Interaction method and apparatus in game, storage medium and electronic device
By responding to trigger events in the game and controlling the movement of virtual objects, and determining special effects animations in combination with interactive conditions, the problem of inability to change game parameters is solved, and the richness of the game and player experience is improved.
Patent Information
- Application Number
- PCT/CN2024/096136
- Authority / Receiving Office
- WO · WO
- Patent Type
- Applications
- Current Assignee / Owner
- Priority Date
- 2023-06-20
- Filing Date
- 2024-05-29
- Publication Date
- 2024-12-26
AI Technical Summary
Due to the editor form limitations in existing games, game parameters cannot be changed by players, resulting in low game richness and unable to meet the needs of different players, reducing the gaming experience.
Provide a graphical user interface through the terminal device, respond to game trigger events, activate scene components in the virtual game scene, control the movement of default special effects animations and controlled virtual objects, determine the current interaction time based on interaction conditions, play special special effects animations, and allow players to adjust Component control parameters to meet special effects requirements.
It enriches the game scene types, meets the special effects needs of different players, and improves the richness and experience of the game.
Smart Images

Figure CN2024096136_26122024_PF_FP_ABST
Abstract
Description
Interaction method and device in game, storage medium, and electronic device
[0001] CROSS-REFERENCE TO RELATED APPLICATIONS
[0002] This disclosure claims priority to Chinese patent application number 202310736757.6, filed on June 20, 2023, entitled “Interactive Methods and Devices in Games, Storage Medium, and Electronic Devices,” the entire contents of which are incorporated herein by reference. Technical Field
[0003] The present disclosure relates to the field of game technology, and in particular to an interaction method and an interaction device in a game, a computer-readable storage medium, and an electronic device. Background Art
[0004] With the development of Internet technology, the types of games have become more diverse.
[0005] In games that include an editor, players can create their own game content. However, the editing process is often limited by the editor's form. In addition, some in-game parameters cannot be changed by players, which reduces the game's richness, making it unable to meet the needs of different gamers and reducing the player's gaming experience.
[0006] In view of this, there is an urgent need in the art to develop a new method and device for interaction in games.
[0007] It should be noted that the information disclosed in the above background technology section is only used to enhance the understanding of the background of the present disclosure, and therefore may include information that does not constitute relevant technology known to ordinary technicians in the field.
[0008] Summary of the Invention
[0009] The purpose of the present disclosure is to provide an in-game interaction method, an in-game interaction device, a computer-readable storage medium, and an electronic device, thereby overcoming, at least to a certain extent, the problem of low game richness caused by related technologies.
[0010] Other features and advantages of the present disclosure will become apparent from the detailed description that follows or will be learned in part by the practice of the present disclosure.
[0011] According to a first aspect of an embodiment of the present invention, a method for interaction in a game is provided, wherein a graphical user interface provided by a game program is provided through a terminal device, and the graphical user interface includes a virtual game scene. The method includes: responding to a game trigger event, controlling the activation of a scene component in the virtual game scene; controlling the playback of a default special effect animation corresponding to the scene component according to a component control parameter corresponding to the scene component, wherein the default special effect animation is configured with a preset playback duration; responding to a control instruction for a controlled virtual object, controlling the controlled virtual object to move in the virtual game scene; responding to the controlled virtual object and the scene component satisfying an interaction condition, determining the current interaction time of the scene component; determining the special effect animation corresponding to the current interaction time according to the component control parameter corresponding to the scene component, and playing the special effect animation in the virtual game scene.
[0012] According to a second aspect of an embodiment of the present invention, an interactive device in a game is provided, which provides a graphical user interface provided by a running game program through the terminal device, and the graphical user interface includes a virtual game scene. The device includes: an activation scene component module, configured to execute a response to a game trigger event and control the activation of a scene component in the virtual game scene; a display default special effect animation module, configured to execute a component control parameter corresponding to at least one of the scene components and control the playback of a default special effect animation corresponding to the scene component, wherein the special effect animation is configured with a preset playback duration; a control movement module, configured to execute a response to a control instruction for a controlled virtual object and control the movement of the controlled virtual object in the virtual game scene; a determination current interaction time module, configured to execute a response to the controlled virtual and the scene component satisfying an interaction condition and determine the current interaction time of the scene component; a play special effect module, configured to execute a special effect animation corresponding to the current interaction time according to the component control parameter corresponding to the scene component and play the special effect animation in the virtual game scene.
[0013] According to a third aspect of an embodiment of the present invention, there is provided an electronic device, comprising: a processor and a memory; wherein the memory stores computer-readable instructions, and when the computer-readable instructions are executed by the processor, the method of any of the above exemplary embodiments is implemented.
[0014] According to a fourth aspect of an embodiment of the present invention, a computer-readable storage medium is provided, on which a computer program is stored. When the computer program is executed by a processor, the method in any of the above exemplary embodiments is implemented.
[0015] As can be seen from the above technical solutions, the in-game interaction method, in-game interaction device, computer storage medium, and electronic device in the exemplary embodiments of the present invention have at least the following advantages and positive effects:
[0016] In the method and apparatus provided by the exemplary embodiments of the present disclosure, on the one hand, in response to a game triggering event, the scene components in the virtual game scene are controlled to be activated, so that the scene components activated in the virtual game scene can be models suitable for stereoscopic scenes, enriching the scene types used in the game; on the other hand, the default special effects animation corresponding to the scene component can be controlled to be played according to the component control parameters, and the special special effects animation can be determined according to the current interaction time and the component control parameters, so that the game player can adjust the played default special effects animation and the special special effects animation by changing the component control parameters, thereby meeting the special effects requirements of different game players for the game, improving the game richness of the game, and thus improving the game experience of the game player.
[0017] It is to be understood that the foregoing general description and the following detailed description are exemplary and explanatory only and are not restrictive of the disclosure. BRIEF DESCRIPTION OF THE DRAWINGS
[0018] The accompanying drawings are incorporated into and constitute a part of the specification, illustrate embodiments consistent with the present disclosure, and together with the specification, are used to explain the principles of the present disclosure. Obviously, the drawings described below are only some embodiments of the present disclosure, and those skilled in the art can derive other drawings based on these drawings without inventive effort.
[0019] FIG1 schematically shows a flow chart of an interactive method in a game according to one embodiment of the present disclosure;
[0020] FIG2 schematically illustrates a flow chart of determining component control parameters in an interactive method in a game according to one embodiment of the present disclosure;
[0021] FIG3 schematically illustrates a schematic diagram of editable attributes in one of the interactive methods of a game according to an embodiment of the present disclosure;
[0022] FIG4 schematically illustrates a flow chart of controlling and activating at least one scene component in a virtual game scene in an interactive method in a game according to one embodiment of the present disclosure;
[0023] FIG5 schematically illustrates a schematic diagram of editing a play moment in an interactive method in a game according to one embodiment of the present disclosure;
[0024] FIG6 schematically illustrates a flow chart of controlling the default special effect animation corresponding to the selection control of the target scene component in the interactive method in one of the games according to one embodiment of the present disclosure;
[0025] FIG7 schematically illustrates a flow chart of playing special effects based on a special effects path in an interactive method in a game according to one embodiment of the present disclosure;
[0026] FIG8 schematically illustrates a flow chart of scaling a target original special effect according to a target scaling ratio in an interactive method in a game according to one embodiment of the present disclosure;
[0027] FIG9 schematically illustrates a flowchart of playing a special effect animation in a virtual game scene according to a target special effect duration in an interactive method in a game according to one embodiment of the present disclosure;
[0028] FIG10 schematically illustrates a flow chart of playing a special effect animation at a target special effect display position in an interactive method in a game according to one embodiment of the present disclosure;
[0029] FIG11 schematically shows a flow chart of displaying target cumulative results in an interactive method in a game according to one embodiment of the present disclosure;
[0030] FIG12 schematically shows a virtual game scene diagram showing a target cumulative result in a cumulative component according to one embodiment of the present disclosure;
[0031] FIG13 schematically shows a flow chart of establishing an association relationship between a special component and a scene component in an embodiment of the present disclosure;
[0032] FIG14 schematically shows a flowchart of playing a special effect animation according to one embodiment of the present disclosure;
[0033] FIG15 schematically illustrates an apparatus for an interactive method in a game according to an embodiment of the present disclosure;
[0034] FIG16 schematically illustrates an electronic device used in an interactive method in a game according to an embodiment of the present disclosure;
[0035] FIG17 schematically illustrates a computer-readable storage medium for an interactive method in a game according to an embodiment of the present disclosure. DETAILED DESCRIPTION
[0036] Example embodiments will now be described more fully with reference to the accompanying drawings. However, example embodiments can be implemented in a variety of forms and should not be construed as limited to the examples set forth herein; rather, these embodiments are provided so that the present disclosure will be more comprehensive and complete and will fully convey the concepts of the example embodiments to those skilled in the art. The described features, structures, or characteristics may be combined in any suitable manner in one or more embodiments. In the following description, many specific details are provided to provide a full understanding of the embodiments of the present disclosure. However, those skilled in the art will appreciate that the technical solutions of the present disclosure may be practiced while omitting one or more of the specific details, or that other methods, components, devices, steps, etc. may be employed. In other cases, well-known technical solutions are not shown or described in detail to avoid obscuring various aspects of the present disclosure.
[0037] The terms "a", "an", "the" and "said" are used in this specification to indicate the presence of one or more elements / components / etc.; the terms "including" and "having" are used to express open-ended inclusion and mean that additional elements / components / etc. may exist in addition to the listed elements / components / etc.; the terms "first" and "second" etc. are used only as labels and are not intended to limit the quantity of their objects.
[0038] In addition, the accompanying drawings are merely schematic illustrations of the present disclosure and are not necessarily drawn to scale. Identical reference numerals in the drawings represent identical or similar parts, and thus repeated descriptions thereof will be omitted. Some of the blocks shown in the accompanying drawings are functional entities and do not necessarily correspond to physically or logically separate entities.
[0039] In one embodiment of the present disclosure, the in-game interaction method in the game can be run on a local terminal device or a server. When the in-game interaction method is run on the server, the method can be implemented and executed based on a cloud interaction system, wherein the cloud interaction system includes a server and a client device.
[0040] In an optional embodiment, various cloud applications can be run under the cloud interaction system, such as cloud games. Taking cloud games as an example, cloud games refer to a gaming method based on cloud computing. In the cloud gaming operation mode, the operating body of the game program and the main body of the game screen presentation are separated. The storage and operation of the interactive methods in the game are completed on the cloud gaming server. The role of the client device is to receive and send data and present the game screen. For example, the client device can be a display device with data transmission function close to the user side, such as a mobile terminal, TV, computer, PDA, etc.; but the cloud gaming server in the cloud is responsible for information processing. When playing the game, the player operates the client device to send operation instructions to the cloud gaming server. The cloud gaming server runs the game according to the operation instructions, encodes and compresses the game screen and other data, and returns it to the client device through the network. Finally, the client device decodes and outputs the game screen.
[0041] In an optional embodiment, taking a game as an example, a local terminal device stores a game program and is used to present the game screen. The local terminal device is used to interact with the player through a graphical user interface, that is, conventionally downloading and installing the game program through an electronic device and running it. The local terminal device can provide the graphical user interface to the player in a variety of ways, for example, it can be rendered and displayed on the terminal's display screen, or provided to the player through holographic projection. For example, the local terminal device may include a display screen and a processor, the display screen is used to present the graphical user interface, the graphical user interface includes the game screen, and the processor is used to run the game, generate the graphical user interface, and control the display of the graphical user interface on the display screen.
[0042] In one possible implementation, an embodiment of the present invention provides an in-game interaction method, providing a graphical user interface through a terminal device, wherein the terminal device can be the local terminal device mentioned above, or the client device in the cloud interaction system mentioned above.
[0043] To address the problems in related technologies, the present disclosure proposes an in-game interaction method. FIG1 shows a flow chart of the in-game interaction method. A terminal device provides a graphical user interface (GUI) running a game program, which includes a virtual game scene. As shown in FIG1 , the in-game interaction method includes at least the following steps:
[0044] Step S110: responding to a game triggering event and controlling activation of scene components in the virtual game scene.
[0045] Step S120. According to the component control parameters corresponding to the scene component, control the playback of the default special effect animation corresponding to the scene component, where the default special effect animation is configured with a preset playback duration.
[0046] Step S130: Responding to the control instruction for the controlled virtual object, controlling the controlled virtual object to move in the virtual game scene.
[0047] Step S140: In response to the controlled virtual object and the scene component satisfying the interaction condition, determine the current interaction time of the scene component.
[0048] Step S150. Determine the special effects animation corresponding to the current interaction time according to the component control parameters corresponding to the scene component, and play the special effects animation in the virtual game scene.
[0049] In the method and apparatus provided by the exemplary embodiments of the present disclosure, on the one hand, in response to a game triggering event, the scene components in the virtual game scene are controlled to be activated, so that the scene components activated in the virtual game scene can be models suitable for stereoscopic scenes, enriching the scene types used in the game; on the other hand, the default special effects animation corresponding to the scene component can be controlled to be played according to the component control parameters, and the special special effects animation can be determined according to the current interaction time and the component control parameters, so that the game player can adjust the played default special effects animation and the special special effects animation by changing the component control parameters, thereby meeting the special effects requirements of different game players for the game, improving the game richness of the game, and thus improving the game experience of the game player.
[0050] The following is a detailed description of each step of the interaction method in the game.
[0051] In step S110, in response to a game triggering event, the activation of scene components in the virtual game scene is controlled.
[0052] In an exemplary embodiment of the present disclosure, a terminal device is used by a game player. The player can enter a game by touching the game program on the terminal. The terminal device used by the player then provides a graphical user interface (GUI) displaying a virtual game scene of the game being entered.
[0053] A trigger exists in a virtual game scene. This trigger can be a component in the virtual game scene. This component can be a transparent area or another form of virtual object, such as a virtual model with visual effects. When a controlled virtual object touches this component, for example, when it enters the area corresponding to this component, a game trigger event is triggered. The purpose of a game trigger event is to activate scene components in the virtual game scene. It is worth noting that the number of activated scene components can be one or more.
[0054] The number of so-called scene components can be one or more. Scene components allow controlled virtual objects to interact, for example, allowing controlled virtual objects to collide. It is worth noting that if there are multiple scene components, these multiple scene components can be arranged on a single plane or in a three-dimensional structure, for example, a staircase structure, with each scene component being a step. Subsequently, the controlled object can play special effects by performing touch operations that meet the interaction conditions back and forth between the steps.
[0055] In an optional embodiment, before responding to a game triggering event, the method further includes: responding to a game start instruction, controlling a graphical user interface to display a virtual game scene corresponding to the game match; component control parameters are determined in the following manner: displaying a game editing scene and an editing window in a graphical user interface; wherein the editing window includes a plurality of scene component selection controls; responding to a selection operation on a target scene component selection control, controlling generation of a scene component corresponding to the target scene component selection control in the game editing scene; wherein the scene component is configured to be displayed with preset display parameters, and the target scene component selection control is a control among a plurality of selected controls; responding to an editing operation on the scene component, determining component control parameters corresponding to the scene component.
[0056] Among them, when the game start command is received, it proves that the controlled virtual object has entered the game match, and the virtual game scene displayed in the graphical user interface is the virtual game scene corresponding to the game match.
[0057] In addition, the graphical user interface displays a game editing scene and an editing window. The game editing scene is a virtual scene used to edit component control parameters. The editing window includes multiple scene component selection controls for the player to choose from. Specifically, there are rectangular scene component selection controls, disc scene component selection controls, gear scene component selection controls, and so on.
[0058] The selection operation is the operation performed when selecting multiple scene component selection controls included in the editing window. For example, you can select four rectangular scene component selection controls and drag them into the game editing scene. At this time, the scene components corresponding to the four rectangular structures will be displayed in the game editing scene. You can also select three wheel scene component selection controls and drag them into the game editing scene. At this time, the scene components corresponding to the three wheel structures will be displayed in the game editing scene.
[0059] The preset display parameters refer to the parameters pre-set for displaying scene components. For example, the scene components corresponding to the four rectangular structures mentioned above will be displayed in the game editing scene according to the preset display parameters.
[0060] On this basis, scene components can be edited individually. Based on the editing operations performed on the scene components, component control parameters for the scene components can be determined. Component control parameters refer to parameters used to control scene components. For example, component control parameters can control when to display a default special effect animation, or they can control the position of the displayed default special effect animation. This exemplary embodiment does not specifically limit this.
[0061] In this exemplary embodiment, there is a game editing scene and an editing window. You can first select the scene component and then edit the scene component. When the scene component is edited, you can determine the component control parameters corresponding to the scene component, avoiding the situation in related technologies where the component control parameters cannot be adjusted, and increasing the convenience of adjusting the component control parameters.
[0062] In an optional embodiment, Figure 2 shows a flow chart of determining component control parameters in an interactive method in a game. As shown in Figure 2, the method includes at least the following steps: in step S210, in response to an editing operation on a scene component, the editable properties corresponding to the scene component are displayed; in step S220, in response to a property editing operation on the editable property, the editing parameters corresponding to the property editing operation are determined; the property editing operation includes a selection operation or an input operation; in step S230, the editing parameters are determined as component control parameters corresponding to the scene component.
[0063] Among them, after the scene component is edited, the editable properties corresponding to the target scene component selection control will be displayed. For example, Figure 3 schematically shows a schematic diagram of editable properties. As shown in Figure 3, the left side is the name of the editable property, and the right side is a drop-down box or input box. Assuming that the property editing operation needs to be performed on the first editable property in Figure 3 at this time, click the drop-down box on the right side of the first editable property to select the editing parameters corresponding to the first editable property. After selecting or entering each editable property in Figure 3, the component control parameters corresponding to the target scene component selection control are determined.
[0064] In this exemplary embodiment, the component control parameters are obtained by selecting or inputting the editing parameters, which reduces the complexity of determining the component control parameters and provides convenience for selecting or inputting the editing parameters.
[0065] In an optional embodiment, Figure 4 shows a flow chart of controlling the activation of scene components in a virtual game scene in an interactive method in a game, wherein the component control parameters include a component event corresponding to a target scene component selection control; there is a trigger in the virtual game scene; as shown in Figure 4, the method includes at least the following steps: in step S410, in response to a trigger operation for the trigger, triggering a game trigger event corresponding to the trigger; in step S420, if the game trigger event is consistent with the component event, controlling the activation of the scene component in the virtual game scene according to the game trigger event.
[0066] In the virtual game scene, there is a trigger, which can be a component in the virtual game scene. The component can be a transparent area or other virtual objects, such as a virtual model with visual effects. When the controlled virtual object touches the component, for example, when it enters the area corresponding to the component, a game trigger event will be triggered. The purpose of the game trigger event is to activate the scene component in the virtual game scene.
[0067] If the trigger is a control, the trigger operation can be a touch operation on the control; if the trigger is a transparent area in the virtual scene, the trigger operation can be a touch operation when the controlled virtual object touches the boundary of the transparent area in the process of entering the transparent area. This exemplary embodiment does not specifically limit this. When the trigger operation is performed, a game trigger event corresponding to the trigger operation will be triggered. If the triggered game trigger event is consistent with the component event, the game trigger event can be used to activate at least one scene component in the virtual scene corresponding to the game trigger event. It is worth noting that the component event of the scene component selection control in the at least one scene component activated at this time is consistent with the game trigger event.
[0068] For example, suppose there are two triggers in a virtual game scene, Trigger 1-1 and Trigger 1-2. When Trigger 1-1 is triggered, game trigger event A-1 is triggered. At this time, the component events of four rectangular scene component selection controls coincide with game trigger event A-1. At this time, the scene component composed of these four rectangular scene component selection controls is triggered in the virtual game scene.
[0069] In this exemplary embodiment, the logic for activating at least one scene component in a virtual game scene is improved, and the controlled virtual object can activate the scene component that meets its gaming needs by touching the touch controller.
[0070] In step S120, the default special effect animation corresponding to the scene component is controlled to be played according to the component control parameters corresponding to the scene component, and the default special effect animation is configured with a preset playing time.
[0071] The default special effect animation refers to the animation played in the virtual game scene when at least one scene component is activated. It is worth noting that the default special effect animation is used to express the effect of at least one scene component being activated. For example, the default special effect animation can be a flashing animation, a luminous animation, or any other special effect animation that can remind the game player that the scene component has been activated. This exemplary embodiment does not specifically limit this.
[0072] The preset playback duration refers to the duration of the playback of the default special effect animation. For example, the preset playback duration may be 22 seconds, that is, during these 22 seconds, the default special effect animation is played on at least one scene component in the scene component.
[0073] In an optional embodiment, the component control parameters also include a default special effects animation corresponding to the scene control and a playback time corresponding to the default special effects animation; according to the component control parameters corresponding to the scene component, the default special effects animation corresponding to the scene component is controlled to be played, including: determining the activation time of the scene component, and when the playback time corresponding to the default special effects animation is consistent with the activation time, controlling the playback of the default special effects animation corresponding to the scene component.
[0074] When a scene component is activated, a default special effect animation will play on it. The play time controls the timing of the default special effect animation. The activation time describes how long the scene component is activated. When editing editable properties, you can edit the play time component control parameter.
[0075] For example, FIG5 schematically illustrates an example of editing a playback time in an embodiment of the present disclosure. As shown in FIG5 , display box 510 displays editable properties, including the playback time. When editing the playback time attribute, a window 520 is displayed. In this window, a number can be entered into the input box to edit the playback time corresponding to the scene component selection control. For example, entering the numbers 2, 7, or 9 into the input box would represent the playback times corresponding to the default special effect animation at the 2nd, 7th, and 9th seconds.
[0076] When the activation time of the scene component reaches the 2nd second, the 7th second, and the 9th second, the default special effect animation will be played on the scene component.
[0077] In this exemplary embodiment, the default special effect animation corresponding to the scene component is controlled to be played only when the activation time of the scene component is consistent with the playback time. Furthermore, by editing different playback times, the special effect default animation can be played at different times.
[0078] In an optional embodiment, Figure 6 shows a flow chart of controlling the default special effects animation corresponding to the playback scene component in the interactive method in the game. The component control parameters also include the relative position of the default special effects animation relative to the component origin of the scene component. As shown in Figure 6, the method includes at least the following steps: in step S610, determining the component origin corresponding to the scene component, and determining the playback position of the default special effects animation in the virtual game scene based on the component origin and the relative position; in step S620, controlling the playback of the default special effects animation corresponding to the scene component according to the playback position.
[0079] The relative position is used to determine the display position of the default special effect animation, and the relative position is a value set relative to the component origin of the scene component.
[0080] After selecting the target scene component selection control, the scene component corresponding to the selected target scene component selection control will be displayed in the virtual game scene. During the design process of the scene component, the artist will determine the origin of the scene component (i.e., the component origin). If the relative position is (1, 1), the component origin is used as the (0, 0) point to establish a coordinate axis. In this coordinate axis, the position po-1 at (1, 1) is determined. The position po-2 in the virtual scene corresponding to this position po-1 is the playback position of the default special effect animation. Based on this, the default special effect animation is played at position po-2.
[0081] In this exemplary embodiment, the playback position of the default special effects animation in the virtual scene can be determined based on the relative position in the component control parameters, and then the playback position of the default special effects animation in the virtual scene can be flexibly adjusted by editing different relative positions.
[0082] In step S130 , in response to a control instruction for the controlled virtual object, the controlled virtual object is controlled to move in the virtual game scene.
[0083] In the disclosed embodiment, after at least one scene component is activated, a default special effect animation will be played in the scene component. At this point, the game player will be notified that at least one scene component has been activated and can then issue control commands to the controlled virtual object to enable the controlled virtual object to move within the virtual game scene.
[0084] In this exemplary embodiment, control instructions are issued to the controlled virtual object to control the movement of the controlled virtual object in the virtual game scene, thereby laying the foundation for subsequent touch operations that meet the interaction conditions to be applied to the scene components.
[0085] In step S140, in response to the controlled virtual object and the scene component satisfying the interaction condition, the current interaction time of the scene component is determined.
[0086] In the disclosed embodiment, when a scene component is activated, a default special effect animation corresponding to the scene component will be played in the virtual scene. Specifically, assuming that the scene component is composed of four rectangular scene components, these four rectangular scene components can play the default special effect model according to the playback time in the group control parameters. Assume that the four scene components of rectangular structures are scene component A-1, scene component A-2, scene component A-3 and scene component A-4, among which the playback times corresponding to scene component A-1 are 1 and 3, the playback times corresponding to scene component A-2 are 2 and 6, the playback times corresponding to scene component A-3 are 4 and 7, and the playback times corresponding to scene component A-4 are 5 and 8. Then the default special effects animation of scene component A-1 will be played at the 1st second and 3rd second after activation. Similarly, the default special effects animation of scene component A-2 will be played at the 2nd second and 6th second after activation, the default special effects animation of scene component A-3 will be played at the 4th second and 7th second after activation, and the default special effects animation of scene component A-4 will be played at the 5th second and 8th second after activation.
[0087] When the default special effect animation corresponding to scene component A-1 plays, the controlled virtual object can apply touch operations that meet the interaction conditions to scene component A-1. The touch operation that meets the interaction conditions can be a collision operation, which refers to the operation of applying a certain amount of pressure to the scene components in the scene component by manipulating the controlled virtual object. Similarly, when the default special effect animations corresponding to the remaining scene components play, the controlled virtual object can apply touch operations that meet the interaction conditions to the remaining scene components.
[0088] When a touch operation occurs, the current interaction time of the scene component can be determined. It is worth noting that the current interaction time is established based on the time when the scene component is activated. For example, if the touch operation occurs 5 seconds after the scene component is activated, the current interaction time of the scene component is determined to be 5.
[0089] In this exemplary embodiment, determining the current interaction time of the scene component helps to subsequently determine different special effect animations based on the current interaction time.
[0090] In step S150, the special effects animation corresponding to the current interaction time is determined according to the component control parameters corresponding to the scene component, and the special effects animation is played in the virtual game scene.
[0091] In the exemplary embodiments of the present disclosure, the component control parameters include the special effect path and target time points pre-configured by the game player. It is worth noting that the special effect path corresponds to the special effect validity period consisting of the target time points. For example, for the special effect validity period 0-1 (consisting of target time points 0 and 1), the corresponding special effect path is src1.
[0092] If the current interaction time is 0.5, the special effect time period corresponding to the current interaction time is 0-1. Based on this, the corresponding special effect animation is found according to the special effect path src1, and the special effect animation is played in the virtual game scene.
[0093] In an optional embodiment, Figure 7 shows a flow chart of playing special effects based on special effects paths in an interaction method in a game. The component control parameters also include multiple special effects valid time periods and special effects paths corresponding to the multiple special effects valid time periods. As shown in Figure 7, the method includes at least the following steps: in step S710, determining a target special effects valid time period corresponding to the current interaction time among multiple special effects valid time periods; in step S720, finding a target special effects path corresponding to the target special effects valid time period in the special effects path, and determining the special effects animation corresponding to the current interaction time based on the target special effects path.
[0094] The component control parameters also include the target time point and the special effect validity period consisting of the target time point. For example, there are six target time points, namely 0, 1, 2, 3, 4, and 5. Five special effect validity periods are pre-set according to the duration of 1 second. These five special effect validity periods are 0-1, 1-2, 2-3, 3-4, and 4-5.
[0095] Each special effect validity period corresponds to a special effect path, and the corresponding special effect can be found through the special effect path. Furthermore, each current interaction time can find a corresponding special effect validity period. For example, if the total duration of the five special effect validity periods above is 5 seconds, then each current interaction time within the first 5 seconds can have a corresponding special effect validity period. Assuming the current interaction time is 4.1 seconds, the corresponding special effect validity period is 4-5. Similarly, for the second 5s, each current interaction time also has a corresponding special effect effective duration. Suppose the current interaction time is 5.5s, since the difference between 5.5 and 5 is 0.5, it can be determined that the special effect effective time period corresponding to 5.5 is 0-1; for the third 5s, each current interaction time also has a corresponding special effect effective duration. Suppose the current interaction time is 12.7s, since the difference between 12.7 and 10 is 2.7, it can be determined that the special effect effective time period corresponding to 12.7 is 2-3. The remaining current interaction times determine the corresponding special effect effective durations according to the above rules.
[0096] For example, if the current activation interaction lasts 2.7 seconds, the target special effect valid time period 2-3 is found in the five special effect valid time periods mentioned above, and the target special path src3 corresponding to the target special effect valid time period 2-3 is found in the special effect path. The special effect animation found based on the target special effect path src3 is the "snowflake" special effect animation, and then the "snowflake" special effect animation is played in the virtual game scene.
[0097] In this exemplary embodiment, the special effect effective time period corresponds to the special effect path, and the special effect path corresponds to the special effect animation. Based on this, game players can flexibly control the special effect animation played in the game by changing the above correspondence.
[0098] In an optional embodiment, Figure 8 shows a flow chart of scaling the target original special effect according to the target scaling ratio in the interaction method in the game. The component control parameters also include the original special effect corresponding to the special effect path and the special effect scaling ratio corresponding to the original special effect. As shown in Figure 8, the method includes at least the following steps: in step S810, based on the target special effect path, the target original special effect is determined in the original special effects; in step S820, in the special effect scaling ratio, the target special effect scaling ratio corresponding to the target original special effect is determined; in step S830, the target original special effect is scaled according to the target special effect scaling ratio to determine the special special effect animation corresponding to the current interaction time.
[0099] Original special effects refer to those designed by artists. The scale of these original special effects may not meet the requirements for special effects playback in a virtual scene. Therefore, the component control parameters also include the effect scaling ratio corresponding to the original special effects. This scaling ratio allows you to adjust the scale of the original special effects to suit the needs of the virtual game scene.
[0100] For example, the target special effect path is src3, and the target original special effect corresponding to src3 is determined to be T-3 in the original special effects. In the special effect scaling ratio, a target special effect scaling ratio of 0.5 is determined to correspond to the target original special effect T-3. Then, according to the target special effect scaling ratio of 0.5, the target original special effect T-3 is reduced to half of its original size (the special effect obtained by reducing the target original special effect T-3 by half is the special special effect animation). Then, this special special effect animation is played in the virtual game scene.
[0101] In this exemplary embodiment, the needs for special effects playback in different virtual game scenes can be met through flexible configuration of special effects scaling ratios.
[0102] In an optional embodiment, Figure 9 shows a flow chart of playing a special effects animation in a virtual game scene according to a target special effects duration in an interactive method in a game. The component control parameters also include a special effects duration corresponding to the original special effects. As shown in Figure 9, the method includes at least the following steps: in step S910, in the special effects duration, determine the target special effects duration corresponding to the target original special effects; in step S920, play a special effects animation in the virtual game scene according to the target special effects duration.
[0103] The special effect duration refers to how long the special effect lasts. There's a one-to-one correspondence between the special effect duration and the original special effect. For example, if the target original special effect is T-3, you can search for the target special effect duration of 0.3s, which corresponds to the target original special effect T-3. Based on this, the special effect animation in the virtual game scene will play for 0.3s.
[0104] In this exemplary embodiment, the component control parameters also include the duration of the special effect. Game players can flexibly configure the playing time of the special effect animation in the virtual game scene by configuring the duration of the special effect.
[0105] In an optional embodiment, Figure 10 shows a flow chart of playing a special effect animation at a target special effect display position in an interactive method in a game, and the component control parameters also include a special effect display position corresponding to the original special effect. As shown in Figure 10, the method includes at least the following steps: in step S1010, in the special effect display position, a target special effect display position corresponding to the target original special effect is determined; in step S1020, a special effect animation is played at the target special effect display position in the virtual game scene.
[0106] The special effect display position refers to the display location of the special effect animation in the virtual game scene. It is worth noting that there is a one-to-one correspondence between the special effect display position and the original special effect. The special effect display position can be any position in the virtual game scene, specifically, the center of a scene component, the upper left corner of the virtual game scene, or the top of the controlled virtual object's head. This exemplary embodiment does not specifically limit this.
[0107] For example, if the target original special effect is T-3, then in the special effect display position, the target special effect display position determined is the upper left corner of the special effect release control A. Based on this, the special special effect animation corresponding to the original special effect will be played in the upper left corner of the special effect release control A.
[0108] In this exemplary embodiment, the component control parameters also include the special effect display position corresponding to the original special effect, and thus the display position of the special effect animation in the virtual game scene can be changed by flexibly configuring the special effect display position.
[0109] In an optional embodiment, the special effect display position includes a first relative position of the original special effect relative to the scene origin of the virtual game scene or a second relative position of the original special effect relative to the component origin of the scene component.
[0110] Among them, when designing a scene component, the artist will specify a position in the scene component (such as the center of the scene component) as the component origin of the scene component. At the same time, when designing a virtual game scene, a position in the virtual game scene (such as the center of the virtual game scene) can also be specified as the scene origin of the virtual game scene.
[0111] Based on this, the special effect display position can be the first relative position or the second relative position. The first relative position refers to a position relative to the scene origin, and the second relative position refers to a position relative to the component origin. If the special effect display position is relative to the scene origin, then after the target special effect display position is determined, the scene origin will be used as the (0, 0) point, and the special effect animation will be played according to the target special effect display position; similarly, if the special effect display position is relative to the component origin, then after the target special effect display position is determined, the component origin will be used as the (0, 0) point, and the special effect animation will be played according to the target special effect display position.
[0112] In this exemplary embodiment, the special effect display position can be the first relative position or the second relative position, which increases the flexibility of the special effect animation display and further expands the game scenes used.
[0113] In an optional embodiment, Figure 11 shows a flow chart of displaying the target cumulative results in the interaction method in the game, and the component control parameters also include cumulative events corresponding to multiple special effect effective time periods; the cumulative events include cumulative objects; the cumulative events are used to trigger the cumulative component to perform the cumulative tasks corresponding to the cumulative objects. As shown in Figure 11, the method includes at least the following steps: in step S1110, determine multiple historical interaction times of the scene component, and determine multiple historical special effect effective time periods corresponding to the multiple historical interaction times; in step S1120, in the cumulative events, determine multiple target cumulative events corresponding to multiple historical special effect effective time periods; in step S1130, based on the multiple target cumulative events, trigger the cumulative component to determine multiple cumulative objects corresponding to the multiple target cumulative events, and accumulate the multiple cumulative objects to obtain the target cumulative result; in step S1140, display the target cumulative result in the cumulative component.
[0114] The accumulation event triggers the accumulation component, which, when triggered, executes the accumulation task corresponding to the accumulation object. The accumulation object is included in the accumulation event. For example, if the accumulation component is a scoreboard, and the accumulation object included in the accumulation event is the score corresponding to a special effect animation, then the scoreboard, when triggered by the accumulation event, will accumulate the score corresponding to the special effect animation.
[0115] For another example, the cumulative component is a scoreboard, and the cumulative objects included in the cumulative event are virtual props corresponding to special effects animations. Then, after the scoreboard is triggered by the cumulative event, the number of virtual props corresponding to the special effects animations will be accumulated.
[0116] The multiple historical interaction events refer to all current interaction times of the scene components determined when the controlled virtual object and the scene components meet the interaction conditions as of the current time.
[0117] Each historical interaction time has a corresponding historical special effect validity period. For example, if the cumulative component is a scoreboard and there are three historical interaction times, namely 0.5s, 1.2s, and 2.7s, then the corresponding multiple historical special effect validity periods are 0-1, 1-2, and 2-3. Assume that the special effect animation corresponding to the historical special effect validity period 0-1 is T-1, the special effect animation corresponding to the historical special effect validity period 1-2 is T-2, and the special effect animation corresponding to the historical special effect validity period 2-3 is T-3. The cumulative objects included in the cumulative events corresponding to the historical special effect validity period 0-1, the historical special effect validity period 1-2, and the historical special effect validity period 2-3 are all the cumulative scores corresponding to the special effect animations.
[0118] After multiple target accumulation events are determined, the accumulation component will be triggered to accumulate the score 2 corresponding to special effect animation T-1, the score 10 corresponding to special effect animation T-2, and the score 9 corresponding to special effect animation T-3, and the target accumulation result is 21. Finally, 21 is displayed on the scoreboard.
[0119] For example, Figure 12 schematically shows a schematic diagram of a virtual game scene in which the target cumulative result is displayed in the cumulative component in an embodiment of the present disclosure. As shown in Figure 12, object 1210 is a scoreboard, scene component 1211, scene component 1212, scene component 1213 and scene component 1214 constitute a scene component, and object 1220 is a controlled virtual object. At this time, the cumulative score 4 is displayed on the scoreboard, and the default special effect animation is displayed on component 1214.
[0120] In this exemplary embodiment, the component control parameters also include accumulation events, which trigger the accumulation component to accumulate the accumulation objects that can be accumulated in the game through the accumulation events, so as to encourage users to continue playing the game and increase the fun of the game.
[0121] In an optional embodiment, before playing the special effects animation in the virtual game scene, the method further includes: stopping playing the default special effects animation.
[0122] Among them, it is worth mentioning that before playing each special effect animation, it is necessary to stop playing the default special effect animation to avoid two different special effect animations playing at the same time, which will mislead game players.
[0123] In an optional embodiment, Figure 13 shows a flow chart of establishing an association relationship between a special component and a scene component in an interaction method in a game. As shown in Figure 13, the method includes at least the following steps: in step S1310, in response to a selection operation on a target editable attribute, activating the special component corresponding to the selection operation; in step S1320, establishing an association relationship between the special component and the scene component.
[0124] There are multiple editable properties that can be edited in the target scene component selection control, the target editable property refers to one of the multiple editable properties, and the target editable property is used to determine a special component.
[0125] There are multiple selectable special components corresponding to the target editable property. When the target editable property is selected, one of the multiple selectable special components corresponding to the target editable property is determined. At this time, the special component is activated, and an association relationship is established between the special component and the scene component. This allows subsequent editing of the component properties in the special component to determine the component control parameters corresponding to the scene component.
[0126] For example, as shown in FIG3 , there is a drop-down box on the right side of the second editable attribute xxx. By clicking the drop-down box, the second editable attribute xxx can be selected. At this time, the second editable attribute xxx is the target editable attribute.
[0127] The special component "Dancing Machine" corresponding to the selection operation is determined, and the special component "Dancing Machine" is activated, and an association relationship between the "Dancing Machine" and the scene component is established.
[0128] In an optional embodiment, determining the editing parameters corresponding to the property editing operation includes: performing a component property editing operation on the component property of the special component, and determining the editing parameters corresponding to the component property editing operation.
[0129] Among them, the special component is a component that is associated with the scene component, and there are component properties in the special component that can be edited. By performing component property editing operations on the component properties, the property information related to the default special effects animation and the property information related to the special special effects animation can be determined. For example, the playback time of the default special effects animation, multiple special effects effective time periods, special effects path, original special effects, special effects scaling ratio, special effects duration, special effects display position, accumulated events, etc. can be determined.
[0130] Therefore, after the component property editing operation is performed on the component property in the special component, the editing parameters corresponding to the component editing property constitute the subsequent component control parameters corresponding to the scene component.
[0131] In an optional embodiment, when an association relationship between a special component and a scene component is established, the relative position of the default special effect animation relative to the component origin of the scene component and the special effect display position of the original special effect are automatically obtained.
[0132] The special effect display position and relative position in the component control parameters can be automatically obtained after the association relationship is established. The association relationship refers to the relationship between the special component and the scene component.
[0133] In addition, the special effect display position and relative position in the component control parameters can also be input when editing the component properties of a special component. Specifically, in a special component, there are component property options corresponding to the special display position and component property options corresponding to the relative position. The specific relative position can be input into the input box of the component property option corresponding to the relative position, and the specific special effect display position can be input into the input box of the component property option corresponding to the special effect display position.
[0134] In this exemplary embodiment, the logic for acquiring the relative position and the special effect display position is improved.
[0135] Through the above-mentioned embodiments, different animation control effects can be achieved for other scene components set in the scene through special components. In an optional embodiment, the scene component can be a board model set in the scene; in other embodiments, the scene component can also be a scene component corresponding to different scene component selection controls provided by other games.
[0136] In this exemplary embodiment, on the one hand, in response to a game triggering event, at least one scene component in the virtual game scene is controlled to be activated, so that the scene component activated in the virtual game scene can be a model suitable for a three-dimensional scene, enriching the scene types used in the game; on the other hand, the default special effect animation corresponding to the scene component can be controlled to be played according to the component control parameters, and the special special effect animation can be determined according to the current interaction time and the component control parameters, so that the game player can adjust the played default special effect animation and the special special effect animation by changing the component control parameters, thereby meeting the special effect requirements of different game players for the game, improving the game richness of the game, and thus improving the game experience of the game player.
[0137] FIG14 schematically shows a flow chart of playing special effects animation in an embodiment of the present disclosure. As shown in FIG14 , a game trigger event is received, and if the value of the game trigger event is consistent with the component event, the scene component is activated.
[0138] When the current interaction time of the activated scene component reaches the animation activation time, the default special effect animation is played until the default special effect animation is finished. At this time, the game player knows that the scene component is activated.
[0139] Determine the current interaction time when the touch operation acting on the scene component that meets the interaction conditions occurs. If the current interaction time is in the special effect valid time period [0, t1] seconds, stop playing the default special effect animation, play the t1 special effect animation, and send the t1 cumulative event; correspondingly, if the current interaction time is in the special effect valid time period [t1, t2] seconds, stop playing the default special effect animation, play the t2 special effect animation, and send the t2 cumulative event. Similarly, when the current interaction time is in other special effect valid time periods, stop playing the default special effect animation, play the corresponding special effect animation, and send the corresponding cumulative event, until the end of the entire game.
[0140] In addition, in an exemplary embodiment of the present disclosure, an interactive device in a game is also provided. FIG15 shows a schematic structural diagram of the interactive device in a game. A graphical user interface for running a game program is provided by a terminal device, and the graphical user interface includes a virtual game scene. As shown in FIG15 , the interactive device 1500 in the game may include: an activation scene component module 1510, a display default special effect animation module 1520, a control movement module 1530, a determination of the current interaction time module 1540, and a play special effect module 1550. Among them:
[0141] The activation scene component module 1510 is configured to execute a response to a game trigger event and control the activation of the scene component in the virtual game scene; the display default special effect animation module 1520 is configured to execute a component control parameter corresponding to the scene component and control the playback of the default special effect animation corresponding to the scene component, and the default special effect animation is configured with a preset playback duration; the control movement module 1530 is configured to execute a response to a control instruction for a controlled virtual object and control the movement of the controlled virtual object in the virtual game scene; the determination current interaction time module 1540 is configured to execute a response to the controlled virtual object and the scene component meeting the interaction conditions and determine the current interaction time of the scene component; the play special effects module 1550 is configured to execute a special effect animation corresponding to the current interaction time according to the component control parameter of the scene component and play the special effect animation in the virtual game scene.
[0142] In an exemplary embodiment of the present disclosure, before responding to a game triggering event, the device also includes: a game match device, configured to execute a response to a game start instruction, and control a graphical user interface to display a virtual game scene corresponding to the game match; component control parameters are determined in the following manner: displaying a game editing scene and an editing window in a graphical user interface; wherein the editing window includes a plurality of scene component selection controls; in response to a selection operation on a target scene component selection control, controlling the generation of a scene component corresponding to the target scene component selection control in the game editing scene; wherein the scene component is configured to be displayed with preset display parameters, and the target scene component selection control is a component among a plurality of selected controls; in response to an editing operation on the target scene component selection control, determining the component control parameters corresponding to the target scene component selection control.
[0143] In an exemplary embodiment of the present disclosure, in response to an editing operation on a target scene component selection control, a component control parameter corresponding to the target scene component selection control is determined, and the device includes: a display setting control module, configured to execute a response to the editing operation on the target scene component selection control, and display the editable properties corresponding to the target scene component selection control; a determination editing parameter module, configured to execute a response to the property editing operation on the editable property, and determine the editing parameters corresponding to the property editing operation; the property editing operation includes a selection operation or an input operation; and a determination component control parameter module, configured to execute the determination of the component control parameters corresponding to the scene component according to the editing parameters.
[0144] In an exemplary embodiment of the present disclosure, the component control parameters include a component event corresponding to a target scene component selection control; there is a trigger in the virtual game scene; in response to the game trigger event, the scene component in the virtual game scene is controlled to be activated, and the device also includes: a trigger module, which is configured to execute a trigger operation in response to the trigger, triggering a game trigger event corresponding to the trigger; and a control activation module, which is configured to execute if the game trigger event is consistent with the component event, and control the activation of the scene component in the virtual game scene according to the game trigger event.
[0145] In an exemplary embodiment of the present disclosure, the component control parameters also include a default special effect animation corresponding to the scene component model and a playback time corresponding to the default special effect animation;
[0146] According to the component control parameters corresponding to the scene component, the default special effects animation corresponding to the scene component is controlled to be played. The device includes: a control playback module, which is configured to execute and determine the activation time of the scene component. When the playback moment corresponding to the default special effects animation is consistent with the activation time, the default special effects animation corresponding to the target scene component selection control is controlled to be played.
[0147] In an exemplary embodiment of the present disclosure, the component control parameters also include the relative position of the default special effects animation relative to the component origin of the scene component; the device controls the playback of the default special effects animation corresponding to the scene component, including: a relative position determination module, configured to determine the component origin corresponding to the scene component, and determine the playback position of the default special effects animation in the virtual game scene based on the component origin and the relative position; and a special effects playback control module, configured to control the playback of the default special effects animation corresponding to the scene component according to the playback position.
[0148] In an exemplary embodiment of the present disclosure, the component control parameters also include multiple special effect valid time periods and special effect paths corresponding to the multiple special effect valid time periods respectively; according to the component control parameters corresponding to the scene component, the special special effect animation corresponding to the current interaction time is determined, and the device includes: a matching module, which is configured to execute to determine the target special effect valid time period corresponding to the current interaction time among the multiple special effect valid time periods; a special effect path search module, which is configured to execute to search for the target special effect path corresponding to the target special effect valid time period in the special effect path, and determine the special special effect animation corresponding to the current interaction time based on the target special effect path.
[0149] In an exemplary embodiment of the present disclosure, the component control parameters also include the original special effect corresponding to the special effect path and the special effect scaling ratio corresponding to the original special effect; based on the target special effect path, the special special effect animation corresponding to the current interaction time is determined, and the device includes: a target original special effect determination module, which is configured to execute based on the target special effect path, and determine the target original special effect in the original special effect; a scaling ratio determination module, which is configured to execute in the special effect scaling ratio, and determine the target special effect scaling ratio corresponding to the target original special effect; a scaling module, which is configured to execute scaling of the target original special effect according to the target special effect scaling ratio to determine the special special effect animation corresponding to the current interaction time.
[0150] In an exemplary embodiment of the present disclosure, the component control parameters also include the duration of special effects corresponding to the original special effects; for playing special effects animations in a virtual game scene, the device includes: a duration determination module, configured to execute in the special effects duration, to determine the target special effects duration corresponding to the target original special effects; and a special effects playing module, configured to execute in accordance with the target special effects duration, to play the special effects animations in the virtual game scene.
[0151] In an exemplary embodiment of the present disclosure, the component control parameters also include the special effect display position of the original special effect; to play the special effect animation in the virtual game scene, the device includes: a position determination module, configured to execute in the special effect display position, to determine the target special effect display position corresponding to the target original special effect; a display position module, configured to execute to play the special effect animation at the target special effect display position in the virtual game scene.
[0152] In an exemplary embodiment of the present disclosure, the special effect display position includes a first relative position of the original special effect relative to the scene origin of the virtual game scene or a second relative position of the original special effect relative to the component origin of the scene component.
[0153] In an exemplary embodiment of the present disclosure, the component control parameters also include cumulative events corresponding to multiple special effect effective time periods; the cumulative events include cumulative objects; the cumulative events are used to trigger the cumulative components to perform cumulative tasks corresponding to the cumulative objects; the device also includes: a historical activation time determination module, configured to execute multiple historical interaction times of the scene component, and determine multiple historical special effect effective time periods corresponding to the multiple historical interaction times; a cumulative event determination module, configured to execute in the cumulative events, and determine multiple target cumulative events corresponding to the multiple historical special effect effective time periods; a cumulative result determination module, configured to execute based on multiple target cumulative events, trigger the cumulative component to determine multiple cumulative objects corresponding to the multiple target cumulative events, and accumulate the multiple cumulative objects to obtain a target cumulative result; a cumulative result display module, configured to execute the display of the target cumulative result in the cumulative component.
[0154] In an exemplary embodiment of the present disclosure, before playing the special effects animation in the virtual game scene, the method further includes: stopping playing the default special effects animation.
[0155] In an exemplary embodiment of the present disclosure, the device also includes: an activation special component module, which is configured to execute a selection operation in response to a target editable attribute and activate a special component corresponding to the selection operation; and an establishment module, which is configured to execute the establishment of an association relationship between the special component and the scene component.
[0156] In an exemplary embodiment of the present disclosure, editing parameters corresponding to a property editing operation are determined, and the device includes: a component property editing module, configured to perform a component property editing operation on a component property of a special component, and determine editing parameters corresponding to the component property editing operation.
[0157] In an exemplary embodiment of the present disclosure, the automatic acquisition module is configured to automatically obtain the relative position of the default special effect animation relative to the component origin of the scene component and the special effect display position of the original special effect when an association relationship between the special component and the scene component is established.
[0158] The specific details of the interactive device 1500 in the above game have been described in detail in the corresponding method, so they will not be repeated here.
[0159] It should be noted that although the above detailed description refers to several modules or units of the interactive device 1500 in the game, this division is not mandatory. In fact, according to the embodiments of the present disclosure, the features and functions of two or more modules or units described above can be embodied in a single module or unit. Conversely, the features and functions of a single module or unit described above can be further divided and embodied by multiple modules or units.
[0160] In addition, in an exemplary embodiment of the present disclosure, an electronic device capable of implementing the above method is also provided.
[0161] The electronic device 1600 according to this embodiment of the present invention is described below with reference to Figure 16. The electronic device 1600 shown in Figure 16 is merely an example and should not limit the functions and scope of use of the embodiments of the present invention.
[0162] As shown in FIG16 , electronic device 1600 is implemented as a general-purpose computing device. Components of electronic device 1600 may include, but are not limited to, the aforementioned at least one processing unit 1610, the aforementioned at least one storage unit 1620, a bus 1630 connecting various system components (including storage unit 1620 and processing unit 1610), and a display unit 1640.
[0163] The storage unit stores program codes, which can be executed by the processing unit 1610, so that the processing unit 1610 performs the steps according to various exemplary embodiments of the present invention described in the above “Exemplary Methods” section of this specification.
[0164] The storage unit 1620 may include a readable medium in the form of a volatile storage unit, such as a random access memory unit (RAM) 1621 and / or a cache memory unit 1622 , and may further include a read-only memory unit (ROM) 1623 .
[0165] The storage unit 1620 may also include a program / utility 1624 having a set (at least one) of program modules 1625, such program modules 1625 including but not limited to: an operating system, one or more application programs, other program modules, and program data, each of which or some combination may include the reality of a network environment.
[0166] Bus 1630 may represent one or more of several types of bus structures, including a memory bus or memory controller, a peripheral bus, an accelerated graphics port, a processing unit, or a local bus using any of a variety of bus architectures.
[0167] Electronic device 1600 can also communicate with one or more external devices 1670 (e.g., a keyboard, pointing device, Bluetooth device, etc.), one or more devices that enable a user to interact with electronic device 1600, and / or any device that enables electronic device 1600 to communicate with one or more other computing devices (e.g., a router, modem, etc.). Such communication can occur via input / output (I / O) interface 1650. Furthermore, electronic device 1600 can communicate with one or more networks (e.g., a local area network (LAN), a wide area network (WAN), and / or a public network such as the Internet) via network adapter 1660. As shown, network adapter 1660 communicates with other modules of electronic device 1600 via bus 1630. It should be understood that, although not shown, other hardware and / or software modules can be used in conjunction with electronic device 1600, including but not limited to microcode, device drivers, redundant processing units, external disk drive arrays, RAID systems, tape drives, and data backup storage systems.
[0168] The processor in the electronic device can implement the following operations in the virtual background generation method by executing machine-executable instructions:
[0169] Responding to game triggering events, controlling the activation of scene components in the virtual game scene; controlling the playback of default special effects animations corresponding to the scene components according to component control parameters corresponding to the scene components, wherein the default special effects animations are configured with a preset playback duration; responding to control instructions for controlled virtual objects, controlling the movement of controlled virtual objects in the virtual game scene; responding to the controlled virtual objects and scene components satisfying interaction conditions, determining the current interaction time of the scene components; determining the special effects animations corresponding to the current interaction time according to the component control parameters of the scene components, and playing the special effects animations in the virtual game scene.
[0170] In response to a game start instruction, the graphical user interface is controlled to display a virtual game scene corresponding to the game match; component control parameters are determined in the following manner: a game editing scene and an editing window are displayed in the graphical user interface; wherein the editing window includes a plurality of scene component selection controls; in response to a selection operation on a target scene component selection control, the scene component corresponding to the target scene component selection control is controlled to be generated in the game editing scene; wherein the scene component is configured to be displayed with preset display parameters, and the target scene component selection control is a component among a plurality of selected controls; in response to an editing operation on the target scene component selection control, the component control parameters corresponding to the target scene component selection control are determined.
[0171] In response to an editing operation on a target scene component selection control, the editable properties corresponding to the target scene component selection control are displayed; in response to a property editing operation on an editable property, the editing parameters corresponding to the property editing operation are determined; the property editing operation includes a selection operation or an input operation to determine the component control parameters corresponding to the scene component according to the editing parameters.
[0172] In response to the trigger operation for the trigger, the game trigger event corresponding to the trigger is triggered; if the game trigger event is consistent with the component event, the scene component in the virtual game scene is activated according to the game trigger event.
[0173] Determine the activation time of the scene component. When the playback time corresponding to the default special effect animation is consistent with the activation time, control the playback of the default special effect animation corresponding to the target scene component selection control.
[0174] Determine the component origin corresponding to the scene component, and based on the component origin and the relative position, determine the playback position of the default special effect animation in the virtual game scene; according to the playback position, control the playback of the default special effect animation corresponding to the scene component.
[0175] A target special effect effective time period corresponding to the current interaction time is determined from a plurality of special effect effective time periods; a target special effect path corresponding to the target special effect effective time period is found from the special effect path, and a special special effect animation corresponding to the current interaction time is determined based on the target special effect path.
[0176] Based on the target special effect path, the target original special effect is determined in the original special effects; in the special effect scaling ratio, the target special effect scaling ratio corresponding to the target original special effect is determined; the target original special effect is scaled according to the target special effect scaling ratio to determine the special special effect animation corresponding to the current interaction time.
[0177] In the special effect duration, a target special effect duration corresponding to the target original special effect is determined; and according to the target special effect duration, a special effect animation is played in the virtual game scene.
[0178] Among the special effect display positions, a target special effect display position corresponding to the target original special effect is determined; and a special effect animation is played at the target special effect display position in the virtual game scene.
[0179] The special effect display position includes a first relative position of the original special effect relative to the scene origin of the virtual game scene or a second relative position of the original special effect relative to the component origin of the scene component.
[0180] Determine multiple historical interaction times of the scene component, and determine multiple historical special effect effective time periods corresponding to the multiple historical interaction times; in the cumulative events, determine multiple target cumulative events corresponding to the multiple historical special effect effective time periods; based on the multiple target cumulative events, trigger the cumulative component to determine multiple cumulative objects corresponding to the multiple target cumulative events, accumulate the multiple cumulative objects to obtain the target cumulative result; display the target cumulative result in the cumulative component.
[0181] Stop playing the default special effect animation.
[0182] In response to a selection operation on a target editable property, the special component corresponding to the selection operation is activated; and an association relationship between the special component and the scene component is established.
[0183] A component property editing operation is performed on the component property of the special component, and editing parameters corresponding to the component property editing operation are determined.
[0184] When the association relationship between the special component and the scene component is established, the relative position of the default special effect animation relative to the component origin of the scene component and the special effect display position of the original special effect are automatically obtained.
[0185] Through the description of the above embodiments, it is easy for those skilled in the art to understand that the example embodiments described herein can be implemented by software or by combining software with necessary hardware. Therefore, the technical solution according to the embodiments of the present disclosure can be embodied in the form of a software product, which can be stored in a non-volatile storage medium (which can be a CD-ROM, a USB flash drive, a mobile hard disk, etc.) or on a network, and includes a number of instructions to enable a computing device (which can be a personal computer, a server, a terminal device, or a network device, etc.) to execute the method according to the embodiments of the present disclosure.
[0186] In exemplary embodiments of the present disclosure, a computer-readable storage medium is also provided, storing a program product capable of implementing the aforementioned methods of this specification. In some possible embodiments, various aspects of the present invention may also be implemented in the form of a program product comprising program code. When the program product is executed on a terminal device, the program code is configured to cause the terminal device to perform the steps according to various exemplary embodiments of the present invention described in the "Exemplary Methods" section of this specification.
[0187] Referring to FIG. 17 , a program product 1700 for implementing the above-described method according to an embodiment of the present invention is described. The program product 1700 may be a portable compact disc read-only memory (CD-ROM) and include program code, and may be run on a terminal device, such as a personal computer. However, the program product of the present invention is not limited thereto. In this document, a readable storage medium may be any tangible medium containing or storing a program that can be used by or in conjunction with an instruction execution system, apparatus, or device.
[0188] The program product may be implemented in any combination of one or more readable media. The readable medium may be a readable signal medium or a readable storage medium. The readable storage medium may be, for example, but not limited to, an electrical, magnetic, optical, electromagnetic, infrared, or semiconductor system, device, or component, or any combination thereof. More specific examples (a non-exhaustive list) of readable storage media include: an electrical connection with one or more wires, a portable disk, a hard disk, a random access memory (RAM), a read-only memory (ROM), an erasable programmable read-only memory (EPROM or flash memory), an optical fiber, a portable compact disk read-only memory (CD-ROM), an optical storage device, a magnetic storage device, or any suitable combination thereof.
[0189] A computer-readable signal medium may include a data signal propagated in baseband or as part of a carrier wave, which carries readable program code. Such propagated data signals may take a variety of forms, including but not limited to electromagnetic signals, optical signals, or any suitable combination thereof. A readable signal medium may also be any readable medium other than a readable storage medium that can transmit, propagate, or transfer a program for use by or in conjunction with an instruction execution system, apparatus, or device.
[0190] The program code embodied on the readable medium may be transmitted using any appropriate medium, including but not limited to wireless, wireline, optical fiber cable, RF, etc., or any suitable combination of the foregoing.
[0191] The program code for performing the operations of the present invention may be written in any combination of one or more programming languages, including object-oriented programming languages such as Java, C++, and the like, as well as conventional procedural programming languages such as "C" or similar programming languages. The program code may be executed entirely on the user computing device, partially on the user device, as a stand-alone software package, partially on the user computing device and partially on a remote computing device, or entirely on a remote computing device or server. In cases involving a remote computing device, the remote computing device may be connected to the user computing device via any type of network, including a local area network (LAN) or a wide area network (WAN), or may be connected to an external computing device (e.g., via the Internet using an Internet service provider).
[0192] Other embodiments of the present disclosure will readily occur to those skilled in the art after considering the specification and practicing the invention disclosed herein. This disclosure is intended to cover any variations, uses, or adaptations of the present disclosure that follow from the general principles of the present disclosure and include common knowledge or customary techniques in the art not disclosed herein. The description and examples are to be considered as exemplary only, with the true scope and spirit of the present disclosure being indicated by the claims.
Claims
1. A method for interaction in a game, wherein a terminal device provides a graphical user interface provided by running a game program, wherein the graphical user interface includes a virtual game scene, and the method comprises: In response to a game triggering event, controlling activation of scene components in the virtual game scene; According to the component control parameter corresponding to the scene component, control the playing of the default special effect animation corresponding to the scene component, wherein the default special effect animation is configured with a preset playing duration; In response to a control instruction for a controlled virtual object, control the controlled virtual object to move in the virtual game scene; In response to the controlled virtual object and the scene component satisfying an interaction condition, determining a current interaction time of the scene component; According to the component control parameter corresponding to the scene component, the special effect animation corresponding to the current interaction time is determined, and the special effect animation is played in the virtual game scene.
2. The interactive method in a game according to claim 1, wherein: Before responding to the game triggering event, the method further includes: In response to a game start instruction, the graphical user interface is controlled to display a virtual game scene corresponding to the game match; The component control parameters are determined as follows: Displaying a game editing scene and an editing window in the graphical user interface; wherein the editing window includes a plurality of scene component selection controls; In response to a selection operation on a target scene component selection control, controlling generation of a scene component corresponding to the target scene component selection control in the game editing scene; wherein the scene component is configured to be displayed with preset display parameters, and the target scene component selection control is a control among the multiple selected controls; In response to an editing operation on the scene component, a component control parameter corresponding to the scene component is determined.
3. The interactive method in a game according to claim 2, wherein: The step of determining a component control parameter corresponding to the scene component in response to an editing operation on the scene component includes: In response to an editing operation on the scene component, displaying editable properties corresponding to the scene component; In response to an attribute editing operation on the editable attribute, determining an editing parameter corresponding to the attribute editing operation; the attribute editing operation includes a selection operation or an input operation; The component control parameters corresponding to the scene component are determined according to the editing parameters.
4. The interactive method in a game according to claim 3, wherein: The component control parameters include component events corresponding to the scene components; There is a trigger in the virtual game scene; The step of responding to a game triggering event and controlling activation of a scene component in the virtual game scene includes: In response to a trigger operation on the trigger, triggering a game trigger event corresponding to the trigger; If the game triggering event is consistent with the component event, the activation of the scene component in the virtual game scene is controlled according to the game triggering event.
5. The interactive method in a game according to claim 1, wherein: The component control parameters also include a default special effect animation corresponding to the scene component and a play time corresponding to the default special effect animation; The controlling the playing of the default special effect animation corresponding to the scene component according to the component control parameter corresponding to the scene component includes: The activation time of the scene component is determined, and when the playing moment corresponding to the default special effect animation is consistent with the activation time, the playing of the default special effect animation corresponding to the scene component is controlled.
6. The interactive method in a game according to claim 5, wherein: The component control parameters also include the relative position of the default special effect animation relative to the component origin of the scene component; The controlling and playing of the default special effect animation corresponding to the scene component includes: Determine the component origin corresponding to the scene component, and determine the playback position of the default special effect animation in the virtual game scene based on the component origin and the relative position; According to the playback position, the default special effect animation corresponding to the scene component is controlled to be played.
7. The interactive method in a game according to claim 1, wherein: The component control parameters also include a plurality of special effect effective time periods and special effect paths corresponding to the plurality of special effect effective time periods respectively; The determining, according to the component control parameter corresponding to the scene component, the special effect animation corresponding to the current interaction time includes: Determining a target special effect effective time period corresponding to the current interaction time from among the multiple special effect effective time periods; A target special effect path corresponding to the target special effect effective time period is searched in the special effect path, and a special special effect animation corresponding to the current interaction time is determined based on the target special effect path.
8. The interactive method in a game according to claim 7, wherein: The component control parameters also include the original special effect corresponding to the special effect path and the special effect scaling ratio corresponding to the original special effect; The determining the special effect animation corresponding to the current interaction time based on the target special effect path includes: Based on the target special effect path, determining a target original special effect from the original special effects; Among the special effect scaling ratios, determining a target special effect scaling ratio corresponding to the target original special effect; The target original special effect is scaled according to the target special effect scaling ratio to determine the special special effect animation corresponding to the current interaction time.
9. The interactive method in a game according to claim 8, wherein: The component control parameters also include the duration of the special effect corresponding to the original special effect; Playing the special effects animation in the virtual game scene includes: In the special effect duration, determining a target special effect duration corresponding to the target original special effect; The special effects animation is played in the virtual game scene according to the duration of the target special effects.
10. The interactive method in a game according to claim 8, wherein: The component control parameters also include the special effect display position of the original special effect; Playing the special effects animation in the virtual game scene includes: Among the special effect display positions, determining a target special effect display position corresponding to the target original special effect; The special effect animation is played at the target special effect display position in the virtual game scene.
11. The interactive method in a game according to claim 10, wherein: The special effect display position includes a first relative position of the original special effect relative to the scene origin of the virtual game scene or a second relative position of the original special effect relative to the component origin of the scene component.
12. The interactive method in a game according to claim 7, wherein: The component control parameters also include cumulative events corresponding to the multiple special effect effective time periods respectively; the cumulative events include cumulative objects; the cumulative events are used to trigger the cumulative component to execute the cumulative tasks corresponding to the cumulative objects; The method further comprises: Determine a plurality of historical interaction times of the scene component, and determine a plurality of historical special effect effective time periods corresponding to the plurality of historical interaction times respectively; Among the accumulated events, a plurality of target accumulated events corresponding to the plurality of historical special effect effective time periods are determined; Based on the multiple target accumulation events, the accumulation component is triggered to determine multiple accumulation objects corresponding to the multiple target accumulation events respectively, and the multiple accumulation objects are accumulated to obtain a target accumulation result; The target cumulative result is displayed in the cumulative component.
13. The interactive method in a game according to any one of claims 1 to 12, wherein: Before playing the special effects animation in the virtual game scene, the method further includes: Stop playing the default special effect animation.
14. The interactive method in a game according to claim 3, wherein: The method further comprises: In response to a selection operation on a target editable property, activating a special component corresponding to the selection operation; An association relationship between the special component and the scene component is established.
15. The interactive method in a game according to claim 14, wherein: Determining an editing parameter corresponding to the attribute editing operation includes: A component attribute editing operation is performed on the component attribute of the special component, and editing parameters corresponding to the component attribute editing operation are determined.
16. The interactive method in a game according to claim 14, wherein: When the association relationship between the special component and the scene component is established, the relative position of the default special effect animation relative to the component origin of the scene component and the special effect display position of the original special effect are automatically obtained.
17. An interactive device in a game, wherein the terminal device provides a graphical user interface provided by running a game program, wherein the graphical user interface includes a virtual game scene, and the device comprises: The scene component activation module is configured to execute and respond to a game trigger event to control the activation of scene components in the virtual game scene; A module for displaying a default special effect animation is configured to execute, according to a component control parameter corresponding to the scene component, control the playing of a default special effect animation corresponding to the scene component, wherein the default special effect animation is configured with a preset playing duration; The control movement module is configured to execute a control instruction in response to the controlled virtual object to control the controlled virtual object. The virtual object moves in the virtual game scene; A current interaction time determination module is configured to execute, in response to the controlled virtual object and the scene component satisfying an interaction condition, determining a current interaction time of the scene component; The special effects playing module is configured to execute the component control parameters corresponding to the scene component, determine the special effects animation corresponding to the current interaction time, and play the special effects animation in the virtual game scene.
18. An electronic device, comprising: processor; A memory, configured to store executable instructions of the processor; The processor is configured to execute the interactive method in the game as described in any one of claims 1-16 by executing the executable instructions.
19. A computer-readable storage medium storing a computer program, wherein the computer program, when executed by a processor, implements the interactive method in a game as claimed in any one of claims 1 to 16.
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