Game interaction control method and apparatus, and electronic device
By introducing multiple scene objects and dynamic controlled virtual object movement modes into survival games, the problem of single gameplay is solved, and the game scene changes and player interest is improved.
Patent Information
- Application Number
- PCT/CN2024/113438
- Authority / Receiving Office
- WO · WO
- Patent Type
- Applications
- Current Assignee / Owner
- Priority Date
- 2023-09-05
- Filing Date
- 2024-08-20
- Publication Date
- 2025-03-13
AI Technical Summary
The existing survival gameplay is single, and the game scene content and scene changes are limited, resulting in low player interest in gaming.
The game scene includes a first scene object, a second scene object and a controlled virtual object in response to the touch of the controlled virtual object with the scene object, control the controlled virtual object to enter the sleeping mode or release the sleeping mode, and adjust its quality to affect the moving state.
The game scene content and scene changes have been added, the gameplay has been enriched, and the player's interest in gaming has been increased.
Smart Images

Figure CN2024113438_13032025_PF_FP_ABST
Abstract
Description
Game interactive control method, device and electronic device
[0001] CROSS-REFERENCE TO RELATED APPLICATIONS
[0002] This disclosure claims priority to Chinese patent application number 202311144654.7, filed on September 5, 2023, entitled “Game interactive control method, device and electronic device”, the entire contents of which are incorporated herein by reference. Technical Field
[0003] The present disclosure relates to the technical field of game interaction design, and in particular to a game interaction control method, device, and electronic device. Background Art
[0004] In survival games, the last surviving controlled virtual object is usually the winner. However, current survival games have a single gameplay, and the game scene content and scene changes are limited, resulting in low player interest in the game.
[0005] Summary of the Invention
[0006] The purpose of the present disclosure is to provide a game interaction control method, device and electronic device to increase the game scene content and scene changes, and improve players' gaming interest.
[0007] In a first aspect, the present disclosure provides a game interaction control method, the method comprising: providing a graphical user interface through a terminal device, the graphical user interface including a game scene, the game scene including a first scene object, a second scene object and a controlled virtual object controlled by the terminal device; in response to the controlled virtual object touching the first scene object, controlling the controlled virtual object to enter a sleep mode, the sleep mode comprising: the controlled virtual object entering a sleep state after a specified time and reducing the mass of the controlled virtual object when entering the sleep state, and limiting the movement speed of the controlled virtual object within a specified time; wherein the mass of the controlled virtual object is used to control the movement state of the controlled virtual object; in response to the controlled virtual object touching the second scene object, controlling the controlled virtual object to release the sleep mode, and / or increase the mass of the controlled virtual object.
[0008] In a second aspect, the present disclosure provides a game interaction control device, which includes: an interface display module, configured to provide a graphical user interface through a terminal device, wherein the graphical user interface includes a game scene, and the game scene includes a first scene object, a second scene object and a controlled virtual object controlled by the terminal device; a first touch module, configured to control the controlled virtual object to enter a sleep mode in response to the controlled virtual object touching the first scene object, the sleep mode including: the controlled virtual object entering a sleep state after a specified time and reducing the mass of the controlled virtual object when entering the sleep state, and limiting the movement speed of the controlled virtual object within a specified time; wherein the mass of the controlled virtual object is used to control the movement state of the controlled virtual object; a second touch module, configured to control the controlled virtual object to release the sleep mode and / or increase the mass of the controlled virtual object in response to the controlled virtual object touching the second scene object.
[0009] In a third aspect, the present disclosure provides an electronic device comprising a processor and a memory, wherein the memory stores machine-executable instructions that can be executed by the processor, and the processor executes the machine-executable instructions to implement the above-mentioned game interaction control method.
[0010] In a fourth aspect, the present disclosure provides a computer-readable storage medium storing computer-executable instructions. When the computer-executable instructions are called and executed by a processor, the computer-executable instructions prompt the processor to implement the above-mentioned game interaction control method.
[0011] The embodiments of the present disclosure bring the following beneficial effects:
[0012] The present disclosure provides a game interaction control method, device, and electronic device. First, a terminal device provides a graphical user interface (GUI), which includes a game scene. The game scene includes a first scene object, a second scene object, and a controlled virtual object controlled by the terminal device. Then, in response to the controlled virtual object touching the first scene object, the controlled virtual object is controlled to enter a sleep mode. The sleep mode includes: the controlled virtual object enters a sleep state after a specified time, and the mass of the controlled virtual object is reduced when entering the sleep state, and the movement speed of the controlled virtual object is limited within a specified time. The mass of the controlled virtual object is used to control the movement state of the controlled virtual object. Then, in response to the controlled virtual object touching the second scene object, the controlled virtual object is controlled to exit the sleep mode and / or increase the mass of the controlled virtual object. In this method, the game scene includes two scene objects. When the controlled virtual object touches different scene objects, different game effects will be generated, thereby enriching the gameplay and helping to enhance the player's gaming interest.
[0013] Other features and advantages of the present disclosure will be set forth in the following description, or some features and advantages may be inferred or unambiguously determined from the description, or may be learned by practicing the above-mentioned technology of the present disclosure.
[0014] In order to make the above-mentioned objects, features and advantages of the present disclosure more obvious and easy to understand, preferred embodiments are specifically listed below and described in detail with reference to the accompanying drawings. BRIEF DESCRIPTION OF THE DRAWINGS
[0015] In order to more clearly illustrate the specific embodiments of the present disclosure or the technical solutions in the related technologies, the following briefly introduces the drawings required for use in the specific embodiments or related technical descriptions. Obviously, the drawings described below are some embodiments of the present disclosure. For ordinary technicians in this field, other drawings can be obtained based on these drawings without paying any creative work.
[0016] FIG1 is a flow chart of a game interaction control method provided by one embodiment of the present disclosure;
[0017] FIG2 is a schematic diagram of a target game area provided by one embodiment of the present disclosure;
[0018] FIG3 is a schematic structural diagram of a game interaction control device provided by one embodiment of the present disclosure;
[0019] FIG4 is a schematic structural diagram of an electronic device provided by one embodiment of the present disclosure. DETAILED DESCRIPTION
[0020] To make the objectives, technical solutions, and advantages of the embodiments of the present disclosure more clear, the technical solutions of the embodiments of the present disclosure will be clearly and completely described below in conjunction with the accompanying drawings of the embodiments of the present disclosure. Obviously, the described embodiments are only some of the embodiments of the present disclosure, but not all of them. Generally, the components of the embodiments of the present disclosure described and shown in the drawings herein can be arranged and designed in various different configurations.
[0021] Therefore, the following detailed description of the embodiments of the present disclosure provided in the accompanying drawings is not intended to limit the scope of the present disclosure as claimed, but merely represents selected embodiments of the present disclosure. All other embodiments derived by persons of ordinary skill in the art based on the embodiments of the present disclosure without creative effort shall fall within the scope of protection of the present disclosure.
[0022] In one embodiment of the present disclosure, the game interaction control method can be run on a local terminal device or a server. When the game interaction control method is run on a server, the method can be implemented and executed based on a cloud interaction system, wherein the cloud interaction system includes a server and a client device.
[0023] 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 game 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 game interaction control method are completed on the cloud game 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 game 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 game server. The cloud game 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.
[0024] 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.
[0025] In one possible implementation, the present disclosure provides a method for interactive game control, as shown in FIG1 . The method includes the following specific steps:
[0026] Step S102: providing a graphical user interface through the terminal device, wherein the graphical user interface includes a game scene, and the game scene includes a first scene object, a second scene object, and a controlled virtual object controlled by the terminal device.
[0027] In a specific implementation, the above-mentioned terminal device can be the local terminal device mentioned above, or it can be the client device in the above-mentioned cloud interaction system. Specifically, the above-mentioned terminal device can be a mobile phone, a tablet computer or a personal computer, etc. By running the game program corresponding to the target game, the terminal device can provide a graphical user interface corresponding to the target game, and the graphical user interface is used to display the scene screen of the game scene. The game scene contains a controlled virtual object, and at least one first scene object and at least one second scene object. The first scene object and the second scene object are usually controlled by the system. The first scene object and the second scene object can move freely in the game scene. The controlled virtual object can avoid or collide with the first scene object and the second scene object. When the controlled virtual object collides with the first scene object and the second scene object, different collision effects will be produced. The collision effect can be determined according to R&D needs.
[0028] In actual applications, the above-mentioned game scene may also include one or more virtual objects controlled by other terminal devices. The virtual object may be a virtual object belonging to the same game team as the controlled virtual object, or a virtual object belonging to a different game team than the controlled virtual object, or a virtual object in a personal battle game, etc.
[0029] Step S104: In response to the controlled virtual object touching the first scene object, controlling the controlled virtual object to enter a dormant mode, where the dormant mode includes: the controlled virtual object entering a dormant state after a specified time, reducing the mass of the controlled virtual object when entering the dormant state, and limiting the movement speed of the controlled virtual object within a specified time; wherein the mass of the controlled virtual object is used to control the movement state of the controlled virtual object.
[0030] In specific implementations, while the player is controlling the movement of the controlled virtual object, it may collide with the first scene object due to untimely dodging. Alternatively, the controlled virtual object may collide with the first scene object due to the free movement of the first scene object while the controlled virtual object is stationary. After the controlled virtual object collides with the first scene object, it enters a dormant mode, in which it is more likely to be attacked and its ability to fight back is weakened.
[0031] When the controlled virtual object enters the sleep mode, first the movement speed of the controlled virtual object will be limited, that is, when the player controls the movement of the controlled virtual object, the movement speed of the controlled virtual object will become slower and slower until the specified time is reached, the controlled virtual object stops moving and enters the sleep state. In the sleep state, the controlled virtual object will be fixed at the movement stop position, and the player cannot control the movement of the controlled virtual object. Only after the sleep state is released can the player control the movement of the controlled virtual object. When the controlled virtual object enters the sleep state, the mass of the controlled virtual object will decrease, wherein the mass of the controlled virtual object is used to control the movement state of the controlled virtual object, and the movement state includes the movement speed, movement direction, etc. of the controlled virtual object. The specific time corresponding to the above-mentioned specified time can be determined according to R&D needs or player settings. For example, the specified time can be 2 seconds or 4 seconds, etc.
[0032] Specifically, the mass of a controlled virtual object is usually displayed as a weight bar above the head of the controlled virtual object. This weight bar does not represent health but mass (also known as weight). Specifically, the game platform of a survival game is a giant weighing scale. The weight dimension is closely integrated with physical feedback, which provides a richer gaming space for the game process. Whenever a controlled virtual object is hit by a mechanism or prop, its mass decreases. Although the reduction in mass will not directly lead to the elimination of the controlled virtual object, it will be more dangerous when facing an attack. In other words, the lower the mass, the farther the controlled virtual object will fly, and the easier it will be to be attacked and thrown off the game platform. However, as long as the player operates properly, mass reduction is also a key factor in winning.
[0033] Step S106 : in response to the controlled virtual object touching the second scene object, controlling the controlled virtual object to release the dozing mode and / or increasing the mass of the controlled virtual object.
[0034] In a specific implementation, the controlled virtual object will suffer damage if it collides with the first scene object, while it will gain benefits if it collides with the second scene object. Therefore, the player wants the controlled virtual object to collide with the second scene object, but does not want it to collide with the first scene object. Therefore, the player will control the controlled virtual object to move toward the location of the second scene object so that the controlled virtual object collides with the second scene object. Alternatively, when the controlled virtual object is not moving or moving in other directions, the second scene object and the controlled virtual object may collide due to the free movement of the second scene object. After the controlled virtual object collides with the second scene object, the controlled virtual object that has entered sleep mode will be released from sleep mode, and the controlled virtual object that is not in sleep mode will increase its mass. In some embodiments, after the controlled object enters sleep mode and touches the second scene object, it will not only be released from sleep mode but also increase its mass.
[0035] It should be noted that if the controlled virtual object's current mass is at the preset maximum mass value, touching the second scene object will not increase its mass. If the controlled virtual object's current mass is less than the preset maximum mass value, its mass will increase up to the preset maximum mass value. The specific value corresponding to this maximum mass value can be determined based on R&D requirements or user settings.
[0036] The disclosed embodiments provide a method for controlling game interactions. First, a graphical user interface is provided through a terminal device. The graphical user interface includes a game scene, wherein the game scene includes a first scene object, a second scene object, and a controlled virtual object controlled by the terminal device. Then, in response to the controlled virtual object touching the first scene object, the controlled virtual object is controlled to enter a sleep mode. The sleep mode includes: the controlled virtual object enters a sleep state after a specified time, and the mass of the controlled virtual object is reduced when entering the sleep state, and the movement speed of the controlled virtual object is limited within a specified time. The mass of the controlled virtual object is used to control the movement state of the controlled virtual object. Then, in response to the controlled virtual object touching the second scene object, the controlled virtual object is controlled to exit the sleep mode and / or increase the mass of the controlled virtual object. In this method, the game scene includes two scene objects. When the controlled virtual object touches different scene objects, different game effects will be generated, thereby enriching the gameplay and helping to enhance the player's gaming interest.
[0037] The following preferred embodiments describe how a controlled virtual object enters sleep mode and how to release the sleep mode.
[0038] Specifically, the specific process of controlling the controlled virtual object to enter the dozing mode in response to the controlled virtual object touching the first scene object is implemented through the following steps 10-11:
[0039] Step 10: In response to the controlled virtual object touching the first scene object, a progress bar of a specified time is displayed at a position associated with the controlled virtual object, and a moving speed of the controlled virtual object is limited.
[0040] In a specific implementation, the specific location of the associated position of the controlled virtual object can be determined based on R&D requirements or player settings. For example, the associated position can be the area under the feet, above the head, to the left, or to the right of the controlled virtual object. The display format of the progress bar for the specified time can also be determined based on R&D requirements. For example, the progress bar can be displayed as a bar progress bar or a circular progress bar.
[0041] In a specific embodiment, the progress bar of the specified time is an aperture progress bar of a specified shape; the aperture progress bar is displayed in the area under the feet of the controlled virtual object. The specific shape of the specified shape can be determined according to research and development requirements. For example, the specified shape can be a ring or an arc. Specifically, the aperture progress bar of the specified shape will be displayed in a luminous manner in the graphical user interface. When the controlled virtual object touches the first scene object, the aperture progress bar will immediately be displayed in the area under the feet of the controlled virtual object. It can also be understood that the controlled virtual object enters the aperture progress bar, thereby reminding the player that the controlled virtual object is currently in sleep mode, so that the player can better take measures to remove the sleep mode or avoid the attack of the enemy object.
[0042] Step 11: In response to the progress bar reaching a specified time, control the controlled virtual object to enter a sleep state to fix the controlled virtual object at its current position, and control the quality of the controlled virtual object to reduce a preset quality loss value.
[0043] In specific implementation, when the progress bar showing the specified time at the associated position of the controlled virtual object reaches the specified time, the controlled virtual object will enter a sleep state, that is, the controlled virtual object will be fixed at the current position of the controlled virtual object. At this time, the player cannot control the movement of the controlled virtual object. For example, assuming the specified time is 4 seconds, after the controlled virtual object touches the first scene object, the controlled virtual object will delay 4 seconds to enter the sleep state. During the delay, an aperture progress bar will be displayed in the area under the feet of the controlled virtual object. The aperture progress bar is used to count down to the specified time. During the countdown, the movement speed of the controlled virtual object will decrease by a specified ratio per second. The specified ratio can be 15% or 20%, etc., which can be determined according to R&D needs. When the controlled virtual object enters the sleep state, the quality of the controlled virtual object will decrease. The specific amount of decrease can be determined according to player settings or R&D needs.
[0044] In an optional embodiment, in response to the controlled virtual object being in the sleep state for a predetermined time threshold, the controlled virtual object is controlled to exit the sleep mode. Specifically, the specific value of the predetermined time threshold can be determined according to research and development requirements, for example, the predetermined time threshold can be 2 seconds or 3 seconds.
[0045] In another optional embodiment, after the controlled virtual object is controlled to enter the sleep mode in response to the controlled virtual object touching the first scene object, the controlled virtual object is controlled to exit the sleep mode in response to the controlled virtual object being attacked or the controlled virtual object being at a designated position. Specifically, the sleep mode is released when the controlled virtual object is subjected to any influence that causes a decrease in quality, that is, the controlled virtual object being attacked causes a decrease in quality of the controlled virtual object; moreover, the sleep mode can also be released when the controlled virtual object is at a designated position in the game scene. The designated position here can be determined according to R&D requirements or player settings. The designated position is usually an area with a special function in the game scene. For example, the designated position can be a position to prevent the controlled virtual object from being damaged, or a position where the controlled virtual object can recover its quality, etc.
[0046] In another optional embodiment, in response to the controlled virtual object being in a specified state, the controlled virtual object is controlled to exit the sleep mode. The specified state may be that the controlled virtual object is in a frightened state or a fearful state, etc., which may be determined according to R&D requirements or player settings.
[0047] In a specific implementation, if a controlled virtual object in sleep mode collides with a second scene object, the sleep mode is also released. In actual applications, the game scene includes a target game area, the controlled virtual object moves within the target game area, and the first scene object and the second scene object float and move within the target game area; in response to the controlled virtual object moving outside the target game area, a game failure message is displayed in the graphical user interface; in response to the target scene object among the first and second scene objects colliding with the controlled virtual object, the target scene object is removed from the target game area.
[0048] The target game area is typically the area where players play the game. If a controlled virtual object falls from or moves out of the target game area, it will be eliminated or the game will fail. Furthermore, two types of scene objects will be randomly placed in the target game area: a first scene object and a second scene object. Before the first and second scene objects appear in the target game area, there will be a warning effect. After their appearance, the first and second scene objects will randomly float and move in the target game area. At the same time, if either the first or second scene object collides with the controlled virtual object, they will disappear from the target game scene.
[0049] In a specific implementation, the target game area will gradually decrease in size over time, and virtual shelters will randomly rise or fall above the target game area. This approach can increase the difficulty and fun of the game. The virtual shelters can be obstacles, virtual buildings, or virtual vegetation in the game scene.
[0050] FIG2 is a schematic diagram of a target game area provided by an embodiment of the present disclosure. The gray area containing four circular rings in FIG2 is the target game area. As the game time passes, the number of circular rings in the target game area gradually decreases. For example, after three minutes, the outermost circular rings in the target game area disappear, leaving only four circular rings in the target game area. The target game area includes five virtual objects, which need to be controlled by an unrestricted terminal device. The virtual object with a black head is the controlled virtual object. The target game area also includes three first scene objects and three second scene objects. The black heptagon in FIG3 represents the first scene object, and the five-pointed star represents the second scene object.
[0051] In the above method, by adding the first scene object and the second scene object to the game scene and randomly designing the target game, the game scene content and scene changes can be increased, which helps to improve the player's interest in the game.
[0052] Corresponding to the above method embodiment, the present disclosure also provides a game interaction control device, as shown in FIG3 , which includes:
[0053] The interface display module 30 is configured to provide a graphical user interface through the terminal device, wherein the graphical user interface includes a game scene, and the game scene includes a first scene object, a second scene object, and a controlled virtual object controlled by the terminal device.
[0054] The first touch module 31 is configured to execute, in response to the controlled virtual object touching the first scene object, controlling the controlled virtual object to enter a sleep mode, wherein the sleep mode includes: the controlled virtual object entering a sleep state after a specified time and reducing the mass of the controlled virtual object when entering the sleep state, and limiting the movement speed of the controlled virtual object within a specified time; wherein the mass of the controlled virtual object is used to control the movement state of the controlled virtual object.
[0055] The second contact module 32 is configured to control the controlled virtual object to release the dozing mode and / or increase the mass of the controlled virtual object in response to the controlled virtual object contacting the second scene object.
[0056] The aforementioned game interaction control device first provides a graphical user interface (GUI) via a terminal device. The GUI includes a game scene, which includes a first scene object, a second scene object, and a controlled virtual object controlled by the terminal device. Then, in response to the controlled virtual object touching the first scene object, the controlled virtual object is controlled to enter a sleep mode. The sleep mode includes: the controlled virtual object entering a sleep state after a specified time, reducing its mass while in the sleep state, and limiting its movement speed within a specified time. The mass of the controlled virtual object is used to control its movement state. Then, in response to the controlled virtual object touching the second scene object, the controlled virtual object is controlled to exit the sleep mode and / or increase its mass. In this method, the game scene includes two scene objects, and the controlled virtual object touching different scene objects produces different game effects, thereby enriching the gameplay and helping to enhance the player's gaming interest.
[0057] Specifically, the above-mentioned game scene includes a target game area, the controlled virtual object moves within the target game area, and the first scene object and the second scene object float and move within the target game area; the above-mentioned device also includes an object movement module, which is configured to execute: in response to the controlled virtual object moving outside the target game area, displaying game failure information in the graphical user interface; in response to the target scene object among the first scene object and the second scene object touching the controlled virtual object, canceling the display of the target scene object in the target game area.
[0058] In a specific implementation, the size of the target game area gradually decreases as the game time goes by, and virtual shelters are randomly raised or lowered on the target game area.
[0059] Furthermore, the first touch module 31 is configured to execute: in response to the controlled virtual object touching the first scene object, displaying a progress bar of a specified time at the associated position of the controlled virtual object and limiting the movement speed of the controlled virtual object; in response to the progress bar reaching the specified time, controlling the controlled virtual object to enter a sleep state to fix the controlled virtual object at the current position of the controlled virtual object, and controlling the quality of the controlled virtual object to reduce a preset quality loss value.
[0060] Furthermore, the above-mentioned device also includes a drowsiness release module, which is configured to execute: in response to the time when the controlled virtual object is in the sleep state reaching a preset time threshold, control the controlled virtual object to release the drowsiness mode.
[0061] In a specific implementation, the progress bar of the specified time is: an aperture progress bar of a specified shape; the aperture progress bar is displayed in the area under the feet of the controlled virtual object.
[0062] Furthermore, the above-mentioned sleep release module is also configured to execute: after controlling the controlled virtual object to enter the sleep mode in response to the controlled virtual object touching the first scene object, in response to the controlled virtual object being attacked or the controlled virtual object being at a designated position, controlling the controlled virtual object to release the sleep mode.
[0063] The game interactive control device provided in the embodiment of the present disclosure has the same implementation principle and technical effects as those of the aforementioned method embodiment. For the sake of brief description, for matters not mentioned in the device embodiment, reference may be made to the corresponding content in the aforementioned method embodiment.
[0064] An embodiment of the present disclosure further provides an electronic device, as shown in FIG4 , which includes a processor and a memory, wherein the memory stores machine-executable instructions that can be executed by the processor, and the processor executes the machine-executable instructions to implement the above-mentioned game interaction control method.
[0065] Specifically, the specific process of the above-mentioned game interaction control method includes: providing a graphical user interface through a terminal device, the graphical user interface includes a game scene, the game scene includes a first scene object, a second scene object and a controlled virtual object controlled by the terminal device; in response to the controlled virtual object touching the first scene object, controlling the controlled virtual object to enter a dormant mode, the dormant mode including: the controlled virtual object entering a sleep state after a specified time and reducing the mass of the controlled virtual object when entering the sleep state, and limiting the movement speed of the controlled virtual object within a specified time; wherein the mass of the controlled virtual object is used to control the movement state of the controlled virtual object; in response to the controlled virtual object touching the second scene object, controlling the controlled virtual object to release the dormant mode, and / or increasing the mass of the controlled virtual object.
[0066] In the above-mentioned game interactive control method, the game scene includes two kinds of scene objects. When the controlled virtual object touches different scene objects, different game effects will be produced, thereby enriching the gameplay and helping to enhance the player's interest in the game.
[0067] In an optional embodiment, the game scene includes a target game area, the controlled virtual object moves within the target game area, and the first scene object and the second scene object float and move within the target game area; the above method also includes: in response to the controlled virtual object moving outside the target game area, displaying game failure information in the graphical user interface; in response to the target scene object among the first scene object and the second scene object touching the controlled virtual object, canceling the display of the target scene object in the target game area.
[0068] In an optional embodiment, the size of the target game area gradually decreases as the game time goes by, and virtual bunkers are randomly raised or lowered on the target game area.
[0069] In an optional embodiment, the step of controlling the controlled virtual object to enter a dormant mode in response to the controlled virtual object touching the first scene object includes: displaying a progress bar of a specified time at an associated position of the controlled virtual object and limiting the movement speed of the controlled virtual object in response to the controlled virtual object touching the first scene object; and controlling the controlled virtual object to enter a dormant state in response to the progress bar reaching a specified time, so as to fix the controlled virtual object at the current position of the controlled virtual object, and controlling the mass of the controlled virtual object to reduce a preset quality loss value.
[0070] In an optional embodiment, the method further includes: in response to the time that the controlled virtual object is in the sleep state reaching a preset time threshold, controlling the controlled virtual object to release the sleep mode.
[0071] In an optional embodiment, the progress bar of the specified time is: an aperture progress bar of a specified shape; the aperture progress bar is displayed in the area under the feet of the controlled virtual object.
[0072] In an optional embodiment, after the step of controlling the controlled virtual object to enter a dozing mode in response to the controlled virtual object touching the first scene object, the method further includes: controlling the controlled virtual object to exit the dozing mode in response to the controlled virtual object being attacked or being at a designated position.
[0073] Furthermore, the electronic device shown in FIG. 4 further includes a bus 102 and a communication interface 103 , and the processor 101 , the communication interface 103 and the memory 100 are connected via the bus 102 .
[0074] Memory 100 may include high-speed random access memory (RAM) and may also include non-volatile memory, such as at least one disk storage device. Communication between the system network element and at least one other network element is achieved through at least one communication interface 103 (which may be wired or wireless), and may utilize the Internet, a wide area network, a local area network, a metropolitan area network, etc. Bus 102 may be an ISA bus, a PCI bus, or an EISA bus. The bus may be classified as an address bus, a data bus, a control bus, etc. For ease of illustration, FIG4 shows only one bidirectional arrow, but this does not indicate that there is only one bus or only one type of bus.
[0075] The processor 101 may be an integrated circuit chip with signal processing capabilities. During implementation, each step of the above method can be completed by an integrated logic circuit of hardware in the processor 101 or by instructions in the form of software. The above-mentioned processor 101 can be a general-purpose processor, including a central processing unit (CPU), a network processor (NP), etc.; it can also be a digital signal processor (DSP), an application-specific integrated circuit (ASIC), a field-programmable gate array (FPGA), or other programmable logic devices, discrete gates or transistor logic devices, or discrete hardware components. The various methods, steps, and logic block diagrams disclosed in the embodiments of the present disclosure can be implemented or executed. The general-purpose processor can be a microprocessor or the processor can also be any conventional processor, etc. The steps of the method disclosed in conjunction with the embodiments of the present disclosure can be directly embodied as being executed by a hardware decoding processor, or can be executed by a combination of hardware and software modules in the decoding processor. The software module can be located in a storage medium well-known in the art, such as a random access memory, flash memory, read-only memory, programmable read-only memory, electrically erasable programmable memory, or register. The storage medium is located in the memory 100, and the processor 101 reads the information in the memory 100 and, in conjunction with its hardware, completes the steps of the method of the aforementioned embodiment.
[0076] The embodiment of the present disclosure further provides a computer-readable storage medium, which stores computer-executable instructions. When the computer-executable instructions are called and executed by a processor, the computer-executable instructions prompt the processor to implement the above-mentioned game interaction control method.
[0077] Specifically, the specific process of the above-mentioned game interaction control method includes: providing a graphical user interface through a terminal device, the graphical user interface includes a game scene, the game scene includes a first scene object, a second scene object and a controlled virtual object controlled by the terminal device; in response to the controlled virtual object touching the first scene object, controlling the controlled virtual object to enter a dormant mode, the dormant mode including: the controlled virtual object entering a sleep state after a specified time and reducing the mass of the controlled virtual object when entering the sleep state, and limiting the movement speed of the controlled virtual object within a specified time; wherein the mass of the controlled virtual object is used to control the movement state of the controlled virtual object; in response to the controlled virtual object touching the second scene object, controlling the controlled virtual object to release the dormant mode, and / or increasing the mass of the controlled virtual object.
[0078] In the above-mentioned game interactive control method, the game scene includes two kinds of scene objects. When the controlled virtual object touches different scene objects, different game effects will be produced, thereby enriching the gameplay and helping to enhance the player's interest in the game.
[0079] In an optional embodiment, the game scene includes a target game area, the controlled virtual object moves within the target game area, and the first scene object and the second scene object float and move within the target game area; the above method also includes: in response to the controlled virtual object moving outside the target game area, displaying game failure information in the graphical user interface; in response to the target scene object among the first scene object and the second scene object touching the controlled virtual object, canceling the display of the target scene object in the target game area.
[0080] In an optional embodiment, the size of the target game area gradually decreases as the game time goes by, and virtual bunkers are randomly raised or lowered on the target game area.
[0081] In an optional embodiment, the step of controlling the controlled virtual object to enter a dormant mode in response to the controlled virtual object touching the first scene object includes: displaying a progress bar of a specified time at an associated position of the controlled virtual object and limiting the movement speed of the controlled virtual object in response to the controlled virtual object touching the first scene object; and controlling the controlled virtual object to enter a dormant state in response to the progress bar reaching a specified time, so as to fix the controlled virtual object at the current position of the controlled virtual object, and controlling the mass of the controlled virtual object to reduce a preset quality loss value.
[0082] In an optional embodiment, the method further includes: in response to the time that the controlled virtual object is in the sleep state reaching a preset time threshold, controlling the controlled virtual object to release the sleep mode.
[0083] In an optional embodiment, the progress bar of the specified time is: an aperture progress bar of a specified shape; the aperture progress bar is displayed in the area under the feet of the controlled virtual object.
[0084] In an optional embodiment, after the step of controlling the controlled virtual object to enter a dozing mode in response to the controlled virtual object touching the first scene object, the method further includes: controlling the controlled virtual object to exit the dozing mode in response to the controlled virtual object being attacked or being at a designated position.
[0085] If the functions are implemented in the form of software functional units and sold or used as independent products, they can be stored in a computer-readable storage medium. Based on this understanding, the technical solution of the present disclosure, or the part that contributes to the relevant technology or the part of the technical solution, can be embodied in the form of a software product. The computer software product is stored in a storage medium and includes several instructions for enabling a computer device (which can be a personal computer, a terminal device, or a network device, etc.) to execute all or part of the steps of the method described in each embodiment of the present disclosure. The aforementioned storage medium includes: various media that can store program codes, such as a USB flash drive, a mobile hard disk, a read-only memory (ROM), a random access memory (RAM), a magnetic disk or an optical disk.
[0086] In the description of this disclosure, it should be noted that the terms "center," "upper," "lower," "left," "right," "vertical," "horizontal," "inner," and "outer," etc., indicating orientations or positional relationships, are based on the orientations or positional relationships shown in the accompanying drawings and are intended solely to facilitate the description of this disclosure and simplify the description. They do not indicate or imply that the devices or components referred to must have a specific orientation, be constructed, or operate in a specific orientation. Therefore, they should not be construed as limitations on this disclosure. Furthermore, the terms "first," "second," and "third" are used for descriptive purposes only and should not be construed as indicating or implying relative importance.
[0087] Finally, it should be noted that the above-described embodiments are only specific implementation methods of the present disclosure, which are used to illustrate the technical solutions of the present disclosure, rather than to limit them. The scope of protection of the present disclosure is not limited thereto. Although the present disclosure has been described in detail with reference to the above-described embodiments, those skilled in the art should understand that any person skilled in the art can modify or easily conceive of changes to the technical solutions described in the above-described embodiments within the technical scope disclosed in the present disclosure, or replace some of the technical features therein with equivalents. Such modifications, changes, or replacements do not deviate from the spirit and scope of the technical solutions of the embodiments of the present disclosure, and should be included in the scope of protection of the present disclosure. Therefore, the scope of protection of the present disclosure shall be subject to the scope of protection of the claims.
Claims
1. A game interactive control method, the method comprising: Providing a graphical user interface through a terminal device, wherein the graphical user interface includes a game scene, and the game scene includes a first scene object, a second scene object, and a controlled virtual object controlled by the terminal device; In response to the controlled virtual object touching the first scene object, controlling the controlled virtual object to enter a sleep mode, wherein the sleep mode includes: the controlled virtual object enters a sleep state after a specified time and reduces the mass of the controlled virtual object when entering the sleep state, and limits the movement speed of the controlled virtual object within the specified time; wherein the mass of the controlled virtual object is used to control the movement state of the controlled virtual object; In response to the controlled virtual object touching the second scene object, the controlled virtual object is controlled to release the dozing mode, and / or the mass of the controlled virtual object is increased.
2. The method according to claim 1, wherein: The game scene includes a target game area, the controlled virtual object moves within the target game area, and the first scene object and the second scene object float and move within the target game area; The method further comprises: In response to the controlled virtual object moving outside the target game area, displaying game failure information in the graphical user interface; In response to a target scene object among the first scene object and the second scene object colliding with the controlled virtual object, the target scene object is cancelled from being displayed in the target game area.
3. The method according to claim 2, wherein: The area size of the target game area gradually decreases as the game time goes by, and a virtual shelter is randomly raised or randomly lowered on the target game area.
4. The method according to claim 1, wherein: The step of controlling the controlled virtual object to enter a dozing mode in response to the controlled virtual object touching the first scene object comprises: In response to the controlled virtual object touching the first scene object, displaying a progress bar of the specified time at a position associated with the controlled virtual object, and limiting a moving speed of the controlled virtual object; In response to the progress bar reaching the specified time, the controlled virtual object is controlled to enter a sleep state to fix the controlled virtual object at the current position of the controlled virtual object, and the mass of the controlled virtual object is controlled to reduce a preset mass loss value.
5. The method according to claim 1 or 4, wherein: The method further comprises: In response to the time that the controlled virtual object is in the sleep state reaching a preset time threshold, the controlled virtual object is controlled to release the sleep mode.
6. The method according to claim 4, wherein: The progress bar of the specified time is: an aperture progress bar of a specified shape; the aperture progress bar is displayed in the area under the feet of the controlled virtual object.
7. The method according to claim 1, wherein: After the step of controlling the controlled virtual object to enter a dozing mode in response to the controlled virtual object touching the first scene object, the method further includes: In response to the controlled virtual object being attacked or the controlled virtual object being in a designated position, the controlled virtual object is controlled to release the sleeping mode.
8. A game interactive control device, comprising: An interface display module is configured to provide a graphical user interface through a terminal device, wherein the graphical user interface includes a game scene, and the game scene includes a first scene object, a second scene object, and a controlled virtual object controlled by the terminal device; A first touch module is configured to execute, in response to the controlled virtual object touching the first scene object, controlling the controlled virtual object to enter a sleep mode, wherein the sleep mode includes: the controlled virtual object enters a sleep state after a specified time and reduces the mass of the controlled virtual object when entering the sleep state, and limits the movement speed of the controlled virtual object within the specified time; wherein the mass of the controlled virtual object is used to control the movement state of the controlled virtual object; A second contact module is configured to execute, in response to a contact between the controlled virtual object and the second scene object, The controlled virtual object is controlled to release the sleeping mode, and / or the mass of the controlled virtual object is increased.
9. An electronic device, comprising a processor and a memory, wherein the memory stores machine executable instructions that can be executed by the processor, and the processor executes the machine executable instructions to implement the game interaction control method described in any one of claims 1 to 7.
10. A computer-readable storage medium, wherein the computer-readable storage medium stores computer-executable instructions, and when the computer-executable instructions are called and executed by a processor, the computer-executable instructions prompt the processor to implement the game interaction control method according to any one of claims 1 to 7.
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