Interactive control method and apparatus in game, editing method and apparatus in game, and electronic device
By introducing interactive control methods between virtual objects and target virtual models in racing games, the problem of single game scenes is solved, and the rich movement paths of virtual objects on the target model and the game fun is improved.
Patent Information
- Application Number
- PCT/CN2024/139307
- Authority / Receiving Office
- WO · WO
- Patent Type
- Applications
- Current Assignee / Owner
- Priority Date
- 2024-01-19
- Filing Date
- 2024-12-13
- Publication Date
- 2025-07-24
AI Technical Summary
The existing racing gameplay is single, and the game scene content and scene changes are limited, resulting in low player interest in gaming.
By introducing an interactive control method between the virtual object and the target virtual model in the game scene, the virtual object is connected to the target virtual model when the preset interaction conditions are met, and the movement state, including the movement direction and speed, is determined based on the control parameters of the target virtual model, so as to move or jump to other models on the target virtual model.
It enriches the movable paths of virtual objects, increases the fun of the game and the player's gaming experience.
Smart Images

Figure CN2024139307_24072025_PF_FP_ABST
Abstract
Description
Interactive control method, editing method, device and electronic device in game
[0001] CROSS-REFERENCE TO RELATED APPLICATIONS
[0002] This application claims priority to Chinese patent application number 202410084718.7 filed on January 19, 2024, entitled “Interactive control method, editing method, device and electronic device 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 design, and in particular to an interactive control method, editing method, device, and electronic device in a game. Background Art
[0004] In racing games, the first few virtual objects to reach the finish line usually pass the level, while the other virtual objects are eliminated. However, current racing games have a single gameplay, and the game scene content and scene changes are limited, resulting in low player interest in the game. Summary of the Invention
[0005] According to one aspect of the present disclosure, a method for interactive control in a game is provided, the method comprising: providing a graphical user interface for a game running phase through a first terminal device, the graphical user interface including a game scene, the game scene including a virtual object and at least one target virtual model; in response to the virtual object and the target virtual model satisfying a preset interaction condition, controlling the virtual object to connect to the target virtual model; determining a movement state of the virtual object on the target virtual model according to a target control parameter corresponding to the target virtual model, the movement state including at least one of the following: a movement direction and a movement speed; and controlling the virtual object to move on the target virtual model based on the determined movement state of the virtual object on the target virtual model.
[0006] According to one aspect of the present disclosure, a method for editing in a game is provided, the method comprising: providing a graphical user interface for a game editing phase through a second terminal device, the graphical user interface comprising a game editing scene and an editing window, the editing window comprising a plurality of editable component controls; in response to a selection operation on a target editable component control among the plurality of editable component controls, controlling generation of a target scene component corresponding to the target editable component control in the game editing scene, wherein the target scene component is configured to generate a corresponding target virtual model during a game running phase, and the target scene component is configured to control the virtual object to be connected to the target virtual model during a game running phase, in response to a virtual object and a target virtual model satisfying a preset interaction condition; in response to an editing operation on the target scene component, displaying a parameter setting panel in the graphical user interface, the parameter setting panel comprising: a first editing control for configuring component control parameters corresponding to the target scene component; in response to a first setting operation on the first editing control, determining target component control parameters corresponding to the target scene component, the target component control parameters being configured to determine a movement state of the virtual object on the target virtual model, the movement state comprising at least one of the following: movement direction and movement speed.
[0007] According to one aspect of the present disclosure, an interactive control device in a game is provided, the device comprising: an interface display module for providing a graphical user interface during a game running phase through a first terminal device, the graphical user interface comprising a game scene, the game scene comprising a virtual object and at least one target virtual model; an object connection module for controlling the connection of the virtual object to the target virtual model in response to the virtual object and the target virtual model satisfying a preset interaction condition; a state determination module for determining a movement state of the virtual object on the target virtual model according to a target control parameter corresponding to the target virtual model, the movement state comprising at least one of the following: a movement direction and a movement speed; and an object movement module for controlling the movement of the virtual object on the target virtual model based on the determined movement state of the virtual object on the target virtual model.
[0008] According to one aspect of the present disclosure, an editing device in a game is provided, the device comprising: a window display module for providing a graphical user interface (GUI) for a game editing phase via a second terminal device, the GUI comprising a game editing scene and an editing window, the editing window comprising a plurality of editable component controls; a component generation module for controlling, in response to a selection operation on a target editable component control among the plurality of editable component controls, generation of a target scene component corresponding to the target editable component control in the game editing phase, wherein the target scene component is configured to generate a corresponding target virtual model during a game running phase, the target scene component being configured to, in response to a virtual object and the target virtual model satisfying a preset interaction condition, control connection of the virtual object to the target virtual model during the game running phase; a component editing module for displaying, in response to an editing operation on the target scene component, a parameter setting panel in the GUI, the parameter setting panel comprising: a first editing control for configuring component control parameters corresponding to the target scene component; and a parameter setting module for determining, in response to a first setting operation on the first editing control, target component control parameters corresponding to the target scene component, the target component control parameters being configured to determine a movement state of the virtual object on the target virtual model, the movement state comprising at least one of the following: movement direction and movement speed.
[0009] According to one aspect of the present disclosure, an electronic device is provided, which includes a processor and a memory, wherein the memory stores machine-executable instructions that can be executed by the processor, and the processor executes the machine-executable instructions to implement the above-mentioned interactive control method in the game and the editing method in the game.
[0010] According to one aspect of the present disclosure, a computer-readable storage medium is provided, which stores computer-executable instructions. When the computer-executable instructions are called and executed by a processor, the computer-executable instructions prompt the processor to implement the above-mentioned interactive control method in the game and the editing method in the game.
[0011] The embodiments of the present disclosure bring the following beneficial effects:
[0012] The present disclosure provides an interactive control method, editing method, device, and electronic device for a game. First, in response to a virtual object and a target virtual model meeting a preset interaction condition, the virtual object is controlled to connect to the target virtual model. Then, based on the target control parameters corresponding to the target virtual model, the movement state of the virtual object on the target virtual model is determined, where the movement state includes at least one of the following: movement direction and movement speed. Then, based on the determined movement state of the virtual object on the target virtual model, the virtual object is controlled to move on the target virtual model. In this method, when the virtual object and the target virtual model meet the preset interaction condition, the virtual object can be controlled to connect to the target virtual model and to move on the target virtual model, thereby enriching the virtual object's movable path and allowing the virtual object to jump to other virtual models using the target virtual model as support. This increases the fun of the game and enhances the player's gaming experience.
[0013] Other features and advantages of the present disclosure will be set forth in the following description, or some features and advantages may be inferred or unambiguously determined from the description, or may be learned by practicing the above-mentioned technology of the present disclosure.
[0014] In order to make the above-mentioned objects, features and advantages of the present disclosure more obvious and easy to understand, preferred embodiments are specifically listed below and described in detail with reference to the accompanying drawings. BRIEF DESCRIPTION OF THE DRAWINGS
[0015] FIG1 is a flowchart of an interactive control method in a game provided by an embodiment of the present disclosure;
[0016] FIG2 is a schematic diagram of a connection between a virtual object and a target virtual model provided by an embodiment of the present disclosure;
[0017] FIG3 is a flowchart of an editing method in a game provided by an embodiment of the present disclosure;
[0018] FIG4 is a schematic diagram of a parameter setting panel corresponding to one of the target scene components provided in an embodiment of the present disclosure;
[0019] FIG5 is a schematic diagram of an association function component and a target scene component provided by an embodiment of the present disclosure;
[0020] FIG6 is a schematic diagram of the structure of an interactive control device in a game provided by an embodiment of the present disclosure;
[0021] FIG7 is a schematic diagram of the structure of an editing device in a game provided by an embodiment of the present disclosure;
[0022] FIG8 is a schematic structural diagram of one of the electronic devices provided in an embodiment of the present disclosure. DETAILED DESCRIPTION
[0023] 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.
[0024] 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.
[0025] In one embodiment of the present disclosure, the interactive control method and the editing method in a game can be run on a local terminal device or a server. When the interactive control method or the editing method in a game is run on a server, the method can be implemented and executed based on a cloud interaction system, wherein the cloud interaction system includes a server and a client device.
[0026] In an optional embodiment, various cloud applications, such as cloud gaming, can be run under the cloud interaction system. Taking cloud gaming as an example, cloud gaming refers to a gaming method based on cloud computing. In the cloud gaming 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 control method and the editing method 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.; however, it is the cloud gaming server in the cloud that performs 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.
[0027] 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.
[0028] In one possible implementation, the present disclosure provides an interactive control method in a game, as shown in FIG1 . The method includes the following specific steps:
[0029] Step S102: providing a graphical user interface of the game running phase through the first terminal device, wherein the graphical user interface includes a game scene, and the game scene includes a virtual object and at least one target virtual model.
[0030] The above-mentioned first terminal device can be the local terminal device mentioned above, or it can be the client device in the above-mentioned cloud interaction system. Specifically, the above-mentioned first terminal device can be a mobile phone, a tablet computer or a personal computer, etc. The first terminal device can provide a graphical user interface of the target game in the game movement phase by running the game program corresponding to the target game. The graphical user interface is used to display the scene screen of the game scene. The game scene may include at least one virtual object. The virtual object may include a virtual object controlled by the first terminal device, and may also include a virtual object controlled by other terminal devices. The game scene also includes one or more target virtual models. The target virtual model is usually a three-dimensional model. The shapes corresponding to different target virtual models can be the same or different, which is determined according to R&D requirements or player operations. In addition, the target virtual model has a specified function. The specified function is configured to control the movement of the virtual object on the target virtual model when the virtual object and the target virtual model meet preset conditions.
[0031] Step S104 : in response to the virtual object and the target virtual model satisfying a preset interaction condition, controlling the virtual object to connect to the target virtual model.
[0032] The target virtual model can be any one of the at least one target virtual model included in the game scene. The preset interaction condition can be determined based on R&D requirements. For example, the preset interaction condition can include a collision between the virtual object and the target virtual model, a collision between the front of the virtual object and the target virtual model during a jump, or a collision between the virtual object and the target virtual model at a preset speed and direction during a jump.
[0033] When the virtual object and the target virtual model meet the preset interaction conditions, the virtual object is controlled to be connected to the target virtual model. This can also be understood as controlling the virtual object to cling to the target virtual model. At this time, the virtual object is in a clinging state, and in this clinging state, the virtual object can move on the target virtual model. The connection position and connection distance between the virtual object and the target virtual model can be determined according to R&D requirements. For example, the hanging point of the virtual object can be connected to the contact surface of the target virtual model. The contact surface is the model surface where the virtual object collides with the target virtual model. The contact surface can be parallel to the vertical plane or have an angle of less than 90 degrees with the vertical plane. The vertical plane is the plane containing the Z axis and Y axis in the rectangular coordinate system.
[0034] In an optional embodiment, the virtual object and the target virtual model may be connected by a sliding connection. In another optional embodiment, the virtual object may be connected to the target virtual model using a preset posture. This preset posture may be determined based on R&D requirements. For example, when the contact surface of the target virtual model is parallel to a vertical plane, the preset posture may be a posture in which the virtual object's palm contacts the contact surface of the target virtual model, with the virtual object's body suspended in mid-air. When the angle between the contact surface of the target virtual model and the vertical plane is less than 90 degrees, the preset posture may be a posture in which the virtual object stands on the contact surface of the target virtual model.
[0035] Step S106 : determining the movement state of the virtual object on the target virtual model according to the target control parameters corresponding to the target virtual model, where the movement state includes at least one of the following: movement direction and movement speed.
[0036] In specific implementations, the target control parameters corresponding to different target virtual models can be the same or different. These target control parameters can include at least one of the following: control force, control speed, control acceleration, and control kinetic energy. Each target control parameter has a corresponding control direction, and the control direction configured for each target control parameter can be the same or different, depending on R&D requirements or player operation.
[0037] When a virtual object is connected to a target virtual model, it is necessary to apply control force or provide control parameters to the virtual object according to the target control parameters corresponding to the target virtual model to determine the movement state of the virtual object on the target virtual model. The movement state may include only the movement direction or only the movement speed, or both the movement direction and the movement speed.
[0038] Step S108 : Based on the determined movement state of the virtual object on the target virtual model, control the virtual object to move on the target virtual model.
[0039] According to the movement state of the virtual object on the target virtual model, the virtual object is controlled to move on the contact surface of the target virtual model, that is, the movement direction and movement speed on the contact surface of the virtual object and the target virtual model are matched with the movement state of the virtual object determined based on the target control parameters corresponding to the target virtual model.
[0040] The present disclosure provides an interactive control method in a game. When a virtual object and a target virtual model meet preset interaction conditions, the virtual object can be controlled to connect with the target virtual model and to move on the target virtual model, thereby enriching the movable path of the virtual object. The virtual object can also be controlled to jump to other virtual models with the target virtual model as support, which increases the fun of the game and enhances the player's gaming experience.
[0041] The following embodiments are used to describe a method of determining the movement state of a virtual object on a target force-seeking model.
[0042] Specifically, the above-mentioned target control parameters include control force and / or control speed, wherein the control force is configured with a first direction and the control speed is configured with a second direction; the above-mentioned specific process of determining the movement state of the virtual object on the target virtual model based on the target control parameters corresponding to the target virtual model may include: determining the moving direction and moving speed of the virtual object based on the target control parameters corresponding to the target virtual model, so as to control the movement of the virtual object on the target virtual model according to the moving direction and moving speed.
[0043] In a specific implementation, the above-mentioned target control parameters may include only the control force, only the control speed, or both the control force and the control speed. Specifically, the control force is configured with a first direction, and the specific direction corresponding to the first direction can be determined according to R&D requirements or player settings. In a specific embodiment, the first direction can be determined based on the world coordinate system. For example, the first direction is vertically downward. Then, no matter how the target virtual model is placed in the game scene (horizontally, diagonally or vertically, etc.), the first direction is pointing to the ground. In another specific embodiment, the first direction is determined based on the local coordinate system. For example, the first direction is perpendicular to the contact surface of the target virtual model. At this time, if the target virtual model is placed horizontally, the first direction is perpendicular to the ground. If the target virtual model is placed vertically, the first direction is horizontal with the ground. If the target virtual model is placed at an angle, then the first direction is perpendicular to the inclined surface and has a certain inclination angle with the ground.
[0044] The specific direction of the second direction of the above-mentioned control speed configuration can also be determined according to R&D requirements or player settings. The setting method of the second direction is the same and will not be repeated here. Among them, the first direction and the second direction can be the same or different. For example, the first direction and the second direction can both be vertically downward; the first direction is vertically downward, and the second direction is vertically upward.
[0045] In an alternative embodiment, the movement direction and speed of the virtual object on the target virtual model may be calculated based on the target control parameters corresponding to the target virtual model and the gravity of the virtual object. In another alternative embodiment, the gravity effect of the virtual object may be canceled when the virtual object is connected to the target virtual model, so that the movement direction and speed of the virtual object on the target virtual model are calculated based on the target control parameters corresponding to the target virtual model without reference to the gravity of the virtual object.
[0046] Among them, canceling the gravity effect of the virtual object can be done by turning off the gravity parameter option in the game, or by shielding the gravity parameter option, that is, the gravity parameter option is turned on but the gravity parameter is not referenced when calculating the moving direction and moving speed of the virtual object on the target virtual model.
[0047] In an optional embodiment, the above-mentioned target control parameters include control force; the specific process of determining the moving direction and moving speed of the virtual object based on the target control parameters corresponding to the target virtual model includes: controlling the control force in the target control parameters corresponding to the target virtual model to be applied to the virtual object, and determining the moving direction of the virtual object according to the first direction configured by the control force; determining the moving speed of the virtual object on the target virtual model based on the control force and the mass of the virtual object.
[0048] When the target control parameter only includes the control force, the movement direction of the virtual object is determined based on the first direction of the control force configuration. Specifically, when gravity is not considered, the first direction of the control force configuration can be determined as the movement direction of the virtual object; when gravity is considered, the movement direction of the virtual object can be determined based on the gravity direction and the first direction. For example, if the gravity direction is the same as the first direction, the movement direction of the virtual object can be the first direction; if the gravity direction is opposite to the first direction, the movement direction of the virtual object can be determined based on the gravity magnitude and the control force magnitude, that is, the virtual object will generally move in the direction of greater force.
[0049] Specifically, the movement acceleration of the virtual object can be obtained according to the control force and the mass of the virtual object, and the movement speed of the virtual object on the target virtual model can be determined according to the movement acceleration and the movement time of the virtual object on the target virtual model.
[0050] In an optional embodiment, the above-mentioned target control parameters include a control speed; the specific process of determining the moving direction and moving speed of the virtual object based on the target control parameters corresponding to the target virtual model also includes: controlling the control speed in the target control parameters corresponding to the target virtual model provided to the virtual object, and determining the moving direction of the virtual object according to the second direction configured by the control speed; determining the moving speed of the virtual object on the target virtual model based on the speed value of the control speed.
[0051] When the target control parameters only include a control speed, the virtual object is provided with the control speed in the target control parameters corresponding to the target virtual model, and the virtual object's movement direction is determined based on the second direction of the control speed configuration. Specifically, when gravity is not considered, the second direction of the control speed configuration can be determined as the virtual object's movement direction; when gravity is considered, the virtual object's movement direction can be determined based on the gravity direction and the second direction. In a specific implementation, the control speed can be determined as the movement speed of the virtual object on the target virtual model. Alternatively, the control speed can be determined as the initial velocity of the virtual object, and the gravity acceleration can be determined as the movement acceleration of the virtual object. The virtual object's movement speed can then be determined based on the initial velocity and the gravity acceleration.
[0052] In an optional embodiment, when the target control parameter includes a control speed, in response to the virtual object and the target virtual model not satisfying a preset interaction condition and the virtual object being located on the target virtual model, the virtual object is controlled to move toward a second direction configured by the control speed based on the control speed.
[0053] In a specific implementation, if the virtual object and the target virtual model meet the preset interaction conditions, the virtual object will be connected to the target virtual model, and the virtual object will be controlled to move on the target virtual model based on the control speed corresponding to the target virtual model. If the virtual object and the target virtual model do not meet the preset interaction conditions, and the virtual object is located on the target virtual model, the virtual object will not be connected to the target virtual model. However, the target virtual model can drive the virtual object to move in the second direction configured by the control speed based on the control speed until the virtual object reaches the edge of the target virtual model, at which point the virtual object stops being driven. This is similar to the case where the target virtual model is a model with a conveyor belt, and the conveyor belt has a control speed in the second direction.
[0054] In an optional embodiment, the above-mentioned target control parameters include control force and control speed; the specific process of determining the moving direction and moving speed of the virtual object based on the target control parameters corresponding to the target virtual model may include: controlling the control force in the target control parameters corresponding to the target virtual model to be applied to the virtual object, and controlling the control speed in the target control parameters corresponding to the target virtual model to be provided to the virtual object; determining the moving direction of the virtual object according to the first direction configured by the control force and the second direction configured by the control speed; determining the moving speed of the virtual object on the target virtual model based on the control force, the control speed and the mass of the virtual object.
[0055] In a specific implementation, when the target control parameters include control force and control speed, it is necessary to determine the moving speed and moving direction of the virtual object on the target virtual model according to a combination of the control force and the control speed.
[0056] In the above manner, when the virtual object is connected to the target virtual model, a corresponding force or speed may be applied to the virtual object based on the target control parameter, thereby controlling the movement state of the virtual object on the target virtual model.
[0057] The following embodiments are used to describe how preset interaction conditions are satisfied and how a virtual object is connected to a target virtual model.
[0058] Specifically, in response to the virtual object and the target virtual model satisfying a preset interaction condition, before the virtual object is controlled to connect to the target virtual model, the virtual object is controlled to perform a jumping action; while the virtual object is in the jumping action, in response to the virtual object colliding with the target virtual model, the orientation of the virtual object and / or the speed parameter of the virtual object are obtained; in response to the orientation of the virtual object satisfying a orientation threshold and / or the speed parameter of the virtual object satisfying a speed parameter threshold, it is determined that the virtual object and the target virtual model satisfy the preset interaction condition.
[0059] In a specific implementation, the virtual object's jumping action may be an action performed by the virtual object after the player triggers a jump control displayed in a graphical user interface, an action performed by the virtual object after a virtual object triggers a virtual object, or a behavior generated by the virtual object after a virtual prop in a game scene collides with the virtual object, etc. When the virtual object is in the process of jumping, after the virtual object collides with the target virtual model, collision information will be recorded. The collision information includes the virtual object's direction and / or the virtual object's speed parameters (the speed parameters may include speed direction and / or speed magnitude). If the collision information meets the preset collision condition, it is determined that the virtual object and the virtual model meet the preset interaction condition.
[0060] The above-mentioned collision conditions can be determined according to research and development needs. For example, the collision conditions may include the virtual object's orientation satisfying an orientation threshold or the virtual object's speed parameter satisfying a speed parameter threshold, or may include the virtual object's orientation satisfying an orientation threshold and the virtual object's speed parameter satisfying a speed parameter threshold. The above-mentioned orientation threshold and speed parameter threshold can be determined according to research and development needs. For example, the orientation threshold can be the virtual object's front collision with the target virtual model, or the virtual object's designated position collision with the target virtual model; the speed parameter threshold can be the virtual object's speed direction being perpendicular to the contact surface of the target virtual model when the virtual object collides with the virtual object, or the virtual object's speed being within a preset speed range, etc.
[0061] In an optional embodiment, the specific process of controlling the virtual object to connect to the target virtual model in response to the virtual object and the target virtual model satisfying a preset interaction condition may include: controlling the creation of a connector between the virtual object and the target virtual model in response to the virtual object and the target virtual model satisfying the preset interaction condition, thereby connecting the virtual object to the target virtual model via the connector. The connector is a virtual connector with physical properties that can control the connection position, connection distance, and connection method between the virtual object and the target virtual model.
[0062] In an optional embodiment, while the virtual object is connected to the target virtual model via the connector, the movement control effect of the virtual object is restricted, wherein the movement control effect is the movement behavior of the virtual object triggered by the touch operation. Specifically, the implementation method of restricting the movement control effect of the virtual object can be determined according to R&D requirements. For example, it can be to disable the movement control displayed in the graphical user interface, that is, the player cannot operate the movement control; or it can be to prohibit the response to the movement control, that is, the player can drag the movement control and generate movement instructions, but the virtual object does not respond to the movement instruction.
[0063] Furthermore, when the virtual object is connected to the target virtual model via a connector, the movement state of the virtual object on the target virtual model is determined based on the target control parameters corresponding to the target virtual model. After the virtual object moves on the target virtual model, the virtual object is controlled to perform a jumping action. During the jumping action, the virtual object is controlled to disconnect from the target virtual model and rotate in a third direction while jumping away from the target virtual model. The specific direction corresponding to the third direction can be determined based on research and development requirements. For example, the third direction can be perpendicular to the contact surface of the target virtual model or horizontal to the ground.
[0064] To facilitate understanding of the embodiments of the present disclosure, a schematic diagram of the connection between a virtual object and a target virtual model is provided as shown in FIG2 . The little man model in FIG2 is a virtual object, and the target virtual model represented by a rectangular parallelepiped is placed vertically in the game scene. When the virtual object is in a jumping action, if the virtual object collides with the target virtual model, the collision information of the virtual object is obtained. If the collision information meets the preset collision condition, a connector is created between the virtual object and the target virtual model, and the virtual object and the target virtual model are connected through the connector. At this time, the virtual object enters a clinging state. Among them, the preset collision condition includes the front of the virtual object colliding with the contact surface of the target virtual model (the contact surface is also the dark surface of the target virtual model in FIG2 ), and the direction of the speed of the virtual object when colliding with the target virtual model is parallel to the ground. In the clinging state, based on the target control parameter corresponding to the target virtual model, a control force can be provided to the virtual object to slowly accelerate the virtual object to fall, or a control speed can be provided to the virtual object while providing the control force, so that the virtual object can move on the target virtual model based on the control force and the control speed.
[0065] When the virtual object is in the clinging state, the player clicks jump again, and the virtual object turns toward the normal vector direction of the target virtual model, and automatically enters the air jumping state toward the normal vector direction and the upward direction of gravity.
[0066] Based on the above method embodiment, the embodiment of the present disclosure further provides an editing method in a game, as shown in FIG3 , which includes the following specific steps:
[0067] Step S302: providing a graphical user interface for the game editing phase through the second terminal device, wherein the graphical user interface includes a game editing scene and an editing window, and the editing window includes a plurality of editable component controls.
[0068] In a specific implementation, the second terminal device may be different from or the same as the first terminal device. The game editing scene is a scene provided by the running game program, and can also be understood as a scene provided by the game editor. In the game editing scene, editable components can be edited, and the edited editable components are determined as scene components and set in the game editing scene. In actual applications, when a player triggers a game editing instruction, the game editing scene can be displayed in the graphical user interface. The game editing instruction can be determined according to the game rules. For example, the editing instruction can be an operation to enter the game editor; it can also be an operation to select a scene map for editing, etc.
[0069] In a specific implementation, the editing window may include multiple editable component controls. The specific component types and forms of the editable component controls can be set according to R&D requirements. In actual applications, the editing window may include multiple different types of editable component controls, such as terrain component controls, mechanism component controls, decoration component controls, and combination component controls. Each type of editable component may also contain multiple editable component controls.
[0070] Step S304, in response to the selection operation of the target editable component control among the multiple editable component controls, controls the generation of a target scene component corresponding to the target editable component control in the game editing scene, wherein the target scene component is configured to generate a corresponding target virtual model during the game running stage, and the target scene component is configured to control the virtual object to be connected to the target virtual model in response to the virtual object and the target virtual model meeting a preset interaction condition during the game running stage.
[0071] In specific implementations, the specific operation of the aforementioned selection operation can be determined based on R&D requirements. For example, the selection operation can be performed by dragging the target editable component control into the game editing scene, or by clicking or long-pressing the target edit component control in the editing window. The scene component corresponding to the target edit component control is a component with a certain three-dimensional shape. The specific shape of this three-dimensional shape can be determined based on the player's selection or R&D requirements. This three-dimensional shape is also the shape of the target virtual model generated during the game runtime.
[0072] Step S306: In response to the editing operation on the target scene component, a parameter setting panel is displayed in the graphical user interface, where the parameter setting panel includes: a first editing control for configuring the component control parameter corresponding to the target scene component.
[0073] In specific implementation, the above-mentioned editing operation for the target scene component can be determined based on the player's operation or based on R&D requirements. For example, the editing operation can be an operation in which the player selects the target scene component in the game editing scene and clicks on the setting control, or it can be an operation in which the player long-presses the scene component, etc. The first editing control displayed in the above-mentioned parameter setting panel may include one or more. The first editing control is used to set the component control parameter corresponding to the target scene component. The component control parameter may be a control speed or a friction parameter, etc. The speed parameter corresponds to the speed magnitude and speed direction, and the friction parameter includes the friction magnitude.
[0074] Specifically, the first editing control may be a button; the first editing control may also be an input box, and parameters may be set by directly entering them in the input box; the first editing control may also be a slider, and the user may set parameters through the slider.
[0075] FIG4 is a schematic diagram of a parameter setting panel corresponding to a target scene component provided by an embodiment of the present disclosure. The right side of FIG4 shows the parameter setting panel, which includes a first editing control. The number of first editing controls can be multiple, depending on the component type corresponding to the target scene component. FIG4 is merely an example. The left side of FIG4 shows the target scene component displayed in the game editing scene.
[0076] Step S308, in response to the first setting operation for the first editing control, determine the target component control parameters corresponding to the target scene component, the target component control parameters are configured to determine the movement state of the virtual object on the target virtual model, and the movement state includes at least one of the following: movement direction and movement speed.
[0077] In a specific implementation, the target component control parameters correspond to the target control parameters corresponding to the target virtual model in the game running phase, and the target component control parameters are configured to determine the movement state of the virtual object on the target virtual model.
[0078] In the editing method of the above-mentioned game, players can edit the target scene components during the game editing stage, so that they can personalize the target virtual model corresponding to the target scene components generated during the game running stage, thereby increasing the personalization of the game, meeting the personalized needs of the players, and enhancing the gaming experience.
[0079] The following embodiments are used to describe the functions included in the target scene component.
[0080] Specifically, in response to an editing operation on a base scene component located in a game editing scene, the control associates the function component with the base scene component to form a target scene component.
[0081] In a specific implementation, the aforementioned base scene component can be any editable component control in the editing window. After the game scene is edited, the scene component is generated, and the functions of the scene component match the functions of its corresponding editable component control. By associating the base scene component with the functional component, a target scene component can be formed, so that the target scene component has not only the functions corresponding to the base scene component, but also the functions corresponding to the functional component.
[0082] In one embodiment, the player can associate the functional component with the basic scene component by setting an option. For example, if the setting option is selected, the functional component is associated with the basic scene component, while if the setting option is not selected, the two are not associated. In another embodiment, component association can also be achieved by setting parameters. For example, if the component control parameters corresponding to the target functional component are set, the functional component is associated with the basic scene component, while otherwise, the functional component is not associated.
[0083] In an alternative embodiment, the aforementioned functional component generally cannot generate a corresponding scene component in the game editing scene. The functional component can be understood as a logic component or a packaged logic code that implements a specific function. In some embodiments, the functional component can also be a conventional component that can generate a corresponding scene component in the game editing scene.
[0084] In a specific implementation, the functional components are configured to control the virtual object's connection to the target virtual model during the game runtime, in response to the virtual object and the target virtual model meeting a preset interaction condition. The component control parameters corresponding to the functional components and the target component control parameters corresponding to the basic scene components are configured to determine the movement state of the virtual object on the target virtual model. Specifically, the component control parameters corresponding to the functional components can be fixed by the system or determined based on the player's editing operation.
[0085] Furthermore, the component control parameters corresponding to the above-mentioned functional components are determined in the following manner: in response to an editing operation on the functional component, a parameter setting panel is displayed in a graphical user interface, and the parameter setting panel includes: a second editing control for configuring the component control parameters corresponding to the functional component; in response to a second setting operation on the second editing control, the component control parameters corresponding to the functional component are determined.
[0086] In specific implementation, the above-mentioned editing operations for functional components can be determined based on player operations or based on R&D requirements. For example, the editing operation can be the operation of clicking a button in the parameter setting panel, or the operation of checking a certain option in the parameter setting panel. The second editing control displayed in the above-mentioned parameter setting panel may include one or more. The second editing control is used to set the component control parameters corresponding to the target functional component. The component control parameters may be control force parameters or other parameters, which are specifically determined according to R&D requirements. The second editing control can be a button; the second editing control can also be an input box, which is set by directly entering the parameters in the input box; the second editing control can also be a slider, and the user can set the parameters through the slider.
[0087] FIG5 is a schematic diagram of associating a functional component with a target scene component according to an embodiment of the present disclosure. The left side of the three figures in FIG5 shows a basic scene component generated in a game editing scene, and the right side of the first figure in FIG5 shows a parameter setting panel corresponding to the basic scene component. The parameter setting panel not only displays a first editing control for setting the component control parameters corresponding to the basic scene component, but also includes a control for setting additional special functions. When a player wants to associate a basic scene component with a functional component, the player needs to trigger the function of the additional special function. After triggering the control for the additional special function, the parameter setting panel will be displayed in the style of the second figure in FIG5, that is, multiple options are displayed below the control for the additional special function. Each option corresponds to a different type or component. The player can select any one to add a special function to the basic scene component. At this time, the option corresponding to the functional component selected in the second figure in FIG5 is displayed. After the player selects the option corresponding to the functional component, a second editing control for setting the component control parameters of the functional component is displayed below the control corresponding to the additional special function. The display form of the second editing control can be multiple, and the display parameters contained therein can also be multiple, which can be determined according to R&D needs. The third figure in Figure 5 shows an example of a second editing control that includes a setting control for controlling the size and a setting control for controlling the direction of the force. Players can set the control size and direction of the force corresponding to the functional component according to their needs.
[0088] In a specific embodiment, the component control parameters corresponding to the above-mentioned functional components include control force, and the control force is configured with a first direction; the target component control parameters corresponding to the basic scene component include control speed, and the control speed is configured with a second direction.
[0089] In an optional embodiment, the above-mentioned basic scene component includes a collision body, which is a three-dimensional model that matches the shape of the basic scene component; the collision body is configured to determine that the virtual object collides with the target virtual model during the game movement phase; the functional component is configured to: during the game running phase, in response to the collision of the virtual object with the target virtual model, obtain the orientation of the virtual object and / or the speed parameter of the virtual object; in response to the orientation of the virtual object satisfying the orientation threshold and / or the speed parameter of the virtual object satisfying the speed parameter threshold, determine that the virtual object and the target virtual model satisfy the preset interaction condition.
[0090] Corresponding to the method embodiment shown in FIG1 , an embodiment of the present disclosure provides an interactive control device in a game, as shown in FIG6 , the device comprising:
[0091] The interface display module 40 is used to provide a graphical user interface during the game running phase through the first terminal device. The graphical user interface includes a game scene, and the game scene includes virtual objects and at least one target virtual model.
[0092] The object connection module 41 is configured to control the virtual object to connect to the target virtual model in response to the virtual object and the target virtual model satisfying a preset interaction condition.
[0093] The state determination module 42 is configured to determine the movement state of the virtual object on the target virtual model according to the target control parameters corresponding to the target virtual model. The movement state includes at least one of the following: movement direction and movement speed.
[0094] The object movement module 43 is configured to control the movement of the virtual object on the target virtual model based on the determined movement state of the virtual object on the target virtual model.
[0095] The interactive control device in the above-mentioned game can control the virtual object to connect with the target virtual model and control the virtual object to move on the target virtual model when the virtual object and the target virtual model meet the preset interaction conditions, thereby enriching the movable path of the virtual object. It can also control the virtual object to jump to other virtual models with the target virtual model as support, which increases the fun of the game and enhances the player's gaming experience.
[0096] Specifically, the above-mentioned target control parameters include control force and / or control speed, wherein the control force is configured with a first direction and the control speed is configured with a second direction; the above-mentioned state determination module 42 is used to: determine the moving direction and moving speed of the virtual object based on the target control parameters corresponding to the target virtual model, so as to control the movement of the virtual object on the target virtual model according to the moving direction and moving speed.
[0097] In a specific implementation, the above-mentioned device further includes a gravity cancellation module, which is used to cancel the gravity effect of the virtual object before determining the moving direction and moving speed of the virtual object based on the target control parameters corresponding to the target virtual model.
[0098] In an optional embodiment, the above-mentioned target control parameters include control force; the above-mentioned state determination module 42 is used to: control the control force in the target control parameters corresponding to the target virtual model applied to the virtual object, and determine the movement direction of the virtual object according to the first direction of the control force configuration; based on the control force and the mass of the virtual object, determine the movement speed of the virtual object on the target virtual model.
[0099] In a specific implementation, the state determination module 42 is configured to determine the first direction of the control force configuration as the moving direction of the virtual object.
[0100] In an optional embodiment, the above-mentioned target control parameters include a control speed; the above-mentioned state determination module 42 is used to: control the control speed in the target control parameters corresponding to the target virtual model provided for the virtual object, and determine the moving direction of the virtual object according to the second direction of the control speed configuration; determine the moving speed of the virtual object on the target virtual model based on the speed value of the control speed and the mass of the virtual object.
[0101] In a specific implementation, the above-mentioned device also includes a driving movement module, which is used to: in response to the virtual object and the target virtual model not meeting the preset interaction conditions and the virtual object being located on the target virtual model, control the virtual object to move toward the second direction of the control speed configuration based on the control speed.
[0102] In an optional embodiment, the above-mentioned target control parameters include control force and control speed; the above-mentioned state determination module 42 is used to: control the control force in the target control parameters corresponding to the target virtual model applied to the virtual object, and control the control speed in the target control parameters corresponding to the target virtual model provided to the virtual object; determine the moving direction of the virtual object according to the first direction of the control force configuration and the second direction of the control speed configuration; determine the moving speed of the virtual object on the target virtual model based on the control force, control speed and mass of the virtual object.
[0103] Furthermore, the above-mentioned device also includes a condition determination module, which is used to: in response to the virtual object and the target virtual model satisfying a preset interaction condition, before controlling the virtual object to connect to the target virtual model, control the virtual object to perform a jumping action; when the virtual object is in the jumping action, in response to the virtual object colliding with the target virtual model, obtain the orientation of the virtual object and / or the speed parameter of the virtual object; in response to the orientation of the virtual object satisfying a orientation threshold and / or the speed parameter of the virtual object satisfying a speed parameter threshold, determine that the virtual object and the target virtual model satisfy the preset interaction condition.
[0104] In a specific implementation, the object connection module 41 is used to: in response to the virtual object and the target virtual model meeting a preset interaction condition, control the creation of a connector between the virtual object and the target virtual model, and connect the virtual object and the target virtual model through the connector.
[0105] Furthermore, the above-mentioned device also includes a movement control limitation module, which is used to: limit the movement control effect of the virtual object during the period when the virtual object is connected to the target virtual model through the connector, wherein the movement control effect is the movement behavior of the virtual object triggered in response to the touch operation.
[0106] Furthermore, the above-mentioned device also includes a connection cancellation module, which is used to: control the virtual object to move on the target virtual model based on the determined movement state of the virtual object on the target virtual model, and then control the virtual object to perform a jumping action; when the virtual object is in the jumping action, control the virtual object to disconnect from the target virtual model, and control the virtual object to rotate toward a third direction while jumping in a direction away from the target virtual model.
[0107] The interactive control device in the game provided by the embodiment of the present disclosure has the same implementation principle and technical effects as those of the aforementioned method embodiment. For the sake of brief description, for matters not mentioned in the device embodiment, reference can be made to the corresponding content in the aforementioned method embodiment.
[0108] Corresponding to the method embodiment shown in FIG3 , the present disclosure further provides an editing device in a game, as shown in FIG7 , the device comprising:
[0109] The window display module 50 is used to provide a graphical user interface in the game editing stage through the second terminal device. The graphical user interface includes a game editing scene and an editing window. The editing window includes multiple editable component controls.
[0110] The component generation module 51 is used to respond to the selection operation of the target editable component control among multiple editable component controls, and control the generation of a target scene component corresponding to the target editable component control in the game editing scene, wherein the target scene component is configured to generate a corresponding target virtual model during the game running stage, and the target scene component is configured to control the virtual object to be connected to the target virtual model in response to the virtual object and the target virtual model meeting the preset interaction conditions during the game running stage.
[0111] The component editing module 52 is used to respond to the editing operation on the target scene component and display a parameter setting panel in the graphical user interface. The parameter setting panel includes: a first editing control for configuring the component control parameters corresponding to the target scene component.
[0112] The parameter setting module 53 is used to respond to the first setting operation for the first editing control, determine the target component control parameters corresponding to the target scene component, and the target component control parameters are configured to determine the movement state of the virtual object on the target virtual model. The movement state includes at least one of the following: movement direction and movement speed.
[0113] The editing device in the above-mentioned game allows players to edit the target scene components during the game editing phase, so that they can personalize the target virtual model corresponding to the target scene components generated during the game running phase, thereby increasing the personalization of the game, meeting the personalized needs of the players, and enhancing the gaming experience.
[0114] Specifically, the above-mentioned device also includes a component forming module, which is used to: respond to the editing operation on the basic scene component located in the game editing scene, and control the association of the functional component with the basic scene component to form a target scene component.
[0115] In a specific implementation, the above-mentioned functional component is configured to control the virtual object to be connected to the target virtual model in response to the virtual object and the target virtual model meeting the preset interaction conditions during the game running stage; the component control parameters corresponding to the functional component and the target component control parameters corresponding to the basic scene component are configured to determine the movement state of the virtual object on the target virtual model.
[0116] Furthermore, the component control parameters corresponding to the above functional components are determined in the following manner:
[0117] In response to an editing operation on a functional component, a parameter setting panel is displayed in a graphical user interface, the parameter setting panel including: a second editing control for configuring component control parameters corresponding to the functional component; in response to a second setting operation on the second editing control, the component control parameters corresponding to the functional component are determined.
[0118] In a specific implementation, the component control parameters corresponding to the above-mentioned functional components include control force, and the control force is configured with a first direction; the target component control parameters corresponding to the basic scene component include control speed, and the control speed is configured with a second direction.
[0119] Furthermore, the above-mentioned basic scene component includes a collision body, which is a three-dimensional model matching the shape of the basic scene component; the collision body is configured to determine that the virtual object collides with the target virtual model during the game movement phase; the functional component is configured to: during the game running phase, in response to the collision of the virtual object with the target virtual model, obtain the orientation of the virtual object and / or the speed parameter of the virtual object; in response to the orientation of the virtual object satisfying the orientation threshold and / or the speed parameter of the virtual object satisfying the speed parameter threshold, determine that the virtual object and the target virtual model satisfy the preset interaction condition.
[0120] The editing device in the game provided by the embodiment of the present disclosure has the same implementation principle and technical effects as those of the aforementioned method embodiment. For the sake of brief description, for matters not mentioned in the device embodiment, reference can be made to the corresponding content in the aforementioned method embodiment.
[0121] An embodiment of the present disclosure also provides an electronic device, as shown in Figure 8, which includes a processor and a memory, wherein the memory stores machine-executable instructions that can be executed by the processor, and the processor executes the machine-executable instructions to implement the above-mentioned interactive control method in the game and the editing method in the game.
[0122] Specifically, the interactive control method in the above-mentioned game includes: providing a graphical user interface during the game operation phase through a first terminal device, wherein the graphical user interface includes a game scene, and the game scene includes a virtual object and at least one target virtual model; in response to the virtual object and the target virtual model satisfying a preset interaction condition, controlling the virtual object to connect to the target virtual model; determining the movement state of the virtual object on the target virtual model based on the target control parameters corresponding to the target virtual model, wherein the movement state includes at least one of the following: movement direction and movement speed; and controlling the virtual object to move on the target virtual model based on the determined movement state of the virtual object on the target virtual model. In this method, when the virtual object and the target virtual model satisfy the preset interaction condition, the virtual object can be controlled to connect to the target virtual model and to move on the target virtual model, thereby enriching the movable path of the virtual object and controlling the virtual object to jump to other virtual models with the target virtual model as support, thereby increasing the fun of the game and improving the player's gaming experience.
[0123] In an optional embodiment, the above-mentioned target control parameters include control force and / or control speed, wherein the control force is configured with a first direction and the control speed is configured with a second direction; the above-mentioned step of determining the movement state of the virtual object on the target virtual model according to the target control parameters corresponding to the target virtual model includes: determining the movement direction and movement speed of the virtual object based on the target control parameters corresponding to the target virtual model, so as to control the movement of the virtual object on the target virtual model according to the movement direction and movement speed.
[0124] In an optional embodiment, before the step of determining the moving direction and moving speed of the virtual object based on the target control parameters corresponding to the target virtual model, the method further includes: canceling the gravity effect of the virtual object.
[0125] In an optional embodiment, the above-mentioned target control parameters include control force; the above-mentioned step of determining the moving direction and moving speed of the virtual object based on the target control parameters corresponding to the target virtual model includes: controlling the control force in the target control parameters corresponding to the target virtual model to be applied to the virtual object, and determining the moving direction of the virtual object according to the first direction configured by the control force; determining the moving speed of the virtual object on the target virtual model based on the control force and the mass of the virtual object.
[0126] In an optional embodiment, the step of determining the moving direction of the virtual object according to the first direction of the control force configuration includes: determining the first direction of the control force configuration as the moving direction of the virtual object.
[0127] In an optional embodiment, the above-mentioned target control parameters include a control speed; the step of determining the moving direction and moving speed of the virtual object based on the target control parameters corresponding to the target virtual model includes: controlling the control speed in the target control parameters corresponding to the target virtual model provided to the virtual object, and determining the moving direction of the virtual object according to the second direction configured by the control speed; determining the moving speed of the virtual object on the target virtual model based on the speed value of the control speed and the mass of the virtual object.
[0128] In an optional embodiment, the method further includes: in response to the virtual object and the target virtual model not satisfying a preset interaction condition and the virtual object is located on the target virtual model, controlling the virtual object to move toward a second direction of the control speed configuration based on the control speed.
[0129] In an optional embodiment, the above-mentioned target control parameters include control force and control speed; the step of determining the moving direction and moving speed of the virtual object based on the target control parameters corresponding to the target virtual model includes: controlling the control force in the target control parameters corresponding to the target virtual model to be applied to the virtual object, and controlling the control speed in the target control parameters corresponding to the target virtual model to be provided to the virtual object; determining the moving direction of the virtual object according to the first direction configured by the control force and the second direction configured by the control speed; determining the moving speed of the virtual object on the target virtual model based on the control force, the control speed and the mass of the virtual object.
[0130] In an optional embodiment, before the step of controlling the virtual object to connect to the target virtual model in response to the virtual object and the target virtual model satisfying a preset interaction condition, the method further includes: controlling the virtual object to perform a jumping action; while the virtual object is in the jumping action, in response to the virtual object colliding with the target virtual model, obtaining the orientation of the virtual object and / or the speed parameter of the virtual object; and determining that the virtual object and the target virtual model satisfy the preset interaction condition in response to the orientation of the virtual object satisfying a orientation threshold and / or the speed parameter of the virtual object satisfying a speed parameter threshold.
[0131] In an optional embodiment, the step of controlling the virtual object to be connected to the target virtual model in response to the virtual object and the target virtual model satisfying a preset interaction condition includes: controlling the creation of a connector between the virtual object and the target virtual model in response to the virtual object and the target virtual model satisfying the preset interaction condition, and connecting the virtual object to the target virtual model through the connector.
[0132] In an optional embodiment, the above method further includes: during the period when the virtual object is connected to the target virtual model through the connector, limiting the movement control effect of the virtual object, wherein the movement control effect is the movement behavior of the virtual object triggered in response to a touch operation.
[0133] In an optional embodiment, after the step of controlling the movement of the virtual object on the target virtual model based on the determined movement state of the virtual object on the target virtual model, the above method further includes: controlling the virtual object to perform a jumping action; while the virtual object is in the jumping action, controlling the virtual object to disconnect from the target virtual model, and controlling the virtual object to rotate toward a third direction while jumping in a direction away from the target virtual model.
[0134] In the interactive control method in the above-mentioned game, when the virtual object and the target virtual model meet the preset interaction conditions, the virtual object can be controlled to connect with the target virtual model, and the virtual object can be controlled to move on the target virtual model, thereby enriching the movable path of the virtual object. The virtual object can also be controlled to jump to other virtual models with the target virtual model as support, which increases the fun of the game and enhances the player's gaming experience.
[0135] Specifically, the editing method in the above-mentioned game includes: providing a graphical user interface of the game editing stage through a second terminal device, the graphical user interface including a game editing scene and an editing window, and the editing window including multiple editable component controls; in response to a selection operation of a target editable component control among the multiple editable component controls, controlling the generation of a target scene component corresponding to the target editable component control in the game editing scene, wherein the target scene component is configured to generate a corresponding target virtual model during the game running stage, and the target scene component is configured to control the virtual object to be connected to the target virtual model in response to the virtual object and the target virtual model meeting a preset interaction condition during the game running stage; in response to an editing operation on the target scene component, displaying a parameter setting panel in the graphical user interface, the parameter setting panel including: a first editing control for configuring component control parameters corresponding to the target scene component; in response to a first setting operation on the first editing control, determining the target component control parameters corresponding to the target scene component, the target component control parameters being configured to determine the movement state of the virtual object on the target virtual model, and the movement state including at least one of the following: movement direction and movement speed. In the editing method of the above-mentioned game, players can edit the target scene components during the game editing stage, so that they can personalize the target virtual model corresponding to the target scene components generated during the game running stage, thereby increasing the personalization of the game, meeting the personalized needs of the players, and enhancing the gaming experience.
[0136] In an optional embodiment, the above method further includes: in response to an editing operation on a basic scene component located in the game editing scene, controlling the association of the functional component with the basic scene component to form a target scene component.
[0137] In an optional embodiment, the above-mentioned functional component is configured to control the virtual object to be connected to the target virtual model in response to the virtual object and the target virtual model satisfying preset interaction conditions during the game running stage; the component control parameters corresponding to the functional component and the target component control parameters corresponding to the basic scene component are configured to determine the movement state of the virtual object on the target virtual model.
[0138] In an optional embodiment, the component control parameters corresponding to the above-mentioned functional components are determined in the following manner: in response to an editing operation on the functional component, a parameter setting panel is displayed in a graphical user interface, and the parameter setting panel includes: a second editing control for configuring the component control parameters corresponding to the functional component; in response to a second setting operation on the second editing control, the component control parameters corresponding to the functional component are determined.
[0139] In an optional embodiment, the component control parameters corresponding to the above-mentioned functional components include control force, and the control force is configured with a first direction; the target component control parameters corresponding to the basic scene component include control speed, and the control speed is configured with a second direction.
[0140] In an optional embodiment, the above-mentioned basic scene component includes a collision body, which is a three-dimensional model that matches the shape of the basic scene component; the collision body is configured to determine that the virtual object collides with the target virtual model during the game movement phase; the functional component is configured to: during the game running phase, in response to the collision of the virtual object with the target virtual model, obtain the orientation of the virtual object and / or the speed parameter of the virtual object; in response to the orientation of the virtual object satisfying the orientation threshold and / or the speed parameter of the virtual object satisfying the speed parameter threshold, determine that the virtual object and the target virtual model satisfy the preset interaction condition.
[0141] In the editing method of the above-mentioned game, players can edit the target scene components during the game editing stage, so that they can personalize the target virtual model corresponding to the target scene components generated during the game running stage, thereby increasing the personalization of the game, meeting the personalized needs of the players, and enhancing the gaming experience.
[0142] Furthermore, the electronic device shown in FIG8 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 .
[0143] 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. Buses can be classified as address buses, data buses, control buses, etc. For ease of illustration, FIG8 uses only one bidirectional arrow, but this does not mean that there is only one bus or only one type of bus.
[0144] 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.
[0145] 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 control method in the above-mentioned game and the editing method in the game. The specific implementation can be found in the method embodiment, which will not be repeated here.
[0146] Specifically, the interactive control method in the above-mentioned game includes: providing a graphical user interface during the game operation phase through a first terminal device, wherein the graphical user interface includes a game scene, and the game scene includes a virtual object and at least one target virtual model; in response to the virtual object and the target virtual model satisfying a preset interaction condition, controlling the virtual object to connect to the target virtual model; determining the movement state of the virtual object on the target virtual model based on the target control parameters corresponding to the target virtual model, wherein the movement state includes at least one of the following: movement direction and movement speed; and controlling the virtual object to move on the target virtual model based on the determined movement state of the virtual object on the target virtual model. In this method, when the virtual object and the target virtual model satisfy the preset interaction condition, the virtual object can be controlled to connect to the target virtual model and to move on the target virtual model, thereby enriching the movable path of the virtual object and controlling the virtual object to jump to other virtual models with the target virtual model as support, thereby increasing the fun of the game and improving the player's gaming experience.
[0147] In an optional embodiment, the above-mentioned target control parameters include control force and / or control speed, wherein the control force is configured with a first direction and the control speed is configured with a second direction; the above-mentioned step of determining the movement state of the virtual object on the target virtual model according to the target control parameters corresponding to the target virtual model includes: determining the movement direction and movement speed of the virtual object based on the target control parameters corresponding to the target virtual model, so as to control the movement of the virtual object on the target virtual model according to the movement direction and movement speed.
[0148] In an optional embodiment, before the step of determining the moving direction and moving speed of the virtual object based on the target control parameters corresponding to the target virtual model, the method further includes: canceling the gravity effect of the virtual object.
[0149] In an optional embodiment, the above-mentioned target control parameters include control force; the above-mentioned step of determining the moving direction and moving speed of the virtual object based on the target control parameters corresponding to the target virtual model includes: controlling the control force in the target control parameters corresponding to the target virtual model to be applied to the virtual object, and determining the moving direction of the virtual object according to the first direction configured by the control force; determining the moving speed of the virtual object on the target virtual model based on the control force and the mass of the virtual object.
[0150] In an optional embodiment, the step of determining the moving direction of the virtual object according to the first direction of the control force configuration includes: determining the first direction of the control force configuration as the moving direction of the virtual object.
[0151] In an optional embodiment, the above-mentioned target control parameters include a control speed; the step of determining the moving direction and moving speed of the virtual object based on the target control parameters corresponding to the target virtual model includes: controlling the control speed in the target control parameters corresponding to the target virtual model provided to the virtual object, and determining the moving direction of the virtual object according to the second direction configured by the control speed; determining the moving speed of the virtual object on the target virtual model based on the speed value of the control speed and the mass of the virtual object.
[0152] In an optional embodiment, the method further includes: in response to the virtual object and the target virtual model not satisfying a preset interaction condition and the virtual object is located on the target virtual model, controlling the virtual object to move toward a second direction of the control speed configuration based on the control speed.
[0153] In an optional embodiment, the above-mentioned target control parameters include control force and control speed; the step of determining the moving direction and moving speed of the virtual object based on the target control parameters corresponding to the target virtual model includes: controlling the control force in the target control parameters corresponding to the target virtual model to be applied to the virtual object, and controlling the control speed in the target control parameters corresponding to the target virtual model to be provided to the virtual object; determining the moving direction of the virtual object according to the first direction configured by the control force and the second direction configured by the control speed; determining the moving speed of the virtual object on the target virtual model based on the control force, the control speed and the mass of the virtual object.
[0154] In an optional embodiment, before the step of controlling the virtual object to connect to the target virtual model in response to the virtual object and the target virtual model satisfying a preset interaction condition, the method further includes: controlling the virtual object to perform a jumping action; while the virtual object is in the jumping action, in response to the virtual object colliding with the target virtual model, obtaining the orientation of the virtual object and / or the speed parameter of the virtual object; and determining that the virtual object and the target virtual model satisfy the preset interaction condition in response to the orientation of the virtual object satisfying a orientation threshold and / or the speed parameter of the virtual object satisfying a speed parameter threshold.
[0155] In an optional embodiment, the step of controlling the virtual object to be connected to the target virtual model in response to the virtual object and the target virtual model satisfying a preset interaction condition includes: controlling the creation of a connector between the virtual object and the target virtual model in response to the virtual object and the target virtual model satisfying the preset interaction condition, and connecting the virtual object to the target virtual model through the connector.
[0156] In an optional embodiment, the above method further includes: during the period when the virtual object is connected to the target virtual model through the connector, limiting the movement control effect of the virtual object, wherein the movement control effect is the movement behavior of the virtual object triggered in response to a touch operation.
[0157] In an optional embodiment, after the step of controlling the movement of the virtual object on the target virtual model based on the determined movement state of the virtual object on the target virtual model, the above method further includes: controlling the virtual object to perform a jumping action; while the virtual object is in the jumping action, controlling the virtual object to disconnect from the target virtual model, and controlling the virtual object to rotate toward a third direction while jumping in a direction away from the target virtual model.
[0158] In the interactive control method in the above-mentioned game, when the virtual object and the target virtual model meet the preset interaction conditions, the virtual object can be controlled to connect with the target virtual model, and the virtual object can be controlled to move on the target virtual model, thereby enriching the movable path of the virtual object. The virtual object can also be controlled to jump to other virtual models with the target virtual model as support, which increases the fun of the game and enhances the player's gaming experience.
[0159] Specifically, the editing method in the above-mentioned game includes: providing a graphical user interface of the game editing stage through a second terminal device, the graphical user interface including a game editing scene and an editing window, and the editing window including multiple editable component controls; in response to a selection operation of a target editable component control among the multiple editable component controls, controlling the generation of a target scene component corresponding to the target editable component control in the game editing scene, wherein the target scene component is configured to generate a corresponding target virtual model during the game running stage, and the target scene component is configured to control the virtual object to be connected to the target virtual model in response to the virtual object and the target virtual model meeting a preset interaction condition during the game running stage; in response to an editing operation on the target scene component, displaying a parameter setting panel in the graphical user interface, the parameter setting panel including: a first editing control for configuring component control parameters corresponding to the target scene component; in response to a first setting operation on the first editing control, determining the target component control parameters corresponding to the target scene component, the target component control parameters being configured to determine the movement state of the virtual object on the target virtual model, and the movement state including at least one of the following: movement direction and movement speed. In the editing method of the above-mentioned game, players can edit the target scene components during the game editing stage, so that they can personalize the target virtual model corresponding to the target scene components generated during the game running stage, thereby increasing the personalization of the game, meeting the personalized needs of the players, and enhancing the gaming experience.
[0160] In an optional embodiment, the above method further includes: in response to an editing operation on a basic scene component located in the game editing scene, controlling the association of the functional component with the basic scene component to form a target scene component.
[0161] In an optional embodiment, the above-mentioned functional component is configured to control the virtual object to be connected to the target virtual model in response to the virtual object and the target virtual model satisfying preset interaction conditions during the game running stage; the component control parameters corresponding to the functional component and the target component control parameters corresponding to the basic scene component are configured to determine the movement state of the virtual object on the target virtual model.
[0162] In an optional embodiment, the component control parameters corresponding to the above-mentioned functional components are determined in the following manner: in response to an editing operation on the functional component, a parameter setting panel is displayed in a graphical user interface, and the parameter setting panel includes: a second editing control for configuring the component control parameters corresponding to the functional component; in response to a second setting operation on the second editing control, the component control parameters corresponding to the functional component are determined.
[0163] In an optional embodiment, the component control parameters corresponding to the above-mentioned functional components include control force, and the control force is configured with a first direction; the target component control parameters corresponding to the basic scene component include control speed, and the control speed is configured with a second direction.
[0164] In an optional embodiment, the above-mentioned basic scene component includes a collision body, which is a three-dimensional model that matches the shape of the basic scene component; the collision body is configured to determine that the virtual object collides with the target virtual model during the game movement phase; the functional component is configured to: during the game running phase, in response to the collision of the virtual object with the target virtual model, obtain the orientation of the virtual object and / or the speed parameter of the virtual object; in response to the orientation of the virtual object satisfying the orientation threshold and / or the speed parameter of the virtual object satisfying the speed parameter threshold, determine that the virtual object and the target virtual model satisfy the preset interaction condition.
[0165] In the editing method of the above-mentioned game, players can edit the target scene components during the game editing stage, so that they can personalize the target virtual model corresponding to the target scene components generated during the game running stage, thereby increasing the personalization of the game, meeting the personalized needs of the players, and enhancing the gaming experience.
[0166] If the function is implemented in the form of a software functional unit and sold or used as an independent product, it 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, terminal device, or network device, etc.) to execute all or part of the steps of the various embodiments 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.
[0167] 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.
[0168] Finally, it should be noted that the above 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 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 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 should be based on the scope of protection of the claims.
Claims
1. An interactive control method in a game, the method comprising: Providing, by a first terminal device, a graphical user interface in a game running stage, the graphical user interface including a game scene, the game scene including virtual objects and at least one target virtual model; In response to the virtual object and the target virtual model meeting a preset interaction condition, controlling the virtual object to connect to the target virtual model; According to target control parameters corresponding to the target virtual model, determining a moving state of the virtual object on the target virtual model, the moving state including at least one of the following: a moving direction and a moving speed; Based on the determined moving state of the virtual object on the target virtual model, controlling the virtual object to move on the target virtual model.
2. The method according to claim 1, wherein The target control parameters include a control force and / or a control speed, wherein the control force is configured with a first direction, and the control speed is configured with a second direction; The step of determining the moving state of the virtual object on the target virtual model according to the target control parameters corresponding to the target virtual model includes: Based on the target control parameters corresponding to the target virtual model, determining the moving direction and the moving speed of the virtual object, so as to control the virtual object to move on the target virtual model according to the moving direction and the moving speed.
3. The method according to claim 2, wherein Before the step of determining the moving direction and the moving speed of the virtual object based on the target control parameters corresponding to the target virtual model, the method further includes: Canceling the gravity effect of the virtual object.
4. The method according to claim 2, wherein, The target control parameters include a control force; the step of determining the moving direction and the moving speed of the virtual object based on the target control parameters corresponding to the target virtual model includes: Controlling to apply the control force in the target control parameters corresponding to the target virtual model to the virtual object, and determining the moving direction of the virtual object according to the first direction configured by the control force; Based on the control force and the mass of the virtual object, determining the moving speed of the virtual object on the target virtual model.
5. The method according to claim 4, wherein The step of determining the moving direction of the virtual object according to the first direction configured by the control force includes: Determining the first direction configured by the control force as the moving direction of the virtual object.
6. The method according to claim 2, wherein The target control parameters include a control speed; the step of determining the moving direction and the moving speed of the virtual object based on the target control parameters corresponding to the target virtual model includes: Controlling to provide the control speed in the target control parameters corresponding to the target virtual model to the virtual object, and determining the moving direction of the virtual object according to the second direction configured by the control speed; Based on the speed value of the control speed, determining the moving speed of the virtual object on the target virtual model.
7. The method according to claim 6, wherein, The method further includes: In response to the virtual object and the target virtual model not meeting the preset interaction condition, and the virtual object being located on the target virtual model, controlling the virtual object to move towards the second direction configured by the control speed based on the control speed.
8. The method according to claim 2, wherein The target control parameters include a control force and a control speed; the step of determining the moving direction and moving speed of the virtual object based on the target control parameters corresponding to the target virtual model includes: Controlling to apply the control force in the target control parameters corresponding to the target virtual model to the virtual object, and controlling to provide the virtual object with the control speed in the target control parameters corresponding to the target virtual model; Determining the moving direction of the virtual object according to the first direction configured by the control force and the second direction configured by the control speed; Determining the moving speed of the virtual object on the target virtual model based on the control force, the control speed, and the mass of the virtual object.
9. The method according to claim 1, wherein Before the step of controlling the virtual object to be connected to the target virtual model in response to the virtual object and the target virtual model satisfying a preset interaction condition, the method further includes: Controlling the virtual object to perform a jumping action; During the process that the virtual object is in the jumping action, in response to the virtual object colliding with the target virtual model, obtaining the orientation of the virtual object and / or the speed parameter of the virtual object; Determining that the virtual object and the target virtual model satisfy the preset interaction condition in response to the orientation of the virtual object satisfying an orientation threshold and / or the speed parameter of the virtual object satisfying a speed parameter threshold.
10. The method according to claim 9, wherein, The step of controlling the virtual object to be connected to the target virtual model in response to the virtual object and the target virtual model satisfying the preset interaction condition includes: In response to the virtual object and the target virtual model satisfying the preset interaction condition, controlling to create a connector between the virtual object and the target virtual model, and connecting the virtual object and the target virtual model through the connector.
11. The method according to claim 10, wherein, The method further includes: During the period of connecting the virtual object and the target virtual model through the connector, restricting the moving control effect of the virtual object, where the moving control effect is the moving behavior of the virtual object triggered in response to a touch operation.
12. The method according to claim 1, wherein, After the step of controlling the virtual object to move on the target virtual model based on the determined moving state of the virtual object on the target virtual model, the method further includes: Controlling the virtual object to perform a jumping action; During the process that the virtual object is in the jumping action, controlling the virtual object to be disconnected from the target virtual model, and controlling the virtual object to jump in a direction away from the target virtual model while rotating towards a third direction.
13. An editing method in a game, the method includes: Providing, by a second terminal device, a graphical user interface in a game editing stage, where the graphical user interface includes a game editing scene and an editing window, and the editing window includes a plurality of editable component controls; In response to a selection operation for a target editable component control among the multiple editable component controls, control the generation of a target scene component corresponding to the target editable component control in the game editing scene, where the target scene component is configured to generate a corresponding target virtual model during the game running stage, and the target scene component is configured to control the virtual object to be connected to the target virtual model in response to the virtual object and the target virtual model meeting a preset interaction condition during the game running stage; In response to an editing operation for the target scene component, display a parameter setting panel in the graphical user interface, where the parameter setting panel includes: a first editing control for configuring component control parameters corresponding to the target scene component; In response to a first setting operation for the first editing control, determine target component control parameters corresponding to the target scene component, where the target component control parameters are configured to determine the movement state of the virtual object on the target virtual model, and the movement state includes at least one of the following: movement direction and movement speed.
14. The method according to claim 13, wherein, The method further includes: In response to an editing operation for a basic scene component located in the game editing scene, control the association of a functional component with the basic scene component to form the target scene component.
15. The method according to claim 14, wherein, The functional component is configured to control the virtual object to be connected to the target virtual model in response to the virtual object and the target virtual model meeting a preset interaction condition during the game running stage; the component control parameters corresponding to the functional component and the target component control parameters corresponding to the basic scene component are configured to determine the movement state of the virtual object on the target virtual model.
16. The method according to claim 15, wherein, The component control parameters corresponding to the functional component are determined by the following method: In response to an editing operation for the functional component, display a parameter setting panel in the graphical user interface, where the parameter setting panel includes: a second editing control for configuring component control parameters corresponding to the functional component; In response to a second setting operation for the second editing control, determine the component control parameters corresponding to the functional component.
17. The method according to claim 16, wherein, The component control parameters corresponding to the functional component include a control force, and the control force is configured with a first direction; the target component control parameters corresponding to the basic scene component include a control speed, and the control speed is configured with a second direction.
18. The method according to claim 15, wherein, The basic scene component includes a collision body, and the collision body is a three-dimensional model matching the shape of the basic scene component; the collision body is configured to determine that the virtual object collides with the target virtual model during the game movement stage; The functional component is configured to: during the game running stage, in response to the virtual object colliding with the target virtual model, obtain the orientation of the virtual object and / or the speed parameter of the virtual object; in response to the orientation of the virtual object meeting an orientation threshold and / or the speed parameter of the virtual object meeting a speed parameter threshold, determine that the virtual object and the target virtual model meet a preset interaction condition.
19. An interaction control device in a game, the device includes: An interface display module, configured to provide a graphical user interface in a game running stage through a first terminal device, where the graphical user interface includes a game scene, and the game scene includes virtual objects and at least one target virtual model; An object connection module, configured to control the virtual object to be connected to the target virtual model in response to the virtual object and the target virtual model satisfying a preset interaction condition; A state determination module, configured to determine the movement state of the virtual object on the target virtual model according to the target control parameters corresponding to the target virtual model, where the movement state includes at least one of the following: movement direction and movement speed; An object movement module, configured to control the virtual object to move on the target virtual model based on the determined movement state of the virtual object on the target virtual model.
20. An editing device in a game, the device includes: A window display module, configured to provide a graphical user interface in a game editing stage through a second terminal device, where the graphical user interface includes a game editing scene and an editing window, and the editing window includes a plurality of editable component controls; A component generation module, configured to control the generation of a target scene component corresponding to the target editable component control in the game editing scene in response to a selection operation on the target editable component control among the plurality of editable component controls, where the target scene component is configured to generate a corresponding target virtual model in the game running stage, and the target scene component is configured to control the virtual object to be connected to the target virtual model in the game running stage in response to the virtual object and the target virtual model satisfying a preset interaction condition; A component editing module, configured to display a parameter setting panel in the graphical user interface in response to an editing operation on the target scene component, where the parameter setting panel includes: a first editing control for configuring the component control parameters corresponding to the target scene component; A parameter setting module, configured to determine the target component control parameters corresponding to the target scene component in response to a first setting operation on the first editing control, where the target component control parameters are configured to determine the movement state of the virtual object on the target virtual model, and the movement state includes at least one of the following: movement direction and movement speed.
21. An electronic device, the electronic device includes a processor and a memory, 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 control method in the game according to any one of claims 1 to 12 or the editing method in the game according to any one of claims 13-18.
22. A computer-readable storage medium storing computer-executable instructions which, when called and executed by a processor, cause the processor to implement the interactive control method in the game according to any one of claims 1 to 12 or the editing method in the game according to any one of claims 13 to 18.
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