be adjusted based on the controlled character's position so that the virtual camera, the controlled character, and the landing point are on the same straight line. The camera orientation is the direction of the landing point relative to the virtual camera.
[0082] When the landing point changes, such as the first landing point gradually changing to the second landing point, the position and orientation of the virtual camera need to be adjusted based on the position of the controlled character and the real-time position of the first landing point, so that the virtual camera, the controlled character and the landing point are kept on the same straight line, and the camera orientation is the direction of the landing point relative to the virtual camera.
[0083] In the above method, the camera position and orientation of the virtual camera are determined based on the controlled character and the landing position. This allows the landing point marker corresponding to the landing position to be located in a relatively central area of the scene captured by the virtual camera. This makes it easier for players to notice the location of the landing point marker, improves the position indication effect of the landing point marker, and helps guide players to make subsequent flight operation decisions, such as adjusting flight direction and flight speed.
[0084] In one implementation, the aforementioned flight state includes: flight altitude and flight direction; determining the directional range of the controlled character based on the flight direction and a preset directional adjustment threshold; determining the landing point range on the game scene ground based on the flight altitude, directional range, and landing point position; wherein, the landing point range includes: the landing point position when the controlled character flies along any alternative direction within the directional range.
[0085] The aforementioned landing location is determined based on the current flight direction of the controlled character. For example, at the first flight altitude, the flight direction of the controlled character is the first flight direction, and the first landing location is determined based on this first flight direction. However, during the flight of the controlled character, the player can adjust the flight direction of the controlled character through the direction adjustment command.
[0086] The aforementioned direction adjustment threshold can be an angle range. For example, with the flight direction of the controlled character as the center direction, the direction adjustment threshold includes 90 degrees to the left and 90 degrees to the right of the center direction. The flight direction of the controlled character and this direction threshold can determine the direction range of the controlled character; for example, if the flight direction is east, the direction range is from north to south centered on east.
[0087] Within the aforementioned directional range, different alternative directions can determine different landing locations. The landing locations corresponding to these different alternative directions constitute the aforementioned landing location range. This landing location range includes the landing location corresponding to the flight direction of the controlled character, as well as the landing location of the alternative directions that the player may adjust to.
[0088] Furthermore, range markers are displayed on the ground of the game scene; these range markers are used to indicate the range of the landing point.
[0089] The range marker can be text, symbol, image, or other identifiers. The range marker can be displayed on the landing point range or at a specified location around the landing point range; for example, the range marker can be a circle displayed on the landing point range or at the edge of the landing point range; another example is an arrow marker, displayed on the left side of the landing point range with the arrow pointing towards the landing point range.
[0090] When the landing point is within the scene screen, a range indicator is displayed on the scene screen to indicate the range where the controlled character will land on the scene ground.
[0091] In the above method, the range indicator indicates the possible landing range after the player adjusts the direction, thereby guiding the player to make flight decisions, such as adjusting the flight direction and flight speed, so that the controlled character lands in the scene position desired by the player.
[0092] In one approach, such as Figure 7 The aforementioned landing point marker is located at the center of the range marker. Since the aforementioned flight direction is the central direction of the range, the landing point corresponding to the flight direction is located at the center of the landing point range; therefore, the landing point marker is located at the center of the range marker; (Refer to...) Figure 7 In (a), the range is marked by a circle, and the landing point is located at the center of the circle.
[0093] Furthermore, in response to the controlled character's flight altitude decreasing, the control landing point range shrinks; wherein, when the landing point range shrinks, the range indicator shrinks accordingly; in response to the controlled character flying to the fourth flight altitude, the control landing point range shrinks to the landing point position; wherein, when the landing point range shrinks to the landing point position, the range indicator shrinks to coincide with the landing point indicator.
[0094] When the flight altitude is high, even a slight change in the flight direction will result in a significant change in the landing location. Therefore, the landing range is larger when the flight altitude is high and smaller when the flight altitude is low. In order to accurately indicate the possible landing range of the controlled character, the landing range gradually shrinks as the flight altitude decreases, and the range indicator indicating the landing range also shrinks accordingly.
[0095] like Figure 7 In the diagram, the landing point marker is located at the landing point location, and the range marker is located within the landing point range. In (a), the range marker is larger, indicating that the controlled character's flight altitude is higher, and the corresponding landing point range is larger. In (b), the range marker is smaller than that in (a), indicating that the controlled character's flight altitude is lower than that in (a), and the corresponding landing point range is smaller. In (c), the range marker is shrunk to the same size as the landing point marker, indicating that the controlled character's flight altitude has dropped to the fourth flight altitude or is lower than the fourth flight altitude.
[0096] In one implementation, the positional relationship between the landing point and an illegal area in the game scene is detected to obtain a first detection result; wherein, the illegal area is pre-set in the game scene, and the illegal area is configured such that if the controlled character lands in the illegal area, the controlled character's flight fails; based on the first detection result, the landing point display status of the landing point marker is determined; and the landing point marker is displayed on the ground of the game scene according to the landing point display status.
[0097] The illegal area can be understood as an area where the controlled character is not allowed to fly or land; the illegal area can be a water area, a building area, or an enemy-occupied area of the controlled character in the game scene; illegal areas can be pre-defined in the game scene; when the controlled character flies and lands in an illegal area, the controlled character's flight fails, and the controlled character can be controlled to return to the initial position when the flight trigger command was generated. The player can then re-trigger the flight trigger command and control the controlled character to fly again.
[0098] The aforementioned landing location is the predicted landing location based on the current flight position of the controlled character. The aforementioned first detection result may include either the landing location being located in an illegal area or the landing location not being located in an illegal area.
[0099] To improve players' flight success rate and facilitate adjustments to the landing point before the controlled character lands, a landing point display status indicates whether the controlled character might land in an illegal area. This landing point display status can include the color, brightness, transparency, flashing status, and edge thickening status of the landing point indicator.
[0100] Specifically, if the first detection result indicates that the landing point is located in an illegal area, the landing point display status is determined to be the first display status; if the first detection result indicates that the landing point is located outside the illegal area, the landing point display status is determined to be the second display status; wherein, the first display status and the second display status are different display statuses.
[0101] When the landing point is in an illegal area, it means that the landing point is very dangerous and the controlled character has a high probability of landing in the illegal area. The initial display state may be red, or a display state with low transparency, etc.
[0102] When the landing point is outside the illegal area, it means that the landing point is less dangerous or not dangerous, and the probability of the controlled character landing in the illegal area is low. The second display state can be green, a display state with high transparency, etc.
[0103] The first display state and the second display state are different display states. By displaying the landing point marker using either the first or second display state, players can adjust the flight direction of the controlled character, thereby adjusting the landing point, guided by the display state.
[0104] Figure 8 In the examples, (a) has a white-filled landing point marker as an example of the first display state, and (b) has a gray-filled landing point marker as an example of the second display state.
[0105] Different shades of gray represent different display states to alert players to the danger of their current landing location, facilitating subsequent decisions and actions, and improving the convenience of flight operations and the success rate of flight.
[0106] Furthermore, the positional relationship between the landing point range and the illegal area in the game scene is detected to obtain a second detection result; wherein, the illegal area is pre-set in the game scene, and the illegal area is configured such that if the controlled character lands in the illegal area, the controlled character's flight fails; based on the second detection result, the display status of the range indicator of the landing point range is determined; on the scene ground of the game scene, the range indicator is displayed according to the range indicator display status.
[0107] The aforementioned landing range is the landing range predicted based on the current flight position of the controlled character. The aforementioned second detection result may include: the landing range does not overlap with the illegal area, the landing range is adjacent to the illegal area, or the landing range overlaps or partially overlaps with the illegal area.
[0108] When the landing area overlaps with an illegal zone, the second detection result can also include the proportion of the sub-area within the landing area that belongs to the illegal zone. To improve the player's flight success rate and facilitate adjustment of the landing area before the controlled character lands, a range indicator is used to display the status of whether the controlled character is likely to land in an illegal zone. This display status can include the color, brightness, transparency, flashing status, and edge thickening status of the landing area.
[0109] Specifically, if the second detection result indicates that the landing point range does not include any scene location in the illegal area, the range identifier of the landing point range is displayed in the third display state; if the landing point range does not include any scene location in the illegal area, it can be understood that all locations within the landing point range belong to the legal area. In this case, the identifier is displayed in the third display state, such as a green or highly transparent display state.
[0110] If the second detection result indicates that the landing point range includes at least a portion of the scene locations in the illegal area, and the proportion of scene locations in the illegal area within the landing point range is lower than the first threshold, the range identifier display status of the landing point range is determined to be the fourth display status. The first threshold can be preset, for example, 50%. When the proportion of scene locations in the illegal area within the landing point range is lower than the first threshold, it indicates that the landing point range is somewhat dangerous, and the controlled character has a low probability of landing in the illegal area. At this time, the identifier display status is the fourth display status, such as a yellow or medium transparency display status.
[0111] If the second detection result indicates that the landing point range includes at least part of the scene location in the illegal area, and the proportion of the scene location in the illegal area within the landing point range is higher than or equal to the first threshold, the range identifier display status is determined to be the fifth display status; when the proportion of the scene location in the illegal area within the landing point range is higher than or equal to the first threshold, it indicates that the landing point range is very dangerous, and the controlled character has a high probability of landing in the illegal area. At this time, the identifier display status is the fifth display status, such as a red display status with low transparency.
[0112] The third, fourth, and fifth display states are different display states. When the range is marked as the fourth or fifth display state, the player can adjust the flight direction of the controlled character, thereby adjusting the landing point range, guided by the display state.
[0113] Figure 9 In the examples, (a) is an example of the third display state, (b) is an example of the fourth display state, and (c) is an example of the fifth display state. Additionally, in Figure 9 In the display status of the landing point indicator, the landing point location is indicated whether it is located in an illegal area, and the range indicator indicates the positional relationship between the landing point range and the illegal area.
[0114] By displaying different states of the landing point marker and the range marker, the player is alerted to the danger of the current landing location and range, so as to facilitate the player's subsequent decision-making and operation, thereby improving the convenience of flight operation and the success rate of flight.
[0115] In one implementation, in response to a flight trigger command, the controlled character is controlled to ascend and fly, and the flight speed of the controlled character is controlled to gradually increase from a preset initial speed; in response to the flight speed reaching a preset maximum speed, the controlled character is controlled to fly at a constant speed according to the preset maximum speed; in response to the controlled character reaching a preset first flight altitude, the controlled character is controlled to maintain the first flight altitude for a preset duration, and the controlled character is controlled to begin descending.
[0116] The preset initial speed can be 0 or any other speed value. In actual flight experience, the initial flight speed is zero or a relatively low speed value, and then the flight speed gradually increases as the flight progresses. When the preset maximum speed is reached, the controlled character begins to fly at a constant speed. This preset maximum speed can be set in advance, for example, 100 meters per second.
[0117] In the above method, the controlled character's flight speed is gradually reduced to the preset maximum speed, which can more realistically simulate the real flight process and make the player's flight experience more realistic.
[0118] The aforementioned first flight altitude is higher than the previously mentioned second and third flight altitudes, representing a higher scene altitude within the game environment. In one embodiment, the first flight altitude is the maximum altitude of the controlled character; once the controlled character reaches the first flight altitude, the controlled character begins its descent.
[0119] The maximum height can be a fixed value, or it can be determined based on the controlled character's orientation and launch force at the start of flight. The preset duration can be 2 seconds, 5 seconds, etc. Within this preset duration, the controlled character's flight altitude remains unchanged at the first flight altitude, and the controlled character can move on the horizontal plane corresponding to the first flight altitude.
[0120] By controlling the controlled character to maintain the first flight altitude for a preset time, the sense of hovering during flight can be increased, enhancing the player's flight experience.
[0121] Furthermore, in response to the aiming command, a position indicator is displayed on the ground of the game scene; in response to the flight trigger command, the controlled character is controlled to fly towards the scene position indicated by the position indicator.
[0122] This aiming command can be triggered by the aiming control. For example, by long-pressing and sliding the aiming control, the position of the aforementioned position indicator on the scene ground can be adjusted. The scene position where the position indicator is located is the scene position being aimed at. Alternatively, by clicking the aiming control, aiming mode can be entered. In aiming mode, the position of the aforementioned position indicator on the scene ground can be adjusted by changing the position of the mouse hovering over it.
[0123] When a flight trigger command is generated, the controlled character flies towards the scene location currently indicated by the position indicator. If the controlled character's flight direction is not adjusted during flight, the scene location indicated by the position indicator is the scene location where the controlled character stopped flying, i.e., the landing location. This flight trigger command can also be generated using the aforementioned aiming control. For example, the aiming command can be generated by long-pressing and sliding the aiming control, and then the flight trigger command can be generated by releasing the aiming control.
[0124] Furthermore, in response to the aiming command, a path marker is displayed in the game scene; wherein, the path marker indicates the flight path of the controlled character, and the endpoint of the path marker is located at the position indicator marker. Figure 10 A path marker is shown, the starting point of which is located at the launch item or the controlled character, and the path marker indicates that the controlled character's flight path is parabolic.
[0125] Another method is to stop the controlled character from flying when it lands on the ground; to determine if the controlled character has successfully flown when it is located in a pre-defined legal area of the game scene; and to determine if the controlled character has failed to fly when it is located in a pre-defined illegal area of the game scene, and to control the controlled character to return to the position where the flight trigger command was generated.
[0126] When the controlled character lands on the game scene's ground, the success of the flight is determined based on the character's location. If the controlled character is in a legal area, the flight is successful, and the character resumes walking and running upon reaching the ground. If the controlled character is in an illegal area, the flight fails, and the character returns to its previous position, such as the location of the aforementioned launch item.
[0127] For the corresponding method embodiments described above, see [link to relevant documentation]. Figure 11 The illustrated game interactive control device provides a graphical user interface (GUI) via a terminal device; the GUI displays a game scene; the game scene includes a controlled character; the controlled character is controlled via the terminal device; the device includes:
[0128] Flight control module 110 is used to control the controlled character to fly in the game scene in response to flight trigger commands;
[0129] The acquisition module 112 is used to acquire the vertical projection position of the controlled character on the ground of the game scene, as well as the flight state of the controlled character; wherein, the flight state includes: flight altitude and / or flight direction;
[0130] The position determination module 114 is used to determine the landing point on the ground of the game scene based on the vertical projection position and flight status; wherein, the landing point includes: the position where the controlled character lands on the scene ground;
[0131] The marking display module 116 is used to display landing point markings on the ground of the game scene; wherein, the landing point markings are used to indicate the landing point location.
[0132] The interactive control device for the aforementioned game provides a graphical user interface (GUI) via a terminal device. The GUI displays a scene of the game; the game scene includes a controlled character; the controlled character is controlled via the terminal device; in response to a flight trigger command, the controlled character is controlled to fly within the game scene; the vertical projection position of the controlled character on the game scene's ground, and the flight state of the controlled character are obtained; wherein the flight state includes: flight altitude and / or flight direction; based on the vertical projection position and flight state, a landing point is determined on the game scene's ground; wherein the landing point includes: the location where the controlled character lands on the scene's ground; a landing point marker is displayed on the game scene's ground; wherein the landing point marker is used to indicate the landing point location.
[0133] In the above method, when the controlled character is in flight, the landing position is determined based on the vertical landing position and the flight state of the controlled character, and then the landing position is indicated by the landing position marker. Since the flight state of the controlled character is taken into account, the landing position indicated by the landing position marker deviates little from the actual landing position of the controlled character, thus improving the accuracy of the landing position indicated by the landing position marker.
[0134] The aforementioned flight status includes: flight altitude and flight direction; the aforementioned position determination module is used to: determine the offset distance based on the flight altitude of the controlled character; and on the ground of the game scene, starting from the vertical projection position, offset along the flight direction by the length of the offset distance to obtain the landing position.
[0135] The aforementioned flight states include: flight altitude and flight direction; the aforementioned position determination module is used to: in response to the controlled character flying to a preset first flight altitude, determine a first landing point position on the scene ground of the game scene based on the first flight altitude, the first vertical projection position corresponding to the first flight altitude, and the first flight direction; in response to the controlled character flying to a preset second flight altitude, determine a second flight direction corresponding to the second flight altitude, and control the first landing point position to move based on the second flight direction; wherein, the second flight altitude is lower than the first flight altitude; when the first landing point position moves, the landing point marker moves with the first landing point position.
[0136] The aforementioned device also includes a landing point control module, used to: in response to the controlled character flying to a preset third flight height, determine a second landing point position on the scene ground of the game scene based on the third flight height, the third vertical projection position corresponding to the third flight height, and the third flight direction; wherein the third flight height is lower than the second flight height; and control the first landing point position to move to the second landing point position.
[0137] The aforementioned landing point control module is used to: in response to the controlled character flying to a preset second flight height, obtain the vertical descent speed of the controlled character; determine the position movement speed based on the descent speed, and control the first landing point position to move according to the position movement speed based on the second flight direction.
[0138] The aforementioned landing point control module is used to: respond to the controlled character flying to a preset second flight altitude, determine the second flight direction corresponding to the second flight altitude, and control the first landing point position to move in the opposite direction of the second flight direction.
[0139] The controlled character is bound to a virtual camera; the virtual camera captures the game scene to obtain scene images; the controlled character and the virtual camera have a preset binding distance; the device also includes a camera control module, used to: determine the relative direction of the virtual camera relative to the controlled character and the camera orientation based on the landing point position and the controlled character; determine the camera position of the virtual camera based on the binding distance and the relative direction; control the virtual camera to capture the game scene at the camera position and according to the camera orientation.
[0140] The virtual camera, the controlled character, and the landing point are all on the same straight line, and the camera is oriented relative to the landing point.
[0141] The aforementioned flight states include: flight altitude and flight direction; the aforementioned device also includes a range determination module, used to: determine the directional range of the controlled character based on the flight direction and a preset directional adjustment threshold; and determine the landing point range on the scene ground of the game scene based on the flight altitude, directional range, and landing point position; wherein, the landing point range includes: the landing point position when the controlled character flies along any alternative direction within the directional range.
[0142] The aforementioned device also includes a range display module, used to: display range markers on the ground of the game scene; wherein the range markers are used to indicate the range of the landing point.
[0143] The above landing point marker is located at the center of the range marker.
[0144] The lower the flight altitude, the smaller the landing point range; the device also includes a range control module for: controlling the landing point range to shrink in response to the controlled character's flight altitude decreasing; wherein, when the landing point range shrinks, the range indicator shrinks accordingly; and controlling the landing point range to shrink to the landing point position in response to the controlled character flying to the fourth flight altitude; wherein, when the landing point range shrinks to the landing point position, the range indicator shrinks to coincide with the landing point indicator.
[0145] The aforementioned marker display module is used to: detect the positional relationship between the landing point and the illegal area in the game scene, and obtain a first detection result; wherein, the illegal area is pre-set in the game scene, and the illegal area is configured such that if the controlled character lands in the illegal area, the controlled character's flight fails; based on the first detection result, determine the landing point display status of the landing point marker; and display the landing point marker on the scene ground of the game scene according to the landing point display status.
[0146] The aforementioned identification display module is used to: if the first detection result indicates that the landing point is located in an illegal area, determine the landing point display state as a first display state; if the first detection result indicates that the landing point is located outside the illegal area, determine the landing point display state as a second display state; wherein, the first display state and the second display state are different display states.
[0147] The aforementioned identification display module is used to: detect the positional relationship between the landing point range and the illegal area in the game scene, and obtain a second detection result; wherein, the illegal area is pre-set in the game scene, and the illegal area is configured such that: if the controlled character lands in the illegal area, the controlled character's flight fails; based on the second detection result, determine the range identification display status of the landing point range; and display the range identification on the scene ground of the game scene according to the range identification display status.
[0148] The aforementioned identification display module is used to: determine the range identification display state of the landing point range as a third display state if the second detection result is that the landing point range does not contain any scene location in the illegal area; determine the range identification display state of the landing point range as a fourth display state if the second detection result is that the landing point range contains at least some scene locations in the illegal area, and the proportion of scene locations in the illegal area within the landing point range is lower than a first threshold; determine the range identification display state of the landing point range as a fifth display state if the second detection result is that the landing point range contains at least some scene locations in the illegal area, and the proportion of scene locations in the illegal area within the landing point range is higher than or equal to the first threshold; wherein the third, fourth, and fifth display states are different display states.
[0149] The aforementioned flight control module is used to: respond to a flight trigger command, control the controlled character to ascend and gradually increase its flight speed from a preset initial speed; respond to the flight speed reaching a preset maximum speed, control the controlled character to fly at a constant speed according to the preset maximum speed; respond to the controlled character reaching a preset first flight altitude, control the controlled character to maintain the first flight altitude for a preset duration, and control the controlled character to begin descending.
[0150] The aforementioned flight control module is used to: display a position indicator on the ground of the game scene in response to an aiming command; and control the controlled character to fly toward the scene position indicated by the position indicator in response to a flight trigger command.
[0151] The aforementioned device also includes a path display module for: displaying path markers in the game scene in response to aiming commands; wherein the path markers indicate the flight path of the controlled character, and the endpoint of the path markers is located at a position indicator marker.
[0152] The aforementioned device also includes a flight result determination module, used to: control the controlled character to stop flying in response to the controlled character landing on the scene ground; determine that the controlled character has successfully flown in response to the controlled character being located in a preset legal area in the game scene; and determine that the controlled character has failed to fly in response to the controlled character being located in a preset illegal area in the game scene, and control the controlled character to return to the position where the flight trigger command was generated.
[0153] This embodiment also provides an electronic device, including a processor and a memory. The memory stores computer-executable instructions that can be executed by the processor. The processor executes the computer-executable instructions to implement the interactive control method of the game described above. This electronic device can be a server or a terminal device.
[0154] See Figure 12As shown, the electronic device includes a processor 100 and a memory 101. The memory 101 stores computer-executable instructions that can be executed by the processor 100. The processor 100 executes the computer-executable instructions to implement the interactive control method of the game described above.
[0155] Furthermore, Figure 12 The electronic device shown also includes a bus 102 and a communication interface 103, with the processor 100, the communication interface 103 and the memory 101 connected via the bus 102.
[0156] The memory 101 may include high-speed random access memory (RAM) or 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, or metropolitan area network. 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 12 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.
[0157] Processor 100 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 100 or by instructions in software form. Processor 100 may be a general-purpose processor, including a Central Processing Unit (CPU), a Network Processor (NP), etc.; it may 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 invention. The general-purpose processor may be a microprocessor or any conventional processor. The steps of the methods disclosed in the embodiments of this invention 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 101, and the processor 100 reads the information from memory 101 and, in conjunction with its hardware, completes the steps of the method described in the foregoing embodiments.
[0158] The processor in the aforementioned electronic device, by executing computer-executable instructions, can perform the following operations in the interactive control method of the aforementioned game:
[0159] A game interaction control method provides a graphical user interface (GUI) via a terminal device; the GUI displays a game scene; the game scene includes a controlled character; the controlled character is controlled via the terminal device; in response to a flight trigger command, the controlled character is controlled to fly in the game scene; the vertical projection position of the controlled character on the game scene's ground, and the flight state of the controlled character are obtained; wherein the flight state includes: flight altitude and / or flight direction; based on the vertical projection position and flight state, a landing point is determined on the game scene's ground; wherein the landing point includes: the location where the controlled character lands on the scene ground; a landing point marker is displayed on the game scene's ground; wherein the landing point marker is used to indicate the landing point location.
[0160] Flight status includes: flight altitude and flight direction; the offset distance is determined based on the flight altitude of the controlled character; on the ground of the game scene, starting from the vertical projection position, the length of the offset distance along the flight direction is used to obtain the landing position.
[0161] The flight status includes: flight altitude and flight direction; in response to the controlled character flying to a preset first flight altitude, a first landing point position is determined on the ground of the game scene based on the first flight altitude, the first vertical projection position corresponding to the first flight altitude, and the first flight direction; in response to the controlled character flying to a preset second flight altitude, a second flight direction corresponding to the second flight altitude is determined, and the first landing point position is controlled to move based on the second flight direction; wherein, the second flight altitude is lower than the first flight altitude; when the first landing point position moves, the landing point marker moves with the first landing point position.
[0162] In response to the controlled character flying to a preset third flight height, a second landing point position is determined on the ground of the game scene based on the third flight height, the third vertical projection position corresponding to the third flight height, and the third flight direction; wherein the third flight height is lower than the second flight height; the first landing point position is controlled to move to the second landing point position.
[0163] In response to the controlled character flying to a preset second flight altitude, the vertical descent speed of the controlled character is obtained; based on the descent speed, the position movement speed is determined, and the first landing point position is controlled to move according to the position movement speed based on the second flight direction.
[0164] In response to the controlled character flying to a preset second flight altitude, a second flight direction corresponding to the second flight altitude is determined, and the first landing point position is controlled to move in the opposite direction of the second flight direction.
[0165] The controlled character is bound to a virtual camera; the virtual camera captures the game scene to obtain scene images; the controlled character and the virtual camera have a preset binding distance; based on the landing point position and the controlled character, the relative direction of the virtual camera relative to the controlled character, as well as the camera orientation, are determined; based on the binding distance and relative direction, the camera position of the virtual camera is determined; the virtual camera is controlled to capture the game scene according to the camera orientation at the camera position.
[0166] The virtual camera, the controlled character, and the landing point are on the same straight line, and the camera is oriented relative to the landing point.
[0167] Flight status includes: flight altitude and flight direction; based on the flight direction and a preset direction adjustment threshold, the directional range of the controlled character is determined; based on the flight altitude, directional range, and landing point position, the landing point range is determined on the ground of the game scene; wherein, the landing point range includes: the landing point position when the controlled character flies along any alternative direction within the directional range.
[0168] Range indicators are displayed on the ground of the game scene; these range indicators are used to indicate the range of the landing point.
[0169] The landing point marker is located in the center of the range marker.
[0170] The lower the flight altitude, the smaller the landing point range; in response to the controlled character's flight altitude decreasing, the control landing point range shrinks; when the landing point range shrinks, the range indicator shrinks accordingly; in response to the controlled character flying to the fourth flight altitude, the control landing point range shrinks to the landing point position; when the landing point range shrinks to the landing point position, the range indicator shrinks to coincide with the landing point indicator.
[0171] The system detects the relationship between the landing point and the illegal area in the game scene to obtain a first detection result. The illegal area is pre-set in the game scene and configured such that if the controlled character lands in the illegal area, the controlled character's flight fails. Based on the first detection result, the landing point display status of the landing point marker is determined. The landing point marker is displayed on the ground of the game scene according to the landing point display status.
[0172] If the first detection result indicates that the landing point is located in an illegal area, the landing point display status is determined to be the first display status; if the first detection result indicates that the landing point is located outside the illegal area, the landing point display status is determined to be the second display status; wherein, the first display status and the second display status are different display statuses.
[0173] The system detects the positional relationship between the landing point range and the illegal area in the game scene to obtain a second detection result. The illegal area is pre-set in the game scene and configured such that if the controlled character lands in the illegal area, the controlled character's flight fails. Based on the second detection result, the system determines the display status of the range indicator for the landing point range. The system displays the range indicator on the ground of the game scene according to the display status of the range indicator.
[0174] If the second detection result indicates that the landing point range does not contain any scene location within the illegal area, the range identifier display state of the landing point range is determined to be the third display state; if the second detection result indicates that the landing point range contains at least some scene locations within the illegal area, and the proportion of scene locations within the illegal area in the landing point range is lower than the first threshold, the range identifier display state of the landing point range is determined to be the fourth display state; if the second detection result indicates that the landing point range contains at least some scene locations within the illegal area, and the proportion of scene locations within the illegal area in the landing point range is higher than or equal to the first threshold, the range identifier display state of the landing point range is determined to be the fifth display state; wherein, the third, fourth, and fifth display states are different display states.
[0175] In response to a flight trigger command, control the controlled character to ascend and gradually increase its flight speed from a preset initial speed; in response to the flight speed reaching a preset maximum speed, control the controlled character to fly at a constant speed according to the preset maximum speed; in response to the controlled character reaching a preset first flight altitude, control the controlled character to maintain the first flight altitude for a preset duration, and then control the controlled character to begin descending.
[0176] In response to the aiming command, a location indicator is displayed on the ground of the game scene; in response to the flight trigger command, the controlled character is controlled to fly towards the scene location indicated by the location indicator.
[0177] In response to the aiming command, a path marker is displayed in the game scene; the path marker indicates the flight path of the controlled character, and the endpoint of the path marker is located at the position indicator.
[0178] In response to the controlled character landing on the ground, control the controlled character to stop flying; in response to the controlled character being located in a preset legal area in the game scene, determine that the controlled character has successfully flown; in response to the controlled character being located in a preset illegal area in the game scene, determine that the controlled character has failed to fly, and control the controlled character to return to the position where the flight trigger command was generated.
[0179] In the above method, when the controlled character is in flight, the landing position is determined based on the vertical landing position and the flight state of the controlled character, and then the landing position is indicated by the landing position marker. Since the flight state of the controlled character is taken into account, the landing position indicated by the landing position marker deviates little from the actual landing position of the controlled character, thus improving the accuracy of the landing position indicated by the landing position marker.
[0180] This embodiment also provides a computer-readable storage medium storing computer-executable instructions. When the computer-executable instructions are called and executed by a processor, the computer-executable instructions cause the processor to implement the interactive control method of the above-mentioned game.
[0181] The computer-executable instructions stored in the aforementioned computer-readable storage medium can, by executing the aforementioned computer-executable instructions, perform the following operations in the interactive control method of the game:
[0182] A game interaction control method provides a graphical user interface (GUI) via a terminal device; the GUI displays a game scene; the game scene includes a controlled character; the controlled character is controlled via the terminal device; in response to a flight trigger command, the controlled character is controlled to fly in the game scene; the vertical projection position of the controlled character on the game scene's ground, and the flight state of the controlled character are obtained; wherein the flight state includes: flight altitude and / or flight direction; based on the vertical projection position and flight state, a landing point is determined on the game scene's ground; wherein the landing point includes: the location where the controlled character lands on the scene ground; a landing point marker is displayed on the game scene's ground; wherein the landing point marker is used to indicate the landing point location.
[0183] Flight status includes: flight altitude and flight direction; the offset distance is determined based on the flight altitude of the controlled character; on the ground of the game scene, starting from the vertical projection position, the length of the offset distance along the flight direction is used to obtain the landing position.
[0184] The flight status includes: flight altitude and flight direction; in response to the controlled character flying to a preset first flight altitude, a first landing point position is determined on the ground of the game scene based on the first flight altitude, the first vertical projection position corresponding to the first flight altitude, and the first flight direction; in response to the controlled character flying to a preset second flight altitude, a second flight direction corresponding to the second flight altitude is determined, and the first landing point position is controlled to move based on the second flight direction; wherein, the second flight altitude is lower than the first flight altitude; when the first landing point position moves, the landing point marker moves with the first landing point position.
[0185] In response to the controlled character flying to a preset third flight height, a second landing point position is determined on the ground of the game scene based on the third flight height, the third vertical projection position corresponding to the third flight height, and the third flight direction; wherein the third flight height is lower than the second flight height; the first landing point position is controlled to move to the second landing point position.
[0186] In response to the controlled character flying to a preset second flight altitude, the vertical descent speed of the controlled character is obtained; based on the descent speed, the position movement speed is determined, and the first landing point position is controlled to move according to the position movement speed based on the second flight direction.
[0187] In response to the controlled character flying to a preset second flight altitude, a second flight direction corresponding to the second flight altitude is determined, and the first landing point position is controlled to move in the opposite direction of the second flight direction.
[0188] The controlled character is bound to a virtual camera; the virtual camera captures the game scene to obtain scene images; the controlled character and the virtual camera have a preset binding distance; based on the landing point position and the controlled character, the relative direction of the virtual camera relative to the controlled character, as well as the camera orientation, are determined; based on the binding distance and relative direction, the camera position of the virtual camera is determined; the virtual camera is controlled to capture the game scene according to the camera orientation at the camera position.
[0189] The virtual camera, the controlled character, and the landing point are on the same straight line, and the camera is oriented relative to the landing point.
[0190] Flight status includes: flight altitude and flight direction; based on the flight direction and a preset direction adjustment threshold, the directional range of the controlled character is determined; based on the flight altitude, directional range, and landing point position, the landing point range is determined on the ground of the game scene; wherein, the landing point range includes: the landing point position when the controlled character flies along any alternative direction within the directional range.
[0191] Range indicators are displayed on the ground of the game scene; these range indicators are used to indicate the range of the landing point.
[0192] The landing point marker is located in the center of the range marker.
[0193] The lower the flight altitude, the smaller the landing point range; in response to the controlled character's flight altitude decreasing, the control landing point range shrinks; when the landing point range shrinks, the range indicator shrinks accordingly; in response to the controlled character flying to the fourth flight altitude, the control landing point range shrinks to the landing point position; when the landing point range shrinks to the landing point position, the range indicator shrinks to coincide with the landing point indicator.
[0194] The system detects the relationship between the landing point and the illegal area in the game scene to obtain a first detection result. The illegal area is pre-set in the game scene and configured such that if the controlled character lands in the illegal area, the controlled character's flight fails. Based on the first detection result, the landing point display status of the landing point marker is determined. The landing point marker is displayed on the ground of the game scene according to the landing point display status.
[0195] If the first detection result indicates that the landing point is located in an illegal area, the landing point display status is determined to be the first display status; if the first detection result indicates that the landing point is located outside the illegal area, the landing point display status is determined to be the second display status; wherein, the first display status and the second display status are different display statuses.
[0196] The system detects the positional relationship between the landing point range and the illegal area in the game scene to obtain a second detection result. The illegal area is pre-set in the game scene and configured such that if the controlled character lands in the illegal area, the controlled character's flight fails. Based on the second detection result, the system determines the display status of the range indicator for the landing point range. The system displays the range indicator on the ground of the game scene according to the display status of the range indicator.
[0197] If the second detection result indicates that the landing point range does not contain any scene location within the illegal area, the range identifier display state of the landing point range is determined to be the third display state; if the second detection result indicates that the landing point range contains at least some scene locations within the illegal area, and the proportion of scene locations within the illegal area in the landing point range is lower than the first threshold, the range identifier display state of the landing point range is determined to be the fourth display state; if the second detection result indicates that the landing point range contains at least some scene locations within the illegal area, and the proportion of scene locations within the illegal area in the landing point range is higher than or equal to the first threshold, the range identifier display state of the landing point range is determined to be the fifth display state; wherein, the third, fourth, and fifth display states are different display states.
[0198] In response to a flight trigger command, control the controlled character to ascend and gradually increase its flight speed from a preset initial speed; in response to the flight speed reaching a preset maximum speed, control the controlled character to fly at a constant speed according to the preset maximum speed; in response to the controlled character reaching a preset first flight altitude, control the controlled character to maintain the first flight altitude for a preset duration, and then control the controlled character to begin descending.
[0199] In response to the aiming command, a location indicator is displayed on the ground of the game scene; in response to the flight trigger command, the controlled character is controlled to fly towards the scene location indicated by the location indicator.
[0200] In response to the aiming command, a path marker is displayed in the game scene; the path marker indicates the flight path of the controlled character, and the endpoint of the path marker is located at the position indicator.
[0201] In response to the controlled character landing on the ground, control the controlled character to stop flying; in response to the controlled character being located in a preset legal area in the game scene, determine that the controlled character has successfully flown; in response to the controlled character being located in a preset illegal area in the game scene, determine that the controlled character has failed to fly, and control the controlled character to return to the position where the flight trigger command was generated.
[0202] In the above method, when the controlled character is in flight, the landing position is determined based on the vertical landing position and the flight state of the controlled character, and then the landing position is indicated by the landing position marker. Since the flight state of the controlled character is taken into account, the landing position indicated by the landing position marker deviates little from the actual landing position of the controlled character, thus improving the accuracy of the landing position indicated by the landing position marker.
[0203] The computer program products of the game interaction control method, device and electronic device provided in the embodiments of the present invention include a computer-readable storage medium storing program code. The instructions included in the program code can be used to execute the methods described in the preceding method embodiments. For specific implementation, please refer to the method embodiments, which will not be repeated here.
[0204] 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.
[0205] Furthermore, in the description of the embodiments of the present invention, unless otherwise explicitly 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 the present invention based on the specific circumstances.
[0206] 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 the present invention, 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 the present invention. 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.
[0207] In the description of this invention, 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. They are used only for the convenience of describing the invention and for 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. Therefore, they should not be construed as limitations on the invention. Furthermore, the terms "first," "second," and "third" are used for descriptive purposes only and should not be construed as indicating or implying relative importance.
[0208] Finally, it should be noted that the above embodiments are merely specific implementations of the present invention, used to illustrate the technical solutions of the present invention, and not to limit it. The scope of protection of the present invention is not limited thereto. Although the present invention 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 within the technical scope disclosed in the present invention, or make equivalent substitutions for some of the technical features; and these 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 the present invention, and should all be covered within the scope of protection of the present invention. Therefore, the scope of protection of the present invention should be determined by the scope of the claims.
Claims
1. A method for interactive control of a game, characterized in that, A graphical user interface is provided through a terminal device; the graphical user interface displays scene images of the game scene; The game scene includes a controlled character; The controlled role is controlled through the terminal device; the method includes: In response to a flight trigger command, the controlled character is controlled to fly in the game scene; Obtain the vertical projection position of the controlled character on the ground of the game scene, and the flight state of the controlled character; wherein, the flight state includes: flight altitude and / or flight direction; Based on the vertical projection position and the flight state, the landing point position is determined on the scene ground of the game scene; wherein, the landing point position includes: the position where the controlled character is when it lands on the scene ground; Landing point markers are displayed on the ground of the game scene; wherein, the landing point markers are used to indicate the landing point location.
2. The method according to claim 1, characterized in that, The flight state includes: flight altitude and flight direction; the step of determining the landing point position on the ground of the game scene based on the vertical projection position and the flight state includes: The offset distance is determined based on the flight altitude of the controlled character; On the ground of the game scene, starting from the vertical projection position, the landing point position is obtained by offsetting the distance along the flight direction.
3. The method according to claim 1, characterized in that, The flight state includes: flight altitude and flight direction; the step of determining the landing point position on the ground of the game scene based on the vertical projection position and the flight state includes: In response to the controlled character flying to a preset first flight height, a first landing point position is determined on the scene ground of the game scene based on the first flight height, the first vertical projection position corresponding to the first flight height, and the first flight direction; In response to the controlled character flying to a preset second flight altitude, a second flight direction corresponding to the second flight altitude is determined, and the first landing point position is controlled to move based on the second flight direction; wherein, the second flight altitude is lower than the first flight altitude; when the first landing point position moves, the landing point identifier moves with the first landing point position.
4. The method according to claim 3, characterized in that, After the steps of responding to the controlled character flying to a preset second flight altitude, determining a second flight direction corresponding to the second flight altitude, and controlling the first landing point position to move along the second flight direction, the method further includes: In response to the controlled character flying to a preset third flight height, a second landing point position is determined on the scene ground of the game scene based on the third flight height, the third vertical projection position corresponding to the third flight height, and the third flight direction; wherein, the third flight height is lower than the second flight height; Control the first landing point position to move to the second landing point position.
5. The method according to claim 3, characterized in that, The step of responding to the controlled character flying to a preset second flight altitude, determining a second flight direction corresponding to the second flight altitude, and controlling the first landing point position to move based on the second flight direction includes: In response to the controlled character flying to a preset second flight altitude, the vertical descent speed of the controlled character is obtained; Based on the falling speed, the position moving speed is determined, and the first landing point position is controlled to move according to the position moving speed based on the second flight direction.
6. The method according to claim 3, characterized in that, The step of responding to the controlled character flying to a preset second flight altitude, determining a second flight direction corresponding to the second flight altitude, and controlling the first landing point position to move based on the second flight direction includes: In response to the controlled character flying to a preset second flight altitude, a second flight direction corresponding to the second flight altitude is determined, and the first landing point position is controlled to move in the opposite direction of the second flight direction.
7. The method according to claim 3, characterized in that, The controlled character is bound to a virtual camera; the virtual camera captures the game scene to obtain the scene image; the controlled character and the virtual camera have a preset binding distance; After the step of determining the first landing point position on the scene ground of the game scene based on the first flight height, the first vertical projection position corresponding to the first flight height, and the first flight direction, in response to the controlled character flying to a preset first flight height, the method further includes: Based on the landing point location and the controlled character, determine the relative direction of the virtual camera with respect to the controlled character, as well as the camera orientation; The camera position of the virtual camera is determined based on the binding distance and the relative direction; Control the virtual camera at the camera position, and take pictures of the game scene according to the camera's orientation.
8. The method according to claim 7, characterized in that, The virtual camera, the controlled character, and the landing point are located on the same straight line, and the camera orientation is the direction of the landing point relative to the virtual camera.
9. The method according to claim 1, characterized in that, The flight state includes: flight altitude and flight direction; after the step of determining the landing point position on the ground of the game scene based on the vertical projection position and the flight state, the method further includes: Based on the flight direction and a preset direction adjustment threshold, the directional range of the controlled character is determined; Based on the flight altitude, the directional range, and the landing point location, a landing point range is determined on the ground of the game scene; wherein, the landing point range includes: the landing point location when the controlled character flies along any alternative direction within the directional range.
10. The method according to claim 9, characterized in that, After determining the landing point range on the ground of the game scene based on the flight altitude, the directional range, and the landing point location, the method further includes: A range indicator is displayed on the ground of the game scene; wherein the range indicator is used to indicate the range of the landing point.
11. The method according to claim 10, characterized in that, The landing point marker is located at the center of the range marker.
12. The method according to claim 10, characterized in that, The lower the flight altitude, the smaller the landing point range; after the step of displaying the range indicator on the ground of the game scene, the method further includes: In response to the controlled character's flight altitude decreasing, the landing point range is controlled to shrink; wherein, when the landing point range shrinks, the range indicator shrinks accordingly; In response to the controlled character flying to the fourth flight altitude, the landing point range is controlled to be reduced to the landing point position; wherein, when the landing point range is reduced to the landing point position, the range identifier is reduced to coincide with the landing point identifier.
13. The method according to claim 1, characterized in that, The step of displaying landing point markers on the ground of the game scene includes: The positional relationship between the landing point and the illegal area in the game scene is detected to obtain a first detection result; wherein, the illegal area is preset in the game scene, and the illegal area is configured such that if the controlled character lands in the illegal area, the controlled character's flight fails; Based on the first detection result, determine the landing point display status of the landing point identifier; On the ground of the game scene, the landing point marker is displayed according to the landing point display status.
14. The method according to claim 13, characterized in that, The step of determining the landing point display status of the landing point identifier based on the first detection result includes: If the first detection result indicates that the landing point is located in the illegal area, the landing point display state is determined to be the first display state; If the first detection result indicates that the landing point is outside the illegal area, the landing point display state is determined to be the second display state. The first display state and the second display state are different display states.
15. The method according to claim 10, characterized in that, The step of displaying a range marker on the ground of the game scene includes: The positional relationship between the landing point range and the illegal area in the game scene is detected to obtain a second detection result; wherein, the illegal area is preset in the game scene, and the illegal area is configured such that if the controlled character lands in the illegal area, the controlled character's flight fails; Based on the second detection result, determine the range identifier display status of the landing point range; On the ground of the game scene, the range identifier is displayed according to the range identifier display status.
16. The method according to claim 15, characterized in that, The step of determining the range indicator display status of the landing point range based on the second detection result includes: If the second detection result indicates that the landing point range does not include any scene location in the illegal area, the range identifier display status of the landing point range is determined to be the third display status; If the second detection result indicates that the landing point range includes at least a portion of the scene locations in the illegal area, and the proportion of the scene locations in the illegal area within the landing point range is less than a first threshold, then the range identifier display state of the landing point range is determined to be the fourth display state. If the second detection result is that the landing point range contains at least a portion of the scene locations in the illegal area, and the proportion of the scene locations in the illegal area within the landing point range is higher than or equal to the first threshold, then the range identifier display state of the landing point range is determined to be the fifth display state. The third display state, the fourth display state, and the fifth display state are different display states.
17. The method according to claim 1, characterized in that, The steps of controlling the controlled character to fly in the game scene in response to a flight trigger command include: In response to a flight trigger command, the controlled character is controlled to ascend and fly, and the flight speed of the controlled character is controlled to gradually increase from a preset initial speed; In response to the flight speed reaching a preset maximum speed, the controlled character is controlled to fly at a constant speed according to the preset maximum speed; In response to the controlled character reaching a preset first flight altitude, the controlled character is controlled to maintain at the first flight altitude for a preset duration, and the controlled character is controlled to begin descent.
18. The method according to claim 1, characterized in that, The steps of controlling the controlled character to fly in the game scene in response to a flight trigger command include: In response to an aiming command, a position indicator is displayed on the ground of the game scene; In response to the flight trigger command, the controlled character is controlled to fly toward the scene location indicated by the location indicator.
19. The method according to claim 18, characterized in that, The method further includes: In response to an aiming command, a path marker is displayed in the game scene; wherein the path marker indicates the flight path of the controlled character, and the endpoint of the path marker is located at the location indicator.
20. The method according to claim 1, characterized in that, The method further includes: In response to the controlled character landing on the ground of the scene, control the controlled character to stop flying; In response to the controlled character being located in a preset legal area within the game scene, it is determined that the controlled character has successfully flown; In response to the controlled character being located in a preset illegal area in the game scene, the controlled character is determined to have failed to fly, and the controlled character is controlled to return to the position where the flight trigger command was generated.
21. An interactive control device for a game, characterized in that, A graphical user interface is provided through a terminal device; the graphical user interface displays scene images of the game scene; The game scene includes a controlled character; The controlled role is controlled via the terminal device; the device includes: The flight control module is used to control the controlled character to fly in the game scene in response to a flight trigger command; The acquisition module is used to acquire the vertical projection position of the controlled character on the ground of the game scene, and the flight state of the controlled character; wherein, the flight state includes: flight altitude and / or flight direction; A position determination module is used to determine a landing point on the ground of the game scene based on the vertical projection position and the flight state; wherein, the landing point includes: the position where the controlled character lands on the ground of the scene; The identification display module is used to display landing point identifiers on the ground of the game scene; wherein the landing point identifiers are used to indicate the landing point location.
22. An electronic device, characterized in that, It includes a processor and a memory, the memory storing computer-executable instructions that can be executed by the processor, the processor executing the computer-executable instructions to implement the interactive control method of the game according to any one of claims 1-20.
23. 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 of the game as described in any one of claims 1-20.
