Interaction method and apparatus in game, and electronic device
By generating and displaying display models in the game, the problem of a single sharing method of players in the existing technology is solved, and a more vivid and personalized game interactive experience is achieved.
Patent Information
- Application Number
- PCT/CN2024/133857
- Authority / Receiving Office
- WO · WO
- Patent Type
- Applications
- Current Assignee / Owner
- Priority Date
- 2023-12-08
- Filing Date
- 2024-11-22
- Publication Date
- 2025-06-12
AI Technical Summary
In existing games, players share game content or virtual props in a single way, resulting in poor sharing effects and lack of fun and personalization.
By providing a graphical user interface, players can generate and display display models in the game scene. The display models contain information about the target game scene map, allowing players to edit the display content independently.
It enhances the vividness and interactivity of the game scene, provides a more personalized sharing and support method, and enhances the fun and effect of player sharing.
Smart Images

Figure CN2024133857_12062025_PF_FP_ABST
Abstract
Description
Interactive method, device and electronic device in game
[0001] CROSS-REFERENCE TO RELATED APPLICATIONS
[0002] This disclosure claims priority to Chinese patent application number 202311687262.5, filed on December 8, 2023, entitled “Interactive methods, devices and electronic devices in games”, 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 an interaction method, device, and electronic device in a game. Background Art
[0004] Players can share or support their favorite game content or virtual items within the game. In related technologies, players can share items with in-game friends or social networks through a sharing UI pop-up window or link. However, this method of sharing and supporting is relatively simple, and the shared content is homogeneous and lacks interest, resulting in poor sharing results for players. Summary of the Invention
[0005] The purpose of the present disclosure is to provide an interactive method, device and electronic device in a game, so as to make the rendering of the game map more vivid and interesting, and players can edit the map they want to promote at any time.
[0006] In a first aspect, the present disclosure provides an interactive method in a game, the method comprising: providing a graphical user interface through a terminal device, wherein the graphical user interface displays at least a portion of a game scene, the game scene including: at least one first virtual object and a second virtual object controlled by the terminal device; in response to a first trigger operation, displaying a setting panel in the graphical user interface, the setting panel including at least one game scene map identifier, the game scene map corresponding to the game scene map identifier being used to provide a game running scene so that the first virtual object and / or the second virtual object can play the game in the game running scene; in response to a second trigger operation, determining a target game scene map identifier from at least one game scene map identifier; controlling the generation of a display model in the game scene, the display model including information corresponding to the game scene map corresponding to the target game scene map identifier, the display model being a virtual model generated based on the game scene map data corresponding to the target game scene map identifier and the initial display model data.
[0007] In a second aspect, the present disclosure provides an interactive device in a game, which includes: an interface display module, configured to execute a graphical user interface provided through a terminal device, wherein the graphical user interface displays at least part of a game scene, and the game scene includes: at least one first virtual object and a second virtual object controlled by the terminal device; a panel display module, configured to execute a response to a first trigger operation, display a setting panel in the graphical user interface, the setting panel includes at least one game scene map identifier, and the game scene map corresponding to the game scene map identifier is used to provide a game running scene so that the first virtual object and / or the second virtual object can play in the game running scene; a map selection module, configured to execute a response to a second trigger operation, determine a target game scene map identifier from at least one game scene map identifier; a model display module, configured to execute control to generate a display model in the game scene, the display model includes information corresponding to the game scene map corresponding to the target game scene map identifier, and the display model is a virtual model generated based on the game scene map data corresponding to the target game scene map identifier and the initial display model data.
[0008] 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 interactive method in the above-mentioned game.
[0009] 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 interactive method in the above-mentioned game.
[0010] The embodiments of the present disclosure bring the following beneficial effects:
[0011] The present disclosure provides a method, device, and electronic device for interactive gaming. The method provides a graphical user interface (GUI) via a terminal device, wherein the GUI displays at least a portion of a game scene, the game scene including at least one first virtual object and a second virtual object controlled by the terminal device. The method first responds to a first trigger operation by displaying a settings panel in the GUI, the settings panel including at least one game scene map identifier, the game scene map corresponding to the game scene map identifier being used to provide a game running scene, so that the first virtual object and / or the second virtual object can play within the game running scene. The method then responds to a second trigger operation by determining a target game scene map identifier from the at least one game scene map identifier. The method then controls the generation of a display model in the game scene, the display model including information corresponding to the game scene map corresponding to the target game scene map identifier, the display model being a virtual model generated based on the game scene map data corresponding to the target game scene map identifier and the initial display model data. In this method, players can display a game scene map of interest in the game scene through the display model to support the game scene map, and players can also independently edit the content displayed in the display model, thereby meeting the personalized needs of players in supporting the game scene map.
[0012] 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.
[0013] 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
[0014] 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.
[0015] FIG1 is a flow chart of an interactive method in a game provided by one embodiment of the present disclosure;
[0016] FIG2 is a schematic diagram of a hand-held display model of a second virtual object provided by one embodiment of the present disclosure;
[0017] FIG3 is a schematic diagram showing a display of a setting panel provided by one embodiment of the present disclosure;
[0018] FIG4 is a schematic diagram showing an operating wheel according to one embodiment of the present disclosure;
[0019] FIG5 is a schematic diagram of initial display model data provided by one embodiment of the present disclosure;
[0020] FIG6 is a schematic diagram of the structure of an interactive device in a game provided by one embodiment of the present disclosure;
[0021] FIG7 is a schematic structural diagram of an electronic device provided by one embodiment of the present disclosure. DETAILED DESCRIPTION
[0022] 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.
[0023] 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.
[0024] Players can share or support their favorite game content or virtual props in the game. In related technologies, players can share things with friends or communities in the game by sharing UI pop-ups or links. However, sharing through the UI interface is relatively common and not intuitive enough. Especially in games with rich scenario-based interactions, the performance after sharing through the UI is weak and lacks immersion. Moreover, in the above two methods, the sharer does not have the relevant editing or creation sharing function support, resulting in relatively homogenized sharing methods. The shared content viewed by the sharee is relatively consistent and lacks characteristics, resulting in poor sharing results for players.
[0025] Based on the above problems, the embodiments of the present disclosure provide an interactive method, device and electronic device in a game. This technology can be applied to game interactive scenarios, especially scenarios of supporting game scene maps.
[0026] In one embodiment of the present disclosure, the interactive method in the game can be run on a local terminal device or a server. When the interactive method in the game is run on the server, the method can be implemented and executed based on a cloud interactive system, wherein the cloud interactive system includes a server and a client device.
[0027] 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.
[0028] 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.
[0029] In one possible implementation, the present disclosure provides an interactive method in a game, as shown in FIG1 , which includes the following specific steps:
[0030] Step S102: providing a graphical user interface through the terminal device, wherein the graphical user interface displays at least a portion of a game scene, wherein the game scene includes: at least one first virtual object and a second virtual object controlled by the terminal device.
[0031] The above-mentioned terminal device can be the local terminal device mentioned above, or it can be the client device in the cloud interaction system mentioned above. For example, the terminal device can be a mobile phone, a tablet computer or a personal computer. The terminal device enters the game by running the game program and displays a graphical user interface. The graphical user interface displays part of the game scene. The game scene can be an initial game scene or a game running scene (also called a game match scene). Among them, the game match scene can be understood as a scene where a virtual object experiences the game, that is, a scene when a virtual object plays a game; the initial scene of the game is the game lobby displayed when the player just enters the game. In an optional embodiment, the game lobby is a virtual game scene, not a game match scene. The game scene can contain multiple virtual objects, which can perform tasks in the game scene, interact with other virtual objects, or play games, etc.
[0032] Step S104, in response to the first trigger operation, a setting panel is displayed in the graphical user interface, wherein the setting panel includes at least one game scene map identifier, and the game scene map corresponding to the game scene map identifier is used to provide a game running scene so that the first virtual object and / or the second virtual object can play the game in the game running scene.
[0033] The specific operation corresponding to the above-mentioned first trigger operation can be determined according to the needs and player operations. For example, the first trigger operation can be an operation to trigger a certain control displayed in the graphical user interface, or it can be a trigger operation for a specified area in the graphical user interface, etc. When the player performs the first trigger operation, a setting panel will be displayed in the graphical user interface. The setting panel includes one or more game scene map identifiers. The game scene map identifier is unique and is used to indicate a grid of the game scene map in the game. The identification display style corresponding to the game scene map identifier can be determined according to R&D needs or player operations. For example, the game scene map identifier can be a map cover, a map name, or a map author name, etc.
[0034] In specific implementation, the game scene map corresponding to the game scene map identifier displayed in the above-mentioned setting panel can be a game scene map played by the second virtual object, or it can be a game scene map collected by the second virtual object. For example, the system can directly pull the map list in the map collection corresponding to the second virtual object, and display the game scene map identifier in the map list in the setting panel.
[0035] In actual applications, the game scene map corresponding to the game scene map identifier displayed in the settings panel is usually edited by the map creator according to their needs. In other words, the map creator can edit the game editing scene in the game editor and generate a game scene map based on the edited game editing scene. The map creator can be the player controlling the first virtual object, the player controlling the second virtual object, or other players in the game.
[0036] Step S106: In response to the second trigger operation, a target game scene map identifier is determined from at least one game scene map identifier.
[0037] The specific operation corresponding to the second trigger operation can be determined based on R&D requirements and player operations. For example, the second trigger operation can be a player clicking, long pressing, or sliding the target game scene map identifier among the game scene map identifiers displayed in the settings panel. It can also be an operation in which the player clicks the target game scene map identifier and then clicks the confirmation control displayed in the settings panel. The target game scene map identifier can be any game scene map identifier among the game scene map identifiers displayed in the settings panel.
[0038] Step S108, controlling the generation of a display model in the game scene, the display model including information corresponding to the game scene map corresponding to the target game scene map identifier, the display model being a virtual model generated based on the game scene map data corresponding to the target game scene map identifier and the initial display model data.
[0039] In specific implementation, after the player determines the target game scene map identifier from at least one game scene map identifier, a display model can be automatically displayed in the game scene, or a display model can be displayed in the game scene after the player triggers a specified control displayed in the graphical user interface. The display model is generated based on the game scene map data corresponding to the target game scene map identifier and the initial display model data, wherein the initial display model data is used to create a virtual model that does not display any content, and the display model can be obtained by embedding the game scene map data in the virtual model.
[0040] The display model displays information related to the game scene map corresponding to the target game scene map identifier. This information typically includes game scene map data corresponding to the target game scene map. The game scene map data may include at least one of the following: the map name, map author, and map cover of the game scene map corresponding to the target game scene map identifier, as well as a map video obtained by capturing the game scene map, and a game clip of a virtual object playing in the game running scene corresponding to the game scene map. Specifically, the map cover may be a panoramic image of the game scene map, or a image corresponding to a partial scene area within the game scene map; the map video may be a video related to the game scene map uploaded by the map author, or a map video obtained by capturing the game scene map according to a preset shooting trajectory.
[0041] In actual applications, the display model generated in the game scene can be displayed at a designated location in the game scene (for example, by placing the display model upright at a designated location), or it can be displayed on the body of a first virtual object, so that the first virtual object can move the display model. For example, the first virtual object can hold the display model in its hands, carry the display model on its back, or hold the display model in its hands. The designated location can be any location in the game scene, and the location can be determined based on player settings or R&D requirements.
[0042] The disclosed embodiments provide an interactive method in a game, wherein players can display a game scene map of interest in the game scene through a display model to support the game scene map, and players can independently edit the content displayed in the display model, thereby meeting the personalized needs of players for support.
[0043] The following preferred embodiment is used to describe how a map author creates a game scene map.
[0044] Specifically, the game scene map is generated through the following steps 10-12:
[0045] Step 10: In response to the first editing operation, create at least one scene component in the game editing scene based on the first editing operation.
[0046] In a specific implementation, the aforementioned game editing scene is a scene provided by a game editor. Within the game editing scene, players can edit editable components as needed. The edited editable components are then set as scene components within the game editing scene. In actual applications, when a player triggers a game editing command, the game editing scene can be displayed in a graphical user interface. This game editing command can be determined based on the game rules. For example, the editing command can be an operation to enter the game editor or an operation to select a scene map for editing.
[0047] The above-mentioned editable components are usually components in the component library. When the player triggers the editable components, the scene components corresponding to the editable components can be generated in the game editing scene. The component type and component form of the editable components included in the above-mentioned component library can be set according to R&D requirements. For example, the component library includes multiple different types of editable components, including: structural components, furniture components, environmental components, mechanism components, biological components and combination components, etc. Each type of editable component also contains multiple editable components. For example, the mechanism component also includes motion mechanism components, functional mechanism components, logic components, object components, floor components and vehicle components, etc.
[0048] Step 11: In response to a second editing operation, determine a component parameter of at least one scene component based on the second editing operation.
[0049] The specific operation corresponding to the above-mentioned second editing operation can be determined according to research and development needs. For example, the second editing operation can be an editing operation of the parameters in the editing window provided in the game editing scene, and the edited parameters are determined as the component parameters of the scene component; the above-mentioned second editing operation can also be a triggering operation of the setting control displayed in the graphical user interface after selecting a scene component in the game editing scene. After triggering the setting control, the parameter setting panel corresponding to the scene component is displayed in the editing window, and the player can edit the component parameters of the scene component in the parameter setting panel.
[0050] Step 12, in response to the map generation operation, controls the component parameters of the scene components created in the game editing scene, generates a game scene map corresponding to the game editing scene, and transmits the game scene map to the server; wherein, the server is configured to communicate with the terminal device, the terminal device is configured with a game program, and the terminal device is configured to obtain the game scene map from the server, and generate a corresponding game running scene according to the game scene map through the game program.
[0051] In specific implementation, the above-mentioned map generation operation can be determined according to R&D needs. The map generation operation can be a click operation or a long press operation on a preset control displayed in the graphical user interface. After the map author performs the map generation operation, a game scene map corresponding to the game editing scene can be generated. The game scene information corresponding to the game scene map can be saved in a preset location. The preset location can be a map file. The map file can not only save the game scene information, but also save other map information (including but not limited to screenshots, map names, logs, etc.). After the map file saves the game scene information, it will be uploaded to the server. After the server reviews and approves it, the game scene map generated by the game scene information can be published to the preset map pool, so that the terminal device connected to the server can download the corresponding game scene map from the server, and generate the corresponding game running scene according to the game scene map through the game program, and then play the game in the game running scene. This method can publish the game scene map in the game editor and be experienced by other players, thereby realizing a fast UGC (User Generated Content) function.
[0052] The following preferred embodiments are used to describe how to display a presentation model in a game scene.
[0053] Specifically, the above-mentioned control process of generating a display model in the game scene may include: generating a display model based on the game scene map data corresponding to the target game scene map identifier and the initial display model data; controlling the display model to be mounted on the second virtual object in the game scene.
[0054] In a specific implementation, the initial display model data includes: a first model data layer, and a second model data layer located above the first model data layer; the first model data layer is used to configure the model style of the virtual model, and the second model data layer is used to embed the game scene map data corresponding to the target game scene map identifier to display the game scene map data on the virtual model to obtain a display model. The model style of the above-mentioned virtual model is related to the shape of the first model data layer. For example, if the first model data layer is rectangular, then the virtual model is also rectangular; if the first model data layer is circular, then the virtual model is also circular. In actual applications, before the initial display model data is embedded with the game scene map data, the virtual model can be understood as a whiteboard model.
[0055] After the display model is generated, a second virtual object with the generated display model attached appears in the game scene. The display model can be attached to any position on the second virtual object, for example, on the hand, back, or top of the head. Once attached to the second virtual object, the display model moves and shakes accordingly, simulating a real person carrying something.
[0056] In an optional embodiment, the specific process of controlling the display model to be mounted on the second virtual object in the game scene may include: controlling the second virtual object to lift the display model through a specified action; wherein the specified action includes a default action or a target action determined based on an action setting operation.
[0057] In a specific implementation, after the display model is generated, a picture of the second virtual object in the game scene raising the display model through a specified action will be displayed in the graphical user interface. As shown in FIG2 , it is a schematic diagram of the second virtual object holding the display model provided by the embodiment of the present disclosure. The character model holding a rectangle in FIG2 is the second virtual object, and the rectangle held by the second virtual object is a schematic diagram of the display model. The character models other than the second virtual object in FIG2 are the first virtual objects. The specified action can be a default action or a target action edited by the player according to the action setting operation. The specific operation corresponding to the action setting operation can be determined according to R&D requirements or player operations. The specific action corresponding to the above-mentioned default action can be determined according to R&D requirements.
[0058] In actual applications, after generating the display model, the second virtual object in the game scene can be immediately controlled to lift the display model through a default action; after generating the display model, the second virtual object does not lift the display model, but after completing the target action based on the action setting operation, the second virtual object is controlled to lift the display model through a target action; after generating the display model, the second virtual object can be controlled to lift the display model through a default action, and then the default action is adjusted to the target action based on the action setting operation, so that the second virtual object switches to lifting the display model through the target action.
[0059] In an optional embodiment, the target action is determined by: in response to an action setting operation, displaying action identifiers corresponding to multiple preset actions in a graphical user interface; wherein the default action is an action from the multiple preset actions; and in response to a selection operation for the action identifiers corresponding to the multiple preset actions, determining the preset action corresponding to the action identifier selected in the selection operation as the target action. The specific actions corresponding to the multiple preset actions can be determined based on R&D requirements. For example, the preset action can be the second virtual object holding the display model horizontally, holding the display model above the head, or rotating the display model with one hand. The target action can be any one of the multiple preset actions.
[0060] Each preset action is associated with an action identifier, and the specific identifier corresponding to the action identifier can be determined based on R&D requirements. For example, the action identifier can be a textual description or an action image, which includes a virtual object performing the preset action. This allows players to clearly understand the preset action corresponding to each action identifier through the action identifier, helping to enhance the player experience.
[0061] In a specific embodiment, a graphical user interface displaying a game scene includes a first control displayed in a first display style, and the first trigger operation is implemented by triggering the first control displayed in the first display style; the above-mentioned response to the second trigger operation, after determining the target game scene map identifier from at least one game scene map identifier, controls the display style of the first control to switch from the first display style to the second display style, and displays the first control in the second display style in the graphical user interface.
[0062] In a specific implementation, the first control displayed in the first display style is displayed in the graphical user interface in the following manner: in response to a triggering operation on a prop selection control displayed on the graphical user interface, a plurality of virtual props are displayed in the graphical user interface; the virtual props are used to control the second virtual object to perform a preset game behavior; in response to a selection operation on a target virtual prop among the plurality of virtual props, the first control corresponding to the target virtual prop is displayed in the graphical user interface. The plurality of virtual props displayed in the graphical user interface can be virtual props owned by the second virtual object or virtual props that can be used by the second virtual object. Each virtual prop can control the second virtual object to perform a preset game behavior. The specific behavior corresponding to the preset game behavior can be determined according to R&D requirements. For example, the preset game behavior can be a waving greeting, jumping, or hugging. The target virtual prop can be a prop among the plurality of virtual props that can display the first control. By triggering the first control, the action of the second virtual object lifting the display model and the content displayed in the display model can be edited.
[0063] When a player triggers the first control displayed in the first display style, a setting panel containing at least one game map identifier will be displayed in the graphical user interface. FIG3 is a schematic diagram of a setting panel provided by an embodiment of the present disclosure. A rectangle with data displayed below the map collection list in the setting panel represents a game scene map identifier. The number of game scene map identifiers currently displayed in the setting panel may be less than the total number of game scene map identifiers included in the map collection list. The player can view other game scene map identifiers in the map collection list through the sliding button displayed on the right side of the game scene map identifier. The player can determine the target game scene map identifier from at least one game scene map identifier by performing the second trigger operation. Specifically, the second trigger operation can be a click operation on the determination control displayed in the setting panel after clicking the target game scene map identifier in the setting panel. After the player determines the target game scene identifier from the settings panel, the display style of the first control displayed in the graphical user interface switches from the first display style to the second display style; wherein, the first display style and the second display style are different, and the specific display styles corresponding to the first display style and the second display style can be determined according to research and development requirements. For example, the first display style can be that the control icon is empty or a first pattern, and the second display style can be that the control icon is displayed as the prop identifier or the second pattern corresponding to the target virtual prop.
[0064] In one specific embodiment, the target action can be determined by: in response to a third trigger operation on the first control displayed in the second display style, displaying action identifiers corresponding to multiple preset actions in the graphical user interface; in response to a sliding operation starting from the trigger position of the third trigger operation and ending at a target action identifier among the actions corresponding to the multiple preset actions, selecting the target action identifier and determining the preset action corresponding to the target action identifier as the target action. In response to the completion of the sliding operation, controlling the second virtual object in the game scene to lift the display model through the target action.
[0065] The third trigger operation may be a click operation or a long press operation on the first control displayed in the second display style. When the player performs the third trigger operation on the first control displayed in the second display style, multiple action identifiers corresponding to preset actions will be displayed in the graphical user interface. Then, while the third trigger operation is in progress, the player can slide their finger to the position corresponding to the target action identifier and release the finger to select the target action identifier. The target action identifier may be any one of the multiple action identifiers corresponding to the preset actions.
[0066] In a specific implementation, if a player presses and holds the first control displayed in the second display style, an operation wheel will be displayed in the graphical user interface. The operation wheel displays action identifiers corresponding to multiple preset actions. Figure 4 shows a display diagram of an operation wheel provided by an embodiment of the present disclosure. The lower right corner of Figure 4 shows the operation wheel, which displays action identifiers corresponding to three preset actions. The action identifier displayed on the far left of the operation wheel corresponds to the preset action of holding the display model horizontally, the action identifier displayed on the top corresponds to the preset action of holding the display model above the head, and the action identifier displayed on the far right corresponds to the preset action of rotating the display model with one hand. The operation wheel also displays an exit control. When the player clicks the exit control, the first control will be removed from the graphical user interface.
[0067] The above method can edit the action of the virtual object in the game scene to raise the display model, so as to realistically restore the cheering and ranking actions in real life, so that players can promote and support their favorite maps in a more personalized way.
[0068] The following preferred embodiments are used to describe the method of displaying promotional slogans on the display model, as well as different display methods of the display model.
[0069] Specifically, the display model also includes a target slogan for the game scene map corresponding to the target game scene map identifier, so that when the display model displays information corresponding to the game scene map corresponding to the target game scene map identifier, the target slogan is displayed. In a specific implementation, the target slogan can be a fixed slogan or a player-defined slogan.
[0070] In actual applications, the display model in the game scene can display only the game scene map data corresponding to the target game scene map identifier, or it can display both the game scene map data and the target promotional slogan for the game scene map corresponding to the target game scene map identifier. Specifically, the content displayed on different application scene display models is different.
[0071] When the target slogan displayed on the display model is a player-defined slogan, the target slogan is determined in the following manner: in response to the slogan input operation, the content input in the slogan input operation is determined as the target slogan for the game scene map corresponding to the target game scene map identifier. Specifically, the specific operation corresponding to the above-mentioned slogan input operation can be determined according to R&D needs. For example, the slogan input operation can be a content input operation for the input control displayed in the graphical user interface. The input control can be displayed in the main interface of the graphical user interface, or in the settings panel displayed by the first trigger operation. The position of "Click to enter slogan" shown in Figure 3 corresponds to the input control. The above-mentioned slogan input operation can also be an input operation on the display model after clicking on the display model.
[0072] In an optional embodiment, the above-mentioned initial display model data also includes: a third model data layer located above the second model data layer; the third model data layer is used to embed the target slogan of the game scene map corresponding to the target game scene map identifier, so as to display the target slogan above the game scene map data displayed in the display model. Specifically, the initial display model data can include three layers of model data layers. As shown in Figure 5, a schematic diagram of an initial display model data provided by an embodiment of the present disclosure is shown. The third layer in Figure 5 is the first model data layer, and the first model data layer is used to indicate the model style of the virtual model. The second layer in Figure 5 is the second model data layer, and the second model data layer is used to embed a map map, which is also the game scene data. The game scene data can be an image or a video; the first layer in Figure 5 is the third model data layer, and the third model data layer is used to embed the target slogan. At the same time, the playback form of the target slogan is also produced in the third model data layer. The specific form corresponding to the playback form can be determined according to R&D needs. For example, the playback form can be a scrolling loop playback, or it can be displayed in a fixed position, etc.
[0073] In an optional embodiment, after displaying a display model in the game scene, the player can also modify and switch the information corresponding to the game scene map displayed in the display model. Specifically, in response to the fourth trigger operation, the map switching control is controlled to be displayed in the graphical user interface; in response to the trigger operation on the map switching control, the setting panel is displayed in the graphical user interface; in response to the selection operation on the first game scene map identifier in the setting panel, the information corresponding to the game scene map corresponding to the target game scene map identifier displayed in the display model in the game scene is switched to the information corresponding to the game scene map corresponding to the first game scene map identifier. The above-mentioned first game scene map identifier can be any game scene map identifier in the setting panel.
[0074] In specific implementations, the specific operation corresponding to the fourth trigger operation can be determined based on R&D requirements. For example, the fourth trigger operation can trigger a map switch control displayed in the graphical user interface, or can be the same operation as the first trigger operation. In one specific embodiment, a map switch control can be added to the operation wheel shown in Figure 3. Based on this, the player can click the first control to display the operation wheel, and then respond to a sliding operation starting from the touch point of the click operation and ending at the map switch control to select the map switch control. In response to the completion of the sliding operation, a settings panel is displayed in the graphical user interface.
[0075] In order to avoid the problems of excessive information loading in the display model and chaotic promotion of multiple virtual objects at the same time, the present invention sets a distance judgment mechanism to ensure the performance of the display model effect.
[0076] Specifically, in response to a display model being hung on the second virtual object and the second virtual object staying at the target position in the game scene for a time greater than a first preset time, the game scene map data corresponding to the target game map identifier is controlled to be displayed on the display model, and the target slogan is controlled to be played on the game scene map data in a preset playback format.
[0077] The target location can be any location in the game scene, and the specific duration corresponding to the first preset duration can be determined according to research and development requirements. For example, the first preset duration can be 1 second or 2 seconds. In specific implementation, when the player views the display model of his or her virtual object mounted in the game scene, only the game scene map data corresponding to the target game map identifier is displayed on the display model when the virtual object moves in the game scene. After the virtual object stays at a certain location in the game scene for the first preset duration, the target promotional slogan played in a preset playback format will appear above the game scene map of the display model.
[0078] Furthermore, in response to the second virtual object being attached with a display model and the distance between the target first virtual object and the second virtual object being greater than a preset distance threshold, the second virtual object being attached with the display model is displayed in the game scene provided by the terminal device controlling the target first virtual object, and the display model is controlled to display only the game scene map data corresponding to the target game map identifier; in response to the distance between the target first virtual object and the second virtual object being not greater than the preset distance threshold for a duration exceeding a second preset duration, the second virtual object being attached with the display model is displayed in the game scene provided by the terminal device controlling the target first virtual object, and the display model is controlled to display the game scene map data corresponding to the target game map identifier and the target slogan played on the game scene map data in a preset playback format.
[0079] In specific implementation, the distance value corresponding to the above-mentioned preset distance threshold can be determined according to research and development needs. For example, the preset distance threshold can be 1 meter or 3 meters, etc. The above-mentioned second preset duration can also be determined according to research and development needs. For example, the second preset duration can be set to 1 second or 2 seconds, etc. Specifically, when other players see that a virtual object controlled by a certain player is attached with a display model, the content displayed on the display model is related to the distance between the virtual characters. When the distance between the virtual object controlled by other players and the virtual object attached with the display model is greater than the preset distance threshold, only the game scene map data corresponding to the target game scene map identifier is displayed on the display model; when the distance between the virtual object controlled by other players and the virtual object attached with the display model is not greater than the preset distance threshold, and after maintaining this distance range for the second preset duration, the target slogan played in the preset playback format is added to the display model, for example, the target slogan played with a barrage scrolling effect.
[0080] This method provides a new way to promote, support, and chart within scenario-based interactive games. It creates an immersive support experience, combining the interactive nature of game scenarios with the content attributes of user-generated content creation maps. This approach not only satisfies the creative space of creators (i.e., those being promoted), but also provides a certain amount of creative space for sharers (i.e., supporters). Furthermore, this method uses a distance-based mechanism to determine the content displayed on the display model, reducing the scene content load while ensuring the viewing experience of those being shared, preventing information overload caused by excessive information.
[0081] Corresponding to the above method embodiment, the embodiment of the present disclosure further provides an interactive device in a game, as shown in FIG6 , the device includes:
[0082] The interface display module 60 is configured to provide a graphical user interface through the terminal device, wherein the graphical user interface displays at least part of the game scene, and the game scene includes: at least one first virtual object and a second virtual object controlled by the terminal device.
[0083] The panel display module 61 is configured to execute a response to the first trigger operation and display a setting panel in the graphical user interface. The setting panel includes at least one game scene map identifier. The game scene map corresponding to the game scene map identifier is used to provide a game running scene so that the first virtual object and / or the second virtual object can play the game in the game running scene.
[0084] The map selection module 62 is configured to execute a response to the second trigger operation and determine a target game scene map identifier from at least one game scene map identifier.
[0085] The model display module 63 is configured to execute control to generate a display model in the game scene. The display model includes information corresponding to the game scene map corresponding to the target game scene map identifier. The display model is a virtual model generated based on the game scene map data corresponding to the target game scene map identifier and the initial display model data.
[0086] The interactive device in the above game allows players to display the game scene map of their interest in the game scene through a display model to support the game scene map, and players can independently edit the content displayed in the display model, thereby meeting the players' personalized support needs.
[0087] Specifically, the model display module 63 is configured to execute: generating a display model based on the game scene map data corresponding to the target game scene map identifier and the initial display model data; and controlling the display model to be attached to the second virtual object in the game scene.
[0088] In a specific implementation, the above-mentioned initial display model data includes: a first model data layer, and a second model data layer located above the first model data layer; the first model data layer is used to configure the model style of the virtual model, and the second model data layer is used to embed the game scene map data corresponding to the target game scene map identifier to display the game scene map data on the virtual model to obtain a display model.
[0089] In an optional embodiment, the game scene map data corresponding to the above-mentioned target game scene map identifier includes at least one of the following: the map name, map author and map cover of the game scene map corresponding to the target game scene map identifier, as well as the map video obtained by collecting the game scene map and the game clips of the virtual objects playing the game in the game running scene corresponding to the game scene map.
[0090] In an optional embodiment, the model display module 63 is configured to execute: controlling the second virtual object to lift the display model through a specified action; wherein the specified action includes a default action or a target action determined based on an action setting operation.
[0091] Furthermore, the above-mentioned target action is determined in the following manner: in response to an action setting operation, action identifiers corresponding to multiple preset actions are displayed in a graphical user interface; wherein the default action is an action among the multiple preset actions; in response to a selection operation for action identifiers corresponding to multiple preset actions, the preset action corresponding to the action identifier selected by the selection operation is determined as the target action.
[0092] In a specific implementation, the above-mentioned graphical user interface includes a first control displayed in a first display style, and the first trigger operation is implemented by triggering the first control displayed in the first display style; after the above-mentioned step of responding to the second trigger operation and determining the target game scene map identifier from at least one game scene map identifier, the method also includes: controlling the display style of the first control to switch from the first display style to the second display style, and displaying the first control in the second display style in the graphical user interface; in response to the action setting operation, the step of displaying action identifiers corresponding to multiple preset actions in the graphical user interface includes: responding to the third trigger operation for the first control displayed in the second display style, displaying action identifiers corresponding to multiple preset actions in the graphical user interface; responding to the selection operation for the action identifiers corresponding to the multiple preset actions, the step of determining the preset action corresponding to the action identifier selected by the selection operation as the target action, including: responding to a sliding operation with the trigger position of the third trigger operation as the starting point and the target action identifier among the actions corresponding to the multiple preset actions as the end point, selecting the target action identifier, and determining the preset action corresponding to the target action identifier as the target action.
[0093] Furthermore, the model display module 63 is further configured to execute: in response to the end of the sliding operation, control the second virtual object to lift the display model through the target action in the game scene.
[0094] In a specific implementation, the above-mentioned first control is displayed in the graphical user interface in the following manner: in response to a triggering operation of a prop selection control displayed on the graphical user interface, multiple virtual props are displayed in the graphical user interface; the virtual props are used to control the second virtual object to perform preset game behavior; in response to a selection operation of a target virtual prop among the multiple virtual props, the first control corresponding to the target virtual prop is displayed in the graphical user interface.
[0095] Furthermore, the above-mentioned display model also includes a target slogan for the game scene map corresponding to the target game scene map identifier, so as to display the target slogan while displaying the information corresponding to the game scene map corresponding to the target game scene map identifier through the display model.
[0096] Furthermore, the apparatus further includes a slogan determining module configured to: in response to a slogan input operation, determine the content inputted in the slogan input operation as a target slogan for the game scene map corresponding to the target game scene map identifier.
[0097] In a specific implementation, the above-mentioned initial display model data also includes: a third model data layer located above the second model data layer; the third model data layer is used to embed the target slogan of the game scene map corresponding to the target game scene map identifier, so as to display the target slogan above the game scene map data displayed in the display model.
[0098] In an optional embodiment, the above-mentioned device also includes a first display module, which is configured to execute: in response to a display model being hung on the second virtual object and the second virtual object staying at the target position in the game scene for a duration greater than a first preset duration, control the display of game scene map data corresponding to the target game map identifier on the display model, and control the playback of the target slogan on the game scene map data in a preset playback format.
[0099] In an optional embodiment, the above-mentioned device also includes a second display module, which is configured to perform: in response to the second virtual object being mounted with a display model and the distance between the target first virtual object and the second virtual object is greater than a preset distance threshold, the second virtual object being mounted with the display model is displayed in the game scene provided by the terminal device that controls the target first virtual object, and the display model is controlled to display only the game scene map data corresponding to the target game map identifier; in response to the distance between the target first virtual object and the second virtual object being not greater than the preset distance threshold for a duration exceeding a second preset duration, the second virtual object being mounted with the display model is displayed in the game scene provided by the terminal device that controls the target first virtual object, and the display model is controlled to display the game scene map data corresponding to the target game map identifier and the target slogan played on the game scene map data in a preset playback format.
[0100] Furthermore, the above-mentioned device also includes a map switching module, which is configured to execute: after controlling the step of generating a display model in the game scene, in response to the fourth trigger operation, controlling the display of a map switching control in the graphical user interface; in response to the trigger operation for the map switching control, displaying a setting panel in the graphical user interface; in response to the selection operation for the first game scene map identifier in the setting panel, switching the information corresponding to the game scene map corresponding to the target game scene map identifier displayed in the display model in the game scene to the information corresponding to the game scene map corresponding to the first game scene map identifier.
[0101] Furthermore, the above-mentioned device also includes a map generation module, which is configured to perform: in response to a first editing operation, create at least one scene component in the game editing scene based on the first editing operation; in response to a second editing operation, determine the component parameters of at least one scene component based on the second editing operation; in response to a map generation operation, control the component parameters of the scene component created in the game editing scene, generate a game scene map corresponding to the game editing scene, and transmit the game scene map to a server; wherein the server is configured to communicate with the terminal device, the terminal device is configured with a game program, the terminal device is configured to obtain the game scene map from the server, and generate a corresponding game running scene according to the game scene map through the game program.
[0102] The interactive device in the game provided in the embodiment of the present disclosure has the same implementation principle and technical effects as those in the aforementioned method embodiment. For the sake of brief description, for matters not mentioned in the device embodiment, reference can be made to the corresponding content in the aforementioned method embodiment.
[0103] An embodiment of the present disclosure also provides an electronic device, as shown in FIG7 , 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 interactive method in the above-mentioned game.
[0104] Specifically, the interactive method in the above-mentioned game includes: providing a graphical user interface through a terminal device, wherein the graphical user interface displays at least part of the game scene, and the game scene includes: at least one first virtual object and a second virtual object controlled by the terminal device; in response to a first trigger operation, displaying a setting panel in the graphical user interface, wherein the setting panel includes at least one game scene map identifier, and the game scene map corresponding to the game scene map identifier is used to provide a game running scene so that the first virtual object and / or the second virtual object can play the game in the game running scene; in response to a second trigger operation, determining a target game scene map identifier from at least one game scene map identifier; controlling the generation of a display model in the game scene, wherein the display model includes information corresponding to the game scene map corresponding to the target game scene map identifier, and the display model is a virtual model generated according to the game scene map data corresponding to the target game scene map identifier and the initial display model data.
[0105] In the interactive method in the above game, players can use the display model to display the game scene map of their interest in the game scene to support the game scene map, and players can independently edit the content displayed in the display model, thereby meeting the players' personalized support needs.
[0106] In an optional embodiment, the above-mentioned step of controlling the generation of a display model in the game scene includes: generating a display model based on the game scene map data corresponding to the target game scene map identifier and the initial display model data; controlling the display model to be mounted on the second virtual object in the game scene.
[0107] In an optional embodiment, the above-mentioned initial display model data includes: a first model data layer, and a second model data layer located above the first model data layer; the first model data layer is used to configure the model style of the virtual model, and the second model data layer is used to embed the game scene map data corresponding to the target game scene map identifier to display the game scene map data on the virtual model to obtain a display model.
[0108] In an optional embodiment, the game scene map data corresponding to the above-mentioned target game scene map identifier includes at least one of the following: the map name, map author and map cover of the game scene map corresponding to the target game scene map identifier, as well as the map video obtained by collecting the game scene map and the game clips of the virtual objects playing the game in the game running scene corresponding to the game scene map.
[0109] In an optional embodiment, the above-mentioned step of controlling the display model to be hung on the second virtual object in the game scene includes: controlling the second virtual object to lift the display model through a specified action; wherein the specified action includes a default action or a target action determined based on an action setting operation.
[0110] In an optional embodiment, the above-mentioned target action is determined in the following manner: in response to an action setting operation, action identifiers corresponding to multiple preset actions are displayed in a graphical user interface; wherein the default action is an action among the multiple preset actions; in response to a selection operation for action identifiers corresponding to multiple preset actions, the preset action corresponding to the action identifier selected by the selection operation is determined as the target action.
[0111] In an optional embodiment, the above-mentioned graphical user interface includes a first control displayed in a first display style, and the first trigger operation is realized by triggering the first control displayed in the first display style; after the above-mentioned step of determining the target game scene map identifier from at least one game scene map identifier in response to the second trigger operation, the above-mentioned method also includes: controlling the display style of the first control to switch from the first display style to the second display style, and displaying the first control in the second display style in the graphical user interface; the above-mentioned step of displaying action identifiers corresponding to multiple preset actions in the graphical user interface in response to the action setting operation includes: responding to the third trigger operation for the first control displayed in the second display style, displaying action identifiers corresponding to multiple preset actions in the graphical user interface; the above-mentioned step of determining the preset action corresponding to the action identifier selected by the selection operation as the target action in response to the selection operation for the action identifiers corresponding to the multiple preset actions includes: responding to a sliding operation with the trigger position of the third trigger operation as the starting point and the target action identifier among the actions corresponding to the multiple preset actions as the end point, selecting the target action identifier, and determining the preset action corresponding to the target action identifier as the target action.
[0112] In an optional embodiment, the method further includes: in response to the end of the sliding operation, controlling the second virtual object to lift the display model through a target action in the game scene.
[0113] In an optional embodiment, the first control displayed in the first display style is displayed in the graphical user interface in the following manner: in response to a triggering operation on a prop selection control displayed on the graphical user interface, a plurality of virtual props are displayed in the graphical user interface; the virtual props are used to control the second virtual object to perform a preset game behavior; in response to a selection operation on a target virtual prop among the plurality of virtual props, the first control displayed in the first display style corresponding to the target virtual prop is displayed in the graphical user interface.
[0114] In an optional embodiment, the above-mentioned display model also includes a target slogan for the game scene map corresponding to the target game scene map identifier, so as to display the target slogan while displaying the information corresponding to the game scene map corresponding to the target game scene map identifier through the display model.
[0115] In an optional embodiment, the target slogan is determined by: in response to a slogan input operation, determining the content of the slogan input operation as the target slogan for the game scene map corresponding to the target game scene map identifier.
[0116] In an optional embodiment, the above-mentioned initial display model data also includes: a third model data layer located above the second model data layer; the third model data layer is used to embed the target slogan of the game scene map corresponding to the target game scene map identifier, so as to display the target slogan above the game scene map data displayed in the display model.
[0117] In an optional embodiment, the above method also includes: in response to a display model being hung on the second virtual object, and the second virtual object staying at the target position in the game scene for a duration greater than a first preset duration, controlling the display of game scene map data corresponding to the target game map identifier on the display model, and controlling the playback of the target slogan on the game scene map data in a preset playback format.
[0118] In an optional embodiment, the above method also includes: in response to the second virtual object being mounted with a display model and the distance between the target first virtual object and the second virtual object being greater than a preset distance threshold, displaying the second virtual object being mounted with the display model in the game scene provided by the terminal device controlling the target first virtual object, and controlling the display model to display only the game scene map data corresponding to the target game map identifier; in response to the distance between the target first virtual object and the second virtual object being not greater than the preset distance threshold for a duration exceeding a second preset duration, displaying the second virtual object being mounted with the display model in the game scene provided by the terminal device controlling the target first virtual object, and controlling the display model to display the game scene map data corresponding to the target game map identifier and the target slogan played on the game scene map data in a preset playback format.
[0119] In an optional embodiment, after the above-mentioned control step of generating a display model in the game scene, the above-mentioned method further includes: in response to a fourth trigger operation, controlling the display of a map switching control in the graphical user interface; in response to the trigger operation for the map switching control, displaying a setting panel in the graphical user interface; in response to the selection operation for the first game scene map identifier in the setting panel, switching the information corresponding to the game scene map corresponding to the target game scene map identifier displayed in the display model in the game scene to the information corresponding to the game scene map corresponding to the first game scene map identifier.
[0120] In an optional embodiment, the above-mentioned game scene map is generated in the following manner: in response to a first editing operation, at least one scene component is created in the game editing scene based on the first editing operation; in response to a second editing operation, component parameters of at least one scene component are determined based on the second editing operation; in response to a map generation operation, component parameters of the scene component created in the game editing scene are controlled to generate a game scene map corresponding to the game editing scene, and the game scene map is transmitted to a server; wherein, the server is configured to communicate with a terminal device, the terminal device is configured with a game program, the terminal device is configured to obtain the game scene map from the server, and generate a corresponding game running scene according to the game scene map through the game program.
[0121] Furthermore, the electronic device shown in FIG. 7 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 .
[0122] 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, FIG7 uses only one bidirectional arrow, but this does not indicate that there is only one bus or only one type of bus.
[0123] 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.
[0124] The embodiments of the present disclosure also provide 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 interactive method in the above-mentioned game. The specific implementation can be found in the method embodiment, which will not be repeated here.
[0125] Specifically, the interactive method in the above-mentioned game includes: providing a graphical user interface through a terminal device, wherein the graphical user interface displays at least part of the game scene, and the game scene includes: at least one first virtual object and a second virtual object controlled by the terminal device; in response to a first trigger operation, displaying a setting panel in the graphical user interface, wherein the setting panel includes at least one game scene map identifier, and the game scene map corresponding to the game scene map identifier is used to provide a game running scene so that the first virtual object and / or the second virtual object can play the game in the game running scene; in response to a second trigger operation, determining a target game scene map identifier from at least one game scene map identifier; controlling the generation of a display model in the game scene, wherein the display model includes information corresponding to the game scene map corresponding to the target game scene map identifier, and the display model is a virtual model generated according to the game scene map data corresponding to the target game scene map identifier and the initial display model data.
[0126] In the interactive method in the above game, players can use the display model to display the game scene map of their interest in the game scene to support the game scene map, and players can independently edit the content displayed in the display model, thereby meeting the players' personalized support needs.
[0127] In an optional embodiment, the above-mentioned step of controlling the generation of a display model in the game scene includes: generating a display model based on the game scene map data corresponding to the target game scene map identifier and the initial display model data; controlling the display model to be mounted on the second virtual object in the game scene.
[0128] In an optional embodiment, the above-mentioned initial display model data includes: a first model data layer, and a second model data layer located above the first model data layer; the first model data layer is used to configure the model style of the virtual model, and the second model data layer is used to embed the game scene map data corresponding to the target game scene map identifier to display the game scene map data on the virtual model to obtain a display model.
[0129] In an optional embodiment, the game scene map data corresponding to the above-mentioned target game scene map identifier includes at least one of the following: the map name, map author and map cover of the game scene map corresponding to the target game scene map identifier, as well as the map video obtained by collecting the game scene map and the game clips of the virtual objects playing the game in the game running scene corresponding to the game scene map.
[0130] In an optional embodiment, the above-mentioned step of controlling the display model to be hung on the second virtual object in the game scene includes: controlling the second virtual object to lift the display model through a specified action; wherein the specified action includes a default action or a target action determined based on an action setting operation.
[0131] In an optional embodiment, the above-mentioned target action is determined in the following manner: in response to an action setting operation, action identifiers corresponding to multiple preset actions are displayed in a graphical user interface; wherein the default action is an action among the multiple preset actions; in response to a selection operation for action identifiers corresponding to multiple preset actions, the preset action corresponding to the action identifier selected by the selection operation is determined as the target action.
[0132] In an optional embodiment, the above-mentioned graphical user interface includes a first control displayed in a first display style, and the first trigger operation is realized by triggering the first control displayed in the first display style; after the above-mentioned step of determining the target game scene map identifier from at least one game scene map identifier in response to the second trigger operation, the above-mentioned method also includes: controlling the display style of the first control to switch from the first display style to the second display style, and displaying the first control in the second display style in the graphical user interface; the above-mentioned step of displaying action identifiers corresponding to multiple preset actions in the graphical user interface in response to the action setting operation includes: responding to the third trigger operation for the first control displayed in the second display style, displaying action identifiers corresponding to multiple preset actions in the graphical user interface; the above-mentioned step of determining the preset action corresponding to the action identifier selected by the selection operation as the target action in response to the selection operation for the action identifiers corresponding to the multiple preset actions includes: responding to a sliding operation with the trigger position of the third trigger operation as the starting point and the target action identifier among the actions corresponding to the multiple preset actions as the end point, selecting the target action identifier, and determining the preset action corresponding to the target action identifier as the target action.
[0133] In an optional embodiment, the method further includes: in response to the end of the sliding operation, controlling the second virtual object to lift the display model through a target action in the game scene.
[0134] In an optional embodiment, the first control displayed in the first display style is displayed in the graphical user interface in the following manner: in response to a triggering operation on a prop selection control displayed on the graphical user interface, a plurality of virtual props are displayed in the graphical user interface; the virtual props are used to control the second virtual object to perform a preset game behavior; in response to a selection operation on a target virtual prop among the plurality of virtual props, the first control displayed in the first display style corresponding to the target virtual prop is displayed in the graphical user interface.
[0135] In an optional embodiment, the above-mentioned display model also includes a target slogan for the game scene map corresponding to the target game scene map identifier, so as to display the target slogan while displaying the information corresponding to the game scene map corresponding to the target game scene map identifier through the display model.
[0136] In an optional embodiment, the target slogan is determined by: in response to a slogan input operation, determining the content of the slogan input operation as the target slogan for the game scene map corresponding to the target game scene map identifier.
[0137] In an optional embodiment, the above-mentioned initial display model data also includes: a third model data layer located above the second model data layer; the third model data layer is used to embed the target slogan of the game scene map corresponding to the target game scene map identifier, so as to display the target slogan above the game scene map data displayed in the display model.
[0138] In an optional embodiment, the above method also includes: in response to a display model being hung on the second virtual object, and the second virtual object staying at the target position in the game scene for a duration greater than a first preset duration, controlling the display of game scene map data corresponding to the target game map identifier on the display model, and controlling the playback of the target slogan on the game scene map data in a preset playback format.
[0139] In an optional embodiment, the above method also includes: in response to the second virtual object being mounted with a display model and the distance between the target first virtual object and the second virtual object being greater than a preset distance threshold, displaying the second virtual object being mounted with the display model in the game scene provided by the terminal device controlling the target first virtual object, and controlling the display model to display only the game scene map data corresponding to the target game map identifier; in response to the distance between the target first virtual object and the second virtual object being not greater than the preset distance threshold for a duration exceeding a second preset duration, displaying the second virtual object being mounted with the display model in the game scene provided by the terminal device controlling the target first virtual object, and controlling the display model to display the game scene map data corresponding to the target game map identifier and the target slogan played on the game scene map data in a preset playback format.
[0140] In an optional embodiment, after the above-mentioned control step of generating a display model in the game scene, the above-mentioned method further includes: in response to a fourth trigger operation, controlling the display of a map switching control in the graphical user interface; in response to the trigger operation for the map switching control, displaying a setting panel in the graphical user interface; in response to the selection operation for the first game scene map identifier in the setting panel, switching the information corresponding to the game scene map corresponding to the target game scene map identifier displayed in the display model in the game scene to the information corresponding to the game scene map corresponding to the first game scene map identifier.
[0141] In an optional embodiment, the above-mentioned game scene map is generated in the following manner: in response to a first editing operation, at least one scene component is created in the game editing scene based on the first editing operation; in response to a second editing operation, component parameters of at least one scene component are determined based on the second editing operation; in response to a map generation operation, component parameters of the scene component created in the game editing scene are controlled to generate a game scene map corresponding to the game editing scene, and the game scene map is transmitted to a server; wherein, the server is configured to communicate with a terminal device, the terminal device is configured with a game program, the terminal device is configured to obtain the game scene map from the server, and generate a corresponding game running scene according to the game scene map through the game program.
[0142] 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.
[0143] 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.
[0144] 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. An interactive method in a game, the method comprising: Providing a graphical user interface through a terminal device, wherein the graphical user interface displays at least a portion of a game scene, wherein the game scene includes: at least one first virtual object and a second virtual object controlled by the terminal device; In response to a first trigger operation, a setting panel is displayed in the graphical user interface, wherein the setting panel includes at least one game scene map identifier, and the game scene map corresponding to the game scene map identifier is used to provide a game running scene, so that the first virtual object and / or the second virtual object plays a game in the game running scene; In response to a second trigger operation, determining a target game scene map identifier from the at least one game scene map identifier; Controlling generation of a display model in the game scene, the display model includes information corresponding to a game scene map corresponding to the target game scene map identifier, and the display model is a virtual model generated based on game scene map data corresponding to the target game scene map identifier and initial display model data.
2. The method according to claim 1, wherein: The step of controlling the generation of a display model in the game scene comprises: Generate a display model based on the game scene map data corresponding to the target game scene map identifier and the initial display model data; Control the second virtual object in the game scene to hang the display model.
3. The method according to claim 2, wherein: The initial display model data includes: a first model data layer, and a second model data layer located above the first model data layer; the first model data layer is used to configure the model style of the virtual model, and the second model data layer is used to embed the game scene map data corresponding to the target game scene map identifier to display the game scene map data on the virtual model to obtain the display model.
4. The method according to claim 3, wherein: The game scene map data corresponding to the target game scene map identifier includes at least one of the following: a map name, a map author and a map cover of the game scene map corresponding to the target game scene map identifier, and a map video obtained by collecting the game scene map and a game clip in which a virtual object plays a game in a game running scene corresponding to the game scene map.
5. The method according to claim 2, wherein: The step of controlling the second virtual object in the game scene to hang the display model includes: The second virtual object is controlled to lift the display model through a specified action; wherein the specified action includes a default action or a target action determined based on an action setting operation.
6. The method according to claim 5, wherein: The target action is determined by: In response to the action setting operation, the action identifiers corresponding to the plurality of preset actions are displayed in the graphical user interface; wherein the default action is an action among the plurality of preset actions; In response to a selection operation on the action identifiers corresponding to the plurality of preset actions, the preset action corresponding to the action identifier selected by the selection operation is determined as the target action.
7. The method according to claim 6, wherein: The graphical user interface includes a first control displayed in a first display style, and the first trigger operation is implemented by triggering the first control displayed in the first display style; After the step of determining the target game scene map identifier from the at least one game scene map identifier in response to the second trigger operation, the method further includes: controlling the display style of the first control to switch from the first display style to the second display style, and displaying the first control in the graphical user interface in the second display style; The step of displaying action identifiers corresponding to a plurality of preset actions in the graphical user interface in response to the action setting operation includes: displaying action identifiers corresponding to a plurality of preset actions in the graphical user interface in response to a third trigger operation on the first control displayed in the second display style; The step of responding to a selection operation of an action identifier corresponding to the multiple preset actions and determining the preset action corresponding to the action identifier selected by the selection operation as the target action includes: responding to a sliding operation with the trigger position of the third trigger operation as the starting point and the target action identifier among the actions corresponding to the multiple preset actions as the end point, selecting the target action identifier, and determining the preset action corresponding to the target action identifier as the target action.
8. The method according to claim 7, wherein: The method further comprises: In response to the end of the sliding operation, the second virtual object is controlled to lift the display model in the game scene through the target action.
9. The method according to claim 7, wherein: The first control displayed in the first display style is displayed in the graphical user interface in the following manner: In response to a triggering operation on a prop selection control displayed on the graphical user interface, a plurality of virtual props are displayed in the graphical user interface; the virtual props are used to control the second virtual object to perform a preset game behavior; In response to a selection operation on a target virtual prop among the plurality of virtual props, a first control corresponding to the target virtual prop and displayed in a first display style is displayed in the graphical user interface.
10. The method according to claim 1, wherein: The display model also includes a target slogan for the game scene map corresponding to the target game scene map identifier, so as to display the target slogan while displaying the information corresponding to the game scene map corresponding to the target game scene map identifier through the display model.
11. The method according to claim 10, wherein: The target slogan is determined in the following way: In response to a slogan input operation, the content input by the slogan input operation is determined as a target slogan for a game scene map corresponding to the target game scene map identifier.
12. The method according to claim 3, wherein: The initial display model data also includes: a third model data layer located above the second model data layer; the third model data layer is used to embed the target slogan of the game scene map corresponding to the target game scene map identifier, so as to display the target slogan above the game scene map data displayed in the display model.
13. The method according to claim 10, wherein: The method further comprises: In response to the display model being mounted on the second virtual object and the second virtual object staying at the target position in the game scene for a time period greater than a first preset time period, the display model is controlled to display the game scene map data corresponding to the target game map identifier, and the target slogan is controlled to be played on the game scene map data in a preset playback format.
14. The method according to claim 10, wherein: The method further comprises: In response to the second virtual object being attached with the display model, and the distance between the target first virtual object and the second virtual object being greater than a preset distance threshold, displaying the second virtual object attached with the display model in a game scene provided by a terminal device controlling the target first virtual object, and controlling the display model to display only game scene map data corresponding to the target game map identifier; In response to the duration that the distance between the target first virtual object and the second virtual object is not greater than the preset distance threshold exceeds a second preset duration, the second virtual object to which the display model is attached is displayed in the game scene provided by the terminal device controlling the target first virtual object, and the display model is controlled to display the game scene map data corresponding to the target game map identifier and the target slogan played on the game scene map data in a preset playback format.
15. The method according to claim 1, wherein: After the step of controlling the generation of a display model in the game scene, the method further includes: In response to a fourth trigger operation, controlling the graphical user interface to display a map switching control; In response to a triggering operation on the map switching control, displaying the setting panel in the graphical user interface; In response to a selection operation on the first game scene map identifier in the setting panel, information corresponding to the game scene map corresponding to the target game scene map identifier displayed in the display model in the game scene is switched to information corresponding to the game scene map corresponding to the first game scene map identifier.
16. The method according to claim 1, wherein: The game scene map is generated in the following way: In response to a first editing operation, creating at least one scene component in the game editing scene based on the first editing operation; In response to a second editing operation, determining a component parameter of the at least one scene component based on the second editing operation; In response to a map generation operation, the control generates a game scene map corresponding to the game editing scene based on component parameters of the scene components created in the game editing scene, and transmits the game scene map to a server; wherein the server is configured to be communicatively connected with a terminal device, the terminal device is configured with a game program, the terminal device is configured to obtain the game scene map from the server, and generate a corresponding game running scene according to the game scene map through the game program.
17. An interactive device in a game, the device comprising: An interface display module is configured to provide a graphical user interface through a terminal device, wherein the graphical user interface displays at least a portion of a game scene, wherein the game scene includes: at least one first virtual object and a second virtual object controlled by the terminal device; a panel display module, configured to execute a response to a first trigger operation, and display a setting panel in the graphical user interface, wherein the setting panel includes at least one game scene map identifier, and the game scene map corresponding to the game scene map identifier is used to provide a game running scene, so that the first virtual object and / or the second virtual object can play a game in the game running scene; A map selection module is configured to execute a response to a second trigger operation and determine a target game scene map identifier from the at least one game scene map identifier; The model display module is configured to execute control to generate a display model in the game scene, wherein the display model includes information corresponding to the game scene map corresponding to the target game scene map identifier, and the display model is a virtual model generated based on the game scene map data corresponding to the target game scene map identifier and the initial display model data.
18. 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 interactive method in the game described in any one of claims 1 to 16.
19. 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 interactive method in the game described in any one of claims 1 to 16.
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