Game interaction method and apparatus, electronic device, and readable storage medium
By introducing target controls in racing football games to control the movement direction of the virtual sphere, the problem of uncontrollable football launch angle is solved, achieving higher control accuracy and better gaming experience.
Patent Information
- Application Number
- PCT/CN2024/140707
- Authority / Receiving Office
- WO · WO
- Patent Type
- Applications
- Current Assignee / Owner
- Priority Date
- 2024-01-15
- Filing Date
- 2024-12-19
- Publication Date
- 2025-07-24
AI Technical Summary
In racing football games, the randomness and uncontrollability of the football launch angle make it difficult for players to accurately control the launch direction, which increases the difficulty of operation and reduces the gaming experience.
By displaying the target controls in the graphical user interface, players can determine the direction of movement of the virtual sphere by triggering operations, and control the virtual object to move in the target direction when it collides with the sphere, reducing the difficulty of operation.
Improves the player's control accuracy of the launch angle of the virtual sphere, reduces the difficulty of operation, and improves the gaming experience.
Smart Images

Figure CN2024140707_24072025_PF_FP_ABST
Abstract
Description
Game interaction method, device, electronic device and readable storage medium
[0001] CROSS-REFERENCE TO RELATED APPLICATIONS
[0002] This application claims priority to Chinese patent application number 202410058996.5, filed on January 15, 2024, entitled “A game interaction method, device, electronic device and readable storage medium”, the entire contents of which are incorporated by reference into this disclosure. Technical Field
[0003] The present disclosure relates to the field of computers, and in particular to a game interaction method, device, electronic device, and computer-readable storage medium. Background Art
[0004] In related art, in racing soccer games, a soccer ball is launched immediately after being hit by a car. The launch angle of the ball is typically determined by the angle between the car and the ball at the moment of impact. In other words, the direction of the ball's launch depends on the angle between the car and the ball. Due to the random nature of the car collisions, the launch angle of the ball is highly random and uncontrollable. This makes it difficult for players to control the direction of the ball during the game, resulting in a high level of difficulty in controlling the gameplay and affecting the player's gaming experience.
[0005] It should be noted that the information disclosed in the above background technology section is only used to enhance the understanding of the background of the present disclosure, and therefore may include information that does not constitute relevant technology known to ordinary technicians in the field. Summary of the Invention
[0006] In view of this, the present disclosure provides a game interaction method, device, electronic device and computer-readable storage medium, which can improve the player's control accuracy of the virtual sphere launch angle in the game and enhance the player's gaming experience.
[0007] In a first aspect, embodiments of the present disclosure provide a game interaction method, wherein a terminal device provides a graphical user interface (GUI), wherein the graphical user interface displays at least a portion of a game scene, wherein the game scene includes a first virtual object and a virtual sphere controlled by the terminal device; the method comprising:
[0008] displaying a target control via the graphical user interface;
[0009] In response to a trigger operation on the target control, determining a target direction in which the virtual sphere is to move;
[0010] In response to a game event in which the first virtual object collides with the virtual sphere, the virtual sphere is controlled to move along the target direction.
[0011] In a second aspect, an embodiment of the present disclosure provides a game interaction device, which provides a graphical user interface through a terminal device, wherein the graphical user interface displays at least a portion of a game scene, wherein the game scene includes a first virtual object and a virtual sphere controlled by the terminal device; the device includes: a display unit, a determination unit, and a control unit;
[0012] The display unit is configured to display a target control through the graphical user interface;
[0013] The determining unit is configured to respond to a triggering operation on the target control and determine a target direction in which the virtual sphere is to move;
[0014] The control unit is configured to execute a game event in response to the first virtual object colliding with the virtual sphere, and control the virtual sphere to move along the target direction.
[0015] In a third aspect, an embodiment of the present disclosure provides an electronic device, including:
[0016] processor; and
[0017] The memory is used to store a data processing program. After the electronic device is powered on and the program is run by the processor, the method of the first aspect is executed.
[0018] In a fourth aspect, an embodiment of the present disclosure provides a computer-readable storage medium storing a data processing program, which is executed by a processor to perform the method of the first aspect.
[0019] The game interaction method provided by the present disclosure provides a graphical user interface through a terminal device, wherein the graphical user interface displays at least a portion of a game scene, wherein the game scene includes a first virtual object and a virtual sphere controlled by the terminal device; a target control is displayed through the above-mentioned graphical user interface; the target control is used to control the movement direction of the virtual sphere; in response to a trigger operation on the target control, a target direction for the virtual sphere to move is determined; after determining the target direction, when a player controls a first virtual object to collide with the virtual sphere, the game event of controlling the first virtual object to collide with the virtual sphere is responded to, and the virtual sphere is controlled to move along the target direction.
[0020] In this way, the movement direction of the virtual sphere is controlled through the target control, so that after the first virtual object controlled by the player collides with the virtual sphere, the virtual sphere is controlled to move along the target direction determined by the player, which enables the player to accurately control the movement direction of the virtual sphere, reduces the difficulty of the player in controlling the angle at which the first virtual object collides with the virtual sphere, and improves the player's gaming experience. BRIEF DESCRIPTION OF THE DRAWINGS
[0021] In order to more clearly illustrate the technical solutions of the embodiments of the present disclosure, the following briefly introduces the drawings required for use in the description of the embodiments of the present disclosure. Obviously, the drawings described below are only some embodiments of the present disclosure. For ordinary technicians in this field, other drawings can be obtained based on these drawings without any creative work.
[0022] FIG1 is a schematic diagram of a system for implementing a game interaction method according to an embodiment of the present disclosure;
[0023] FIG2 is a flow chart of an example of a game interaction method provided by an embodiment of the present disclosure;
[0024] FIG3 is a schematic diagram of some graphical user interfaces provided by an embodiment of the present disclosure;
[0025] FIG4 is a schematic diagram of an interface display example of a display direction indicator provided by an embodiment of the present disclosure;
[0026] FIG5 is a schematic diagram comparing target display controls in an activated state and an inactivated state provided by an embodiment of the present disclosure;
[0027] FIG6 is a schematic diagram showing a display example of a target control provided by an embodiment of the present disclosure;
[0028] FIG7 is a schematic diagram of a graphical user interface of another example of a game interaction method provided by an embodiment of the present disclosure;
[0029] FIG8 is a schematic structural diagram of a game interaction device provided by an embodiment of the present disclosure;
[0030] FIG9 is a block diagram of the structure of an electronic device for implementing a game interaction method according to an embodiment of the present disclosure. DETAILED DESCRIPTION
[0031] The following description sets forth many specific details to facilitate a full understanding of the present disclosure. However, the present disclosure can be implemented in many other ways than those described herein, and those skilled in the art can make similar generalizations without violating the scope of the present disclosure. Therefore, the present disclosure is not limited to the specific implementations disclosed below.
[0032] It should be noted that the terms "first", "second", "third", etc. in the claims, description and drawings of the present disclosure are used to distinguish similar objects and are not used to describe a specific order or sequence. The data used in this way are interchangeable where appropriate, so that the embodiments of the present disclosure described herein can be implemented in an order other than that illustrated or described herein. In addition, the terms "including", "having" and their variations are intended to cover non-exclusive inclusions. For example, a process, method, system, product or device that includes a series of steps or units is not necessarily limited to those steps or units clearly listed, but may include other steps or units that are not clearly listed or inherent to these processes, methods, products or devices.
[0033] It should be understood that in the embodiments of the present disclosure, "at least one" refers to one or more, and "more than one" refers to two or more. "And / or" is merely a description of the association relationship of associated objects, indicating that three relationships may exist. For example, A and / or B can represent three situations: A exists alone, A and B exist at the same time, and B exists alone. The character " / " generally indicates that the previous and subsequent associated objects are in an "or" relationship. "Including A, B and / or C" means including any one, any two, or any three of A, B, and C.
[0034] It should be understood that in the embodiments of the present disclosure, "B corresponding to A," "B corresponding to A," "A corresponds to B," or "B corresponds to A" means that B is associated with A and B can be determined based on A. Determining B based on A does not mean determining B based solely on A; B can also be determined based on A and / or other information.
[0035] Before describing the embodiments of the present disclosure in detail, some related technologies are first introduced.
[0036] In related art, in racing soccer games, the launch angle of a soccer ball is typically determined by the angle between the car and the ball at the moment of impact. Specifically, the ball's launch direction depends on the impact point and impact area of the car. Based on this information, a series of calculations are performed to determine the launch direction. For example, if the car hits the ball and the ball is in front of the right side of the car's front, the ball is launched in the right-front direction. If the ball is in front of the left side of the car's front, the ball is launched in the left-front direction. The launch direction of the ball depends on the direction in which the player controls the car to impact the ball. Because cars are typically fast, the position at which the car impacts the ball is random, resulting in a high degree of randomness and uncontrollability in the launch angle. For players to control the car to impact the ball in the desired direction, they require a high level of skill and strong spatial structure skills to accurately determine the angle at which the car impacts the ball and quickly switch between different operations. This creates a high technical barrier for beginners and a high learning curve, which impacts the player's gaming experience.
[0037] In addition, in racing games, the football will be launched immediately after being hit by the car. The player's reaction time is short and it is difficult to control the direction of the football. The operation threshold of the gameplay is high, which affects the player's gaming experience.
[0038] In view of the above-mentioned problems, the embodiments of the present disclosure provide a game interaction method, device, electronic device and computer-readable storage medium.
[0039] The game interaction method provided in the embodiments of the present disclosure can be executed by an electronic device, which can be a terminal or a server. The terminal can be a terminal device such as a smartphone, a tablet computer, or a laptop computer. The server can be an independent physical server, or a server cluster or distributed system composed of multiple physical servers. It can also be a cloud server that provides basic cloud computing services such as cloud services, cloud databases, cloud computing, cloud storage, network services, cloud communications, middleware services, domain name services, security services, CDN, and big data and artificial intelligence platforms.
[0040] In an optional embodiment, when the game interaction method is executed on a terminal device, the terminal device stores a game application and a virtual game scene. The terminal device interacts with the player via a graphical user interface (GUI). The terminal device can provide the GUI to the player in various ways, such as rendering and displaying it on the terminal device's display screen or presenting the GUI via holographic projection.
[0041] In an optional embodiment, when the game interaction method runs on a server, it can be implemented and executed based on a cloud gaming system. A cloud gaming system refers to a gaming method based on cloud computing. A cloud gaming system includes a server and client devices. The operating entity of the game application and the entity that presents the game screen are separate. The storage and operation of the game interaction method are completed on the server. The game screen presentation is completed on the client. The client is mainly used to receive and send game data and present the game screen. For example, the client can be a display device with data transmission capabilities close to the player, such as a mobile terminal, television, computer, PDA, personal digital assistant, head-mounted display device, etc., but the terminal device that processes the game data is a cloud server. When playing the game, the player operates the client to send instructions to the server. The server controls the game according to the instructions, encodes and compresses the game screen and other data, and returns it to the client via the network. Finally, the client decodes and outputs the game screen.
[0042] It should be noted that in the embodiments of the present disclosure, the execution entity of the game interaction method can be a terminal device or a server, wherein the terminal device can be a local terminal device or the client device in the aforementioned cloud game. The embodiments of the present disclosure do not limit the type of execution entity.
[0043] For example, in conjunction with the above description, FIG1 illustrates a gaming system 1000 for implementing a game interaction method according to an embodiment of the present disclosure. The gaming system 1000 may include at least one terminal 1001, at least one server 1002, at least one database 1003, and a network. A player's terminal 1001 can connect to servers for different games via the network. A terminal is any device with computing hardware capable of supporting and executing software applications corresponding to a game.
[0044] The terminal 1001 includes a display screen and a processor. The display screen is used to present the game screen and receive player operations generated by the game screen. The game screen may include a portion of a virtual game scene, which is a virtual world where virtual characters operate. The processor is used to run the game, generate the game screen, respond to operations, and control the display of the game screen on the display screen. When the player operates the game screen through the display screen, the game screen can control the local content of the terminal by responding to the received operation instructions, and can also control the content of the peer server 1002 by responding to the received operation instructions.
[0045] In addition, when the game system 1000 includes multiple terminals, multiple servers, and multiple networks, different terminals can be connected to each other through different networks and different servers. The network can be a wireless network or a wired network, such as a wireless local area network (WLAN), a local area network (LAN), a cellular network, a 2G network, a 3G network, a 4G network, a 5G network, etc. In addition, different terminals can also use their own Bluetooth network or hotspot network to connect to other terminals or to servers, etc. In addition, the game system 1000 can include multiple databases, multiple databases coupled to different servers, and game-related information can be continuously stored in the database when different players play a multi-player game online.
[0046] It should be noted that in the embodiments of the present disclosure, the same virtual game is running on multiple terminal devices. Therefore, data exchange between the multiple terminal devices can be achieved through the virtual game server. Therefore, when terminal device 1 sends data to terminal device 2, it can be understood that terminal device 1 sends data to the virtual game server, and the server sends the data to terminal device 2. When terminal device 1 receives data sent by terminal device 2, it can be understood that terminal device 1 receives data sent by the virtual game server, which is the data sent by terminal device 2 to the server. Alternatively, if there is no game server, terminal device 1 can send game data directly to terminal device 2.
[0047] It should be noted that the game system schematic diagram shown in Figure 1 is only an example. The game system 1000 described in the embodiment of the present disclosure is to more clearly illustrate the technical solution of the embodiment of the present disclosure, and does not constitute a limitation on the technical solution provided by the embodiment of the present disclosure. Ordinary technicians in this field can know that with the evolution of game systems and the emergence of new business scenarios, the technical solution provided by the embodiment of the present disclosure is also applicable to similar technical problems.
[0048] It should be noted that the trigger operations that appear in the subsequent detailed introduction of the game interaction method provided by the embodiment of the present disclosure can all be regarded as trigger operations implemented by the player through fingers or controlling a mouse, keyboard, or stylus and other media. The specific medium to be used can be determined according to the type of electronic device. For example, when the electronic device is a touch screen device such as a mobile phone, tablet computer, game console, etc., the player can operate on the touch screen through any suitable object or accessory such as a finger or stylus. When the terminal device is a non-touch screen terminal device such as a desktop computer or laptop computer, the player can operate through an external device such as a mouse or keyboard.
[0049] The technical solution of the present disclosure is described in detail below through specific embodiments. It should be noted that the following specific embodiments can be combined with each other, and the same or similar concepts or processes may not be described in detail in some embodiments.
[0050] In an embodiment of the present disclosure, a graphical user interface is provided by a terminal, and the graphical user interface displays at least a portion of a game scene of a virtual game, wherein the game scene includes a first virtual object and a virtual sphere controlled by the terminal.
[0051] The virtual game in the present disclosure can be any game that includes a function or gameplay of hitting a ball with a controlled virtual object. The virtual game can be a single-player game or a multiplayer online game, and the present disclosure does not specifically limit this.
[0052] The virtual sphere may include a virtual object with a spherical shape and a virtual object with a spherical main structure (eg, a virtual character with a spherical head and body model and model details such as hands, feet, and ears).
[0053] The aforementioned game scene can be understood as a simulation of the real world within the game, a virtual environment that is partially simulated and partially fictional, or a purely fictional virtual environment. The game scene can be any of two-dimensional, 2.5-dimensional, and three-dimensional virtual scenes. A virtual scene typically includes multiple scene elements, which are the individual elements required to construct the virtual scene. In this embodiment, the aforementioned game scene is a game environment in which the player controls a virtual object to collide with a virtual sphere. For example, it can be a simulation of a soccer field.
[0054] It is understood that the first virtual object is the game character controlled by the player controlling the terminal device in the game. The first virtual object can represent the player's image and can be implemented as a three-dimensional virtual model or a two-dimensional virtual model, which is not specifically limited in this embodiment. The first virtual object includes, but is not limited to, at least one of a virtual person, a virtual animal, and a virtual machine. Examples of virtual machines include racing cars and spaceships.
[0055] It is understood that one or more first virtual objects may be included in a game scene, and this is not specifically limited in the embodiments of the present disclosure. In one embodiment, the same player can control virtual objects under multiple different accounts. For example, if player A has two game accounts in a game, and the two game accounts correspond to virtual objects 1 and 2 respectively during the game, and player A logs in to the two accounts on two game terminals to play the same game, then two first virtual objects may exist simultaneously in the game scene.
[0056] As shown in Figure 2, Figure 2 is a flowchart of an example of a game interaction method provided by an embodiment of the present disclosure. It should be noted that the steps shown can be performed in a different logical order than shown in the flowchart of the method. The method can include the following steps S210 to S230.
[0057] Step S210: Displaying the target control through a graphical user interface.
[0058] In the disclosed embodiment, the target control is configured with game logic for controlling a virtual sphere. For example, by triggering the target control, the direction and speed of the virtual sphere's movement can be controlled. The target control can be shaped like a circle, rectangle, hexagon, or other shapes, and this embodiment is not limited thereto.
[0059] It should be noted that in a game interface, multiple interface contents to be displayed are usually presented in layers. Layers refer to a layered display method in a graphical user interface. Different interface contents can be placed on different layers to better control the display and hiding of each interface content. For example, the game scene can be placed on a scene layer. The scene layer is mainly used to render the game world and the objects therein, including characters, environments, dynamic elements, etc. Various UI (User Interface) elements are displayed on the UI layer. For example, UI elements can include but are not limited to various operating controls, information panels for displaying various game information (such as chat interfaces, character status panels, etc.), game thumbnail maps, and other elements. Since UI elements are the interface elements through which players interact with the game, the display level of the UI layer where UI elements are placed is usually higher than the scene layer of the game scene. That is, the display level of each UI element is higher than the display level of the scene screen. It should be noted that in this embodiment, the scene screen is the game scene, and the two have the same meaning.
[0060] It can be understood that the above-mentioned target controls are displayed in the UI layer, and their display level is higher than the display level of the game scene.
[0061] This embodiment does not specifically limit the display timing of the target control; it can be permanently displayed or displayed at specific times. In an optional embodiment, the target control can be permanently displayed in the graphical user interface, and switching between game scenes will not affect the display of the target control. Permanent display means that the target control remains visible on the graphical user interface at all times and will not be automatically hidden or closed due to other player operations.
[0062] Step S220: In response to the triggering operation on the target control, the target direction of the virtual sphere to be moved is determined.
[0063] The target direction may be understood as the direction in which the virtual sphere moves in future actions.
[0064] The triggering operation for the target control can be understood as the operation of starting the game logic corresponding to the target control. In this embodiment, the triggering operation for the target control may include but is not limited to shortcut key operation, voice command operation, air gesture recognition operation or touch screen operation. Among them, touch screen operation may include press operation, click operation or slide operation. There is no specific limitation on this.
[0065] It is understandable that a corresponding control operation area can be pre-set in the graphical user interface for the above-mentioned target control, and the trigger operation for the target control is an operation acting on the control operation area corresponding to the target control. It should be noted that the control operation area corresponding to the target control may include the display area of the target control in the graphical user interface, and may also include a specific area in the graphical user interface where the target control can be selected. For example, the lower left part or the left half of the graphical user interface can be set as the control operation area corresponding to the target control. When each player applies a trigger operation to the lower left part of the graphical user interface, the game logic corresponding to the triggered target control can be realized. In this case, even if the player's operation position does not exactly coincide with the display area of the target control, as long as the operation position of the operation is within the specific area corresponding to the target control, the game logic corresponding to the triggered target control can be realized.
[0066] When the control operation area corresponding to the target control is a specific area in the graphical user interface, even if the player does not accurately touch the current display area of the target control, as long as the touch position is in the specific area, the target control can also move along with the player's touching finger.
[0067] In some optional embodiments, the target direction of the virtual sphere's movement is associated with a trigger operation for a target control. Specifically, the target direction is associated with the location of the touch point of the trigger operation within the control operation area of the target control. For example, a corresponding preset direction can be set in advance for each location within the control operation area of the target control. For example, the direction of a ray from the center of the target control to the touch point location is determined as the preset direction corresponding to the touch point location. In this way, when the player applies a trigger operation to the target control, the preset direction corresponding to the trigger operation can be queried and used as the target direction.
[0068] As shown in Table 1, Table 1 shows an example of the correspondence between various position points within the control operation area of the target control and the preset directions.
[0069] Table 1
[0070] As shown in Table 1, different directions are preset for each location point within the control operation area of the target control. For example, for the location point with coordinates (x1, y1), the corresponding preset direction is the first preset direction. When the player's trigger touch point is at the location point with coordinates (x1, y1), the first preset direction is determined as the target direction. For example, when the first preset direction is the left direction, the target direction is the direction to the left starting from the virtual sphere.
[0071] Step S230: In response to the game event of the first virtual object colliding with the virtual sphere, the virtual sphere is controlled to move along the target direction.
[0072] It is understandable that, as described above, the first virtual object is a game character controlled by the player. Therefore, in the virtual game, the player can control the first virtual object to move in the game scene.
[0073] The game event of the first virtual object colliding with the virtual sphere may be understood as the player controlling the first virtual object to move to the location of the virtual sphere, so that the first virtual object comes into contact with the virtual sphere.
[0074] After it is detected that the first virtual object collides with the virtual sphere, the virtual sphere may be controlled to move along the target direction determined above.
[0075] It should be noted that the game event of the first virtual object colliding with the virtual sphere can occur before or after the target direction is determined, and this embodiment does not specifically limit this. In an optional specific embodiment, if the game event of the first virtual object colliding with the virtual sphere occurs before the target direction is determined, then after the first virtual object collides with the virtual sphere, if the target direction is not determined, the virtual sphere can follow the movement of the first virtual object and will not be ejected immediately. It will be ejected after the target direction is further determined. This embodiment can be referred to in the subsequent description and will not be repeated here.
[0076] In other embodiments, when the game event of the first virtual object colliding with the virtual sphere occurs after the target direction is determined, the virtual sphere can be controlled to be immediately ejected in the target direction based on the determined target direction.
[0077] As shown in FIG3 , FIG3 provides a schematic diagram of a graphical user interface display. In the graphical user interface 300 shown in FIG3 , a game scene 100 is displayed, in which a first virtual object 10, a virtual sphere 11, a virtual goal 12, and a target control 13 are displayed. Assuming that, when a player triggers the target 13, the target direction of the virtual sphere is determined as indicated by the dashed arrow 14 shown in the graphical user interface 300 through the above-described method. Then, when the player controls the first virtual object 10 to collide with the virtual sphere 11, the graphical user interface 300 is switched to the graphical user interface 301 shown in FIG3 , in which the first virtual object 10 is shown to collide with the virtual sphere 11. In response to the game event of the first virtual object 10 colliding with the virtual sphere 11, the graphical user interface 301 is switched to the graphical user interface 302, in which the virtual sphere moves in the target direction indicated by the dashed arrow 14.
[0078] It is understandable that the control operation area for the target control may be the corresponding gray display area in the target control 13 in the graphical user interface 300. Alternatively, it may be any blank area pre-set in the graphical user interface 300, which is not specifically limited in this embodiment.
[0079] It can be seen that the game interaction method provided by the present disclosure, by displaying a target control in a graphical user interface and controlling the movement direction of the virtual sphere by operating the target control, enables the player to accurately control the movement direction of the virtual sphere after the first virtual object controlled by the player collides with the virtual sphere, reduces the difficulty of the player in controlling the angle at which the first virtual object hits the virtual sphere, and improves the player's gaming experience.
[0080] Next, some optional embodiments and some specific embodiments provided by the present disclosure are introduced.
[0081] In an optional embodiment, the above response is directed to a triggering operation of a target control, and a direction indicator representing the target direction is displayed in a graphical user interface.
[0082] The direction mark may be a mark of any style. For example, the style of the direction mark may include but is not limited to a straight arrow shape, a curved arrow shape, a rectangular frame with color gradient, etc., and there is no limitation to this.
[0083] In this embodiment, the display location of the direction indicator may include, but is not limited to, displaying the direction indicator starting from the touch point where the player triggers the operation, displaying the direction indicator separately in a blank area of the graphical user interface, and displaying the direction indicator starting from the current location of the virtual sphere. There are no specific limitations on this.
[0084] In a preferred embodiment, the virtual sphere's current location is used as the starting point for display. This provides players with a clear visual focus, allowing them to intuitively and quickly locate their target direction during intense gameplay. If the target direction is not what the player intended, the player can adjust the target direction based on the virtual sphere's target location. For example, when a player collides with the virtual sphere to shoot, the displayed direction indicator allows the player to determine whether the virtual sphere's target direction is aimed at the virtual goal.
[0085] In this way, the accuracy of the player's operation of the virtual sphere's movement direction can be further improved, the difficulty of operation can be reduced, the player's game immersion can be enhanced, and the gaming needs of different players can be met.
[0086] As shown in FIG. 4 , in the graphical user interface 303 , when the player triggers the target control 13 , the direction mark 15 is displayed in the graphical user interface 303 .
[0087] In some embodiments, to enhance the player's visual experience and reduce the obstruction of the game scene by various UI controls, the target control may not be permanently displayed in the graphical user interface. Specifically, in this embodiment, the target control may be displayed in response to a preset game event.
[0088] In an optional embodiment, the above-mentioned preset game event includes any one of the following examples:
[0089] Example 1: A first virtual object controls a virtual sphere so that the virtual sphere moves along with the first virtual object.
[0090] In this example, the game event of the first virtual object controlling the virtual sphere can be triggered by the first virtual object colliding with the virtual sphere, that is, the game event of the first virtual object controlling the virtual sphere is triggered after the first virtual object collides with the virtual sphere. In layman's terms, the first virtual object is in a dribbling state.
[0091] By controlling the virtual sphere through the first virtual object, the virtual sphere can be made to follow the movement of the first virtual object. Compared to the related art solution in which the ball is immediately ejected after the car hits it, the technical solution provided by this example can increase the time the first virtual object controls the virtual sphere. During this control time, the player can further determine the target direction, providing the player with time to think about the target direction, reducing the requirements for the player's reaction ability and operation level, reducing the player's learning cost, and improving the player's gaming experience.
[0092] In this example, in response to a game event that triggers the first virtual object to control a virtual sphere, a target control is displayed on the graphical user interface. This allows the first virtual object to determine the target direction after controlling the sphere. Once the target direction is determined, the virtual sphere can be immediately launched, as the first virtual object and the virtual sphere are in contact (collision state). No additional player input is required.
[0093] This example can display the target control when necessary. The change of the control element can provide a visual focus for the player. When the player controls the first virtual object to collide with the virtual sphere, the player is reminded that the target direction can be determined by operating the target control, which reduces the player's learning cost and memory burden.
[0094] Example 2: The virtual sphere is not controlled by the first virtual object, and the distance between the virtual sphere and the first virtual object is less than or equal to the preset distance.
[0095] The virtual sphere is not controlled by the first virtual object, which can be understood as the first virtual object and the virtual sphere not colliding. When the two do not collide, if the distance between the first virtual object and the virtual sphere is less than or equal to the preset distance, the target control is displayed.
[0096] In this embodiment, the target control is displayed when the distance between the first virtual object and the virtual sphere is less than or equal to the preset distance, which can remind the player that the pre-aiming function can be implemented through the target control. That is, when no collision occurs between the first virtual object and the virtual sphere, the target direction can be pre-determined through the target control. When the target direction has been determined, if a collision is detected between the first virtual object and the virtual sphere, the virtual sphere will be ejected in the target direction.
[0097] The technical solution of this example can provide players with a longer aiming time in a game scenario where the first virtual object moves at a faster speed, that is, it provides more time to determine the target direction, provides players with time to adjust tactics, and can further improve the control accuracy of the virtual sphere's movement direction.
[0098] In some embodiments, the "displaying the target control via a graphical user interface" in step S210 may further include displaying the target control via a graphical user interface in a first display style, wherein the first display style is used to indicate that the target control is inactive, thereby prompting the player that the target control is currently unavailable. This prevents the player from accidentally touching the target control, thereby reducing the difficulty of operation for the player.
[0099] The first display style may be a dark display style. As shown in FIG5 , in the graphical user interface 304 , the target control 13 is displayed in an unfilled state. In this embodiment, the unfilled state represents the dark display style.
[0100] In some embodiments, when the target control is permanently displayed in the graphical user interface in the first display style, when the exemplary game event described above is triggered, the target control is displayed in an activated state to remind the player that the target control is currently available when the exemplary game event is triggered. Specifically, when the player triggers different game events, the target control can be displayed in different display styles to remind the player of the type of the currently triggered game event and the game logic currently corresponding to the target control.
[0101] In some specific embodiments, when a game event of controlling a virtual sphere by touching the first virtual object occurs, the first display style is adjusted to a second display style, and the target control is displayed in the second display style.
[0102] It can be understood that the second display style is used to prompt the player that the target control has been activated, that is, the target control is currently available.
[0103] In this embodiment, when the player controls the first virtual object to collide with the virtual sphere, the first virtual object can enter the dribbling state. In the dribbling state, the target control is displayed in the second display style to prompt the player that the dribbling state has been entered and the target direction can be adjusted in this state.
[0104] In this embodiment, the second display mode may be a bright display mode.
[0105] As shown in FIG. 5 , in the graphical user interface 305 , when the first virtual object 10 collides with the virtual sphere 11 , the target control 13 is displayed in a bright state with a filled state.
[0106] In some other embodiments, a pre-aiming function may be provided for the target control, that is, when the first virtual object does not control the virtual sphere, the target direction may be pre-determined by the target control when certain conditions are met.
[0107] In this embodiment, in response to the pre-aiming function being triggered, a target control can be displayed in a third display style to prompt the player that the pre-aiming function can be triggered through the target control. Specifically, in response to a game event in which the distance between the virtual sphere and the first virtual object is less than or equal to a preset distance, and the virtual sphere is no longer controlled by the first virtual object, the first display style is adjusted to the third display style, and the target control is displayed in the third display style; the third display style is used to indicate that the target control has been activated.
[0108] Specifically, if the distance between the first virtual object and the virtual sphere is less than or equal to the preset distance, but the first virtual object has not collided with the virtual sphere, the inactive state is changed to the active state, prompting the player that the aiming control can be triggered. For example, if the preset distance is 5 meters, when the player controls the first virtual object to move within 5 meters of the virtual sphere, the pre-aiming function is triggered.
[0109] In some embodiments, after the pre-aiming function is triggered and the target control is activated and displayed, if a game event in which the first virtual object controls the virtual sphere is triggered, the third display style corresponding to the pre-aiming function is adjusted to the second display style, and the target control is displayed in the second display style. Specifically, after a game event in which the distance between the virtual sphere and the first virtual object is less than or equal to a preset distance is triggered, if a game event in which the first virtual object controls the virtual sphere is triggered, the third display style is adjusted to the second display style, and the target control is displayed in the second display style.
[0110] In this way, the target control can be displayed in different display styles when corresponding to different game functions, giving players visual cues and helping them quickly distinguish the game logic that can be achieved by triggering the target control. It can also provide players with instant feedback, allowing them to intuitively perceive that their operation has been recognized and executed by the electronic device, such as when the first virtual object controlled by the player approaches the virtual sphere or when the first virtual object has collided with the virtual sphere. In addition, it can also reduce players' visual fatigue and enhance their visual experience.
[0111] Optionally, the third display style can be the same as the second display style. That is, as shown in FIG5 , in the graphical user interface 305, the third display style is a bright, filled display style. Alternatively, the third display style can be displayed separately from the second display style. For example, the second and third display styles are displayed in different colors, such as red and green. In this way, the player can be informed of the game functions currently available by triggering the target controls through the different colored target controls. This reduces player visual fatigue and enriches the player's visual experience.
[0112] Based on the above embodiment, after determining the target direction, if the first virtual object is detected to collide with the virtual sphere, the virtual sphere is immediately ejected in the target direction. This disclosure further provides a solution that allows the player to determine whether the virtual sphere is moving in the target direction through operation, allowing the player to further control the movement of the virtual sphere through operation, thereby improving the player's control accuracy of the virtual sphere.
[0113] In a specific embodiment, in response to a game event in which the first virtual object collides with the virtual sphere and the triggering operation ends, the virtual sphere is controlled to move along a target direction.
[0114] In this embodiment, whether the virtual sphere is ejected after being hit is controlled by a trigger operation on a target control.
[0115] The termination of the trigger operation can be understood as the termination of the operation on the control operation area corresponding to the target control. For example, the player lifts their finger and stops clicking, pressing, or sliding the control operation area of the target control. The termination of the trigger operation by the player means that the player confirms the current target direction as the final target direction and decides to move the virtual sphere in that direction.
[0116] In this embodiment, a control condition is added to determine whether the virtual sphere moves in the target direction, allowing the player to independently decide whether to eject the virtual sphere, thereby enhancing the player's sense of engagement in the game. It should be noted that if the trigger operation has not yet concluded (for example, the player's finger has not been lifted after applying the trigger operation to the target control), after controlling the first virtual object to collide with the virtual sphere, the target direction can be adjusted by adjusting the trigger operation, so that when the adjusted trigger operation concludes, the virtual sphere can move in the adjusted target direction.
[0117] In an optional embodiment, the control operation area corresponding to the target control may include a first sub-area and a second sub-area; wherein the first sub-area is located in the center of the control operation area, and the second sub-area is located around the first sub-area. Generally speaking, the first sub-area may be the display area of the virtual joystick mentioned in the related art, and the second sub-area is the movable area of the virtual joystick.
[0118] As shown in FIG. 6 , the target control 13 includes a joystick 16 and a second sub-region 17 where the joystick 16 is movable.
[0119] When the target control includes a joystick and a movable area of the joystick, it should be noted that when the player is playing the game, it is not necessary to accurately touch the joystick of the target control. As long as the target control is touched, the joystick can automatically follow the position of the player's touching finger and display, similar to the effect of being adsorbed to the player's finger. In some games, the player does not even need to accurately touch the target control. As long as the specific area preset in the graphical user interface is touched, the target control and the joystick of the target control can follow the position of the player's touching finger and display. Therefore, the triggering operation of the target control described in the present disclosure includes not only accurately touching the joystick of the currently displayed virtual control, but also touching the second sub-area other than the joystick corresponding to the target control, and also touching the specific area preset in the graphical user interface that can trigger the target control.
[0120] It should be noted that, in some embodiments, when the target control is not triggered, the second sub-region may not be displayed in the graphical user interface. When a trigger operation is applied to the target control, the second sub-region is displayed.
[0121] As can be seen from the foregoing introduction, the trigger operation for the target control may include a variety of operation modes, and this embodiment does not specifically limit this. In some specific embodiments, the above-mentioned trigger operation may include a sliding operation starting from the control operation area corresponding to the target control. In response to the sliding operation, the ray direction from the center of the control operation area corresponding to the target control to the current contact position of the sliding operation can be determined as the target direction for the virtual sphere to move. That is, the ray direction from the initial position of the joystick to the current contact position of the sliding operation is the target direction. As the contact position of the sliding operation changes, the target direction will also change. When the player ends the sliding operation and the finger leaves the touch screen, the target direction is finally determined (that is, the ray direction corresponding to the contact position at the end of the sliding operation), and the virtual sphere moves toward the finally determined target direction.
[0122] The method provided by the present disclosure is described in detail below with reference to FIG7 .
[0123] As shown in Figure 7, in the graphical user interface 306, the target control 13 is displayed in a dark display style, indicating that the target control 13 cannot be triggered at present; when the player controls the first virtual object 10 to move to a position only 5 meters away from the virtual sphere 11, the graphical user interface 306 is switched to the graphical user interface 307. In the graphical user interface 307, the distance between the first virtual object 10 and the virtual sphere is 5 meters. At this time, the target control is switched from the dark display style shown in the graphical user interface 306 to the bright display style in the graphical user interface 307, prompting the player that the target control has been activated and enters the pre-aiming state.
[0124] In some embodiments, in response to entering a pre-aiming state (when the distance between the virtual sphere and the first virtual object is less than or equal to a preset distance, and a game event occurs in which the virtual sphere is no longer controlled by the first virtual object), a pre-aiming mark representing the pre-aiming state is displayed at a corresponding position on the virtual sphere to prompt the player of the location of the virtual sphere.
[0125] In the graphical user interface 307 shown in FIG7 , a pre-aiming indicator 18 is displayed above the virtual sphere. In this example, the pre-aiming indicator 18 is an arrow, indicating that a pre-aiming operation can be performed on the virtual sphere. Based on this graphical user interface 307 , when the player applies a sliding operation to the target control, that is, sliding from the joystick position in the direction indicated by the dotted line 19 in the graphical user interface 307 , the graphical user interface 307 switches to the graphical user interface 308 , which displays a direction indicator 15 . The direction indicated by the direction indicator 15 is consistent with the target direction of the virtual sphere to be moved corresponding to the current touch point position of the sliding operation.
[0126] After determining the target direction, if the player controls the first virtual object 10 to collide with the virtual sphere 11, the graphical user interface 308 is switched to the graphical user interface 309 as shown in FIG7 . In the graphical user interface 309 , it can be seen that the first virtual object 10 has contacted the virtual sphere 11 , and the virtual sphere can now enter a launchable state.
[0127] In some embodiments, after determining the target direction, when the first virtual object collides with the virtual sphere, the pre-aiming indicator can be switched to a collision indicator to prompt the player that the sphere is currently aimed and can be launched. That is, in response to the game event of the first virtual object colliding with the virtual sphere, the collision indicator is displayed at the corresponding position of the virtual sphere. As shown in Figure 7, in the graphical user interface 309, the collision indicator 20 is displayed around the virtual sphere 11 to prompt the player that the virtual sphere 11 has been aimed and is in a state to be launched. In addition, in this case, the target control 13 can be displayed in a display state different from that in the above-mentioned graphical user interface 308. For example, in the graphical user interface 309, the border of the target control 13 in the activated state is displayed in bold, so that the display state of the target control 13 can be used to distinguish the pre-aiming state and the aimed state of the virtual sphere 11.
[0128] In this example, after the first virtual object 10 collides with the virtual sphere 11, the player can lift their finger to end the sliding operation, that is, to end the triggering operation on the target control. Then, as shown in FIG7 , the graphical user interface 309 is switched to the graphical user interface 310, and the virtual sphere 11 moves in the direction indicated by the direction indicator 15. When the distance between the virtual sphere 11 and the first virtual object 10 is greater than 5 meters, the target control 13 is displayed in a dark state, prompting the player that the target control 13 is currently inactive. Of course, the target control 13 can also be displayed in a dark state immediately after the virtual sphere 11 leaves the first virtual object 10.
[0129] In some embodiments, a second virtual object is also displayed in the above-mentioned game scene, and the game interaction method provided by the present disclosure may further include the following step S240.
[0130] Step S240: When the first virtual object controls the virtual sphere, in response to a game event in which the second virtual object collides with the first virtual object or the virtual sphere, canceling the control of the virtual sphere by the first virtual object.
[0131] That is, when the first virtual object is dribbling, if the second virtual object hits the first virtual object or the virtual sphere, the dribbling of the first virtual object is interrupted, causing it to exit the dribbling state. This enhances the game's realism and immersion, improving the player's gaming experience.
[0132] In some embodiments, when the virtual game is a multiplayer online competitive game, the second virtual object may be a virtual object in the same camp as the first virtual object, or a virtual object in a different camp from the first virtual object. This embodiment does not specifically limit this.
[0133] In some embodiments, when the second virtual object is a virtual object in a different camp from the first virtual object, a third virtual object in the same camp as the first virtual object is also displayed in the game scene. At this time, when the first virtual object is in a dribbling state, when a game event occurs in which the third virtual object collides with the first virtual object, the dribbling state of the first virtual object can be set to be unaffected (of course, it can also be set to be affected and exit the dribbling state).
[0134] Application scenarios of the game interaction method provided by the present disclosure may include but are not limited to: the player controls the first virtual object to determine the shooting direction when shooting, and the player controls the first virtual object to determine the passing direction when passing the ball to the third virtual object.
[0135] It should be noted that the dotted lines in FIG. 3 to FIG. 7 are fictitious lines for the sake of ease of understanding, and these dotted lines do not exist on the graphical user interface provided by the terminal device.
[0136] It is understandable that the size, appearance, layout, display text and other information of each element in the above-mentioned interface schematic diagrams similar to those shown in Figures 3 to 7 are all exemplary and are not intended to limit the actual size.
[0137] So far, the method provided in this embodiment has been explained. The movement direction of the virtual sphere is controlled by the target control, so that after the first virtual object controlled by the player collides with the virtual sphere, the virtual sphere is controlled to move along the target direction determined by the player. This enables the player to accurately control the movement direction of the virtual sphere, reduces the difficulty of the player in controlling the angle at which the first virtual object hits the virtual sphere, and improves the player's gaming experience.
[0138] Furthermore, when the distance between the first virtual object and the virtual sphere is less than or equal to a preset distance, the player can enter a pre-aiming state, which can increase the time it takes for the player to determine the target direction. In games where the first virtual object moves quickly, such as racing or soccer, this can reduce the difficulty of determining the target direction and the requirements on the player's reaction time.
[0139] In addition, in the technical solution provided by the present disclosure, after the first virtual object collides with the virtual sphere, the virtual sphere will not be ejected immediately. Instead, the player needs to decide whether to eject the virtual sphere by operating the target control, thereby increasing the player's sense of participation in the game.
[0140] Corresponding to the game interaction method provided in the embodiment of the present disclosure, the embodiment of the present disclosure further provides a game interaction device 400, as shown in FIG8 , which provides a graphical user interface through a terminal device, wherein the graphical user interface displays at least a portion of a game scene, wherein the game scene includes a first virtual object and a virtual sphere controlled by the terminal device; the device 400 includes: a display unit 401, a determination unit 402, and a control unit 403;
[0141] The display unit 401 is configured to display the target control through a graphical user interface;
[0142] The determining unit 402 is configured to respond to a trigger operation on a target control and determine a target direction in which the virtual sphere is to move;
[0143] The control unit 403 is configured to execute a game event in response to the first virtual object colliding with the virtual sphere, and control the virtual sphere to move along a target direction.
[0144] Optionally, the display unit 401 is configured to display a target control through a graphical user interface in response to a preset game event.
[0145] Optionally, the preset game events include any of the following:
[0146] The first virtual object controls the virtual sphere so that the virtual sphere moves along with the first virtual object;
[0147] The virtual sphere is not controlled by the first virtual object, and the distance between the virtual sphere and the first virtual object is less than or equal to a preset distance.
[0148] Optionally, the display unit 401 is configured to display the target control in a first display style through a graphical user interface; the first display style is used to prompt that the target control is not activated.
[0149] Optionally, the above-mentioned display unit 401 is also configured to adjust the first display style to a second display style and display the target control in the second display style when a game event is triggered in which the first virtual object controls the virtual sphere; wherein the second display style is used to prompt that the target control has been activated.
[0150] Optionally, the above-mentioned display unit 401 is also configured to execute, in response to a game event in which the distance between the virtual sphere and the first virtual object is less than or equal to a preset distance and the virtual sphere is not controlled by the first virtual object, adjusting the first display style to a third display style and displaying the target control in the third display style; wherein the third display style is used to prompt that the target control has been activated.
[0151] Optionally, the above-mentioned display unit 401 is also configured to adjust the third display style to the second display style and display the target control in the second display style when a game event in which the distance between the virtual sphere and the first virtual object is less than or equal to a preset distance is triggered and a game event in which the first virtual object controls the virtual sphere is triggered.
[0152] Optionally, the display unit 401 is further configured to respond to a trigger operation on a target control and display a direction indicator representing a target direction in the graphical user interface.
[0153] Optionally, the control unit 403 is configured to execute a game event in response to the first virtual object colliding with the virtual sphere, and when the triggering operation ends, control the virtual sphere to move in the target direction.
[0154] Optionally, the trigger operation includes a sliding operation starting from the control operation area corresponding to the target control; the above-mentioned determination unit 402 is configured to execute a ray direction from the center of the control operation area to the current contact position of the sliding operation in response to the sliding operation as the target direction of the virtual sphere to be moved.
[0155] Optionally, the game scene further includes a second virtual object; the apparatus 400 further includes a canceling unit 404;
[0156] The canceling unit 404 is configured to cancel the control of the virtual sphere by the first virtual object in response to a game event in which the second virtual object collides with the first virtual object or the virtual sphere when the first virtual object controls the virtual sphere.
[0157] Optionally, the display unit 401 is further configured to execute a game event in response to the first virtual object colliding with the virtual sphere, and display a collision mark at a corresponding position of the virtual sphere.
[0158] Optionally, the display unit 401 is further configured to execute a game event in response to which the distance between the virtual sphere and the first virtual object is less than or equal to a preset distance and the virtual sphere is not controlled by the first virtual object, displaying a pre-aiming mark at a corresponding position of the virtual sphere.
[0159] Corresponding to a game interaction method provided in an embodiment of the present disclosure, an electronic device for implementing the game interaction method is also provided in an embodiment of the present disclosure. As shown in FIG9 , the electronic device includes: a processor 501; and a memory 502 for storing a program for the game interaction method. After the device is powered on and the program for the game interaction method is executed by the processor, a graphical user interface is provided through the terminal device, wherein the graphical user interface displays at least a portion of a game scene, wherein the game scene includes a first virtual object and a virtual sphere controlled by the terminal device; and then, the following steps are performed:
[0160] Displaying target controls via a graphical user interface;
[0161] In response to a trigger operation on a target control, determining a target direction in which the virtual sphere is to move;
[0162] In response to a game event in which the first virtual object collides with the virtual sphere, the virtual sphere is controlled to move along a target direction.
[0163] In an optional embodiment, based on the above solution, displaying the target control through the graphical user interface can be achieved through the following steps: displaying the target control through the graphical user interface in response to a preset game event.
[0164] In an optional embodiment, based on the above-mentioned scheme, the preset game event includes any one of the following: the first virtual object controls the virtual sphere so that the virtual sphere moves following the first virtual object; the virtual sphere is not controlled by the first virtual object, and the distance between the virtual sphere and the first virtual object is less than or equal to the preset distance.
[0165] In an optional embodiment, based on the aforementioned solution, the above-mentioned display of the target control through the graphical user interface can be achieved through the following steps: displaying the target control in a first display style through the graphical user interface; the first display style is used to prompt that the target control is not activated.
[0166] In an optional embodiment, based on the aforementioned scheme, the following steps may also be performed: when a game event in which the first virtual object controls the virtual sphere is triggered, the first display style is adjusted to a second display style, and the target control is displayed in the second display style; wherein the second display style is used to prompt that the target control has been activated.
[0167] In an optional embodiment, based on the aforementioned scheme, the following steps may also be performed: in response to a game event in which the distance between the virtual sphere and the first virtual object is less than or equal to a preset distance and the virtual sphere is not controlled by the first virtual object, the first display style is adjusted to a third display style, and the target control is displayed in the third display style; wherein the third display style is used to prompt that the target control has been activated.
[0168] In an optional embodiment, based on the aforementioned scheme, the following steps may also be performed: after triggering a game event in which the distance between the virtual sphere and the first virtual object is less than or equal to a preset distance, when triggering a game event in which the first virtual object controls the virtual sphere, the third display style is adjusted to the second display style, and the target control is displayed in the second display style.
[0169] In an optional implementation, based on the above solution, the following steps may be further performed: in response to a trigger operation on a target control, a direction indicator representing the target direction is displayed in a graphical user interface.
[0170] In an optional embodiment, based on the aforementioned scheme, the above-mentioned response to the game event of the first virtual object colliding with the virtual sphere and controlling the virtual sphere to move along the target direction can be achieved through the following steps: responding to the game event of the first virtual object colliding with the virtual sphere, and the triggering operation ends, and controlling the virtual sphere to move along the target direction.
[0171] In an optional embodiment, based on the aforementioned scheme, the trigger operation includes a sliding operation starting from the control operation area corresponding to the target control; the above-mentioned response to the trigger operation of the target control determines the target direction of the virtual sphere to move, which can be achieved by the following steps: in response to the sliding operation, the direction of the ray from the center of the control operation area to the current contact position of the sliding operation is determined as the target direction of the virtual sphere to move.
[0172] In an optional embodiment, based on the aforementioned solution, the game scene also includes a second virtual object; the following steps can also be performed: when the first virtual object controls the virtual sphere, in response to a game event in which the second virtual object collides with the first virtual object or the virtual sphere, the first virtual object's control over the virtual sphere is canceled.
[0173] In an optional implementation, based on the above solution, the following steps may be further performed: in response to a game event in which the first virtual object collides with the virtual sphere, a collision mark is displayed at a corresponding position of the virtual sphere.
[0174] In an optional embodiment, based on the aforementioned solution, the following steps may also be performed: in response to a game event in which the distance between the virtual sphere and the first virtual object is less than or equal to a preset distance and the virtual sphere is not controlled by the first virtual object, a pre-aiming mark is displayed at a corresponding position of the virtual sphere.
[0175] In the above steps, the movement direction of the virtual sphere is controlled by the target control, so that after the first virtual object controlled by the player collides with the virtual sphere, the virtual sphere is controlled to move along the target direction determined by the player. This enables the player to accurately control the movement direction of the virtual sphere, reduces the difficulty of the player controlling the angle at which the first virtual object hits the virtual sphere, and improves the player's gaming experience.
[0176] Corresponding to the game interaction method provided in the embodiment of the present disclosure, the embodiment of the present disclosure further provides a computer-readable storage medium storing a program for the game interaction method. The program is executed by a processor to provide a graphical user interface through a terminal device, wherein the graphical user interface displays at least a portion of a game scene, wherein the game scene includes a first virtual object and a virtual sphere controlled by the terminal device; and then, the following steps are performed:
[0177] Displaying target controls via a graphical user interface;
[0178] In response to a trigger operation on a target control, determining a target direction in which the virtual sphere is to move;
[0179] In response to a game event in which the first virtual object collides with the virtual sphere, the virtual sphere is controlled to move along a target direction.
[0180] In an optional embodiment, based on the above solution, displaying the target control through the graphical user interface can be achieved through the following steps: displaying the target control through the graphical user interface in response to a preset game event.
[0181] In an optional embodiment, based on the above-mentioned scheme, the preset game event includes any one of the following: the first virtual object controls the virtual sphere so that the virtual sphere moves following the first virtual object; the virtual sphere is not controlled by the first virtual object, and the distance between the virtual sphere and the first virtual object is less than or equal to the preset distance.
[0182] In an optional embodiment, based on the aforementioned solution, the above-mentioned display of the target control through the graphical user interface can be achieved through the following steps: displaying the target control in a first display style through the graphical user interface; the first display style is used to prompt that the target control is not activated.
[0183] In an optional embodiment, based on the aforementioned scheme, the following steps may also be performed: when a game event in which the first virtual object controls the virtual sphere is triggered, the first display style is adjusted to a second display style, and the target control is displayed in the second display style; wherein the second display style is used to prompt that the target control has been activated.
[0184] In an optional embodiment, based on the aforementioned scheme, the following steps may also be performed: in response to a game event in which the distance between the virtual sphere and the first virtual object is less than or equal to a preset distance and the virtual sphere is not controlled by the first virtual object, the first display style is adjusted to a third display style, and the target control is displayed in the third display style; wherein the third display style is used to prompt that the target control has been activated.
[0185] In an optional embodiment, based on the aforementioned scheme, the following steps may also be performed: after triggering a game event in which the distance between the virtual sphere and the first virtual object is less than or equal to a preset distance, when triggering a game event in which the first virtual object controls the virtual sphere, the third display style is adjusted to the second display style, and the target control is displayed in the second display style.
[0186] In an optional implementation, based on the above solution, the following steps may be further performed: in response to a trigger operation on a target control, a direction indicator representing the target direction is displayed in a graphical user interface.
[0187] In an optional embodiment, based on the aforementioned scheme, the above-mentioned response to the game event of the first virtual object colliding with the virtual sphere and controlling the virtual sphere to move along the target direction can be achieved through the following steps: responding to the game event of the first virtual object colliding with the virtual sphere, and the triggering operation ends, and controlling the virtual sphere to move along the target direction.
[0188] In an optional embodiment, based on the aforementioned scheme, the trigger operation includes a sliding operation starting from the control operation area corresponding to the target control; the above-mentioned response to the trigger operation of the target control determines the target direction of the virtual sphere to move, which can be achieved by the following steps: in response to the sliding operation, the direction of the ray from the center of the control operation area to the current contact position of the sliding operation is determined as the target direction of the virtual sphere to move.
[0189] In an optional embodiment, based on the aforementioned solution, the game scene also includes a second virtual object; the following steps can also be performed: when the first virtual object controls the virtual sphere, in response to a game event in which the second virtual object collides with the first virtual object or the virtual sphere, the first virtual object's control over the virtual sphere is canceled.
[0190] In an optional implementation, based on the above solution, the following steps may be further performed: in response to a game event in which the first virtual object collides with the virtual sphere, a collision mark is displayed at a corresponding position of the virtual sphere.
[0191] In an optional embodiment, based on the aforementioned solution, the following steps may also be performed: in response to a game event in which the distance between the virtual sphere and the first virtual object is less than or equal to a preset distance and the virtual sphere is not controlled by the first virtual object, a pre-aiming mark is displayed at a corresponding position of the virtual sphere.
[0192] In the above steps, the movement direction of the virtual sphere is controlled by the target control, so that after the first virtual object controlled by the player collides with the virtual sphere, the virtual sphere is controlled to move along the target direction determined by the player. This enables the player to accurately control the movement direction of the virtual sphere, reduces the difficulty of the player controlling the angle at which the first virtual object hits the virtual sphere, and improves the player's gaming experience.
[0193] It should be noted that for the detailed description of the device, electronic device and computer-readable storage medium provided in the embodiments of the present disclosure, reference can be made to the relevant description of the game interaction method embodiment provided in the embodiments of the present disclosure, and no further details will be given here.
[0194] Although the present disclosure is disclosed as above in terms of preferred embodiments, it is not intended to limit the present disclosure. Any person skilled in the art may make possible changes and modifications without departing from the spirit and scope of the present disclosure. Therefore, the scope of protection of the present disclosure shall be based on the scope defined by the claims of the present disclosure.
[0195] In a typical configuration, the computing device of a blockchain node includes one or more processors (CPUs), input / output interfaces, network interfaces, and memory.
[0196] Memory may include non-permanent storage in a computer-readable medium, random access memory (RAM) and / or non-volatile memory in the form of read-only memory (ROM) or flash RAM. Memory is an example of a computer-readable medium.
[0197] 1. Computer-readable media includes both permanent and non-permanent, removable and non-removable media that can be implemented using any method or technology to store information. Information can be computer-readable operations, data structures, program modules, or other data. Examples of computer storage media include, but are not limited to, phase-change memory (PRAM), static random access memory (SRAM), dynamic random access memory (DRAM), other types of random access memory (RAM), read-only memory (ROM), electrically erasable programmable read-only memory (EEPROM), flash memory or other memory technologies, compact disc read-only memory (CD-ROM), digital versatile disc (DVD) or other optical storage, magnetic cassettes, magnetic tape, magnetic disk storage or other magnetic storage devices, or any other non-transmission media that can be used to store information that can be accessed by a computing device. As defined herein, computer-readable media does not include non-transitory computer-readable media, such as modulated data signals and carrier waves.
[0198] 2. Those skilled in the art will appreciate that embodiments of the present disclosure may be provided as methods, systems, or computer program products. Thus, the present disclosure may take the form of an entirely hardware embodiment, an entirely software embodiment, or an embodiment combining software and hardware aspects. Furthermore, the present disclosure may take the form of a computer program product implemented on one or more computer-usable storage media (including but not limited to magnetic disk storage, CD-ROMs, optical storage, etc.) containing computer-usable program code.
[0199] Although the present disclosure is disclosed as above in terms of preferred embodiments, it is not intended to limit the present disclosure. Any person skilled in the art may make possible changes and modifications without departing from the spirit and scope of the present disclosure. Therefore, the scope of protection of the present disclosure shall be based on the scope defined by the claims of the present disclosure.
Claims
1. A game interaction method, which provides a graphical user interface through a terminal device. At least part of a game scene is displayed in the graphical user interface, and the game scene includes a first virtual object and a virtual sphere controlled by the terminal device. The method includes: Displaying a target control through the graphical user interface; Responding to a trigger operation on the target control to determine a target direction for the virtual sphere to move; Responding to a game event that the first virtual object collides with the virtual sphere, and controlling the virtual sphere to move along the target direction.
2. The method according to claim 1, wherein, The displaying the target control through the graphical user interface includes: Responding to a preset game event and displaying the target control through the graphical user interface.
3. The method according to claim 2, wherein The preset game event includes any one of the following: The first virtual object controls the virtual sphere so that the virtual sphere moves following the first virtual object; The virtual sphere is not controlled by the first virtual object, and the distance between the virtual sphere and the first virtual object is less than or equal to a preset distance.
4. The method according to claim 1, wherein The displaying the target control through the graphical user interface includes: Displaying the target control through the graphical user interface in a first display style; the first display style is used to prompt that the target control is not activated.
5. The method according to claim 4, wherein The method further includes: When triggering a game event that the first virtual object controls the virtual sphere, adjusting the first display style to a second display style and displaying the target control in the second display style; wherein, the second display style is used to prompt that the target control has been activated.
6. The method according to claim 4, wherein, The method further includes: Responding to a game event that the distance between the virtual sphere and the first virtual object is less than or equal to a preset distance and the virtual sphere is not controlled by the first virtual object, adjusting the first display style to a third display style and displaying the target control in the third display style; wherein, the third display style is used to prompt that the target control has been activated.
7. The method according to claim 6, wherein, The method further includes: After triggering a game event that the distance between the virtual sphere and the first virtual object is less than or equal to a preset distance, when triggering a game event that the first virtual object controls the virtual sphere, adjusting the third display style to the second display style and displaying the target control in the second display style.
8. The method according to claim 1, wherein, The method further includes: Responding to a trigger operation on the target control and displaying a direction identifier representing the target direction in the graphical user interface.
9. The method according to claim 1, wherein The responding to a game event that the first virtual object collides with the virtual sphere and controlling the virtual sphere to move along the target direction includes: Responding to a game event that the first virtual object collides with the virtual sphere and the trigger operation ends, and controlling the virtual sphere to move along the target direction.
10. The method according to any one of claims 1 to 9, wherein, The trigger operation includes a sliding operation starting from a control operation area corresponding to the target control; The responding to a trigger operation on the target control to determine a target direction for the virtual sphere to move includes: In response to the sliding operation, the ray direction from the center of the control operation area to the current contact position of the sliding operation is determined as the target direction in which the virtual sphere is to move.
11. The method according to claim 1, wherein The game scene further includes a second virtual object; the method further includes: When the first virtual object controls the virtual sphere, in response to a game event in which the second virtual object collides with the first virtual object or the virtual sphere, cancel the control of the virtual sphere by the first virtual object.
12. The method according to claim 1, wherein The method further includes: In response to a game event in which the first virtual object collides with the virtual sphere, display a collision identifier at a corresponding position of the virtual sphere.
13. The method according to claim 1, wherein The method further includes: In response to a game event in which the distance between the virtual sphere and the first virtual object is less than or equal to a preset distance and the virtual sphere is not controlled by the first virtual object, display a pre-aiming identifier at a corresponding position of the virtual sphere.
14. A game interaction device provides a graphical user interface through a terminal device. At least part of a game scene is displayed in the graphical user interface, and the game scene includes a first virtual object and a virtual sphere controlled by the terminal device. The device includes: A display unit, a determination unit, and a control unit; The display unit is configured to display a target control through the graphical user interface; The determination unit is configured to determine the target direction in which the virtual sphere is to move in response to a trigger operation on the target control; The control unit is configured to control the virtual sphere to move along the target direction in response to a game event in which the first virtual object collides with the virtual sphere.
15. An electronic device, comprising: A processor; And A memory for storing a data processing program, and after the electronic device is powered on and runs the program through the processor, execute the method according to any one of claims 1 to 13.
16. A computer-readable storage medium storing a data processing program, and when the program is run by a processor, execute the method according to any one of claims 1 to 13.
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