Game interaction method and apparatus, electronic device, and storage medium
By reducing the area of the virtual game scene and increasing the density of motion mechanisms in multiplayer melee games, the problem of long game time is solved, and the game difficulty and player experience are improved.
Patent Information
- Application Number
- PCT/CN2025/077227
- Authority / Receiving Office
- WO · WO
- Patent Type
- Applications
- Current Assignee / Owner
- Priority Date
- 2024-03-20
- Filing Date
- 2025-02-13
- Publication Date
- 2025-09-25
AI Technical Summary
In multiplayer melee games, the game scene area is too large and the players are not actively participating, resulting in long game times and poor gaming experience.
By shrinking the first target area in the virtual game scene and moving the first type of motion mechanism into the updated area, the density of the motion mechanism is increased, and the game difficulty and player enthusiasm are increased.
Without adding new game resources, the game time can be shortened and the player's gaming experience and enthusiasm can be improved.
Smart Images

Figure CN2025077227_25092025_PF_FP_ABST
Abstract
Description
Game interaction method, device, electronic device and storage medium
[0001] CROSS-REFERENCE TO RELATED APPLICATIONS
[0002] This application claims priority to Chinese patent application number 202410330096.1, filed on March 20, 2024, entitled “Game Interaction Method, Device, Electronic Device and Storage Medium”, the entire contents of which are incorporated herein by reference. Technical Field
[0003] The present disclosure relates to the field of game technology, and in particular to a game interaction method, device, electronic device, and storage medium. Background Art
[0004] In a multiplayer melee game scenario, players can control virtual characters to use game skills or props to attack each other, thereby eliminating other virtual characters in the game scene and winning the game.
[0005] However, in related games of this type, the main gameplay is only the use of game props and attacks between players. In order to speed up the game progress, it is often necessary to add new game resources to the game scene so that players can use the new game resources to eliminate other players faster. Summary of the Invention
[0006] The purpose of the present disclosure is to address the deficiencies in the above-mentioned related technologies and provide a game interaction method, device, electronic device and storage medium so as to speed up the game progress and improve the player's gaming experience without adding new game resources.
[0007] To achieve the above objectives, the technical solutions adopted in the embodiments of the present disclosure are as follows:
[0008] 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 includes a virtual game scene of a current game and a first type of motion mechanism located within the virtual game scene. The method comprises:
[0009] generating the first type of motion mechanism in a first target area of the virtual game scene, wherein the first target area is an area where the virtual character participating in the current game performs game actions;
[0010] According to preset rules, part of the first target area is updated to a second target area, and the first type of motion mechanism located in the second target area is controlled to move to the updated first target area, wherein the second target area is configured to apply a negative gain effect to the character attributes of the virtual character located in the second target area.
[0011] In a second aspect, embodiments of the present disclosure further provide a game interaction device that provides a graphical user interface (GUI) via a terminal device, wherein the GUI includes a virtual game scene of a current game and a first type of motion mechanism located within the virtual game scene. The device includes:
[0012] A mechanism generation module is configured to generate the first type of movement mechanism in a first target area of the virtual game scene, wherein the first target area is an area where the virtual character participating in the current game performs game actions;
[0013] The area and mechanism update module is configured to execute control according to preset rules to update part of the first target area to the second target area, and control the first type of motion mechanism located in the second target area to move to the updated first target area, wherein the second target area is configured to apply a negative gain effect to the character attributes of the virtual character located in the second target area.
[0014] In a third aspect, an embodiment of the present disclosure further provides an electronic device comprising: a processor, a storage medium and a bus, wherein the storage medium stores program instructions executable by the processor. When the electronic device is running, the processor communicates with the storage medium via the bus, and the processor executes the program instructions to perform the steps of the game interaction method as described in any one of the first aspects.
[0015] In a fourth aspect, an embodiment of the present disclosure further provides a computer-readable storage medium, on which a computer program is stored. When the computer program is executed by a processor, the steps of the game interaction method as described in any one of the first aspects are executed.
[0016] The beneficial effects of the present disclosure are:
[0017] The game interaction method, device, electronic device and storage medium provided by the present disclosure control, according to preset rules, to update part of the first target area to a second target area that exerts a negative gain effect on the character attributes of the virtual character, thereby reducing the area size of the first target area in which the virtual character can normally perform game behaviors, so that the virtual characters can attack each other within a smaller area. While reducing the area size of the first target area, the first type of motion mechanism located in the second target area is moved into the updated first target area, so as to increase the density of the motion mechanism in the updated first target area without generating new game resources, thereby increasing the game difficulty and the player's game enthusiasm, accelerating the game progress, and improving the player's gaming experience. BRIEF DESCRIPTION OF THE DRAWINGS
[0018] 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 embodiments. It should be understood that the following drawings only illustrate certain embodiments of the present disclosure and therefore should not be regarded as limiting the scope. For ordinary technicians in this field, other relevant drawings can be obtained based on these drawings without creative work.
[0019] FIG1 is a flowchart of a game interaction method according to one embodiment of the present disclosure;
[0020] FIG2 is a schematic diagram of a graphical user interface of a game stage 1 provided in one embodiment of the present disclosure;
[0021] FIG3 is a schematic diagram of a graphical user interface of a game stage 2 provided in one embodiment of the present disclosure;
[0022] FIG4 is a schematic diagram of a graphical user interface of a game stage three provided in one embodiment of the present disclosure;
[0023] FIG5 is a schematic diagram of a graphical user interface of a game stage 4 provided in accordance with one embodiment of the present disclosure;
[0024] FIG6 is a schematic diagram of a final graphical user interface provided in one of the embodiments;
[0025] FIG7 is a second flow chart of a game interaction method provided in one embodiment of the present disclosure;
[0026] FIG8 is a schematic diagram of an elastic propulsion mechanism provided by one of the embodiments of the present disclosure;
[0027] FIG9 is a schematic diagram of a rotating and swinging mechanism provided by one of the embodiments of the present disclosure;
[0028] FIG10 is a schematic diagram of a displacement transmission mechanism provided by one of the embodiments of the present disclosure;
[0029] FIG11 is a third flow chart of a game interaction method provided by one of the embodiments of the present disclosure;
[0030] FIG12 is a fourth flow chart of a game interaction method provided in one embodiment of the present disclosure;
[0031] FIG13 is a schematic diagram of a tracking attack prop provided in one embodiment of the present disclosure;
[0032] FIG14 is a schematic diagram of a virtual character avatar provided by one of the embodiments of the present disclosure;
[0033] FIG15 is a schematic diagram of the structure of a game interaction device provided by one of the embodiments of the present disclosure;
[0034] FIG16 is a schematic diagram of an electronic device provided in accordance with one of the embodiments of the present disclosure. DETAILED DESCRIPTION
[0035] In order to make the purpose, technical solutions and advantages of the embodiments of the present disclosure clearer, the technical solutions in the embodiments of the present disclosure will be clearly and completely described below in combination with the drawings in the embodiments of the present disclosure. Obviously, the described embodiments are only part of the embodiments of the present disclosure, not all of the embodiments.
[0036] 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.
[0037] In the description of the present disclosure, it should be noted that if the terms "upper", "lower", etc. appear, the orientation or position relationship indicated is based on the orientation or position relationship shown in the accompanying drawings, or is the orientation or position relationship in which the product of the application is usually placed when in use. It is only for the convenience of describing the present disclosure and simplifying the description, and does not indicate or imply that the device or element referred to must have a specific orientation, be constructed and operated in a specific orientation. Therefore, it cannot be understood as a limitation on the present disclosure.
[0038] In addition, the terms "first," "second," and the like in the specification and claims of the present disclosure and the above-mentioned drawings are used to distinguish similar objects and are not necessarily used to describe a specific order or precedence. It should be understood that the numbers 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 those illustrated or described herein. In addition, the terms "including" and "having," as well as any variations thereof, are intended to cover non-exclusive inclusions, for example, a process, method, system, product, or apparatus comprising 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 apparatus.
[0039] It should be noted that, in the absence of conflict, the features in the embodiments of the present disclosure may be combined with each other.
[0040] In one embodiment of the present disclosure, the game interaction method can be run on a local terminal device or a server. When the game interaction method is run on a server, the method can be implemented and executed based on a cloud interaction system, wherein the cloud interaction system includes a server and a client device.
[0041] In an optional embodiment, various cloud applications can be run under the cloud interaction system, such as cloud games. Taking cloud games as an example, cloud games refer to a gaming method based on cloud computing. In the cloud game operation mode, the operating body of the game program and the main body of the game screen presentation are separated. The storage and operation of the game interaction method are completed on the cloud game server. The role of the client device is to receive and send data and present the game screen. For example, the client device can be a display device with data transmission function close to the user side, such as a mobile terminal, TV, computer, PDA, etc.; but the cloud game server in the cloud is responsible for information processing. When playing the game, the player operates the client device to send operation instructions to the cloud game server. The cloud game server runs the game according to the operation instructions, encodes and compresses the game screen and other data, and returns it to the client device through the network. Finally, the client device decodes and outputs the game screen.
[0042] 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.
[0043] In an optional implementation, an embodiment of the present disclosure provides a game interaction method, providing a graphical user interface through a terminal device, wherein the terminal device can be the local terminal device mentioned above, or it can be a client device in the cloud interaction system mentioned above.
[0044] In a multiplayer melee game scenario, players control virtual characters to use game skills or props to attack each other in order to eliminate other virtual characters in the game scenario and win the game.
[0045] However, due to factors such as the large size of the game scene area and the players' enthusiasm for participating in the game, the game time is too long, the game matches are delayed, and the players' gaming experience is deteriorated.
[0046] Based on this, the present disclosure intends to provide a game interaction method, device, electronic device and storage medium, which controls the drop of virtual plots within the first area of the virtual game scene based on the game progress, so as to reduce the area size of the virtual game scene, so that the virtual characters can attack each other within a smaller area. While reducing the area size of the virtual game scene, the first type of motion mechanism on the virtual plots within the first area is displayed on the remaining virtual plots of the virtual game scene, so as to increase the density of the motion mechanism on the remaining virtual plots without generating new game resources, thereby increasing the game difficulty and player game enthusiasm, speeding up the game progress, and improving the player's gaming experience.
[0047] The specific implementation of the game interaction method, device, electronic device and storage medium provided by the present disclosure is described below in conjunction with embodiments.
[0048] In one possible implementation, an embodiment of the present disclosure provides a game interaction method, wherein a terminal device provides a graphical user interface (GUI), which includes a virtual game scene of the current game and a first type of motion mechanism within the virtual game scene. FIG1 is a flow diagram of the game interaction method provided by an embodiment of the present disclosure. As shown in FIG1 , the method may include:
[0049] S101: Generate a first type of motion mechanism in a first target area of a virtual game scene, wherein the first target area is an area where a virtual character participating in the current game performs game actions.
[0050] In this embodiment, the virtual game scene includes a game area, as well as virtual characters, virtual props, motion mechanisms and other virtual resources located in the game area. The first target area is the activity area provided for the virtual characters participating in the current game at the beginning of the current game. Players can control the virtual characters to perform game behaviors in the first target area. Virtual props, motion mechanisms and other virtual resources are all distributed in the first target area.
[0051] After the player chooses to start the current game, a virtual game scene is rendered in the graphical user interface, and a first type of motion mechanism is generated in the first target area of the virtual game scene according to the preset generation rules. The first type of motion mechanism is a virtual mechanism that moves in a preset manner on the first target area. The movement of the first type of motion mechanism can contact and collide with other moving objects on the first target area to change the movement trajectory of other moving objects.
[0052] In some embodiments, the preset generation rules may indicate that the first type of motion mechanism is generated at a fixed position within the first target area, or that the first type of motion mechanism is randomly generated at all positions in the first target area. The number of the first type of motion mechanism can be a fixed number or a random number within a preset range.
[0053] In other embodiments, the preset generation rules may indicate that after the current game starts, the first type of motion mechanism is rendered and displayed synchronously with the rendering display of the virtual game scene, or, after a preset time after the start of the current game, the first type of motion mechanism is rendered and displayed in the first target area.
[0054] Different preset generation rules can increase the randomness of generating the first type of motion mechanism in the first target area, increase the uncertainty of the game, bring more challenges to the players, and improve the players' enthusiasm for the game.
[0055] S102: According to preset rules, a portion of the first target area is controlled to be updated to a second target area, and the first type of motion mechanism located in the second target area is controlled to move to the updated first target area, wherein the second target area is configured to apply a negative gain effect to the character attributes of the virtual character located in the second target area.
[0056] In this embodiment, the preset rule is a rule indicating that the range of the first target area is updated, which may specifically include the update time and the update range. The update of the first target area is to update part of the first target area to the second target area, so that the range of the updated first target area is reduced, and the second target area is configured to apply a negative gain effect to the character attributes of the virtual character. The character attributes can be, for example, the energy value of the virtual character, that is, when the virtual character performs game behavior in the updated first target area, its energy value does not change, and when the virtual character performs game behavior in the second target area, its energy value is affected by the second target area and will be reduced. The specific amount of reduction can be determined based on the negative gain parameter of the second target area, which is not limited here.
[0057] Since the second target area will impose a negative gain effect on the character attributes of the virtual character, causing the character attributes of the virtual character to decrease and increasing the probability of the virtual character being eliminated, the player needs to try to control the movement of the virtual character within the updated first target area, that is, narrowing the range of activity of the virtual character.
[0058] When the activity range is reduced, the first type of motion mechanism originally located in the second target area can be moved to the updated first target area. Since the range of the updated first target area is reduced, the first type of motion mechanism originally located in the second target area can be moved to the updated first target area on this basis, so that the distribution density of the first type of motion mechanism in the updated first target area is increased, which further increases the challenge of the game.
[0059] In some embodiments, the method of displaying the first type of motion mechanism in the updated first target area can be: before part of the first target area is updated to the second target area, the first type of motion mechanism is first displayed in the remaining first target area, or, while part of the first target area is updated to the second target area, the first type of motion mechanism is displayed in the remaining first target area, or, after a preset time after part of the first target area is updated to the second target area, the first type of motion mechanism is displayed in the remaining first target area.
[0060] In one possible implementation, before updating a portion of the first target area to the second target area, the portion of the first target area to be updated is marked and displayed using a preset display method to indicate to the player that the attributes of the portion of the first target area are about to change, so that the player can control the virtual character to go to the safe area as soon as possible, avoiding the virtual character located in the portion of the first target area to be updated from suffering a negative gain effect as the portion of the first target area is updated to the second target area, wherein the safe area is the other area in the first target area except the area to be updated to the second target area.
[0061] The game interaction method provided in the above embodiment controls, according to preset rules, to update part of the first target area to a second target area that exerts a negative gain effect on the character attributes of the virtual character, thereby reducing the area size of the first target area where the virtual character can normally perform game behaviors, so that the virtual characters can attack each other within a smaller area. While reducing the area size of the first target area, the first type of motion mechanism located in the second target area is moved into the updated first target area, so as to increase the density of the motion mechanism in the updated first target area without generating new game resources, thereby increasing the game difficulty and player game enthusiasm, speeding up the game progress, and improving the player's gaming experience.
[0062] In one possible implementation, the process of controlling, according to a preset rule, updating a portion of the first target area to the second target area in step S102, and controlling the first type of motion mechanism located in the second target area to move to the updated first target area may include:
[0063] According to the game progress of the current game, some virtual plots in the first target area are controlled to fall, and the first type of motion mechanism located on the fallen virtual plots is controlled to move to the remaining virtual plots. The first target area is composed of multiple virtual plots, the remaining virtual plots are the updated first target area, and the second target area is the area corresponding to the partial virtual plots.
[0064] In this embodiment, the first target area is composed of multiple virtual plots. As the game progresses in the current match, in order to speed up the game progress, on the one hand, some virtual plots in the first target area can be controlled to fall, so as to reduce the area of the first target area, so that the virtual characters can only attack each other in a smaller activity space; on the other hand, after some virtual plots fall, the first type of motion mechanism located on the fallen part of the virtual plots will be redisplayed on the remaining virtual plots, and the remaining virtual plots constitute the updated first target area. When the area of the first target area is reduced, the number of motion mechanisms on the updated first target area increases, so that the density of the motion mechanisms distributed on the updated first target area increases, further increasing the difficulty of the game.
[0065] It should be noted that when part of the virtual land plot falls as the second target area, the character attributes of the virtual character located in the second target area are not affected by the negative gain effect, but are eliminated as the part of the virtual land plot corresponding to the second target area falls.
[0066] In some embodiments, the method of displaying the first type of sports mechanism on the remaining virtual plots can be: before part of the virtual plots falls, the first type of sports mechanism is first displayed on the remaining virtual plots, or, at the same time as part of the virtual plots falls, the first type of sports mechanism is displayed on the remaining virtual plots, or, after a preset time after part of the virtual plots falls, the first type of sports mechanism is displayed on the remaining virtual plots.
[0067] In one possible implementation, based on the game progress of the current match, before controlling a portion of virtual land to fall, the portion of virtual land is marked and displayed using a preset display method to indicate to the player that the portion of virtual land is about to fall, so that the player can control the virtual character to go to a safe area as soon as possible to avoid the virtual character located on the portion of virtual land being eliminated as the portion of virtual land falls, wherein the safe area is the remaining virtual land in the first target area.
[0068] The game interaction method provided in the above embodiment controls the dropping of some virtual plots in the first target area based on the game progress to reduce the area size of the first target area, so that the virtual characters attack each other in a smaller area. While reducing the area size of the first target area, the first type of motion mechanisms located on some virtual plots are moved to the remaining virtual plots to increase the density of motion mechanisms on the remaining virtual plots without generating new game resources, thereby increasing the game difficulty and player game enthusiasm, speeding up the game progress, and improving the player's gaming experience.
[0069] In one possible implementation, the process of controlling some virtual plots in the first target area to drop according to the current game progress and controlling the first type of motion mechanism located on the dropped virtual plots to move to the remaining virtual plots in S102 may include:
[0070] If the game progress is: from the first game stage to the second game stage after the first game stage, control the virtual blocks within the first area of the first target area to fall, and control the first type of motion mechanism located within the first area to move to the remaining virtual blocks. The first area is the area corresponding to the first game stage.
[0071] In this embodiment, the progress of the game is divided into multiple game stages according to preset rules, and the first target area is divided into multiple area ranges. Each game stage corresponds to an area range of the first target area. The first game stage is the initial stage of the current game, and the second game stage is the game stage after the first game stage.
[0072] When the game progress enters the second game stage from the first game stage, the virtual blocks within the first area corresponding to the first game progress are controlled to fall, and the first type of motion mechanism within the first area is moved to the remaining virtual blocks for display.
[0073] In some embodiments, the first type of motion mechanism located in the first area can be moved to the second area corresponding to the second game stage for display.
[0074] In a possible implementation, the process of controlling the first type of motion mechanism located within the first area to move to the remaining virtual land parcels may include:
[0075] Control at least part of the first type of motion mechanism located within the first area to move to the remaining virtual land.
[0076] In this embodiment, when controlling the display of the first type of motion mechanisms on the remaining virtual plots, at least part of the first type of motion mechanisms can be displayed on the remaining virtual plots based on the number of the first type of motion mechanisms within the first area, that is, the number of the first type of motion mechanisms displayed on the remaining virtual plots is less than or equal to the number of the first type of motion mechanisms displayed on the virtual plots within the first area.
[0077] The game interaction method provided in the above embodiment controls the drop of virtual plots within the first area from the first game stage to the second game stage, and controls at least part of the first type of motion mechanisms to be displayed on the remaining virtual plots, so as to reduce the area size of the first target area without generating new game resources, increase the density of motion mechanisms on the remaining virtual plots, thereby increasing the game difficulty and player game enthusiasm, speeding up the game progress, and improving the player's gaming experience.
[0078] In a possible implementation, the method may further include:
[0079] From the second game stage to the third game stage after the second game stage, all virtual plots within the second area of the updated first target area and the first type of motion mechanisms within the second area are controlled to fall, and the second area is the area corresponding to the second game stage.
[0080] In this embodiment, the third game stage is used as the last stage of the current game match. The last game stage can be the third game stage adjacent to the second game stage, or it can be a game stage not adjacent to the second game stage, such as the fourth game stage. In order to reduce the impact of the motion mechanism on the virtual character in the last stage, the virtual characters can attack and eliminate each other based on game skills and game props. When the game progresses from the second game stage to the third game stage, the virtual plots within the second area and the first type of motion mechanism located within the second area are all controlled to fall, and the first type of motion mechanism located within the second area is no longer moved to the remaining virtual plots. The game resources on the remaining virtual plots corresponding to the third game stage are the game resources inherent in the remaining virtual plots, such as motion mechanisms, virtual props, obstacles, etc.
[0081] In some embodiments, the first area range is an area range outside the second area range.
[0082] It should be noted that if the current game includes more than three game stages, when switching from the current game stage to the next game stage, the updated first target area is the first target area after the virtual land falls from the previous game stage to the current game stage, and the second area range is the area range in the updated first target area corresponding to the current game stage.
[0083] The game interaction method provided in the above embodiment controls all virtual plots within the second area and the first type of motion mechanisms within the second area to fall from the second game stage to the third game stage, so as to reduce the impact of the motion mechanisms on the virtual characters in the final stage of the game, so that the virtual characters can attack and eliminate each other based on game skills and game props, so that players entering the final game stage can focus on the confrontation between virtual characters, thereby improving the players' gaming experience.
[0084] In a possible implementation, the virtual game scene also includes other types of motion mechanisms, and the first type of motion mechanisms and other types of motion mechanisms are motion mechanisms with different motion properties.
[0085] In this embodiment, in order to improve the richness of the game, other types of motion mechanisms in addition to the first type of motion mechanisms are also provided in the virtual game scene. The other types of motion mechanisms include at least one type of motion mechanism. The first type of motion mechanism and the other types of motion mechanisms have different motion properties or motion methods.
[0086] Among them, other types of motion mechanisms can be randomly distributed on the virtual plots in the first target area. When the virtual plots within the area corresponding to each game stage fall, other types of motion mechanisms can fall together with the virtual plots within the corresponding area.
[0087] The game interaction method provided in the above embodiment displays multiple types of motion mechanisms including the first type of motion mechanism in a virtual game scene. The multiple types of motion mechanisms have different motion properties to improve the richness and diversity of game play and enhance the player's sense of freshness and game experience.
[0088] It should be noted that the first game stage, the second game stage and the third game stage mentioned in the above embodiment are merely an exemplary illustration of dividing the progress of the game into stages, and are not intended to limit the game of the present disclosure to only three game stages. The following, in conjunction with the accompanying drawings, provides an exemplary illustration of the dropping of virtual plots in the first target area and the changes of the first type of motion mechanism during the four game stages.
[0089] For example, Figure 2 is a schematic diagram of the graphical user interface of the game stage one provided by an embodiment of the present disclosure. As shown in Figure 2, the graphical user interface displays the first target area 10 of the current game, the first type of motion mechanism 11 located on the first target area 10, the second type of motion mechanism 12 and the third type of motion mechanism 13, wherein the first type of motion mechanism 11 is located on a virtual plot within the area range one of the first target area 10, and the locations of the second type of motion mechanism 12 and the third type of motion mechanism 13 are not restricted. The first type of motion mechanism 11, the second type of motion mechanism 12 and the third type of motion mechanism 13 use different motion methods to move on the first target area 10.
[0090] In the first stage of the game, the first target area has the largest area range, and various types of motion mechanisms are distributed on different virtual plots. The density of the motion mechanisms in the first stage of the game is low, and the virtual character can have a larger activity area in the first target area. The player can control the virtual character to move in the first target area to become familiar with the movement properties of various motion mechanisms. Since the virtual character has a larger activity area in the first target area, the motion mechanism will basically not cause the virtual character to be eliminated.
[0091] It should be noted that the first, second and third types of motion organs shown in FIG2 are merely examples, and the types and numbers of motion organs actually present in the first target area can be set as needed and are not limited here.
[0092] Figure 3 is a schematic diagram of the graphical user interface of the game stage two provided by an embodiment of the present disclosure. As shown in Figure 3, the virtual land blocks within the area range one fall, and the virtual land blocks that fall within the area range one are indicated in the form of dotted lines in the figure. In the actual game scene, the fallen virtual land blocks are no longer displayed, and the first type of motion mechanism 11 located on the virtual land blocks within the area range one is displayed on the virtual land blocks within the area range two in the game stage two.
[0093] In the second stage of the game, due to the falling of virtual plots within the area range one, the area range of the first target area is reduced. After the first type of motion mechanism is moved to the virtual plots within the area range two, the density of the motion mechanism in the updated first target area increases to medium density. Since the activity area of the virtual character in the first target area is reduced and the density of the motion mechanism increases, the player can use the motion mechanism on the remaining virtual plots to move in the updated first target area, or use the motion mechanism on the remaining virtual plots to eliminate other virtual characters.
[0094] Figure 4 is a schematic diagram of the graphical user interface of the game stage three provided by an embodiment of the present disclosure. As shown in Figure 4, the virtual land within the area range two and the third type of motion mechanism 13 on the virtual land fall together. The virtual land and the third type of motion mechanism 13 that fall within the area range two are indicated in the form of dotted lines in the figure. The first type of motion mechanism 11 on the virtual land within the area range two is displayed on the virtual land within the area range three in the game stage three.
[0095] In the third stage of the game, due to the falling of virtual plots within the second area range, the area range of the first target area is further reduced. After the first type of motion mechanism is moved to the virtual plots within the third area range, the density of the motion mechanism in the updated first target area is further increased to high density. The activity area of the virtual character in the first target area is further reduced, and the density of the motion mechanism is further increased. The player can use the motion mechanism on the remaining virtual plots to move in the updated first target area, or use the motion mechanism on the remaining virtual plots to eliminate other virtual characters.
[0096] Figure 5 is a schematic diagram of the graphical user interface of the game stage four provided by an embodiment of the present disclosure. As shown in Figure 5, the virtual plots within the area range three and the first type of motion mechanism 11, the second type of motion mechanism 12 and the third type of motion mechanism 13 on the virtual plots are all dropped. The virtual plots and motion mechanisms that have dropped within the area range three are indicated in the form of dotted lines in the figure, and only the original third type of motion mechanism 13 and other virtual materials are retained in the area range four.
[0097] Figure 6 is a schematic diagram of the final graphical user interface provided by this embodiment. As shown in Figure 6, in the fourth stage of the game, since all the virtual plots and motion mechanisms in the area range three have fallen, only the original motion mechanisms are retained in the first target area. The density of the motion mechanisms in the updated first target area becomes low-density, and the virtual character only relies on the motion mechanisms and virtual props in the area range four to fight.
[0098] In one possible implementation, the virtual character can interact with the motion mechanism in the first target area. FIG7 is a second flow chart of the game interaction method provided by the embodiment of the present disclosure. As shown in FIG7 , the method may further include:
[0099] S201: Controlling a target virtual object to move within a virtual game scene; wherein the target virtual object is a virtual character or a virtual prop located within the virtual game scene.
[0100] In this embodiment, the virtual game scene includes virtual characters and virtual props. Both the virtual characters and virtual props can move under the control of the player or due to collision with other virtual objects. Among them, the movement of the virtual props under the control of the player is that the player controls the virtual character to drive the movement of the virtual props.
[0101] In a possible implementation, the process of controlling the target virtual object to move within the virtual game scene in S201 may include:
[0102] Responding to a collision event of a target virtual object in a virtual game scene, or a movement control operation on a target virtual object, controlling the movement of the target virtual object in the virtual game scene.
[0103] Among them, the collision event can be a collision between the target virtual character and other virtual characters during movement, a collision between the target virtual character and other virtual props during movement, a collision between the target virtual props and other virtual characters during movement, and a collision between the target virtual props and other virtual props during movement.
[0104] The movement control operation for the target virtual object is to control the movement of the target virtual character in response to a trigger manipulation of the movement control on the graphical user interface, or to control the movement of the target virtual character carrying a virtual prop.
[0105] It should be noted that the virtual props that can be moved based on collision events in this embodiment are force-bearing virtual props, that is, virtual props that can be displaced under the action of external forces. In the game of this embodiment, the force-bearing virtual props are rolling ball props and pushable box props.
[0106] Among them, ball props can roll in the virtual game scene under the action of external force, and the ball props can also drive the virtual characters to roll together after collision on the rolling track; box props can move in the virtual game scene under the action of external force, and the virtual characters can stand on the box props by jumping to a higher position or climbing over higher obstacles.
[0107] S202: If it is detected that the target virtual object moves into the preset trigger range of the target motion mechanism, the target motion mechanism is controlled to apply a force to the target virtual object with the motion attributes corresponding to the target motion mechanism, so that the target virtual object moves in the virtual game scene based on the force.
[0108] In this embodiment, the first type of motion mechanism and other types of motion mechanisms move in a preset motion mode within the virtual game scene, and each motion mechanism has a corresponding motion area range.
[0109] During the movement of the target motion mechanism, if the target virtual object moves into the preset trigger range of the target motion mechanism and collides with the target motion mechanism, in this case, the target motion mechanism applies a force corresponding to the motion properties of the target motion mechanism to the target virtual object based on the collision angle with the target virtual object, so that the target virtual object moves in the virtual game scene according to the real physical motion laws.
[0110] At different stages of the current game, the virtual game scene varies in size, as does the number and type of motion mechanisms within it. The probability of a target virtual object colliding with a motion mechanism varies across different stages. In stages one and four, the density of motion mechanisms is low, resulting in a low probability of collision. In stages two and three, the density of motion mechanisms is high, resulting in a high probability of collision. Furthermore, as the stage of the current game changes, the virtual game scene shrinks, reducing the virtual character's range of movement and increasing the probability of the virtual character being knocked out of the virtual game scene.
[0111] In the game stage where the density of motion mechanisms is high, virtual characters can use the motion mechanisms to collide with other virtual characters, causing other virtual characters to be knocked away by the motion mechanisms or even knocked out of the virtual game scene, resulting in the elimination of other virtual characters.
[0112] The virtual character can also use the motion mechanism to collide with the thrown ball props, so that the virtual props can move a farther distance and collide with other virtual characters at a farther distance.
[0113] Among them, the virtual character has an energy value, which is used to indicate the weight of the virtual character. The lower the energy value, the farther the virtual character flies after being hit by a sports mechanism or a ball prop. The virtual character can attack other virtual characters through other virtual props to continuously reduce the energy value of other virtual characters, and then use the sports mechanism or ball props to hit other virtual characters with low energy values to knock other virtual characters out of the virtual game scene, causing other virtual characters to be eliminated.
[0114] The game interaction method provided by the above embodiment, when the target virtual object moves in the virtual game scene, if it is detected that the target virtual object moves into the preset trigger range of the target motion mechanism, the target motion mechanism is controlled to apply a force to the target virtual object with the motion attributes corresponding to the target motion mechanism, so that the target virtual object moves in the virtual game scene based on the force, thereby realizing the interaction between the virtual object and the motion mechanism in the virtual game scene. Players can use the motion mechanism to achieve different gameplay, thereby enhancing the richness of the gameplay and improving the player's gaming experience.
[0115] In one possible implementation, if the target motion mechanism is an elastic propulsion mechanism, if step S202 detects that the target virtual object has moved into a preset trigger range of the target motion mechanism, then the target motion mechanism is controlled to apply a force to the target virtual object using the motion attributes corresponding to the target motion mechanism, so that the target virtual object moves within the virtual game scene based on the force. The process may include:
[0116] If it is detected that the target virtual object moves into the release pushing range of the elastic pushing mechanism, the elastic pushing mechanism is controlled to push the target virtual object to move in the virtual game scene.
[0117] In this embodiment, the elastic push mechanism is a flexible motion mechanism that compresses and pops out within a preset distance. FIG8 is a schematic diagram of the elastic push mechanism provided in the embodiment of the present disclosure. As shown in FIG8 , the elastic push mechanism includes an elastic component 14 and a motion track 15. The motion track 15 has a preset length and width. The elastic component 14 is disposed on the motion track 15 and compresses and pops out along the length of the motion track 15. The elastic component 14 is slowly compressed at a first speed during the compression process and quickly pops out at a second speed during the popping process, with the first speed being less than the second speed.
[0118] When the elastic component pops out on the motion track, if the target virtual object moves onto the motion track, the elastic component will pop out the target virtual object at a second speed, and according to the angle when the target virtual object and the elastic component contact, the target virtual object will move in the virtual game scene based on the real physical motion laws.
[0119] In some embodiments, when the target virtual object is an elastic prop such as a virtual pinball, the elastic component restores the real physical trajectory based on the angle of contact with the virtual pinball and the position of the force point on the virtual pinball, and pushes the virtual pinball outward.
[0120] Players can control the controlled virtual character to throw a virtual pinball toward the elastic component according to the movement trajectory of other virtual characters in the virtual game scene, so as to use the elastic component to bounce the virtual pinball toward other virtual characters, so that after the virtual pinball hits the other virtual characters, it drives the other virtual characters to roll in the virtual game scene, or even roll out of the range of the virtual game scene, eliminating the other virtual characters.
[0121] In other embodiments, when the target virtual object is a virtual character, in one case, if the player needs to control the controlled virtual character to fly quickly to any position in the virtual game scene, the player can control the controlled virtual character to contact the elastic component at the desired flying angle when the elastic component pops out, so that the elastic component bounces the controlled virtual character to the corresponding direction, allowing the controlled virtual character to quickly reach any position.
[0122] In another case, if the player needs to use the elastic component to eliminate other virtual characters, the player can first control the controlled virtual character to attack the other virtual characters, reduce the energy value of the other virtual characters, and then use the attack operation to bring the other virtual characters to the movement track of the elastic component, so that the elastic component will knock the other virtual characters on the movement track away when it pops out. If the energy value of the other virtual characters is very low at this time, or the range of the virtual game scene is very small, the other virtual characters may be knocked out of the virtual game scene and eliminated.
[0123] In some embodiments, the first type of motion mechanism is an elastic propulsion mechanism, and motion tracks are set on the virtual plots in the first area corresponding to the first game stage and the virtual plots in the second area corresponding to the second game stage. When the virtual plots in the first area fall, the motion tracks set on the virtual plots fall together, and the elastic components are reset on the motion tracks of the virtual plots in the second area.
[0124] As shown in Figure 4, if part of the motion track is on the virtual plot corresponding to the second game stage and part of the motion track is on the virtual plot corresponding to the third game stage, the motion track on the virtual plot corresponding to the second game stage falls along with the virtual plot, and the motion track on the virtual plot corresponding to the third game stage is retained, and the elastic component is reset on the retained part of the motion track, that is, the motion track of the elastic component is shortened.
[0125] In other embodiments, when the virtual land parcel in the first area falls, the motion track set on the virtual land parcel falls together, a new motion track is generated on the virtual land parcel in the second area, and then the elastic component is reset on the new motion track.
[0126] The game interaction method provided in the above embodiment provides an elastic propulsion mechanism in the virtual game scene, so that virtual characters and virtual props can interact with the elastic propulsion mechanism. Players can use the elastic propulsion mechanism to achieve different gameplay, enhance the randomness of the game, and improve the player's gaming experience.
[0127] In another possible implementation, if the target motion mechanism is a rotating and swinging mechanism, if the target virtual object is detected to have moved into a preset trigger range of the target motion mechanism in step S202, then the target motion mechanism is controlled to apply a force to the target virtual object using the motion attributes corresponding to the target motion mechanism, so that the target virtual object moves within the virtual game scene based on the force. The process may include:
[0128] If it is detected that the target virtual object moves into the swing range of the rotating and swinging mechanism, the rotating and swinging mechanism is controlled to collide with the target virtual object and move within the virtual game scene.
[0129] In this embodiment, the rotating and swinging mechanism is a motion mechanism that swings in a fan shape or a circle around an axis. Figure 9 is a schematic diagram of the rotating and swinging mechanism provided in the embodiment of the present disclosure. As shown in Figure 9, the rotating and swinging mechanism includes: a fixed shaft 16 and a pendulum 17. The fixed shaft 16 and the pendulum 17 are movably connected by a fulcrum. The pendulum 17 swings in a fan shape or a circle around the fixed shaft 16, and the swinging speed can be uniform.
[0130] When the pendulum swings, if the target virtual object moves into the swing range of the pendulum, the pendulum will hit the target virtual object at a preset speed. According to the angle of contact between the target virtual object and the pendulum, the target virtual object will move in the virtual game scene based on the real physical motion laws.
[0131] In some embodiments, when the target virtual object is an elastic prop such as a virtual pinball, the pendulum restores the real physical trajectory based on the angle of contact with the virtual pinball and the position of the force point on the virtual pinball, and hits the pinball in the direction of the pendulum swing.
[0132] Players can control the controlled virtual character to throw a virtual pinball at the pendulum according to the movement trajectory of other virtual characters in the virtual game scene, so as to use the pendulum to bounce the virtual pinball towards other virtual characters, so that after the virtual pinball hits the other virtual characters, it drives the other virtual characters to roll in the virtual game scene, or even roll outside the range of the virtual game scene, eliminating the other virtual characters.
[0133] In other embodiments, when the target virtual object is a virtual character, in one case, if the player needs to control the controlled virtual character to fly quickly to any position in the virtual game scene, the player can control the controlled virtual character to contact the pendulum at the desired flying angle when the pendulum swings to the direction corresponding to any position, so that the pendulum bounces the controlled virtual character to the corresponding direction, allowing the controlled virtual character to quickly reach any position.
[0134] If the player needs to use the pendulum to eliminate other virtual characters, the player can first control the controlled virtual character to attack the other virtual characters to reduce the energy value of the other virtual characters, and then use the attack operation to bring the other virtual characters into the swing range of the pendulum corresponding to the outside direction of the virtual game scene, so that the pendulum will knock away the other virtual characters in the swing range when it pops out. If the energy value of the other virtual characters is very low at this time, or the range of the virtual game scene is very small, the other virtual characters may be knocked out of the virtual game scene and eliminated.
[0135] In some embodiments, the rotating and swinging mechanisms follow the corresponding virtual blocks and remain in the virtual game scene or fall off in all game stages.
[0136] The game interaction method provided in the above embodiment provides a rotating and swinging mechanism in the virtual game scene, so that virtual characters and virtual props can interact with the rotating and swinging mechanism. Players can use the rotating and swinging mechanism to achieve different gameplay, enhance the randomness of the game, and improve the player's gaming experience.
[0137] In another possible implementation, if the target motion mechanism is a displacement transmission mechanism, if the target virtual object is detected to have moved into a preset trigger range of the target motion mechanism in step S202, then the target motion mechanism is controlled to apply a force to the target virtual object using the motion attributes corresponding to the target motion mechanism, so that the target virtual object moves within the virtual game scene based on the force. The process may include:
[0138] If it is detected that the target virtual object moves onto the transmission track of the displacement transmission mechanism, the displacement transmission mechanism is controlled to drive the target virtual object to move on the displacement transmission mechanism.
[0139] In this embodiment, the displacement transmission mechanism realizes displacement movement through the movement of the track. Figure 10 is a schematic diagram of the displacement transmission mechanism provided by the embodiment of the present disclosure. As shown in Figure 10, the displacement transmission mechanism includes: a plurality of transmission tracks 18 arranged in a preset arrangement, the transmission tracks have a transmission direction, and the transmission tracks can move continuously in the corresponding transmission direction.
[0140] During the movement of the transmission track, if the target virtual object moves onto the transmission track, the transmission track will drive the target virtual object to move along the transmission direction of the transmission track.
[0141] In some embodiments, when the target virtual object is a virtual prop, if the virtual prop is impacted and falls onto a transport track, the virtual prop will follow the transport track to the next transport track, or fall out of the virtual game scene. If the current transport track ends at the next transport track, the virtual prop will follow the current transport track to the next transport track. If the current transport track ends at the boundary of the virtual game scene, the virtual prop will follow the current transport track and fall out of the virtual game scene, disappearing.
[0142] In other embodiments, when the target virtual object is a virtual character, in one case, the player can control the controlled virtual character to move onto the transmission track according to the transmission direction and connection relationship between the transmission tracks, so as to automatically move to any position with the help of the connection relationship between the transmission tracks.
[0143] In another case, the player can control the controlled virtual character to attack other virtual characters, causing other virtual characters to move to a transmission track whose end point is the boundary of the virtual game scene, causing other virtual objects to be moved by the transmission track and fall out of the virtual game scene and be eliminated.
[0144] The game interaction method provided in the above embodiment provides a displacement and transmission mechanism in the virtual game scene, so that virtual characters and virtual props can interact with the displacement and transmission mechanism. Players can use the displacement and transmission mechanism to achieve different gameplay, enhance the randomness of the game, and improve the player's gaming experience.
[0145] In a possible implementation, the target virtual object is a virtual prop with force properties.
[0146] In this embodiment, if the target motion mechanism is an elastic propulsion mechanism, a rotational swing mechanism, or a displacement transmission mechanism, the virtual prop must be a virtual prop that can move under the action of an external force, such as a ball prop, a box prop, etc.
[0147] In one possible implementation, FIG11 is a third flow diagram of the game interaction method provided in an embodiment of the present disclosure. As shown in FIG11 , if it is detected that the target virtual object has moved onto the transmission track of the displacement transmission mechanism, the process of controlling the displacement transmission mechanism to drive the target virtual object to move on the displacement transmission mechanism may include:
[0148] S301: In response to a virtual prop dropped by a virtual prop dropping device in a suspended state above a displacement transmission mechanism, determining that the virtual prop dropped by the virtual prop dropping device falls onto a transmission track of the displacement transmission mechanism.
[0149] S302: Control the displacement transmission mechanism to drive the virtual props released by the virtual prop release device to move on the displacement transmission mechanism.
[0150] In this embodiment, as shown in the graphical user interface in Figures 2 to 6, the graphical user interface also includes a virtual prop delivery device 19 in a suspended state located above the displacement transmission mechanism. The "above" here indicates that the virtual prop delivery device is perpendicular to the displacement transmission mechanism in the vertical direction. The suspended state indicates that the virtual prop delivery device 19 is not directly set in the virtual game scene, but is at a certain distance from the virtual game scene. The suspended virtual prop delivery device 19 will move randomly above the displacement transmission mechanism.
[0151] For example, as shown in Figures 2 to 6, the virtual prop delivery device generates multiple types of virtual props 20. The virtual props 20 generated by the virtual prop delivery device will fall on the transmission track of the displacement transmission mechanism to move within the virtual game scene along the transmission track. The virtual character can pick up and use the virtual props 20 on the transmission track.
[0152] In some embodiments, the virtual prop delivery device can deliver the virtual props in the virtual game scene according to preset prop delivery rules. The prop delivery rules may include prop delivery time rules of the virtual prop delivery device and position change rules of the virtual prop delivery device.
[0153] The game interaction method provided in the above embodiment releases virtual props through a virtual prop releasing device in a suspended state above a displacement transmission mechanism, and controls the displacement transmission mechanism to drive the released virtual props to move on the displacement transmission mechanism. The suspended virtual prop releasing device does not occupy the position of the virtual game scene, so that the virtual character can better play the game in the virtual game scene, and the suspended virtual prop releasing device can move randomly, making the prop release position more random. In addition, the released props move with the displacement transmission mechanism in the virtual game scene, which can also increase the flexibility of the virtual prop position and improve the player's gaming experience.
[0154] In a possible implementation, the method may further include:
[0155] The virtual props are generated at the virtual prop generation points according to the prop generation rules of the virtual prop generation points in the virtual game scene.
[0156] In this embodiment, in addition to releasing virtual props through a virtual prop releasing device in a suspended state, there are also multiple virtual prop generation points in the virtual game scene. These virtual prop generation points will generate virtual props according to preset prop generation rules. The prop release rules can be prop generation time rules for the virtual prop generation points.
[0157] Among them, the virtual prop delivery device in the suspended state and the virtual prop generation point in the virtual game scene both randomly generate different types of virtual props. The types of virtual props generated by the virtual prop delivery device in the suspended state and the virtual prop generation point in the virtual game scene may partially overlap.
[0158] In a possible implementation, the virtual props include: pickable props and non-pickable props. The method may further include:
[0159] In response to the virtual character's picking operation on the pickable prop, the pickable prop is configured for the virtual character; or, if it is detected that the virtual character touches the non-pickable prop, the non-pickable prop is controlled to attack the virtual character.
[0160] In this embodiment, the pickable props are props that can be used after the virtual character picks them up. The usage methods are divided into using virtual props by oneself, or using virtual props to attack other virtual characters, such as using transmission props to realize the teleportation of virtual objects in the virtual game scene, or using hitting props to hit other virtual characters to consume the energy value of other virtual characters.
[0161] For a pickable item, after the virtual character picks up the pickable item, a trigger control of the picked-up item is displayed on the graphical user interface, and the picked-up item is used in response to a trigger operation on the trigger control of the picked-up item.
[0162] Unpickable props are virtual props that will indiscriminately cause damage to all virtual characters in the virtual game scene. When a virtual character comes into contact with the unpickable prop, the unpickable prop will release damage to all virtual characters within the preset attack range. The greater the damage suffered by the virtual character that is closer to the unpickable prop, the more its energy value will be reduced.
[0163] For example, explosive virtual props are non-pickup props and are placed in the virtual game scene. When a virtual character touches the explosive virtual props while moving, the explosive virtual props will explode, and all virtual characters within the explosion range will be damaged and their energy values will be reduced.
[0164] The game interaction method provided by the above embodiment provides pickable props and non-pickable props in the virtual game scene, so that the virtual character can pick up the pickable props and use them, and the virtual character will be attacked by the non-pickable props and damaged after coming into contact with the non-pickable props, which enriches the types of virtual props, increases the gameplay, and improves the player's gaming experience.
[0165] In one possible implementation, the virtual props are tracking attack props. FIG12 is a fourth flow chart of the game interaction method provided by the embodiment of the present disclosure. As shown in FIG12 , the method may further include:
[0166] S401: When the tracking attack prop is in an inactive state, in response to the virtual character's picking up operation on the tracking attack prop, the tracking attack prop is configured for the virtual character.
[0167] S402: When the tracking attack prop is in an activated state, if it is detected that the distance between the virtual character and the tracking attack prop is less than a preset distance threshold, the tracking attack prop is controlled to track the virtual character.
[0168] S403: When the tracking attack prop contacts the virtual character, the tracking attack prop is controlled to attack the virtual character.
[0169] In this embodiment, the tracking attack props are props with tracking functions. The tracking attack props have two states, namely, an inactive state and an active state. In the inactive state, the tracking attack props are pickable props, and in the active state, the tracking attack props are non-pickable props.
[0170] Tracking attack props have an inactive state with a preset duration. In the inactive state, if a virtual character picks up a tracking attack prop, a trigger control of the tracking attack prop will be displayed in the graphical user interface. The player can use the trigger control to trigger the use of the tracking attack prop on other virtual characters. After the tracking attack prop hits the other virtual characters, it will attack the other virtual characters to cause damage.
[0171] After being in the inactive state for a preset period of time, the tracking attack prop switches to the active state. In the active state, if the distance between any virtual character in the virtual game scene and the tracking attack prop is less than a preset distance threshold, the tracking attack prop will track the virtual character. The tracking attack prop moves along the movement trajectory of the virtual character, and the tracking attack prop has a moving speed. When the tracking attack prop moves according to the movement trajectory of the virtual character at the moving speed and catches up with the virtual character and makes contact with the virtual character, the tracking attack prop will attack the virtual character, reducing the energy value of the virtual character.
[0172] In some embodiments, if the attack mode of the tracking attack prop is explosion, the tracking attack prop will explode after coming into contact with the virtual character, and cause damage to all virtual characters within the explosion range.
[0173] For example, FIG13 is a schematic diagram of a tracking attack prop provided in an embodiment of the present disclosure. As shown in FIG13 , when the tracking attack prop is displayed in a graphical user interface in a first manner 21, it indicates that the tracking attack prop is in an inactive state. When the tracking attack prop is displayed in a second manner 22 in the graphical user interface, it indicates that the tracking attack prop is in an active state. For example, the first manner 21 may be that the tracking attack prop is placed horizontally within the virtual game scene, and the second manner may be that the tracking attack prop is placed vertically within the virtual game scene. "Placing horizontally" means that the tracking attack prop is parallel to the virtual game scene in a preset direction, and "placing vertically" means that the tracking attack prop is perpendicular to the virtual game scene in a preset direction.
[0174] The game interaction method provided in the above embodiment provides a tracking attack prop. In an inactive state, the virtual character can pick up and use the tracking attack prop. In an activated state, when the distance between the virtual character and the tracking attack prop is less than a preset distance threshold, the virtual character is tracked. After contacting the virtual character, the virtual character is attacked, thereby realizing multiple gameplays of one prop and improving the player's gaming experience.
[0175] In a possible implementation, if the virtual prop is an avatar prop, the method may further include:
[0176] In response to the virtual character's operation of using the avatar prop, an avatar character identical to the virtual character is generated in the virtual game scene, and the virtual character and the avatar character perform the same action.
[0177] In this embodiment, the avatar prop is a pick-up prop. After the virtual character picks up the avatar prop, the avatar control is displayed in the graphical user interface. Figure 14 is a schematic diagram of the virtual character avatar provided by the embodiment of the present disclosure. As shown in Figure 14, in response to the triggering operation on the avatar control, at least one avatar character 24 identical to the virtual character 23 is generated in the virtual game scene, and the avatar character 24 performs the same action as the virtual character 23.
[0178] When the virtual character is attacked, the energy value of the virtual character itself will not decrease, and only the clone character will bear the attack. After the clone character continues for a preset period of time or is attacked multiple times, it will disappear from the virtual game scene.
[0179] In some embodiments, when a virtual character attacks another virtual character, the virtual character and the avatar character attack the other virtual character together, causing multiple damage to the other virtual character.
[0180] In some embodiments, after the virtual character picks up the avatar prop, there is no need to display the avatar control in the graphical user interface, and the avatar character is directly generated in the graphical user interface.
[0181] The game interaction method provided in the above embodiment forms an avatar character of the virtual character through the avatar props, and the virtual character and the avatar character perform the same actions, which enriches the game play and improves the player's gaming experience.
[0182] In a possible implementation, the method may further include:
[0183] According to the random generation rule of energy recovery sites, energy recovery sites are randomly generated at some candidate positions among multiple candidate positions in the virtual game scene; and the virtual character is controlled to perform energy recovery at the energy recovery site.
[0184] In this embodiment, as shown in Figure 6, there are multiple candidate positions 25 in the virtual game scene, and the candidate positions 25 are used to generate energy recovery sites. According to the random generation rules of energy recovery sites, some candidate positions are randomly selected from the multiple candidate positions 25 as target positions to generate energy recovery sites. When the energy value of the virtual character decreases, the player can control the virtual character to go to the energy recovery site for energy recovery.
[0185] In some embodiments, the energy recovery site is refreshed according to a preset time, that is, after every preset time, the energy recovery site is refreshed to another candidate location.
[0186] The game interaction method provided in the above embodiment provides energy recovery sites in the virtual game scene for virtual characters to recover energy, thereby avoiding the rapid elimination of virtual characters. At the same time, the energy recovery sites are randomly determined based on random generation rules, thereby improving the randomness of the game and enhancing the player's gaming experience.
[0187] Based on the game interaction method provided in the above embodiment, the embodiment of the present disclosure further provides a game play method, and the rules of the game play method are introduced as follows:
[0188] 1. Number of game participants: at least two people, for example, 2 to 16 people.
[0189] 2. Game type: Survival, that is, the virtual character must survive until the end of the game.
[0190] 3. Team division: In single-player mode, each person forms a team; in multiplayer mode, each team has a fixed number of people.
[0191] 4. Winning and losing rules: Eliminate until only one player is left, and the surviving player wins.
[0192] 5. Game process:
[0193] (1) After the game starts, the virtual characters participating in the game are born at a preset birth point 26 in the virtual game scene as shown in FIG2 , and each movement mechanism starts to move.
[0194] (2) The virtual item delivery device and the virtual item generation point begin to deliver or generate items. The items delivered by the virtual item delivery device move along with the displacement transmission mechanism.
[0195] (3) As the game progresses, the virtual plots within the area corresponding to the game stage fall off, and elastic push mechanisms are displayed on the remaining virtual plots.
[0196] (4) When only one player is eliminated, the game ends and the surviving player wins.
[0197] Based on the above method embodiments, the present disclosure also provides a game interaction device that provides a graphical user interface (GUI) via a terminal device. The GUI includes a virtual game scene of the current game and a first-class motion mechanism within the virtual game scene. Figure 15 is a schematic diagram of the structure of the game interaction device provided by the present disclosure. As shown in Figure 15, the device may include:
[0198] The mechanism generation module 501 is configured to generate a first type of motion mechanism in a first target area of the virtual game scene, wherein the first target area is an area where the virtual character participating in the current game performs game actions;
[0199] The area and mechanism update module 502 is configured to execute control according to preset rules to update part of the first target area to the second target area, and control the first type of motion mechanism located in the second target area to move to the updated first target area, wherein the second target area is configured to apply a negative gain effect to the character attributes of the virtual character located in the second target area.
[0200] In one possible implementation, the area and mechanism update module 502 is specifically configured to control the dropping of some virtual plots in the first target area according to the game progress of the current game, and control the first type of motion mechanism located on some virtual plots to move to the remaining virtual plots. The first target area is composed of multiple virtual plots, the remaining virtual plots are the updated first target area, and the second target area is the area corresponding to some virtual plots.
[0201] In one possible implementation, the area and mechanism update module 502 is specifically configured to execute if the game progress is: from the first game stage to the second game stage after the first game stage, control the virtual blocks within the first area range of the first target area to fall, and control the first type of motion mechanism located within the first area range to move to the remaining virtual blocks, and the first area range is the area range corresponding to the first game stage.
[0202] In a possible implementation, the area and mechanism update module 502 is specifically configured to control at least part of the first type of motion mechanisms located within the first area to move to the remaining virtual plots.
[0203] In one possible implementation, the area and mechanism update module 502 is further configured to execute from the second game stage to the third game stage after the second game stage, and control all virtual plots within the second area range of the updated first target area and the first type of motion mechanisms within the second area range to fall, and the second area range is the area range corresponding to the second game stage.
[0204] In a possible implementation, the virtual game scene also includes other types of motion mechanisms, and the first type of motion mechanisms and other types of motion mechanisms are motion mechanisms with different motion properties.
[0205] In a possible implementation, the device may further include:
[0206] The movement control module is configured to execute control of the movement of a target virtual object within a virtual game scene; wherein the target virtual object is: a virtual character or virtual prop located in the virtual game scene; if it is detected that the target virtual object moves into a preset trigger range of a target motion mechanism, the target motion mechanism is controlled to apply a force to the target virtual object using the motion attributes corresponding to the target motion mechanism, so that the target virtual object moves within the virtual game scene based on the force.
[0207] In one possible implementation, the movement control module is specifically configured to execute a response to a collision event of the target virtual object in the virtual game scene, or a movement control operation for the target virtual object, to control the movement of the target virtual object in the virtual game scene.
[0208] In one possible implementation, if the target motion mechanism is an elastic propulsion mechanism, the mobile control module is specifically configured to execute if it is detected that the target virtual object moves into the release push range of the elastic propulsion mechanism, then control the elastic propulsion mechanism to push the target virtual object to move in the virtual game scene.
[0209] In one possible implementation, if the target motion mechanism is a rotating and swinging mechanism, the mobile control module is specifically configured to execute if it is detected that the target virtual object moves into the swing range of the rotating and swinging mechanism, then control the rotating and swinging mechanism to collide with the target virtual object and move within the virtual game scene.
[0210] In one possible implementation, if the target motion mechanism is a displacement transmission mechanism, the mobile control module is specifically configured to execute if it is detected that the target virtual object moves onto the transmission track of the displacement transmission mechanism, then control the displacement transmission mechanism to drive the target virtual object to move on the displacement transmission mechanism.
[0211] In a possible implementation, the target virtual object is a virtual prop with force properties.
[0212] In a possible implementation, the device may further include:
[0213] The item generation module is configured to execute, in response to a virtual item being dropped by a virtual item dropping device in a suspended state above a displacement-transmission mechanism, determining that the virtual item dropped by the virtual item dropping device falls onto a transmission track of the displacement-transmission mechanism;
[0214] The movement control module is further configured to execute control of the displacement transmission mechanism to drive the virtual props released by the virtual prop release device to move on the displacement transmission mechanism.
[0215] In a possible implementation, the prop generation module is further configured to execute prop generation rules according to virtual prop generation points in the virtual game scene, and generate virtual props at the virtual prop generation points.
[0216] In a possible implementation, the virtual props include: pickable props and non-pickable props, and the device may further include:
[0217] A prop picking module is configured to configure a pickable prop for the virtual character in response to a picking operation of the virtual character on the pickable prop; or
[0218] The prop control module is configured to execute, if it is detected that the virtual character touches the non-pickup prop, controlling the non-pickup prop to attack the virtual character.
[0219] In a possible implementation, if the virtual item is a tracking attack item, the item pickup module is further configured to configure the tracking attack item for the virtual character in response to the virtual character's pickup operation on the tracking attack item when the tracking attack item is in an inactive state.
[0220] The prop control module is also configured to execute, when the tracking attack prop is in an activated state, if it is detected that the distance between the virtual character and the tracking attack prop is less than a preset distance threshold, control the tracking attack prop to track the virtual character; when the tracking attack prop contacts the virtual character, control the tracking attack prop to attack the virtual character.
[0221] In one possible implementation, if the virtual prop is an avatar prop, the prop control module is further configured to execute an operation in response to the virtual character's use of the avatar prop, generate an avatar character identical to the virtual character in the virtual game scene, and the virtual character and the avatar character perform the same action.
[0222] In a possible implementation, the device may further include:
[0223] The energy recovery module is configured to execute the random generation rules of energy recovery sites, randomly generate energy recovery sites at some candidate positions among multiple candidate positions in the virtual game scene; and control the virtual character to perform energy recovery at the energy recovery site.
[0224] The game interaction device provided by the above embodiment controls, according to preset rules, to update part of the first target area to a second target area that exerts a negative gain effect on the character attributes of the virtual character, thereby reducing the area size of the first target area where the virtual character can normally perform game behaviors, so that the virtual characters can attack each other within a smaller area. While reducing the area size of the first target area, the first type of motion mechanism located in the second target area is moved into the updated first target area, so as to increase the density of the motion mechanism in the updated first target area without generating new game resources, thereby increasing the game difficulty and the player's game enthusiasm, speeding up the game progress, and improving the player's gaming experience.
[0225] The above-mentioned device is used to execute the method provided in the above-mentioned embodiment. Its implementation principle and technical effect are similar and will not be repeated here.
[0226] The above modules can be one or more integrated circuits configured to implement the above methods, such as one or more application-specific integrated circuits (ASICs), one or more microprocessors, or one or more field programmable gate arrays (FPGAs). For another example, when a module is implemented by scheduling program code through a processing element, the processing element can be a general-purpose processor, such as a central processing unit (CPU) or other processor that can call program code. For another example, these modules can be integrated together and implemented in the form of a system-on-a-chip (SOC).
[0227] Figure 16 is a schematic diagram of an electronic device provided in an embodiment of the present disclosure. As shown in Figure 16, the electronic device 600 includes: a processor 601, a storage medium 602 and a bus. The storage medium 602 stores program instructions executable by the processor 601. When the electronic device 600 is running, the processor 601 communicates with the storage medium 602 through the bus, and the processor 601 executes the program instructions to perform the steps of the above-mentioned game interaction method.
[0228] Specifically, the processor executes the above-mentioned game interaction method including the following steps:
[0229] A first type of motion mechanism is generated in a first target area of a virtual game scene, wherein the first target area is an area where virtual characters participating in the current game perform game behaviors; according to preset rules, part of the first target area is controlled to be updated to a second target area, and the first type of motion mechanism located in the second target area is controlled to move to the updated first target area, wherein the second target area is configured to apply a negative gain effect to the character attributes of the virtual character located in the second target area.
[0230] In one possible implementation, the processor executing the steps of controlling, according to a preset rule, updating a portion of the first target area to the second target area, and controlling the first type of motion mechanism located in the second target area to move to the updated first target area may include:
[0231] According to the game progress of the current game, some virtual plots in the first target area are controlled to fall, and the first type of motion mechanism located on the fallen virtual plots is controlled to move to the remaining virtual plots. The first target area is composed of multiple virtual plots, the remaining virtual plots are the updated first target area, and the second target area is the area corresponding to the partial virtual plots.
[0232] In one possible implementation, the processor executing the steps of controlling some virtual land blocks within the first target area to drop according to the current game progress, and controlling the first type of motion mechanism located on the dropped virtual land blocks to move to the remaining virtual land blocks, may include:
[0233] If the game progress is: from the first game stage to the second game stage after the first game stage, control the virtual blocks within the first area of the first target area to fall, and control the first type of motion mechanism located within the first area to move to the remaining virtual blocks. The first area is the area corresponding to the first game stage.
[0234] In one possible implementation, the processor executing the step of controlling the first type of motion mechanism located within the first area to move to the remaining virtual land may include:
[0235] Control at least part of the first type of motion mechanism located within the first area to move to the remaining virtual land.
[0236] In a possible implementation, the processor executing the game interaction method may further include:
[0237] From the second game stage to the third game stage after the second game stage, all virtual plots within the second area of the updated first target area and the first type of motion mechanisms within the second area are controlled to fall, and the second area is the area corresponding to the second game stage.
[0238] In a possible implementation, the virtual game scene also includes other types of motion mechanisms, and the first type of motion mechanisms and other types of motion mechanisms are motion mechanisms with different motion properties.
[0239] In a possible implementation, the step of the processor executing the game interaction method may further include:
[0240] Control the target virtual object to move within the virtual game scene; wherein the target virtual object is: a virtual character or virtual prop located in the virtual game scene; if it is detected that the target virtual object moves into the preset trigger range of the target motion mechanism, the target motion mechanism is controlled to apply a force to the target virtual object with the motion attributes corresponding to the target motion mechanism, so that the target virtual object moves within the virtual game scene based on the force.
[0241] In one possible implementation, the processor executing the above-mentioned step of controlling the target virtual object to move within the virtual game scene may include:
[0242] Responding to a collision event of a target virtual object in a virtual game scene, or a movement control operation on a target virtual object, controlling the movement of the target virtual object in the virtual game scene.
[0243] In one possible implementation, if the target motion mechanism is an elastic propulsion mechanism, the processor executing the above-mentioned step of, upon detecting that the target virtual object moves into a preset trigger range of the target motion mechanism, controlling the target motion mechanism to apply a force to the target virtual object using motion attributes corresponding to the target motion mechanism, so that the target virtual object moves within the virtual game scene based on the force, may include:
[0244] If it is detected that the target virtual object moves into the release pushing range of the elastic pushing mechanism, the elastic pushing mechanism is controlled to push the target virtual object to move in the virtual game scene.
[0245] In another possible implementation, if the target motion mechanism is a rotating and swinging mechanism, the processor executing the above-mentioned step of controlling the target motion mechanism to apply a force to the target virtual object using the motion attributes corresponding to the target motion mechanism upon detecting that the target virtual object moves into a preset trigger range of the target motion mechanism, so that the target virtual object moves within the virtual game scene based on the force, may include:
[0246] If it is detected that the target virtual object moves into the swing range of the rotating and swinging mechanism, the rotating and swinging mechanism is controlled to collide with the target virtual object and move within the virtual game scene.
[0247] In another possible implementation, if the target motion mechanism is a displacement transmission mechanism, the processor executing the above-mentioned step of controlling the target motion mechanism to apply a force to the target virtual object using the motion attributes corresponding to the target motion mechanism upon detecting that the target virtual object moves into a preset trigger range of the target motion mechanism, so that the target virtual object moves within the virtual game scene based on the force, may include:
[0248] If it is detected that the target virtual object moves onto the transmission track of the displacement transmission mechanism, the displacement transmission mechanism is controlled to drive the target virtual object to move on the displacement transmission mechanism.
[0249] In one possible implementation, the processor executing the above-mentioned step of controlling the displacement-transportation mechanism to drive the target virtual object to move on the displacement-transportation mechanism upon detecting that the target virtual object has moved onto the transmission track of the displacement-transportation mechanism may include:
[0250] In response to a virtual prop dropped by a virtual prop dropping device in a suspended state above a displacement and transmission mechanism, it is determined that the virtual prop dropped by the virtual prop dropping device falls onto a transmission track of the displacement and transmission mechanism; and the displacement and transmission mechanism is controlled to drive the virtual prop dropped by the virtual prop dropping device to move on the displacement and transmission mechanism.
[0251] In a possible implementation, the step of the processor executing the game interaction method may further include:
[0252] According to the prop generation rules of the virtual prop generation points in the virtual game scene, virtual props are generated at the virtual prop generation points.
[0253] In a possible implementation, the virtual props include: pickable props and non-pickable props, and the processor executing the game interaction method may further include:
[0254] In response to the virtual character's picking operation on the pickable prop, the pickable prop is configured for the virtual character; or, if it is detected that the virtual character touches the non-pickable prop, the non-pickable prop is controlled to attack the virtual character.
[0255] In a possible implementation, the virtual prop is a tracking attack prop, and the processor executing the game interaction method may further include:
[0256] When the tracking attack prop is in an inactive state, in response to the virtual character's picking up operation on the tracking attack prop, the tracking attack prop is configured for the virtual character; when the tracking attack prop is in an activated state, if it is detected that the distance between the virtual character and the tracking attack prop is less than a preset distance threshold, the tracking attack prop is controlled to track the virtual character; when the tracking attack prop contacts the virtual character, the tracking attack prop is controlled to attack the virtual character.
[0257] In a possible implementation, if the virtual item is an avatar item, the processor executing the game interaction method may further include:
[0258] In response to the virtual character's operation of using the avatar prop, an avatar character identical to the virtual character is generated in the virtual game scene, and the virtual character and the avatar character perform the same action.
[0259] In a possible implementation, the step of the processor executing the game interaction method may further include:
[0260] According to the random generation rule of energy recovery sites, energy recovery sites are randomly generated at some candidate positions among multiple candidate positions in the virtual game scene; and the virtual character is controlled to perform energy recovery at the energy recovery site.
[0261] The game interaction method executed by the above-mentioned processor controls, according to preset rules, to update part of the first target area to a second target area that exerts a negative gain effect on the character attributes of the virtual character, thereby reducing the area size of the first target area in which the virtual character can normally perform game behaviors, so that the virtual characters can attack each other within a smaller area. While reducing the area size of the first target area, the first type of motion mechanism located in the second target area is moved into the updated first target area, so as to increase the density of the motion mechanism in the updated first target area without generating new game resources, thereby increasing the game difficulty and the player's game enthusiasm, speeding up the game progress, and improving the player's gaming experience.
[0262] Optionally, the present disclosure further provides a computer-readable storage medium, on which a computer program is stored. When the computer program is executed by a processor, the steps of the above-mentioned game interaction method are executed.
[0263] Specifically, the processor executes the above-mentioned game interaction method including the following steps:
[0264] A first type of motion mechanism is generated in a first target area of a virtual game scene, wherein the first target area is an area where virtual characters participating in the current game perform game behaviors; according to preset rules, part of the first target area is controlled to be updated to a second target area, and the first type of motion mechanism located in the second target area is controlled to move to the updated first target area, wherein the second target area is configured to apply a negative gain effect to the character attributes of the virtual character located in the second target area.
[0265] In one possible implementation, the processor executing the steps of controlling, according to a preset rule, updating a portion of the first target area to the second target area, and controlling the first type of motion mechanism located in the second target area to move to the updated first target area may include:
[0266] According to the game progress of the current game, some virtual plots in the first target area are controlled to fall, and the first type of motion mechanism located on the fallen virtual plots is controlled to move to the remaining virtual plots. The first target area is composed of multiple virtual plots, the remaining virtual plots are the updated first target area, and the second target area is the area corresponding to the partial virtual plots.
[0267] In one possible implementation, the processor executing the steps of controlling some virtual land blocks within the first target area to drop according to the current game progress, and controlling the first type of motion mechanism located on the dropped virtual land blocks to move to the remaining virtual land blocks, may include:
[0268] If the game progress is: from the first game stage to the second game stage after the first game stage, control the virtual blocks within the first area of the first target area to fall, and control the first type of motion mechanism located within the first area to move to the remaining virtual blocks. The first area is the area corresponding to the first game stage.
[0269] In one possible implementation, the processor executing the step of controlling the first type of motion mechanism located within the first area to move to the remaining virtual land may include:
[0270] Control at least part of the first type of motion mechanism located within the first area to move to the remaining virtual land.
[0271] In a possible implementation, the processor executing the game interaction method may further include:
[0272] From the second game stage to the third game stage after the second game stage, all virtual plots within the second area of the updated first target area and the first type of motion mechanisms within the second area are controlled to fall, and the second area is the area corresponding to the second game stage.
[0273] In a possible implementation, the virtual game scene also includes other types of motion mechanisms, and the first type of motion mechanisms and other types of motion mechanisms are motion mechanisms with different motion properties.
[0274] In a possible implementation, the step of the processor executing the game interaction method may further include:
[0275] Control the target virtual object to move within the virtual game scene; wherein the target virtual object is: a virtual character or virtual prop located in the virtual game scene; if it is detected that the target virtual object moves into the preset trigger range of the target motion mechanism, the target motion mechanism is controlled to apply a force to the target virtual object with the motion attributes corresponding to the target motion mechanism, so that the target virtual object moves within the virtual game scene based on the force.
[0276] In one possible implementation, the processor executing the above-mentioned step of controlling the target virtual object to move within the virtual game scene may include:
[0277] Responding to a collision event of a target virtual object in a virtual game scene, or a movement control operation on a target virtual object, controlling the movement of the target virtual object in the virtual game scene.
[0278] In one possible implementation, if the target motion mechanism is an elastic propulsion mechanism, the processor executing the above-mentioned step of, upon detecting that the target virtual object moves into a preset trigger range of the target motion mechanism, controlling the target motion mechanism to apply a force to the target virtual object using motion attributes corresponding to the target motion mechanism, so that the target virtual object moves within the virtual game scene based on the force, may include:
[0279] If it is detected that the target virtual object moves into the release pushing range of the elastic pushing mechanism, the elastic pushing mechanism is controlled to push the target virtual object to move in the virtual game scene.
[0280] In another possible implementation, if the target motion mechanism is a rotating and swinging mechanism, the processor executing the above-mentioned step of controlling the target motion mechanism to apply a force to the target virtual object using the motion attributes corresponding to the target motion mechanism upon detecting that the target virtual object moves into a preset trigger range of the target motion mechanism, so that the target virtual object moves within the virtual game scene based on the force, may include:
[0281] If it is detected that the target virtual object moves into the swing range of the rotating and swinging mechanism, the rotating and swinging mechanism is controlled to collide with the target virtual object and move within the virtual game scene.
[0282] In another possible implementation, if the target motion mechanism is a displacement transmission mechanism, the processor executing the above-mentioned step of controlling the target motion mechanism to apply a force to the target virtual object using the motion attributes corresponding to the target motion mechanism upon detecting that the target virtual object moves into a preset trigger range of the target motion mechanism, so that the target virtual object moves within the virtual game scene based on the force, may include:
[0283] If it is detected that the target virtual object moves onto the transmission track of the displacement transmission mechanism, the displacement transmission mechanism is controlled to drive the target virtual object to move on the displacement transmission mechanism.
[0284] In one possible implementation, the processor executing the above-mentioned step of controlling the displacement-transportation mechanism to drive the target virtual object to move on the displacement-transportation mechanism upon detecting that the target virtual object has moved onto the transmission track of the displacement-transportation mechanism may include:
[0285] In response to a virtual prop dropped by a virtual prop dropping device in a suspended state above a displacement and transmission mechanism, it is determined that the virtual prop dropped by the virtual prop dropping device falls onto a transmission track of the displacement and transmission mechanism; and the displacement and transmission mechanism is controlled to drive the virtual prop dropped by the virtual prop dropping device to move on the displacement and transmission mechanism.
[0286] In a possible implementation, the step of the processor executing the game interaction method may further include:
[0287] According to the prop generation rules of the virtual prop generation points in the virtual game scene, virtual props are generated at the virtual prop generation points.
[0288] In a possible implementation, the virtual props include: pickable props and non-pickable props, and the processor executing the game interaction method may further include:
[0289] In response to the virtual character's picking operation on the pickable prop, the pickable prop is configured for the virtual character; or, if it is detected that the virtual character touches the non-pickable prop, the non-pickable prop is controlled to attack the virtual character.
[0290] In a possible implementation, the virtual prop is a tracking attack prop, and the processor executing the game interaction method may further include:
[0291] When the tracking attack prop is in an inactive state, in response to the virtual character's picking up operation on the tracking attack prop, the tracking attack prop is configured for the virtual character; when the tracking attack prop is in an activated state, if it is detected that the distance between the virtual character and the tracking attack prop is less than a preset distance threshold, the tracking attack prop is controlled to track the virtual character; when the tracking attack prop contacts the virtual character, the tracking attack prop is controlled to attack the virtual character.
[0292] In a possible implementation, if the virtual item is an avatar item, the processor executing the game interaction method may further include:
[0293] In response to the virtual character's operation of using the avatar prop, an avatar character identical to the virtual character is generated in the virtual game scene, and the virtual character and the avatar character perform the same action.
[0294] In a possible implementation, the step of the processor executing the game interaction method may further include:
[0295] According to the random generation rule of energy recovery sites, energy recovery sites are randomly generated at some candidate positions among multiple candidate positions in the virtual game scene; and the virtual character is controlled to perform energy recovery at the energy recovery site.
[0296] The game interaction method executed by the above-mentioned processor controls the drop of virtual plots within the first area of the virtual game scene based on the game progress, so as to reduce the area size of the virtual game scene, so that the virtual characters can attack each other within a smaller area. While reducing the area size of the virtual game scene, the first type of motion mechanism on the virtual plot within the first area is displayed on the remaining virtual plots of the virtual game scene, so as to increase the density of the motion mechanism on the remaining virtual plots without generating new game resources, thereby increasing the game difficulty and player's game enthusiasm, speeding up the game progress, and improving the player's gaming experience.
[0297] The game interaction method executed by the above-mentioned processor controls, according to preset rules, to update part of the first target area to a second target area that exerts a negative gain effect on the character attributes of the virtual character, thereby reducing the area size of the first target area in which the virtual character can normally perform game behaviors, so that the virtual characters can attack each other within a smaller area. While reducing the area size of the first target area, the first type of motion mechanism located in the second target area is moved into the updated first target area, so as to increase the density of the motion mechanism in the updated first target area without generating new game resources, thereby increasing the game difficulty and the player's game enthusiasm, speeding up the game progress, and improving the player's gaming experience.
[0298] In the several embodiments provided in the present disclosure, it should be understood that the disclosed devices and methods can be implemented in other ways. For example, the device embodiments described above are merely schematic. For example, the division of the units is merely a logical function division. In actual implementation, there may be other division methods, such as multiple units or components can be combined or integrated into another system, or some features can be ignored or not executed. Another point is that the mutual coupling or direct coupling or communication connection shown or discussed can be through some interfaces, indirect coupling or communication connection of devices or units, which can be electrical, mechanical or other forms.
[0299] The units described as separate components may or may not be physically separate, and the components shown as units may or may not be physical units, that is, they may be located in one place or distributed across multiple network units. Some or all of these units may be selected to achieve the purpose of this embodiment according to actual needs.
[0300] In addition, the functional units in the various embodiments of the present disclosure may be integrated into a single processing unit, each unit may exist physically separately, or two or more units may be integrated into a single unit. The aforementioned integrated units may be implemented in the form of hardware or in the form of hardware plus software functional units.
[0301] The above-mentioned integrated unit implemented in the form of a software functional unit can be stored in a computer-readable storage medium. The above-mentioned software functional unit is stored in a storage medium, including a number of instructions for causing a computer device (which can be a personal computer, server, or network device, etc.) or a processor (English: processor) to execute some steps of the method described in each embodiment of the present disclosure. The aforementioned storage medium includes: a USB flash drive, a mobile hard disk, a read-only memory (English: Read-Only Memory, abbreviated: ROM), a random access memory (English: Random Access Memory, abbreviated: RAM), a magnetic disk or an optical disk, and other media that can store program code.
[0302] The above are only specific embodiments of the present disclosure, but the scope of protection of the present disclosure is not limited thereto. Any changes or substitutions that can be easily conceived by a person skilled in the art within the technical scope disclosed in this disclosure 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. A game interaction method, comprising providing a graphical user interface (GUI) via a terminal device, wherein the GUI includes a virtual game scene of a current game and a first type of motion mechanism located within the virtual game scene, the method comprising: generating the first type of motion mechanism in a first target area of the virtual game scene, wherein the first target area is an area where the virtual character participating in the current game performs game actions; According to preset rules, part of the first target area is updated to a second target area, and the first type of motion mechanism located in the second target area is controlled to move to the updated first target area, wherein the second target area is configured to apply a negative gain effect to the character attributes of the virtual character located in the second target area.
2. The method according to claim 1, wherein The controlling, according to a preset rule, to update a portion of the first target area to a second target area, and controlling the first type of motion mechanism located in the second target area to move to the updated first target area, includes: According to the game progress of the current game, some virtual plots in the first target area are controlled to fall, and the first type of motion mechanism located on the part of the virtual plots is controlled to move to the remaining virtual plots. The first target area is composed of multiple virtual plots, the remaining virtual plots are the updated first target area, and the second target area is the area corresponding to the part of the virtual plots.
3. The method according to claim 2, wherein: The controlling of a portion of virtual plots within the first target area to drop according to the game progress of the current game, and controlling a first type of motion mechanism located on the portion of virtual plots to move to the remaining virtual plots, includes: If the game progress is: from the first game stage to the second game stage after the first game stage, control the virtual plots within the first area range of the first target area to fall, and control the first type of motion mechanism located within the first area range to move to the remaining virtual plots, the first area range is the area range corresponding to the first game stage.
4. The method according to claim 3, wherein: The controlling the first type of motion mechanism located within the first area to move to the remaining virtual land parcels includes: Control at least part of the first-type motion mechanisms located within the first area to move to the remaining virtual land.
5. The method according to claim 3, wherein The method further comprises: From the second game stage to the third game stage after the second game stage, all virtual plots within the second area range of the updated first target area and the first type of motion mechanisms within the second area range are controlled to fall down, and the second area range is the area range corresponding to the second game stage.
6. The method according to claim 1, wherein The virtual game scene also includes other types of motion mechanisms, and the first type of motion mechanisms and the other types of motion mechanisms are motion mechanisms with different motion properties.
7. The method according to claim 6, wherein: The method further comprises: Controlling a target virtual object to move within the virtual game scene; wherein the target virtual object is: a virtual character or a virtual prop located within the virtual game scene; If it is detected that the target virtual object moves into the preset trigger range of the target motion mechanism, the target motion mechanism is controlled to apply a force to the target virtual object with the motion attributes corresponding to the target motion mechanism, so that the target virtual object moves within the virtual game scene based on the force.
8. The method according to claim 7, wherein: The controlling the target virtual object to move within the virtual game scene includes: In response to a collision event of the target virtual object in the virtual game scene, or a movement control operation for the target virtual object, the target virtual object is controlled to move in the virtual game scene.
9. The method according to claim 7, wherein: If the target motion mechanism is an elastic propulsion mechanism, if it is detected that the target virtual object moves into a preset trigger range of the target motion mechanism, controlling the target motion mechanism to apply a force to the target virtual object using a motion attribute corresponding to the target motion mechanism, so that the target virtual object moves within the virtual game scene based on the force, including: If it is detected that the target virtual object moves into the release pushing range of the elastic pushing mechanism, the elastic pushing mechanism is controlled to push the target virtual object to move within the virtual game scene.
10. The method according to claim 7, wherein: If the target motion mechanism is a rotating and swinging mechanism, if it is detected that the target virtual object moves into a preset trigger range of the target motion mechanism, controlling the target motion mechanism to apply a force to the target virtual object using a motion attribute corresponding to the target motion mechanism, so that the target virtual object moves within the virtual game scene based on the force, including: If it is detected that the target virtual object moves into the swing range of the rotating and swinging mechanism, the rotating and swinging mechanism is controlled to collide with the target virtual object and move within the virtual game scene.
11. The method according to claim 7, wherein: If the target motion mechanism is a displacement transmission mechanism, if it is detected that the target virtual object moves into a preset trigger range of the target motion mechanism, controlling the target motion mechanism to apply a force to the target virtual object using a motion attribute corresponding to the target motion mechanism, so that the target virtual object moves within the virtual game scene based on the force, including: If it is detected that the target virtual object moves onto the transmission track of the displacement transmission mechanism, the displacement transmission mechanism is controlled to drive the target virtual object to move on the displacement transmission mechanism.
12. The method according to any one of claims 9 to 11, wherein: The target virtual object is a virtual prop with force properties.
13. The method according to claim 11, wherein If it is detected that the target virtual object moves onto the transmission track of the displacement transmission mechanism, controlling the displacement transmission mechanism to drive the target virtual object to move on the displacement transmission mechanism includes: In response to a virtual item being dropped by a virtual item dropping device in a suspended state above the displacement and transmission mechanism, determining that the virtual item dropped by the virtual item dropping device falls onto a transmission track of the displacement and transmission mechanism; The displacement transmission mechanism is controlled to drive the virtual props released by the virtual prop releasing device to move on the displacement transmission mechanism.
14. The method according to claim 7, wherein: The method further comprises: The virtual props are generated at the virtual prop generation point according to the prop generation rule of the virtual prop generation point in the virtual game scene.
15. The method according to claim 14, wherein The virtual props include: pickable props and non-pickable props, and the method further includes: In response to the virtual character's picking up operation on the pick-up item, configuring the pick-up item for the virtual character; or, If it is detected that the virtual character contacts the non-pickup item, the non-pickup item is controlled to attack the virtual character.
16. The method according to claim 14, wherein If the virtual item is a tracking attack item, the method further includes: When the tracking attack prop is in an inactive state, in response to the virtual character's picking up operation on the tracking attack prop, configuring the tracking attack prop for the virtual character; When the tracking attack prop is in an activated state, if it is detected that the distance between the virtual character and the tracking attack prop is less than a preset distance threshold, controlling the tracking attack prop to track the virtual character; When the tracking attack prop contacts the virtual character, the tracking attack prop is controlled to attack the virtual character.
17. The method according to claim 14, wherein: If the virtual prop is an avatar prop, the method further includes: In response to the virtual character's operation of using the avatar prop, an avatar character identical to the virtual character is generated in the virtual game scene, and the virtual character and the avatar character perform the same action.
18. The method according to claim 7, wherein The method further comprises: randomly generating the energy recovery sites at some of the multiple candidate locations in the virtual game scene according to a random generation rule of the energy recovery sites; The virtual character is controlled to perform energy recovery at the energy recovery site.
19. A game interaction device, providing a graphical user interface via a terminal device, wherein the graphical user interface includes a virtual game scene of a current game and a first type of motion mechanism located within the virtual game scene, the device comprising: A mechanism generation module is configured to generate the first type of movement mechanism in a first target area of the virtual game scene, wherein the first target area is an area where the virtual character participating in the current game performs game actions; The area and mechanism update module is configured to execute control according to preset rules to update part of the first target area to the second target area, and control the first type of motion mechanism located in the second target area to move to the updated first target area, wherein the second target area is configured to apply a negative gain effect to the character attributes of the virtual character located in the second target area.
20. An electronic device comprising: A processor, a storage medium and a bus, wherein the storage medium stores program instructions executable by the processor. When the electronic device is running, the processor and the storage medium communicate via the bus, and the processor executes the program instructions to perform the steps of the game interaction method as described in any one of claims 1 to 18.
21. A computer-readable storage medium having a computer program stored thereon, wherein the computer program, when executed by a processor, executes the steps of the game interaction method according to any one of claims 1 to 18.
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