Game interaction method and apparatus, electronic device, and storage medium
By providing delay adjustment controls on the game's interactive interface, players can easily adjust the shooting delay, solving the problem of complex shooting parameter customization, improving the shooting experience and game interaction efficiency, and reducing the hardware burden.
Patent Information
- Application Number
- PCT/CN2025/098162
- Authority / Receiving Office
- WO · WO
- Patent Type
- Applications
- Current Assignee / Owner
- Priority Date
- 2024-06-05
- Filing Date
- 2025-05-29
- Publication Date
- 2025-12-11
AI Technical Summary
In existing shooting games, players have few ways to customize shooting parameters and the operations are complicated, resulting in low game interaction efficiency and affecting the smoothness of the combat experience.
A game interaction method is provided, which allows players to adjust the shooting delay through a delay adjustment control on a graphical user interface, and automatically executes the shooting operation after the shooting trigger event, simplifying the process of adjusting shooting parameters.
It improves the player's shooting experience and game interaction efficiency, ensures a smooth combat experience, and saves computing resources on hardware devices.
Smart Images

Figure CN2025098162_11122025_PF_FP_ABST
Abstract
Description
Game interaction method and device, electronic device and storage medium
[0001] Cross-reference to Related Applications
[0002] This application claims priority to Chinese Patent Application No. 202410727523.X, filed on June 5, 2024, entitled "Game interaction method and device, electronic device and storage medium", the entire contents of which are incorporated herein by reference in its entirety. TECHNICAL FIELD
[0003] The present disclosure relates to the technical field of games, in particular to a game interaction method and device, electronic device and storage medium. BACKGROUND
[0004] To meet people's pursuit of spiritual life, entertainment games that can be operated on terminals have emerged, such as multiplayer online action games, role-playing games, tactical competitive games or first-person shooting games (FPS) and other types of games developed based on client or server architecture. In the game, players can manipulate virtual characters in the screen to play the game, and can perform related operations such as walking, running, jumping, picking up props and fighting in the game scene based on the first-person or third-person perspective of the character operated by the player, so that players can experience the visual impact brought by the game in a first-person perspective, greatly enhancing the initiative and realism of the game.
[0005] In the current shooting game, virtual objects controlled by players usually fight each other through virtual guns, such as aiming at enemy virtual objects with virtual guns to cause damage and eliminate enemy virtual objects. However, as players' demand for game play increases, players need to customize shooting parameters according to their own game operation habits. There are few interactive ways for players to customize shooting parameters in the prior art, and the steps of interactive operation of players to customize shooting parameters are complex, which leads to that players cannot quickly adjust the shooting parameters, affects the smoothness of the players' battle experience in the game, and results in low game interaction efficiency. SUMMARY
[0006] The embodiments of the present disclosure provide a game interaction method and device, electronic device and storage medium, which can improve the shooting experience of players, ensure the smoothness of the players' battle experience in the game, thereby improving the game interaction efficiency; at the same time, reduce the response frequency of the hardware device, which helps to save the computing resources of the hardware device.
[0007] In a first aspect, the embodiments of the present disclosure provide a game interaction method. A graphical user interface is provided by a terminal device, the graphical user interface including at least part of a virtual scene and a controlled virtual object in the virtual scene controlled by the terminal device. The method includes:
[0008] providing a delay adjustment control on the graphical user interface;
[0009] determining a target shooting delay based on an adjustment operation on the delay adjustment control in response to the adjustment operation;
[0010] determining a target virtual object for delayed shooting in response to a shooting trigger event, and controlling the controlled virtual object to automatically shoot at the target virtual object at least once after the target shooting delay.
[0011] In a second aspect, the embodiments of the present disclosure provide a game interaction apparatus. A graphical user interface is provided by a terminal device, the graphical user interface including at least part of a virtual scene and a controlled virtual object in the virtual scene controlled by the terminal device. The apparatus includes:
[0012] a display unit configured to provide a delay adjustment control on the graphical user interface;
[0013] a first response unit configured to determine a target shooting delay based on an adjustment operation on the delay adjustment control in response to the adjustment operation;
[0014] a second response unit configured to determine a target virtual object for delayed shooting in response to a shooting trigger event, and control the controlled virtual object to automatically shoot at the target virtual object at least once after the target shooting delay.
[0015] In a third aspect, the embodiments of the present disclosure further provide an electronic device. The electronic device includes a memory storing a plurality of instructions, and a processor loading the instructions from the memory to perform the steps of any of the game interaction methods provided by the embodiments of the present disclosure.
[0016] In a fourth aspect, the embodiments of the present disclosure further provide a computer-readable storage medium. The computer-readable storage medium stores a plurality of instructions, and the instructions are adapted to be loaded by a processor to perform the steps of any of the game interaction methods provided by the embodiments of the present disclosure.
[0017] In a fifth aspect, the embodiments of the present disclosure further provide a computer program product. The computer program product includes a computer program or instructions, and the computer program or instructions are executed by a processor to implement the steps in any of the game interaction methods provided by the embodiments of the present disclosure.
[0018] By adopting the scheme provided in the embodiments of the present disclosure, a delay adjustment control can be provided to a player, and the player can adjust the shooting delay of a shooting prop through the delay adjustment control according to actual game operation requirements, so that the player can adjust the shooting delay according to actual conditions in a game match, and specifically, the player can more easily and quickly adjust and control the shooting parameters in real time through the delay adjustment control according to the operation feeling or diversified battle scenes, improve the shooting experience of the player, ensure the smoothness of the battle experience of the player in the game match, and thus improve the game interaction efficiency; meanwhile, the response frequency of the hardware device is reduced, which is helpful to save the computing resources of the hardware device. BRIEF DESCRIPTION OF DRAWINGS
[0019] In order to more clearly illustrate the technical solutions in the embodiments of the present disclosure, the drawings needed to be used in the embodiments will be briefly introduced. Obviously, the drawings in the following description are only some embodiments of the present disclosure, and other drawings can be obtained by those skilled in the art without any creative effort on the basis of these drawings.
[0020] FIG. 1 is a scene schematic diagram of a game interaction system provided by one of the embodiments of the present disclosure;
[0021] FIG. 2 is a flowchart of one embodiment of a game interaction method provided by one of the embodiments of the present disclosure;
[0022] FIG. 3 is a scene schematic diagram of a game interaction method provided by one of the embodiments of the present disclosure;
[0023] FIG. 4 is another scene schematic diagram of a game interaction method provided by one of the embodiments of the present disclosure;
[0024] FIG. 5 is another scene schematic diagram of a game interaction method provided by one of the embodiments of the present disclosure;
[0025] FIG. 6 is another scene schematic diagram of a game interaction method provided by one of the embodiments of the present disclosure;
[0026] FIG. 7 is another scene schematic diagram of a game interaction method provided by one of the embodiments of the present disclosure;
[0027] FIG. 8 is another scene schematic diagram of a game interaction method provided by one of the embodiments of the present disclosure;
[0028] FIG. 9 is another scene schematic diagram of a game interaction method provided by one of the embodiments of the present disclosure;
[0029] FIG. 10 is another scene schematic diagram of a game interaction method provided by one of the embodiments of the present disclosure;
[0030] FIG. 11 is another scenario diagram of a game interaction method according to an embodiment of the present disclosure;
[0031] FIG. 12 is another scenario diagram of a game interaction method according to an embodiment of the present disclosure;
[0032] FIG. 13 is another scenario diagram of a game interaction method according to an embodiment of the present disclosure;
[0033] FIG. 14 is another scenario diagram of a game interaction method according to an embodiment of the present disclosure;
[0034] FIG. 15 is a game interface diagram of a game interaction method according to an embodiment of the present disclosure;
[0035] FIG. 16 is a structural diagram of a game interaction apparatus according to an embodiment of the present disclosure;
[0036] FIG. 17 is a structural diagram of an electronic device according to an embodiment of the present disclosure. DETAILED DESCRIPTION
[0037] The technical solutions in the embodiments of the present disclosure will be described clearly and completely below with reference to the drawings in the embodiments of the present disclosure. Obviously, the described embodiments are only part of the embodiments of the present disclosure, rather than all the embodiments. Based on the embodiments of the present disclosure, all other embodiments obtained by a person skilled in the art without creative work fall within the scope of protection of the present disclosure. Meanwhile, in the description of the embodiments of the present disclosure, the terms “first”, “second”, and the like are only used for distinguishing description, and cannot be understood as indicating or implying relative importance. Therefore, the features defined as “first”, “second” can explicitly or implicitly include one or more features. In the description of the embodiments of the present disclosure, the meaning of “multiple” is two or more, unless otherwise specifically limited.
[0038] The embodiments of the present disclosure provide a game interaction method, apparatus, electronic device, and computer readable storage medium. Specifically, the embodiments will be described from the perspective of a game interaction apparatus, which can be integrated in an electronic device, i.e., the game interaction method according to the embodiments of the present disclosure can be executed by an electronic device. Optionally, the electronic device can include a terminal device. The terminal device can be a mobile phone, a tablet computer, a smart Bluetooth device, a notebook computer, a game console, or a personal computer (PC), etc.
[0039] The game interaction method provided by the embodiments of the present disclosure can be applied in a game interaction system. The game interaction system can include a player terminal device and a server. The terminal device can be a device including receiving and transmitting hardware, i.e., a device having receiving and transmitting hardware capable of performing bidirectional communication on a bidirectional communication link. The player terminal device and the server can perform bidirectional communication through a network.
[0040] Optionally, the server can be a standalone server, or a server network or server cluster composed of servers, including but not limited to a computer, a network host, a single network server, a plurality of network server sets, or a cloud server composed of a plurality of servers. The cloud server is composed of a large number of computers or network servers based on cloud computing.
[0041] The game interaction method in one of the embodiments of the present disclosure can run on a local terminal device or a server. When the game interaction method runs on the 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.
[0042] For example, when the game interaction method runs on the terminal, the terminal device stores a game application and is used to present a virtual scene in a game picture. The terminal device is used to interact with the user through a graphical user interface, for example, by downloading and installing the game application on the terminal device and running the game application. The terminal device can provide the graphical user interface to the user in various ways, for example, the graphical user interface can be rendered and displayed on the display screen of the terminal device, or the graphical user interface can be presented by holographic projection. For example, the terminal device can include a touch display screen and a processor. The touch display screen is used to present a graphical user interface and receive operation instructions generated by the user acting on the graphical user interface. The graphical user interface includes a game picture. The processor is used to run the game, generate the graphical user interface, respond to the operation instructions, and control the display of the graphical user interface on the touch display screen.
[0043] For example, when the game interaction method is run on a server, it can be cloud gaming. Cloud gaming refers to a game mode based on cloud computing. In the running mode of cloud gaming, the running subject of the game application and the game picture presentation subject are separated, and the storage and running of the game interaction method are completed on the cloud gaming server. The game picture presentation is completed on the cloud gaming client. The cloud gaming client is mainly used for game data reception, transmission and game picture presentation. For example, the cloud gaming client can be a display device close to the user side with data transmission function, such as a mobile terminal, a television, a computer, a palm computer, a personal digital assistant, etc., but the terminal device for game data processing is the cloud gaming server in the cloud. When playing the game, the user operates the cloud gaming client to send operation instructions to the cloud gaming server, the cloud gaming server runs the game according to the operation instructions, encodes and compresses the game picture data, returns the data to the cloud gaming client through the network, and finally decodes and outputs the game picture through the cloud gaming client.
[0044] Please refer to FIG. 1, which is a scene schematic diagram of a game interaction system provided by an embodiment of the present disclosure. The system can include at least one terminal, at least one server, at least one database, and a network. The terminal held by the user can be connected to different game servers through the network. The terminal is any device with computing hardware that can support and execute the software product corresponding to the game. In addition, when the system includes multiple terminals, multiple servers, and multiple networks, different terminals can be connected to each other through different networks and through different servers. The network can be a wireless network or a wired network, such as a wireless network, a wireless local area network (WLAN), a local area network (LAN), a cellular network, a 2G network, a 3G network, a 4G network, a 5G network, etc. In addition, different terminals can also use their own Bluetooth networks or hotspot networks to connect to other terminals or servers, etc. For example, multiple users can be online through different terminals to support multi-player games by connecting through appropriate networks and synchronizing with each other. In addition, the system can include multiple databases, which are coupled to different servers and can continuously store information related to the game environment in the databases when different users are online for multi-player games.
[0045] The embodiment of the present disclosure provides a game interaction method, which can be executed by a terminal or a server. The embodiment of the present disclosure takes the game interaction method executed by the terminal as an example to illustrate. The terminal can include a touch display screen and a processor (of course, the terminal can also use a mouse, a keyboard and other peripherals as input devices, and here, the touch display screen is taken as an example to illustrate), and the touch display screen is used to present a graphical user interface and receive an operation instruction generated by a user acting on the graphical user interface. When the user operates the graphical user interface through the touch display screen, the graphical user interface can control the content of the terminal locally in response to the received operation instruction, or control the content of the server at the other end in response to the received operation instruction. For example, the operation instruction generated by the user acting on the graphical user interface includes an instruction for starting a game application, and the processor is configured to start the game application after receiving the instruction for starting the game application provided by the user. In addition, the processor is configured to render and draw a graphical user interface associated with the game on the touch display screen. The touch display screen is a multi-touch screen capable of sensing the touch or sliding operation of multiple points on the screen simultaneously. The user uses a finger to perform a touch operation on the graphical user interface, and the graphical user interface controls different virtual objects in the graphical user interface of the game to perform actions corresponding to the touch operation when the touch operation is detected.
[0046] It should be noted that the scene schematic diagram of the game interaction system shown in FIG. 1 is only an example, and the game interaction system and the scene described in the embodiment of the present disclosure are used to more clearly illustrate the technical solutions of the embodiment of the present disclosure, and do not constitute a limitation on the technical solutions provided by the embodiment of the present disclosure. Those skilled in the art can know that, as new business scenarios appear, the technical solutions provided by the embodiment of the present disclosure are also applicable to similar technical problems.
[0047] The embodiment of the present disclosure provides a game interaction method, which can be executed by a terminal or a server. The embodiment of the present disclosure takes the game interaction method executed by the terminal as an example to illustrate. The terminal can include a touch display screen and a processor (of course, the terminal can also use a mouse, a keyboard and other peripherals as input devices, and here, the touch display screen is taken as an example to illustrate), and the touch display screen is used to present a graphical user interface and receive an operation instruction generated by a user acting on the graphical user interface. When the user operates the graphical user interface through the touch display screen, the graphical user interface can control the content of the terminal locally in response to the received operation instruction, or control the content of the server at the other end in response to the received operation instruction. For example, the operation instruction generated by the user acting on the graphical user interface includes an instruction for starting a game application, and the processor is configured to start the game application after receiving the instruction for starting the game application provided by the user. In addition, the processor is configured to render and draw a graphical user interface associated with the game on the touch display screen. The touch display screen is a multi-touch screen capable of sensing the touch or sliding operation of multiple points on the screen simultaneously. The user uses a finger to perform a touch operation on the graphical user interface, and the graphical user interface controls different virtual objects in the graphical user interface of the game to perform actions corresponding to the touch operation when the touch operation is detected.
[0048] The game scene (or virtual scene) is a virtual scene displayed (or provided) by an application running on a terminal or a server. Optionally, the virtual scene is a simulated environment of the real world, or a semi-simulated and semi-fictional virtual environment, or a purely fictional virtual environment. The virtual scene is any one of a two-dimensional virtual scene and a three-dimensional virtual scene, and the virtual environment can be a sky, a land, a sea, etc., wherein the land includes environmental elements such as a desert and a city. The virtual scene is a scene for complete game logic of a virtual object controlled by a user, for example, for a sandbox 3D shooting game, the virtual scene is a 3D game world for a player to control a virtual object to fight, and an example virtual scene can include at least one element of a mountain, a plain, a river, a lake, a sea, a desert, a sky, a plant, a building, and a vehicle; for example, for a 2D card game, the virtual scene is a scene for displaying a released card or a virtual object corresponding to the card, and an example virtual scene can include a stage, a battlefield, or other "field" elements or other elements that can display a card battle state; for a 2D or 3D multiplayer online tactical competitive game, the virtual scene is a 2D or 3D terrain scene for a virtual object to fight, and an example virtual scene can include elements such as a canyon-style mountain, a line, a river, a classroom, a table and chair, and a rostrum.
[0049] The graphical user interface is obtained by executing a software application on a processor of a mobile terminal or other terminal and rendering on a display, which can be a display screen interface of the terminal device. The graphical user interface can present the entire game scene or only a part of the game scene. The game scene includes a plurality of static virtual objects, specifically including a ground, a mountain, a stone, vegetation, a building, etc. When the game scene is relatively large, only a part of the game scene is displayed on the graphical user interface of the terminal device during the game. Optionally, the game scene includes a game character, which can be a game character controlled by a player or an NPC (an abbreviation of Non-Player Character, which means a non-player character in a game), and the present example embodiment is not limited in this regard. The graphical user interface can include a UI interface for the player to interact and a game picture. In an optional implementation, the UI interface can include game controls (such as skill controls, movement controls, function controls, etc.), indication marks (such as direction indication marks, character indication marks, etc.), information display areas (such as kill counts, game time, etc.), or game setting controls (such as system settings, a shop, gold coins, etc.). In an optional implementation, the game picture is a display picture corresponding to the virtual scene displayed by the terminal device, and the game picture can include virtual objects such as a game character, an NPC character, and an AI character performing game logic in the virtual scene.
[0050] The game object (or virtual object, game character) refers to a dynamic object that can be controlled in a virtual scene. Optionally, the dynamic object can be a virtual person, a virtual animal, an animation character, etc. The virtual object is a character controlled by a player through an input device, or an artificial intelligence (AI) set in a virtual environment battle, or a non-player character (NPC) set in a virtual scene battle. Optionally, the virtual object is a virtual person competing in a virtual scene. Optionally, the number of virtual objects in the virtual scene battle is preset or dynamically determined according to the number of clients joining the battle, which is not limited in the embodiments of the present disclosure. In a possible implementation manner, the user can control the virtual object to move in the virtual scene, for example, control the virtual object to run, jump, crawl, etc., and can also control the virtual object to use skills, virtual props, etc. provided by the application to fight with other virtual objects. The (game) prop refers to a prop that can be used by a virtual object in a virtual environment, including but not limited to firearms, cold weapons, hand grenades, shields, jumping boards, puppets, etc. The virtual object can use the virtual object to speed up its attributes, assist in combat, or launch damage to other virtual objects. The virtual prop can also be a supply prop such as a bullet, and can also be a accessory such as an extended magazine, a sighting magnifier, a flame arrester, a buttstock, etc. The virtual camera is a necessary component of a game scene picture, used for presentation of a game scene picture. There is at least one virtual camera corresponding to a game scene, and there can be two or more virtual cameras according to actual needs, as a game rendering window, capturing and presenting picture content of a game world for a player. The player's view angle of the game world can be adjusted by setting parameters of the virtual camera, such as a first-person view angle and a third-person view angle.
[0051] The embodiments will be described in detail below with reference to the accompanying drawings. In the embodiments, the execution subject is a terminal device. It should be noted that the sequence of the following embodiments is not limited as the preferred sequence of the embodiments. Although a logical sequence is shown in the flowcharts, in some cases, the steps shown or described can be performed in a sequence different from that shown in the accompanying drawings.
[0052] Please refer to FIG. 2, which is a flowchart of a game interaction method provided by an embodiment of the present disclosure. The specific process of the game interaction method can include the following steps 101 to 103:
[0053] In step 101, a delay adjustment control is provided on the graphical user interface.
[0054] In the embodiments of the present disclosure, a graphical user interface can be provided by the terminal device, the graphical user interface including at least part of a virtual scene, a part of a controlled virtual object in the virtual scene controlled by the terminal device, the controlled virtual object being equipped with at least one shooting prop, at this time, the controlled virtual object can hold or not hold the shooting prop, and a delay adjustment control is displayed on the graphical user interface, that is, the delay adjustment control is always displayed on the graphical user interface, and the delay adjustment control is used to adjust the shooting delay of the shooting prop held by the controlled virtual object; or the delay adjustment control is used to adjust the shooting delay of all shooting props possessed by the controlled virtual object.
[0055] In an embodiment, the delay adjustment control provided on the graphical user interface includes:
[0056] In response to the prop use instruction for the target shooting prop, the target shooting prop is set as the shooting prop currently held and used by the controlled virtual object, and a delay adjustment control is provided on the graphical user interface, wherein the delay adjustment control is used to adjust the shooting delay of the shooting prop.
[0057] Specifically, the player can perform the action of holding the shooting prop on the controlled virtual object to trigger the prop use instruction, and the computer device, in response to the prop use instruction for the target shooting prop, sets the target shooting prop as the shooting prop currently held and used by the controlled virtual object, and provides a delay adjustment control on the graphical user interface, wherein the delay adjustment control is used to adjust the shooting delay of the shooting prop currently held and used by the controlled virtual object.
[0058] Wherein, the shooting prop can include a virtual firearm or a virtual weapon, for example, the virtual firearm can include a virtual sniper rifle, a virtual rifle, a virtual submachine gun, and a virtual pistol, etc.; the virtual weapon can include a virtual bow and arrow, a virtual crossbow, and a virtual blowpipe, etc.; the above-mentioned shooting prop can adjust the shooting delay through the delay adjustment control. Specifically, the delay (also known as the delay) is a time index used to describe the delay time between performing the required operation and obtaining the expected result, which in FPS games is the time difference between the time when the player triggers the shooting operation and the time when the shooting action is performed. As can be seen from the above, the shooting delay can be understood as the time between the time when the player triggers the shooting operation and the time when the attack prop (such as a bullet or an arrow) fired by the shooting prop hits the target attack object, or the time between the time when the attack prop hits the target attack object and the time when the shooting operation is actually performed. Delayed shooting is a shooting operation with shooting delay (i.e., shooting after the shooting delay).
[0059] Step 102, in response to the adjustment operation for the delay adjustment control, determining the target shooting delay based on the adjustment operation.
[0060] In the embodiments of the present disclosure, the player can perform an adjustment operation on the delay adjustment control, and the computer device determines the target shooting delay based on the adjustment operation in response to the adjustment operation on the delay adjustment control. Specifically, the current shooting delay can be increased or decreased by the adjustment operation on the delay adjustment control. For example, the current shooting delay can be 0.5 seconds, and the shooting delay can be increased to 1 second by the adjustment operation on the delay adjustment control, which means that the attack props (such as bullets or arrows) fired by the shooting props are fired after 1 second from the time when the player triggers the shooting operation. For another example, the current shooting delay can be decreased to 0.2 seconds by the adjustment operation on the delay adjustment control, which means that the attack props (such as bullets or arrows) fired by the shooting props are fired after 0.2 seconds from the time when the player triggers the shooting operation.
[0061] In step 103, in response to the shooting trigger event, a target virtual object to which the delay shooting is performed is determined, and the controlled virtual object automatically shoots at the target virtual object at least once after the target shooting delay.
[0062] In the embodiments of the present disclosure, the shooting trigger event includes any one of the following: a first shooting trigger event in which the controlled virtual object associated with the crosshair aims at a virtual object; and a second shooting trigger event in which a trigger operation is performed on the shooting control associated with the controlled virtual object.
[0063] In the embodiments of the present disclosure, the crosshair in the shooting game is an icon or an identifier used for aiming and shooting, which is usually displayed on the graphical user interface when the player controls the controlled virtual object to equip the virtual shooting props and uses the virtual shooting props. Specifically, the crosshair is a reference point for the player to shoot using the virtual shooting props in the game, and the position and change of the crosshair can help the player to accurately aim at the target virtual object and shoot. The style and characteristics of the crosshair can vary from game to game. For example, the crosshair can be a small dot, a cross line, a circle or an icon of other shapes. Some shooting games also provide an option to customize the crosshair, which allows the player to adjust the crosshair according to his own game preferences.
[0064] Specifically, the player can control the crosshair corresponding to the shooting props to aim at a virtual object, and the computer device determines the virtual object as the target virtual object to which the delay shooting is performed in response to the first shooting trigger event in which the controlled virtual object associated with the crosshair aims at the virtual object, and controls the controlled virtual object to automatically shoot at the target virtual object at least once after the target shooting delay.
[0065] Alternatively, the player can control the crosshair corresponding to the shooting prop to aim at a virtual scene position, and the computer device determines a target virtual object corresponding to the shooting trigger event of the crosshair associated with the controlled virtual object aiming at the virtual scene position, and controls the controlled virtual object to automatically shoot at the target virtual object at least once after a target shooting delay.
[0066] Alternatively, the player can perform a trigger operation on the shooting control associated with the controlled virtual object, and the computer device determines a target virtual object corresponding to the shooting trigger event of performing a trigger operation on the shooting control associated with the controlled virtual object, and controls the controlled virtual object to automatically shoot at the target virtual object at least once after a target shooting delay.
[0067] Specifically, the at least one shot can be continuous shooting or single shot. For example, when the shooting trigger event is responded to (when the crosshair aims at the target virtual object), the controlled virtual object is controlled to automatically shoot at the target virtual object at least once after the target shooting delay, that is, to automatically perform single shot or continuous shooting (without the player performing a trigger operation on the shooting control), which can be understood as the controlled virtual object automatically performing single shot or continuous shooting at the target virtual object after the target shooting delay.
[0068] Optionally, during the period when the crosshair aims at the target virtual object and the target shooting delay has not been reached, the player can perform a trigger operation on the shooting control at any time, thereby immediately controlling the controlled virtual object to shoot at the target virtual object at least once, that is, single shot.
[0069] According to the above introduction, the following examples will further illustrate the game interaction method of the present disclosure, and the specific implementation of the game interaction method is as follows.
[0070] In an embodiment, the player can perform a sliding operation on the delay adjustment control to determine the target shooting delay. Specifically, the step "the computer device responds to the adjustment operation on the delay adjustment control to determine the target shooting delay based on the adjustment operation" includes:
[0071] The computer device responds to the sliding operation on the delay adjustment control to determine the target shooting delay based on the delay information indicated by the delay adjustment control when the sliding operation ends.
[0072] In an embodiment, the delay adjustment control provides a setting area, and a target display position in the setting area is determined according to a sliding operation on the setting area, and a target shooting delay is determined according to the target display position. Specifically, the step of "determining a target shooting delay based on delay information indicated by the delay adjustment control when the sliding operation on the delay adjustment control ends" includes:
[0073] determining a target display position in the setting area when the sliding operation on the setting area ends in response to the sliding operation on the setting area;
[0074] determining a target shooting delay based on delay information corresponding to the target display position.
[0075] Optionally, the graphical user interface further displays a shooting control, the setting area is a sliding rail, and the sliding rail displays a sliding block, and a position of the sliding block on the sliding rail is used to indicate a shooting delay of a shooting prop currently used by the controlled virtual object. In this embodiment, the sliding rail is an arc-shaped sliding rail, and the arc-shaped sliding rail is displayed around the shooting control and centered on the shooting control.
[0076] For example, referring to FIG. 3, in an embodiment of the present disclosure, a graphical user interface is provided by a terminal device, and the graphical user interface includes at least part of a virtual scene and part of a controlled virtual object (for example, a hand of the controlled virtual object) controlled by the terminal device in the virtual scene, and can further include other virtual objects controlled by a terminal device of an enemy player. At this time, the controlled virtual object is holding a first shooting prop corresponding to a first gun icon. The graphical user interface further displays a shooting control and a delay adjustment control. The delay adjustment control includes a setting area, and the setting area includes a sliding rail and a sliding block displayed on the sliding rail. The position of the sliding block on the sliding rail can be changed by sliding the sliding block to determine a target shooting delay.
[0077] In an embodiment, the step of "determining a target display position in the setting area when the sliding operation on the setting area ends in response to the sliding operation on the setting area, and determining a target shooting delay based on delay information corresponding to the target display position" includes:
[0078] determining a target shooting delay based on a target display position of the sliding block on the sliding rail when a moving operation on the sliding block ends in response to the moving operation on the sliding block.
[0079] For example, please refer to FIG. 4, at this time, the controlled virtual object is holding the first shooting prop corresponding to the first gun icon, the current shooting delay time is 0.5 seconds, the player can control the slider to perform a moving operation in the direction indicated by the dashed arrow in FIG. 4, and the computer device can determine a target shooting delay time based on a target display position of the slider on the slide rail at the end of the moving operation in response to the moving operation on the slider, that is, determine the target shooting delay time as 0.2 seconds.
[0080] Further, please refer to FIG. 5, the player can control the aiming of the shooting prop to aim at other virtual objects, and the computer device determines the other virtual object as a target virtual object of the delayed shooting in response to the first shooting trigger event of the aiming of the aiming of the controlled virtual object at the other virtual object, and controls the controlled virtual object to automatically shoot at the target virtual object at least once after the target shooting delay time, that is, controls the controlled virtual object to shoot at the other virtual object at least once using the first shooting prop after 0.2 seconds from the time when the aiming aims at the other virtual object.
[0081] In another specific embodiment, a sliding operation can be performed on the delay adjustment control, delay information displayed by the delay adjustment control is determined according to the sliding operation, and a target shooting delay time is determined based on the delay information. Specifically, the step of “determining a target shooting delay time based on delay information indicated by the delay adjustment control at the end of the sliding operation on the delay adjustment control” includes:
[0082] determining delay information displayed on the graphical user interface at the end of the sliding operation on the delay adjustment control in response to the sliding operation on the delay adjustment control;
[0083] determining a target shooting delay time based on the delay information.
[0084] For example, please refer to FIG. 6, at this time, the controlled virtual object is holding the first shooting prop corresponding to the first gun icon, the shooting control, and the delay adjustment control, the current shooting delay time is 0.5 seconds, that is, the delay information highlighted in the delay adjustment control at this time is 0.5, and other delay information displayed in gray on both sides of the delay information can be selected by the player through a sliding operation. Specifically, please refer to FIG. 7, the player can perform a sliding operation on the delay adjustment control in the direction indicated by the dashed arrow in FIG. 7, and the computer device determines delay information displayed on the graphical user interface at the end of the sliding operation on the delay adjustment control in response to the sliding operation on the delay adjustment control. At this time, the delay information displayed at the end of the sliding operation is 0.2, and a target shooting delay time of 0.2 seconds can be determined based on the delay information.
[0085] Further, the player can perform a triggering operation on the shooting control, and the computer device, in response to a second triggering event triggered by the triggering operation on the shooting control, takes a virtual object or a virtual scene position aimed at by the crosshair of the shooting control when the shooting control is triggered as a target virtual object, and controls the controlled virtual object to automatically shoot at the target virtual object at least once after the target shooting delay, that is, after 0.2 seconds from when the shooting control is triggered, controls the controlled virtual object to shoot at other virtual objects at least once using the first shooting prop.
[0086] In an embodiment, during the process of performing the sliding operation on the delay adjustment control, a time prompt mark corresponding to the delay adjustment control is also displayed, and the time prompt mark is used to indicate the value of the shooting delay selected in real time in the process.
[0087] For example, referring to FIG. 8, during the process of performing the sliding operation on the delay adjustment control, a time prompt mark corresponding to the delay adjustment control is also displayed, and specifically, a first time prompt mark 0.5S can be displayed near the slider to prompt that the current shooting delay is 0.5 seconds. Further, the display of the time prompt mark is updated in real time during the sliding operation on the slider, and specifically, the display of the time prompt mark is updated according to the selected shooting delay, for example, the shooting delay selected by the sliding operation is 0.2 seconds, and 0.2S is displayed near the slider.
[0088] Optionally, when the slider of the delay adjustment control is displayed, the value of the shooting delay determined according to the relative position of the slider on the sliding rail can be continuously displayed on one side of the slider.
[0089] In the embodiments of the present disclosure, the adjustable delay ranges corresponding to different shooting props are different, for example, the adjustable delay range of the virtual sniper rifle is 0.1 second to 2 seconds, the adjustable delay range of the virtual rifle is 0.1 second to 0.5 seconds, the adjustable delay range of the virtual submachine gun is 0.1 second to 0.8 seconds, and the adjustable delay range of the virtual shotgun is 0.1 second to 1 second. Here, only the adjustable delay ranges of different shooting props are used as examples to illustrate that the adjustable delay ranges of different shooting props are different, and the adjustable delay ranges of the above virtual guns are not limited. The adjustable delay ranges of the shooting props can be set according to actual needs in the game. Further, the display style of the delay adjustment control is determined based on the adjustable delay range, and the display style of the sliding rail of the delay adjustment control can be determined according to the adjustable delay range. Specifically, the larger the adjustable delay range, the longer the length of the sliding rail corresponding to the adjustable delay range. For example, referring to FIG. 9, the left side is a delay adjustment control with an adjustable delay range of 0 second to 1.5 seconds, and the right side is a delay adjustment control with an adjustable delay range of 0 second to 2 seconds. Compared with the length of the sliding rail on the left side, the sliding rail on the right side is longer.
[0090] Optionally, the sliding rail of the delay adjustment control can have a fixed length, and different positions on the sliding rail correspond to different shooting delays according to a corresponding relationship between different adjustable delay ranges and the sliding rail.
[0091] To prompt the player about the two end values of the adjustable delay range, the end values of the adjustable delay range can be displayed on both sides of the arc-shaped sliding rail. Specifically, the delay adjustment control is further provided with a first time identifier and a second time identifier, which are used to indicate the two end values of the adjustable delay range.
[0092] For example, referring to FIG. 10, the delay adjustment control is further provided with a first time identifier and a second time identifier. At this time, since the adjustable delay range is 0.1 second to 1 second, the two end values of the adjustable delay range are the first end value 0.1 second and the second end value 1 second, the first time identifier is 0.1S, and the second time identifier is 1S, and they are respectively distributed on both sides of the sliding rail for display.
[0093] In an embodiment, the graphical user interface further includes a mode switching control configured to switch between at least a first shooting mode and a second shooting mode. In the first shooting mode, the graphical user interface includes a shooting control for receiving a trigger operation to immediately control the controlled virtual object to shoot at the target virtual object at least once. In the second shooting mode, when responding to a shooting trigger event, the controlled virtual object is controlled to automatically shoot at the target virtual object at least once after the target shooting delay. Before the step of providing a delay adjustment control on the graphical user interface, the method further includes:
[0094] When in the first shooting mode, the first shooting mode is switched to the second shooting mode in response to a trigger operation on the mode switching control, and the delay adjustment control is displayed on the graphical user interface.
[0095] For example, referring to FIG. 11, the graphical user interface further includes a mode switching control configured to switch between at least a first shooting mode and a second shooting mode; in the first shooting mode, the graphical user interface includes a shooting control for controlling the controlled virtual object to shoot at the target virtual object at least once, i.e., a single shot, immediately after the shooting control receives a trigger operation, which can be understood as the shooting control controlling the controlled virtual object to shoot at the target virtual object once immediately after the shooting control receives a trigger operation; in the second shooting mode, the controlled virtual object is controlled to shoot at the target virtual object at least once, i.e., a single shot or a continuous shot, automatically after the target shooting delay after a shooting trigger event, which can be understood as the controlled virtual object being controlled to shoot at the target virtual object a single shot or a continuous shot automatically after the target shooting delay after a shooting trigger event.
[0096] Further, in the second shooting mode, the controlled virtual object can be controlled to shoot at the target virtual object automatically when the target shooting delay is reached after the crosshair aims at the target virtual object (i.e., without the player performing a trigger operation on the shooting control); and in the second shooting mode, the player can perform a trigger operation on the shooting control at any time to control the controlled virtual object to shoot at the target virtual object at least once immediately, for example, the player can perform a trigger operation on the shooting control at any time during the period from when the crosshair aims at the target virtual object to when the target shooting delay is reached to control the controlled virtual object to shoot at the target virtual object at least once immediately.
[0097] Further, referring to FIG. 12, the shooting mode is the first shooting mode, and the delay adjustment control is not displayed in the first shooting mode, and the shooting control displays the mode prompt information "shoot" to prompt the player that the shooting mode is the first shooting mode. Optionally, no mode prompt information can be displayed in the shooting control. When the player performs a trigger operation on the mode switching control while in the first shooting mode, the computer device switches the first shooting mode to the second shooting mode in response to the trigger operation on the mode switching control, and displays the delay adjustment control on the graphical user interface, and the shooting control displays the mode prompt information "automatic" to prompt the player that the shooting mode is the second shooting mode. In summary, the embodiments of the present disclosure can provide a manual shooting mode and a semi-automatic shooting mode, and the player can quickly select a shooting mode through the mode switching control in different shooting scenarios, so as to quickly select manual shooting or automatic shooting, reduce the threshold for the player to start playing, and improve the upper limit of the player's operation, so that the player can quickly select a more suitable shooting mode.
[0098] In an embodiment, the method further includes:
[0099] In the second shooting mode, in response to a triggering operation on the mode switching control, the second shooting mode is switched to the first shooting mode, in which the delay adjustment control is inoperable or not displayed.
[0100] For example, please refer to FIG. 13, the shooting mode is the second shooting mode, the delay adjustment control is displayed in the second shooting mode, and the shooting control displays the mode prompt information "automatic" to prompt the player that the shooting mode is the second shooting mode; in the second shooting mode, in response to a triggering operation on the mode switching control, the second shooting mode is switched to the first shooting mode, in which the display of the delay adjustment control is cancelled, and the shooting control displays the mode prompt information "shooting" to prompt the player that the shooting mode is the first shooting mode.
[0101] Optionally, the display styles of the delay adjustment control and the shooting control are different in the first shooting mode and the second shooting mode. Specifically, the display styles of the shooting control are different in the first shooting mode and the second shooting mode, wherein in the second shooting mode, the shooting control displays the mode prompt information for prompting the controlled virtual object in the second shooting mode, for example, the mode prompt information displayed in the shooting control in the first shooting mode is "shooting", and the mode prompt information displayed in the shooting control in the second shooting mode is "automatic". Alternatively, different shooting controls corresponding to different control identifiers can be configured for different shooting modes, for example, the shooting control in the first shooting mode is configured with a first control identifier, the shooting control in the second shooting mode is configured with a second control identifier, and the first control identifier is different from the second control identifier.
[0102] In an embodiment, after the step of "displaying the delay adjustment control on the graphical user interface", the method further comprises:
[0103] In response to a sliding operation on the delay adjustment control, if the display position of the slider at the end of the sliding operation is not on the delay adjustment control, the second shooting mode is switched to the first shooting mode.
[0104] In a specific embodiment, in order to enable the player to quickly switch the shooting mode, the delay adjustment control comprises a sliding rail and a slider displayed on the sliding rail, and the method further comprises:
[0105] In response to a first sliding operation on the slider, when it is detected that the slider is sliding to a specified endpoint corresponding to the minimum value of the sliding rail, the mode cancellation prompt information is displayed.
[0106] In response to a second sliding operation on the slider that is continuous to the sliding operation, if a display position of the slider at the end of the second sliding operation is not on the slide rail, the second shooting mode is switched to the first shooting mode.
[0107] For example, referring to FIG. 14, the player can perform a first sliding operation on the slider, and the computer device displays a mode cancel prompt information "Switch mode" in response to the first sliding operation on the slider when detecting that the slider slides to a specified endpoint (i.e., the right endpoint) corresponding to the minimum value of the slide rail. Then, the player can perform a second triggering operation on the slider to make the slider leave the slide rail, and the computer device switches the second shooting mode to the first shooting mode in response to a second sliding operation on the slider that is continuous to the sliding operation, if a display position of the slider at the end of the second sliding operation is not on the slide rail. The player can quickly cancel the second shooting mode by sliding the slider to leave the slide rail, so as to quickly switch from the second shooting mode to the first shooting mode.
[0108] In an embodiment, the step "in response to the shooting triggering event, determining a target virtual object to which the delay shooting is directed, and controlling the controlled virtual object to automatically shoot at the target virtual object at least once after the target shooting delay time" can include:
[0109] In response to the shooting triggering event, starting to accumulate the shooting delay time, and determining a virtual object aimed at by the crosshair as the target virtual object;
[0110] Controlling the crosshair to move, and during the movement of the crosshair, if a longest duration of an unaiming state of the crosshair aiming at the target virtual object does not satisfy a preset shooting delay time interruption condition, continuously accumulating the shooting delay time;
[0111] If the shooting delay time reaches the target shooting delay time, controlling the controlled virtual object to automatically shoot at the target virtual object at least once.
[0112] For example, the target shooting delay is 2 seconds, the player can control the crosshair corresponding to the shooting prop to aim at a virtual object, the computer device starts to accumulate the shooting delay and determines the virtual object aimed by the crosshair as the target virtual object in response to the first shooting trigger event of the crosshair aiming at the virtual object associated with the controlled virtual object; at this time, the player can control the crosshair to move or the crosshair automatically follows the movement of the target virtual object, the computer device controls the crosshair to move, and if the longest duration of the crosshair not aiming at the target virtual object does not satisfy the preset shooting delay interruption condition, for example, the longest duration of the crosshair not aiming at the target virtual object does not exceed the preset time length 0.5 seconds, the shooting delay is continuously accumulated; at this time, if the shooting delay reaches the target shooting delay (that is, 2 seconds), the controlled virtual object is controlled to automatically shoot at the target virtual object at least once.
[0113] In another specific embodiment, the control of the crosshair to move includes:
[0114] The control of the crosshair to move includes: if the longest duration of the crosshair not aiming at the target virtual object satisfies the preset shooting delay interruption condition, the continuous accumulation of the shooting delay is cancelled, and the operation of controlling the controlled virtual object to automatically shoot at the target virtual object determined by the shooting trigger event at least once after the target shooting delay is cancelled.
[0115] Specifically, the control of the crosshair to move includes: if the longest duration of the crosshair not aiming at the target virtual object satisfies the preset shooting delay interruption condition, for example, the longest duration of the crosshair not aiming at the target virtual object exceeds the preset time length 0.5 seconds, the continuous accumulation of the shooting delay is cancelled, and the operation of controlling the controlled virtual object to automatically shoot at the target virtual object determined by the shooting trigger event at least once after the target shooting delay is cancelled.
[0116] In an embodiment, the graphical user interface includes a shooting control; and the step of "starting to accumulate the shooting delay and determining the virtual object aimed by the crosshair as the target virtual object in response to the shooting trigger event" can include:
[0117] If the crosshair aims at a virtual object, a shooting trigger event is determined, the virtual object is determined as the target virtual object, and the accumulation of the shooting delay is started in response to the movement operation of the crosshair;
[0118] Or, a movement operation for the aiming point is received, if the aiming point is in a preset adsorption range of a virtual object, the aiming point is automatically adsorbed to a target part of the virtual object, it is determined that the virtual object is the target virtual object, and the shooting delay time is started to accumulate;
[0119] Or, in response to a trigger operation for the shooting control, it is determined that a shooting trigger event is triggered, the shooting delay time is started to accumulate, if the aiming point moves to a virtual object or the aiming point is automatically adsorbed to the virtual object before the duration of the shooting delay time reaches the target shooting delay time, it is determined that the virtual object is the target virtual object.
[0120] The target part can be a head, a heart part or other part of the target virtual object.
[0121] In an embodiment, the method further includes:
[0122] The target part of the target virtual object aimed at by the aiming point is determined;
[0123] If the target virtual object moves, the aiming point is automatically controlled to follow the target virtual object and continuously aim at the target part, so that the controlled virtual character shoots at the target part.
[0124] In order to ensure that the aiming point can shoot at the target part aimed at initially in the future, before the aiming point is controlled to move, the target part of the target virtual object aimed at by the aiming point is determined, if the target virtual object moves, the aiming point is automatically controlled to follow the target virtual object and continuously aim at the target part, so that the controlled virtual character shoots at the target part.
[0125] In an embodiment, the graphical user interface includes a shooting control, and the method further includes:
[0126] If a trigger operation for the shooting control is received when the shooting delay time has not reached the target shooting delay time, the controlled virtual object is immediately controlled to shoot at the target virtual object, and the accumulation of the shooting delay time is cancelled, so that the operation of controlling the controlled virtual object to automatically shoot at the target virtual object at least once after the target shooting delay time is cancelled.
[0127] For example, in the second shooting mode, the player can perform a trigger operation on the shooting control at any time to immediately control the controlled virtual object to shoot at the target virtual object at least once, for example, when the player performs a trigger operation on the shooting control at any time during the period when the target virtual object is aimed at by the aiming reticle and before the target shooting delay is reached, the player can perform a trigger operation on the shooting control to immediately control the controlled virtual object to shoot at the target virtual object at least once.
[0128] In an embodiment, the graphical user interface includes a shooting control, and the method further includes:
[0129] In a case where the shooting delay accumulated since the shooting trigger event is triggered has not reached the target shooting delay, the shooting delay is cancelled in response to a shooting cancellation event for the target virtual object to cancel the operation of controlling the controlled virtual object to automatically shoot at the target virtual object determined by the shooting trigger event after the target shooting delay.
[0130] In a case where the shooting delay accumulated since the shooting trigger event is triggered has not reached the target shooting delay, the shooting delay is cancelled in response to a shooting cancellation event for the target virtual object to cancel the operation of controlling the controlled virtual object to automatically shoot at the target virtual object determined by the shooting trigger event after the target shooting delay.
[0131] In a case where the shooting delay accumulated since the shooting trigger event is triggered has not reached the target shooting delay, the shooting delay is cancelled in response to a shooting cancellation event for the target virtual object to cancel the operation of controlling the controlled virtual object to automatically shoot at the target virtual object determined by the shooting trigger event after the target shooting delay.
[0132] In an embodiment, the response to the shooting trigger event includes:
[0133] In response to the shooting trigger event, a delay prompt information is displayed on the graphical user interface, the delay prompt information being used to prompt a countdown of the target shooting delay.
[0134] In response to the shooting trigger event, a delay prompt information is displayed on the graphical user interface, the delay prompt information being used to prompt a countdown of the target shooting delay.
[0135] In an embodiment, after switching the shooting prop, the historical shooting delay or the target shooting delay of the shooting prop before switching can be used as the target shooting delay of the shooting prop after switching, and the method further comprises:
[0136] in response to the switching instruction of the shooting prop, determining the shooting prop after switching, and determining the historical shooting delay or the default shooting delay historically set by the shooting prop after switching as the target shooting delay of the shooting prop after switching;
[0137] Alternatively, the first shooting-related parameter of the shooting prop before switching and the second shooting-related parameter of the shooting prop after switching are obtained, and if the first shooting-related parameter and the second shooting-related parameter meet a preset similarity condition, the target shooting delay of the shooting prop after switching follows the target shooting delay corresponding to the shooting prop before switching.
[0138] For example, referring to FIG. 14, the graphical user interface displays a first gun icon and a second gun icon, the first gun icon is associated with a first shooting prop, and the first gun icon is configured to set the first shooting prop as the shooting prop currently held by the controlled virtual object when a trigger operation is received; the second gun icon is associated with a second shooting prop, and the second gun icon is configured to set the second shooting prop as the shooting prop currently held by the controlled virtual object when a trigger operation is received. At this time, the first shooting prop is currently held by the controlled virtual object, and the player can perform a trigger operation on the second gun icon. In response to the switching instruction of the shooting prop, the computer device determines that the shooting prop after switching is the second shooting prop, and determines the historical shooting delay or the default shooting delay historically set by the shooting prop after switching as the target shooting delay of the shooting prop after switching; or, the first shooting-related parameter of the shooting prop before switching and the second shooting-related parameter of the shooting prop after switching are obtained, and if the first shooting-related parameter and the second shooting-related parameter meet a preset similarity condition, the target shooting delay of the shooting prop after switching (i.e. the second shooting prop) follows the target shooting delay corresponding to the shooting prop before switching (i.e. the first shooting prop); wherein the preset similarity condition can be that the adjustable delay range of the shooting prop before switching and the shooting prop after switching is the same or similar.
[0139] In summary, the embodiment of the present disclosure provides a game interaction method, by providing a delay adjustment control on the graphical user interface; in response to an adjustment operation on the delay adjustment control, determining a target shooting delay based on the adjustment operation; in response to a shooting trigger event, determining a target virtual object to which the delay shooting is directed, and controlling the controlled virtual object to automatically shoot at the target virtual object at least once after the target shooting delay. By adopting the scheme of the embodiment of the present disclosure, a delay adjustment control can be provided to the player, and the player can adjust the shooting delay of the shooting prop through the delay adjustment control according to the actual game operation demand, so that the player can adjust the shooting delay according to the actual situation in the game match, and specifically, the player can more easily combine the operation feeling or the diversified battle scene to conveniently and quickly adjust the shooting parameters in real time through the delay adjustment control, improve the shooting experience of the player, ensure the smoothness of the battle experience of the player in the game match, and thus improve the game interaction efficiency; at the same time, the response frequency of the hardware device is reduced, which helps to save the computing resources of the hardware device.
[0140] Optionally, the embodiment of the present disclosure also provides a game interface, which can be as shown in FIG. 15. The game interface can display at least part of the game scene and a plurality of controls. FIG. 15 is only an example of the interface elements on the game interface. The game interface can also include interface elements other than those shown in FIG. 15. The interface elements in the game interface shown in FIG. 15 are described in detail below.
[0141] 1001 represents a fire control (i.e., a shooting control) for controlling the controlled virtual character to fire, 1002 represents a left scope control for controlling the controlled virtual character to scope at the left side of the virtual gun, 1003 represents a right scope control for controlling the controlled virtual character to scope at the right side of the virtual gun, and 1004 represents a cancel throwing object control for canceling the throwing of a throwing object.
[0142] 1005a represents an operation point, 1005b represents a first control area, and 1005c represents a second control located at the periphery of the first control area. The first control area, the second control area, and the operation point can constitute a virtual joystick for controlling the speed of movement of the controlled virtual character. The player can control the target controlled virtual character to move at different speeds by dragging the operation point to the first control area and / or the second control area.
[0143] 1006 represents a medical material control for triggering the terminal device to display the medical material possessed by the controlled virtual character, 1007 represents a main weapon bar for displaying the main weapon of the controlled virtual character, 1008 represents a side weapon bar for displaying the side weapon of the controlled virtual character, 1009 represents a life bar for displaying the current life value of the controlled virtual character, and 10010 represents a throwing object control for controlling the controlled virtual character to throw a throwing object in the virtual scene.
[0144] 10011 represents a helmet control for indicating the helmet state of the controlled virtual character, such as wearing a helmet, the damage condition of the helmet, not wearing a helmet, etc., 10012 represents an armor control for indicating the armor state of the controlled virtual character, such as wearing armor, the damage condition of the armor, not wearing armor, etc., 10013 represents a hunger state control for indicating the water and energy state of the controlled virtual character, 10014 represents a detection prompt control for setting a detection prop, 10015 represents a shooting mode control for switching between an automatic shooting mode and a semi-automatic shooting mode, 10016 represents a melee weapon control for controlling a melee weapon, 10017 represents a pistol control for controlling a pistol, 10018 represents a reload control for controlling the controlled virtual character to reload bullets, and 10019 represents a crouch control for controlling the controlled virtual character to perform a crouch action.
[0145] 10020 represents a prone control for controlling the controlled virtual character to perform a prone action, 10021 represents a jump control for controlling the controlled virtual character to perform a jump action, 10022 represents a magnification switching control for switching the magnification of a scope, 10023 represents a sighting control for controlling the scope to aim, 10024 represents an external help control for seeking help from players and / or friends in the external lobby, 10025 represents a nearby help control for seeking help from players in the same lobby, 10026 represents an inspection control for inspecting a weapon, 10027 represents a setting control for setting the first control area and / or the second control area, 10028 represents a rescue control for rescuing other players, and 10029 represents a skill control for setting the duration of a skill.
[0146] 10030 represents a pet control for releasing a pet of a controlled virtual character, 10031 represents a focus skill control for releasing a focus skill, 10032 represents a marker control for marking a position in a game scene, when the controlled virtual character is away from the marked position, the player can know the distance between the controlled virtual character and the marked position, 10033 represents a chat control for sending and receiving messages in a game session, 10033 represents a chat control for sending and receiving messages in a game session, 10034 represents a loudspeaker control for playing sound in a game session, 10035 represents a microphone control for collecting the player's voice, 10036 represents a game setting control for setting related configurations in a game session, 10037 represents a motion control for controlling the related motion of the controlled virtual character, 10038 represents a flashlight for controlling the virtual controlled character to use a flashlight in the game scene, and 10039 represents a pickup resource.
[0147] 10040 represents a storm progress bar for indicating the progress of a storm invading a game scene. 10050 represents a direction indicator for indicating the orientation of a controlled virtual character or the direction of a controlled virtual character from a predetermined position.
[0148] The embodiment also provides a game interaction device, which can be integrated in a terminal device. For example, as shown in FIG. 16, the game interaction device can include:
[0149] The display unit 201 is configured to provide a delay adjustment control on the graphical user interface;
[0150] The first response unit 202 is configured to determine a target shooting delay based on an adjustment operation in response to the adjustment operation on the delay adjustment control;
[0151] The second response unit 203 is configured to determine a target virtual object for delayed shooting in response to a shooting trigger event, and control the controlled virtual object to automatically shoot at least once at the target virtual object after the target shooting delay.
[0152] In some embodiments, the game interaction device includes:
[0153] The response sub-unit is configured to set the target shooting prop as a shooting prop currently held and used by the controlled virtual object in response to a prop use instruction for the target shooting prop, and provide a delay adjustment control on the graphical user interface, wherein the delay adjustment control is used to adjust the shooting delay of the shooting prop.
[0154] In some embodiments, the game interaction device includes:
[0155] The response subunit is further configured to, in response to a sliding operation on the delay adjustment control, determine a target shooting delay based on delay information indicated by the delay adjustment control at the end of the sliding operation.
[0156] In some embodiments, the game interaction apparatus comprises:
[0157] The response subunit is further configured to, in response to a sliding operation on the setting area, determine a target display position in the setting area at the end of the sliding operation.
[0158] The determination subunit is configured to determine a target shooting delay based on delay information corresponding to the target display position.
[0159] In some embodiments, the game interaction apparatus comprises:
[0160] The response subunit is further configured to, in response to a sliding operation on the delay adjustment control, determine delay information displayed on the graphical user interface at the end of the sliding operation.
[0161] The determination subunit is further configured to determine a target shooting delay based on the delay information.
[0162] In some embodiments, the game interaction apparatus comprises:
[0163] The display subunit is configured to display a shooting control on the graphical user interface, the setting area is a sliding rail, and a slider is displayed on the sliding rail, a position of the slider on the sliding rail being used to indicate a shooting delay of a shooting prop currently used by the controlled virtual object, wherein the sliding rail is an arc-shaped sliding rail, and the arc-shaped sliding rail is displayed around the shooting control with the shooting control as the center.
[0164] In some embodiments, the game interaction apparatus comprises:
[0165] The response subunit is further configured to, in response to a moving operation on the slider, determine a target shooting delay based on a target display position of the slider on the sliding rail at the end of the moving operation.
[0166] In some embodiments, the game interaction apparatus comprises:
[0167] The response subunit is further configured to, when in the first shooting mode, in response to a triggering operation on the mode switching control, switch the first shooting mode to the second shooting mode, and display a delay adjustment control on the graphical user interface.
[0168] In some embodiments, the game interaction apparatus comprises:
[0169] The response subunit is further configured to, in response to a trigger operation on the mode switching control while in the second shooting mode, switch the second shooting mode to the first shooting mode in which the delay adjustment control is inoperable or not displayed.
[0170] In some embodiments, the game interaction device comprises:
[0171] The response subunit is further configured to, in response to a sliding operation on the delay adjustment control, if the display position of the slider at the end of the sliding operation is not on the delay adjustment control, switch the second shooting mode to the first shooting mode.
[0172] In some embodiments, the game interaction device comprises:
[0173] The response subunit is further configured to, in response to a first sliding operation on the slider, display a mode cancellation prompt when it is detected that the slider is sliding to a specified endpoint corresponding to the minimum value of the slide rail.
[0174] The response subunit is further configured to, in response to a second sliding operation on the slider continuous to the sliding operation, if the display position of the slider at the end of the second sliding operation is not on the slide rail, switch the second shooting mode to the first shooting mode.
[0175] In some embodiments, the game interaction device comprises:
[0176] The response subunit is further configured to, in response to a shooting trigger event, start accumulating a shooting delay, and determine a virtual object aimed at by the crosshair as a target virtual object.
[0177] The control subunit is configured to control the crosshair to move, and during the movement of the crosshair, if the longest duration of the crosshair not aimed at the target virtual object does not satisfy a preset shooting delay interruption condition, continue to accumulate the shooting delay.
[0178] The control subunit is further configured to, if the shooting delay reaches the target shooting delay, control the controlled virtual object to automatically shoot at the target virtual object at least once.
[0179] In some embodiments, the game interaction device comprises:
[0180] The control subunit is further configured to control the movement of the aiming reticle, and during the movement of the aiming reticle, if the longest duration of the aiming reticle not aiming at the target virtual object meets a preset shooting delay interruption condition, the shooting delay is continuously accumulated to cancel the operation of controlling the controlled virtual object to automatically shoot at the target virtual object determined by the shooting trigger event at least once after the target shooting delay.
[0181] In some embodiments, the game interaction device comprises:
[0182] The determination subunit is further configured to receive the movement operation of the aiming reticle, if the aiming reticle aims at a virtual object, determine to trigger the shooting trigger event, determine the virtual object as the target virtual object, and start to accumulate the shooting delay;
[0183] Or, receive the movement operation of the aiming reticle, if the aiming reticle is within a preset adsorption range of a virtual object, automatically adsorb to the target part of the virtual object, determine the virtual object as the target virtual object, and start to accumulate the shooting delay;
[0184] Or, in response to the trigger operation of the shooting control, determine to trigger the shooting trigger event, start to accumulate the shooting delay, if the aiming reticle moves to a virtual object or the aiming reticle is automatically adsorbed to the virtual object before the duration of the accumulated shooting delay reaches the target shooting delay, determine the virtual object as the target virtual object.
[0185] In some embodiments, the game interaction device comprises:
[0186] The determination subunit is further configured to determine the target part aimed at by the aiming reticle on the target virtual object;
[0187] The control subunit is further configured to, if the target virtual object moves, automatically control the aiming reticle to follow the movement of the target virtual object and continuously aim at the target part, so that the controlled virtual character shoots at the target part when shooting.
[0188] In some embodiments, the game interaction device comprises:
[0189] The control subunit is further configured to, if the shooting trigger event is triggered and the accumulated shooting delay has not reached the target shooting delay, immediately control the controlled virtual object to shoot at the target virtual object in response to the trigger operation of the shooting control, and cancel the accumulation of the shooting delay to cancel the operation of controlling the controlled virtual object to automatically shoot at the target virtual object determined by the shooting trigger event at least once after the target shooting delay.
[0190] In some embodiments, the game interaction apparatus comprises:
[0191] The response subunit is further configured to, in response to a shooting cancel event for the target virtual object, cancel the accumulation of the shooting delay in the case that the accumulated shooting delay has not reached the target shooting delay, so as to cancel the operation of controlling the controlled virtual object to automatically shoot at least once at the target virtual object determined by the shooting trigger event after the target shooting delay.
[0192] The shooting cancel event comprises at least one of a state of disengaging from the target virtual object in the state of aiming at the target virtual object by the aiming device, and performing a shooting cancel operation on the shooting control.
[0193] In some embodiments, the game interaction apparatus comprises:
[0194] The response subunit is further configured to, in response to the shooting trigger event, display delay prompt information on the graphical user interface, the delay prompt information being used to prompt the countdown of the target shooting delay.
[0195] In some embodiments, the game interaction apparatus comprises:
[0196] The response subunit is further configured to, in response to a switching instruction of the shooting prop, determine the switched shooting prop, and determine a historical shooting delay or a default shooting delay set by the switched shooting prop in the past, and take the historical shooting delay or the default shooting delay as the target shooting delay of the switched shooting prop.
[0197] The acquisition subunit is configured to acquire a first shooting-related parameter of the shooting prop before switching and a second shooting-related parameter of the shooting prop after switching, and if the first shooting-related parameter and the second shooting-related parameter satisfy a preset similarity condition, the target shooting delay of the shooting prop after switching is the same as the target shooting delay corresponding to the shooting prop before switching.
[0198] The embodiment of the present disclosure discloses a game interaction device. A delay adjustment control is provided on a graphical user interface by a display unit 201. A first response unit 202 determines a target shooting delay based on an adjustment operation of the delay adjustment control in response to the adjustment operation. A second response unit 203 determines a target virtual object to which a delay shooting is directed in response to a shooting trigger event. The controlled virtual object automatically shoots at least once at the target virtual object after passing through the target shooting delay. The embodiment of the present disclosure can provide a delay adjustment control to the player. The player can adjust the shooting delay of the shooting prop through the delay adjustment control according to the actual game operation demand, so that the player can adjust the shooting delay according to the actual situation in the game match. Specifically, the player can more easily combine the operation feeling or the diversified battle scene to conveniently and quickly adjust the shooting parameters in real time through the delay adjustment control, improve the shooting experience of the player, ensure the smoothness of the battle experience of the player in the game match, and improve the game interaction efficiency. At the same time, the response frequency of the hardware device is reduced, which helps to save the computing resources of the hardware device.
[0199] Correspondingly, the embodiment of the present disclosure also provides an electronic device. The electronic device can be a terminal, which can be a smart phone, a tablet computer, a notebook computer, a touch screen, a game console, a personal computer (PC), a personal digital assistant (PDA), and the like. Alternatively, the electronic device can be a server.
[0200] As shown in FIG. 17, FIG. 17 is a structural schematic diagram of an electronic device provided by the embodiment of the present disclosure. The electronic device 300 includes a processor 301 having one or more processing cores, a memory 302 having one or more computer readable storage media, and a computer program stored on the memory 302 and executable on the processor. The processor 301 is electrically connected to the memory 302. Those skilled in the art can understand that the structure of the electronic device shown in the figure does not constitute a limitation on the electronic device, and can include more or fewer components than the figure, or combine certain components, or different component arrangements.
[0201] The processor 301 is the control center of the electronic device 300, connects all parts of the electronic device 300 through various interfaces and lines, executes various functions of the electronic device 300 and processes data by running or loading software programs and / or units stored in the memory 302 and calling data stored in the memory 302, thereby monitoring the whole electronic device 300. The processor 301 can be a central processing unit CPU, a graphics processing unit GPU, a network processor NP, etc., and can implement or execute various methods, steps and logic block diagrams disclosed in the embodiments of the present disclosure.
[0202] In the embodiments of the present disclosure, the processor 301 in the electronic device 300 loads the instructions corresponding to the processes of one or more application programs into the memory 302, and runs the application programs stored in the memory 302 by the processor 301, so as to realize various functions, for example:
[0203] providing a delay adjustment control on the graphical user interface;
[0204] determining a target shooting delay based on the adjustment operation in response to the adjustment operation on the delay adjustment control;
[0205] in response to a shooting trigger event, determining a target virtual object to which the delay shooting is directed, and controlling the controlled virtual object to automatically shoot at least once at the target virtual object after the target shooting delay.
[0206] In an embodiment, the providing a delay adjustment control on the graphical user interface comprises:
[0207] in response to a prop use instruction for a target shooting prop, setting the target shooting prop as a shooting prop currently held and used by the controlled virtual object, and providing a delay adjustment control on the graphical user interface, wherein the delay adjustment control is used to adjust the shooting delay of the shooting prop.
[0208] In an embodiment, the shooting trigger event comprises any one of the following:
[0209] a first shooting trigger event of a crosshair associated with the controlled virtual object aiming at a virtual object;
[0210] a second shooting trigger event of performing a trigger operation on a shooting control associated with the controlled virtual object.
[0211] In an embodiment, the determining a target shooting delay based on the adjustment operation in response to the adjustment operation on the delay adjustment control comprises:
[0212] In response to the sliding operation on the delay adjustment control, the target shooting delay is determined based on the delay information indicated by the delay adjustment control when the sliding operation ends.
[0213] In an embodiment, the delay adjustment control provides a setting area.
[0214] The response to the sliding operation on the delay adjustment control includes:
[0215] In response to the sliding operation on the setting area, a target display position in the setting area when the sliding operation ends is determined.
[0216] The target shooting delay is determined based on the delay information corresponding to the target display position.
[0217] In an embodiment, the response to the sliding operation on the delay adjustment control includes:
[0218] In response to the sliding operation on the delay adjustment control, the delay information displayed on the graphical user interface when the sliding operation ends is determined.
[0219] The target shooting delay is determined based on the delay information.
[0220] In an embodiment, the graphical user interface further displays a shooting control, the setting area is a slide rail, and a slider is displayed on the slide rail, the position of the slider on the slide rail is used to indicate the shooting delay of the shooting prop currently used by the controlled virtual object, wherein the slide rail is an arc-shaped slide rail, and the arc-shaped slide rail is displayed around the shooting control with the shooting control as the center.
[0221] In an embodiment, the response to the sliding operation on the setting area includes:
[0222] In response to the movement operation on the slider, the target shooting delay is determined based on the target display position of the slider on the slide rail when the movement operation ends.
[0223] In an embodiment, during the sliding operation performed on the delay adjustment control, a time prompt mark corresponding to the delay adjustment control is further displayed, and the time prompt mark is used to indicate the value of the shooting delay selected in real time in the process.
[0224] In an embodiment, the adjustable delay range corresponding to different shooting props is different, and a display style of the delay adjustment control is determined based on the adjustable delay range.
[0225] In an embodiment, a first time identifier and a second time identifier are further displayed near the delay adjustment control, and the first time identifier and the second time identifier are used to indicate two range endpoint values of the adjustable delay range.
[0226] In an embodiment, the graphical user interface further includes a mode switching control configured to switch between at least a first shooting mode and a second shooting mode.
[0227] In the first shooting mode, the graphical user interface includes a shooting control used to control the controlled virtual object to shoot at the target virtual object at least once immediately after receiving a trigger operation; in the second shooting mode, the controlled virtual object is controlled to shoot at the target virtual object at least once automatically after the target shooting delay in response to a shooting trigger event.
[0228] Before providing the delay adjustment control on the graphical user interface, the method further includes:
[0229] When in the first shooting mode, in response to a trigger operation on the mode switching control, the first shooting mode is switched to the second shooting mode, and the delay adjustment control is displayed on the graphical user interface.
[0230] In an embodiment, the method further includes:
[0231] When in the second shooting mode, in response to a trigger operation on the mode switching control, the second shooting mode is switched to the first shooting mode, and in the first shooting mode, the delay adjustment control is inoperable or not displayed.
[0232] In an embodiment, in the first shooting mode and the second shooting mode, a display style of the shooting control is different, and in the second shooting mode, the shooting control displays mode prompt information used to prompt that the controlled virtual object is in the second shooting mode.
[0233] In an embodiment, after displaying the delay adjustment control on the graphical user interface, the method further includes:
[0234] In response to a sliding operation on the delay adjustment control, if a display position of the slider at the end of the sliding operation is not on the delay adjustment control, the second shooting mode is switched to the first shooting mode.
[0235] In an embodiment, the delay adjustment control comprises a slide bar and a slider displayed on the slide bar, and the method further comprises:
[0236] In response to a first sliding operation on the slider, when it is detected that the slider is slid to a specified end point corresponding to a minimum value of the slide bar, display a mode cancel prompt message;
[0237] In response to a second sliding operation on the slider continuous to the first sliding operation, if a display position of the slider at the end of the second sliding operation is not on the slide bar, switch the second shooting mode to the first shooting mode.
[0238] In an embodiment, the method of determining a target virtual object for the delayed shooting in response to a shooting trigger event, and controlling the controlled virtual object to automatically shoot at the target virtual object at least once after the target shooting delay, comprises:
[0239] In response to a shooting trigger event, start accumulating a shooting delay, and determine a virtual object aimed at by a crosshair as a target virtual object;
[0240] Control the crosshair to move, and during the movement of the crosshair, if a longest duration of a crosshair unaiming state for the target virtual object does not satisfy a preset shooting delay interruption condition, continue to accumulate the shooting delay;
[0241] If the shooting delay reaches the target shooting delay, control the controlled virtual object to automatically shoot at the target virtual object at least once.
[0242] In an embodiment, the method of controlling the crosshair to move, comprises:
[0243] Control the crosshair to move, and during the movement of the crosshair, if a longest duration of a crosshair unaiming state for the target virtual object satisfies a preset shooting delay interruption condition, cancel the continuous accumulation of the shooting delay, so as to cancel the operation of controlling the controlled virtual object to automatically shoot at the target virtual object determined by the shooting trigger event at least once after the target shooting delay.
[0244] In an embodiment, the graphical user interface comprises a shooting control;
[0245] The method of starting to accumulate a shooting delay in response to a shooting trigger event, and determining a virtual object aimed at by a crosshair as a target virtual object, comprises:
[0246] receiving a movement operation for the aiming reticle, if the aiming reticle aims at a virtual object, determining a shooting trigger event is triggered, determining the virtual object as a target virtual object, and starting a shooting delay time;
[0247] Alternatively, receiving a movement operation for the aiming reticle, if the aiming reticle is in a preset adsorption range of a virtual object, automatically adsorbing to a target part of the virtual object, determining the virtual object as the target virtual object, and starting a shooting delay time;
[0248] Alternatively, in response to a trigger operation for the shooting control, determining a shooting trigger event is triggered, starting a shooting delay time, if the aiming reticle moves to a virtual object or the aiming reticle is automatically adsorbed to the virtual object before the shooting delay time reaches the target shooting delay time, determining the virtual object as the target virtual object.
[0249] In an embodiment, the controlling the aiming reticle to move, the method further comprises:
[0250] determining a target part of the target virtual object aimed at by the aiming reticle;
[0251] if the target virtual object moves, automatically controlling the aiming reticle to follow the target virtual object to move and continuously aim at the target part, so that the controlled virtual character shoots at the target part when shooting.
[0252] In an embodiment, the graphical user interface comprises a shooting control, the method further comprises:
[0253] if a trigger operation for the shooting control is received when the shooting delay time started from the shooting trigger event being triggered has not reached the target shooting delay time, immediately controlling the controlled virtual object to shoot at the target virtual object, and canceling the shooting delay time accumulation, to cancel the operation of controlling the controlled virtual object to automatically shoot at the target virtual object determined by the shooting trigger event at least once after the target shooting delay time.
[0254] In an embodiment, the graphical user interface comprises a shooting control, the method further comprises:
[0255] if a shooting cancel event for the target virtual object is received when the shooting delay time started from the shooting trigger event being triggered has not reached the target shooting delay time, canceling the shooting delay time accumulation, to cancel the operation of controlling the controlled virtual character to automatically shoot at the target virtual object determined by the shooting trigger event at least once after the target shooting delay time.
[0256] The shooting cancel event includes at least one of a state of disengaging from a state of aiming at the target virtual object by a crosshair and performing a shooting cancel operation on the shooting control.
[0257] In an embodiment, the response to the shooting trigger event includes:
[0258] In response to the shooting trigger event, display a delay prompt information on the graphical user interface, the delay prompt information being used to prompt a countdown of the target shooting delay.
[0259] In an embodiment, the method further includes:
[0260] In response to a switching instruction of the shooting prop, determine a switched shooting prop, and determine whether the switched shooting prop has a historical shooting delay set by the historical setting or a default shooting delay, and set the historical shooting delay or the default shooting delay as a target shooting delay of the switched shooting prop.
[0261] Alternatively, obtain a first shooting-related parameter of the shooting prop before the switching and a second shooting-related parameter of the shooting prop after the switching, and if the first shooting-related parameter and the second shooting-related parameter satisfy a preset similarity condition, the target shooting delay of the shooting prop after the switching is the target shooting delay corresponding to the shooting prop before the switching.
[0262] The electronic device provided by the embodiments of the present disclosure can provide a delay adjustment control on the graphical user interface, determine a target shooting delay based on an adjustment operation of the delay adjustment control in response to the adjustment operation, determine a target virtual object to which a delay shooting is directed in response to a shooting trigger event, and control the controlled virtual object to automatically shoot at the target virtual object at least once after the target virtual object passes the target shooting delay. Therefore, by using the scheme of the embodiments of the present disclosure, a delay adjustment control can be provided to the player, and the player can adjust the shooting delay of the shooting prop through the delay adjustment control according to the actual game operation demand, so that the player can adjust the shooting delay according to the actual situation in the game match, specifically, the player can more easily and quickly adjust the shooting parameters in real time through the delay adjustment control according to the operation feeling or the diversified battle scene, improve the shooting experience of the player, ensure the smoothness of the battle experience of the player in the game match, and thus improve the game interaction efficiency; at the same time, the response frequency of the hardware device is reduced, which helps to save the computing resources of the hardware device.
[0263] The specific implementation of each operation can be referred to the foregoing embodiments, which will not be described here.
[0264] Optionally, as shown in FIG. 17, the electronic device 300 further includes a touch display screen 303, a radio frequency circuit 304, an audio circuit 305, an input unit 306, and a power supply 307. The processor 301 is electrically connected to the touch display screen 303, the radio frequency circuit 304, the audio circuit 305, the input unit 306, and the power supply 307, respectively. Those skilled in the art can understand that the electronic device structure shown in FIG. 17 does not constitute a limitation on the electronic device, and can include more or fewer components than shown, or combine certain components, or different component arrangements.
[0265] The touch display screen 303 can be used to display a graphical user interface and receive operation instructions generated by a user acting on the graphical user interface. The touch display screen 303 can include a display panel and a touch panel. The display panel can be used to display information input by a user or information provided to a user and various graphical user interfaces of the electronic device, which can be composed of graphics, text, icons, video, and any combination thereof. Optionally, the display panel can be configured in the form of a liquid crystal display (LCD), an organic light-emitting diode (OLED), or the like. The touch panel can be used to collect touch operations (such as operations of a user using a finger, a stylus, or any suitable object or accessory on or near the touch panel) of a user thereon or therearound, and generate corresponding operation instructions, and the operation instructions execute corresponding programs. Optionally, the touch panel can include two parts, a touch detection device and a touch controller. The touch detection device detects the touch position of the user and detects the signal brought by the touch operation, and transmits the signal to the touch controller; the touch controller receives the touch information from the touch detection device, and converts it into touch coordinates, and then sends it to the processor 301, and can also receive commands from the processor 301 and execute them. The touch panel can cover the display panel, and when the touch panel detects a touch operation thereon or therearound, it transmits to the processor 301 to determine the type of the touch event, and then the processor 301 provides corresponding visual output on the display panel according to the type of the touch event. In the embodiments of the present disclosure, the touch panel and the display panel can be integrated into the touch display screen 303 to realize input and output functions. However, in some embodiments, the touch panel and the touch panel can realize input and output functions as two independent components. That is, the touch display screen 303 can also realize the input function as part of the input unit 306.
[0266] The radio frequency circuit 304 can be used to transceive radio frequency signals to establish wireless communication with a network device or other electronic device, and transceive signals between the network device or other electronic device.
[0267] The audio circuit 305 can be used to provide an audio interface between a user and the electronic device through a speaker and a microphone. The audio circuit 305 can convert received audio data into an electrical signal and transmit the electrical signal to the speaker for conversion into a sound signal and output by the speaker. On the other hand, the microphone can collect a sound signal and convert the sound signal into an electrical signal, which is received by the audio circuit 305 and converted into audio data. The audio data is output to the processor 301 for processing, transmitted to another electronic device through the radio frequency circuit 304, or output to the memory 302 for further processing. The audio circuit 305 can also include a jack for a headset to provide communication between the headset and the electronic device.
[0268] The input unit 306 can be used to receive inputted numbers, character information, or user feature information (e.g., fingerprint, iris, face information, etc.), and generate keyboard, mouse, joystick, optical, or trackball signal inputs related to user settings and function controls.
[0269] The power supply 307 is used to supply power to various components of the electronic device 300. Optionally, the power supply 307 can be logically connected to the processor 301 through a power management system, so that the power management system can be used to manage charging, discharging, and power consumption management, etc. The power supply 307 can also include one or more direct current or alternating current power supplies, recharging systems, power failure detection circuits, power converters or inverters, power status indicators, etc.
[0270] Although not shown in FIG. 17, the electronic device 300 can also include a camera, a sensor, a wireless fidelity module, a Bluetooth module, etc., which are not described herein.
[0271] In the above embodiments, the description of each embodiment focuses on different aspects, and the parts not described in detail in a certain embodiment can be referred to the related description of other embodiments.
[0272] Those of ordinary skill in the art can understand that all or part of the steps of the various methods in the above embodiments can be completed by using instructions, or by using instructions to control relevant hardware, and the instructions can be stored in a computer-readable storage medium and loaded and executed by a processor.
[0273] To this end, the embodiments of the present disclosure provide a computer-readable storage medium, which stores a plurality of computer programs. The computer programs can be loaded by a processor to execute any of the game interaction methods provided by the embodiments of the present disclosure. The computer programs can execute the steps of the following game interaction method:
[0274] providing a delay adjustment control on the graphical user interface;
[0275] In response to an adjustment operation on the delay adjustment control, a target shooting delay is determined based on the adjustment operation;
[0276] In response to a shooting trigger event, a target virtual object to which shooting is delayed is determined, and the controlled virtual object is controlled to automatically shoot at the target virtual object at least once after passing the target shooting delay.
[0277] Due to the computer program stored in the storage medium, a delay adjustment control can be provided on the graphical user interface, in response to an adjustment operation on the delay adjustment control, a target shooting delay is determined based on the adjustment operation, in response to a shooting trigger event, a target virtual object to which shooting is delayed is determined, and the controlled virtual object is controlled to automatically shoot at the target virtual object at least once after passing the target shooting delay. Therefore, by adopting the scheme of the embodiments of the present disclosure, a delay adjustment control can be provided to the player, and the player can adjust the shooting delay of the shooting prop through the delay adjustment control according to the actual game operation demand, so that the player can adjust the shooting delay according to the actual situation in the game match, and specifically, the player can more easily and quickly adjust the shooting parameters in real time through the delay adjustment control, improve the shooting experience of the player, ensure the smoothness of the battle experience of the player in the game match, and improve the game interaction efficiency. At the same time, the response frequency of the hardware device is reduced, which helps to save the computing resources of the hardware device.
[0278] The specific implementation of each operation can be referred to the foregoing embodiments, which will not be described here.
[0279] The computer readable storage medium can include a read-only memory (ROM), a random access memory (RAM), a magnetic disk or an optical disk, etc.
[0280] Due to the computer program stored in the storage medium, any one of the game interaction methods provided by the embodiments of the present disclosure can be executed, and thus the beneficial effects of any one of the game interaction methods provided by the embodiments of the present disclosure can be achieved. Details are described in the foregoing embodiments, which will not be described here.
[0281] According to one aspect of the present disclosure, a computer program product or computer program is also provided, which includes computer instructions stored in a computer readable storage medium. The processor of the electronic device reads the computer instructions from the computer readable storage medium, and the processor executes the computer instructions to make the electronic device execute the method provided in various optional implementations in the above embodiments.
[0282] In the game interaction device, the computer readable storage medium, the electronic device, and the computer program product described above, the description of each embodiment has its own focus. The parts not described in detail in a certain embodiment can be referred to the relevant description of other embodiments. Those skilled in the art can clearly understand that, for the convenience and brevity of description, the specific working process of the game interaction device, the computer readable storage medium, the computer program product, the electronic device, and the corresponding units thereof described above and the beneficial effects brought by them can be referred to the description of the game interaction method in the above embodiments, which will not be described here in detail.
[0283] The game interaction method, device, electronic device, computer readable storage medium, and computer program product provided by the embodiments of the present disclosure are described in detail above. The principles and implementation manners of the present disclosure are described by applying specific examples. The above embodiment descriptions are only used to help understand the method and core idea of the present disclosure. Meanwhile, for those skilled in the art, the specific implementation manners and application ranges will be changed according to the idea of the present disclosure. In summary, the content of the present description should not be understood as a limitation of the present disclosure.
Claims
1. A game interaction method, providing a graphical user interface by a terminal device, the graphical user interface comprising at least a partial virtual scene, a controlled virtual object in the virtual scene controlled by the terminal device, the method comprising: providing a delay adjustment control on the graphical user interface; in response to an adjustment operation on the delay adjustment control, determining a target shooting delay based on the adjustment operation; in response to a shooting trigger event, determining a target virtual object to which a delayed shooting is directed, and controlling the controlled virtual object to automatically shoot at the target virtual object at least once after the target shooting delay. The providing a delay adjustment control on the graphical user interface comprises: in response to a prop use instruction for a target shooting prop, setting the target shooting prop as a shooting prop currently held and used by the controlled virtual object, and providing a delay adjustment control on the graphical user interface, wherein the delay adjustment control is used to adjust a shooting delay of the shooting prop. The shooting trigger event comprises any one of the following: A first shooting trigger event of a sight associated with the controlled virtual object aiming at a virtual object; 2. The method of claim 1, wherein, A second shooting trigger event of performing a trigger operation on a shooting control associated with the controlled virtual object. The in response to an adjustment operation on the delay adjustment control, determining a target shooting delay based on the adjustment operation comprises:
3. The method of claim 1, wherein, In response to a sliding operation on the delay adjustment control, determining a target shooting delay based on delay information indicated by the delay adjustment control when the sliding operation ends. The delay adjustment control provides a setting area. The in response to a sliding operation on the delay adjustment control, determining a target shooting delay based on delay information indicated by the delay adjustment control when the sliding operation ends comprises:
4. The method of claim 1, wherein, In response to a sliding operation on the setting area, determining a target display position in the setting area when the sliding operation ends; Determining a target shooting delay based on delay information corresponding to the target display position.
5. The method of claim 4, wherein, The in response to a sliding operation on the delay adjustment control, determining a target shooting delay based on delay information indicated by the delay adjustment control when the sliding operation ends comprises: In response to a sliding operation on the delay adjustment control, determining delay information displayed on the graphical user interface when the sliding operation ends; Determining a target shooting delay based on the delay information. The graphical user interface further displays a shooting control, the setting area is a slide rail, the slide rail displays a slider, and a position of the slider on the slide rail is used to indicate a shooting delay of a shooting prop currently used by the controlled virtual object, wherein the slide rail is an arc-shaped slide rail, and the arc-shaped slide rail is displayed around the shooting control with the shooting control as a center.
6. The method of claim 4, wherein, The in response to a sliding operation on the setting area, determining a target display position in the setting area when the sliding operation ends, and determining a target shooting delay based on delay information corresponding to the target display position comprises: 7. The method of claim 5, wherein, 8. The method of claim 7, wherein, In response to a movement operation on the slider, a target shooting delay is determined based on a target display position of the slider on the slide rail at the end of the movement operation.
9. The method of claim 4, wherein, During the sliding operation on the delay adjustment control, a time prompt mark is further displayed on the delay adjustment control, the time prompt mark being used to indicate a value of the shooting delay selected in real time during the process.
10. The method of claim 7, wherein, Different shooting props correspond to different adjustable delay ranges, and a display style of the delay adjustment control is determined based on the adjustable delay ranges.
11. The method of claim 10, wherein, A first time mark and a second time mark are further displayed near the delay adjustment control, the first time mark and the second time mark being used to indicate two range endpoint values of the adjustable delay ranges.
12. The method according to any one of claims 1 to 11, wherein, The graphical user interface further includes a mode switching control configured to switch between at least a first shooting mode and a second shooting mode. In the first shooting mode, the graphical user interface includes a shooting control used to control the controlled virtual object to shoot at the target virtual object at least once immediately after receiving a trigger operation; in the second shooting mode, the controlled virtual object is controlled to shoot at the target virtual object at least once automatically after the target shooting delay when responding to a shooting trigger event. Before providing the delay adjustment control on the graphical user interface, the method further includes: When in the first shooting mode, in response to a trigger operation on the mode switching control, the first shooting mode is switched to the second shooting mode, and the delay adjustment control is displayed on the graphical user interface.
13. The method of claim 12, wherein, The method further includes: When in the second shooting mode, in response to a trigger operation on the mode switching control, the second shooting mode is switched to the first shooting mode, and the delay adjustment control is inoperable or not displayed in the first shooting mode.
14. The method of claim 12, wherein, In the first shooting mode and the second shooting mode, a display style of the shooting control is different, and in the second shooting mode, the shooting control displays mode prompt information used to prompt that the controlled virtual object is in the second shooting mode.
15. The method of claim 12, wherein, After displaying the delay adjustment control on the graphical user interface, the method further includes: In response to a sliding operation on the delay adjustment control, if a display position of the slider at the end of the sliding operation is not on the delay adjustment control, the second shooting mode is switched to the first shooting mode.
16. The method of claim 15, wherein, The delay adjustment control includes a slide rail and a slider displayed on the slide rail, and the method further includes: In response to a first sliding operation on the slider, when it is detected that the slider is slid to a specified endpoint corresponding to a minimum value of the slide rail, mode cancel prompt information is displayed; In response to a second sliding operation on the slider continuous to the sliding operation, if a display position of the slider at the end of the second sliding operation is not on the slide rail, the second shooting mode is switched to the first shooting mode.
17. The method according to any one of claims 1 to 11, wherein, The method further comprises: in response to the shooting trigger event, starting to accumulate the shooting delay time, and determining a virtual object aimed at by the crosshair as the target virtual object; controlling the crosshair to move, and during the movement of the crosshair, if the longest duration of the state of the crosshair not aiming at the target virtual object meets a preset shooting delay time interruption condition, canceling the continuous accumulation of the shooting delay time, and canceling the operation of controlling the controlled virtual object to automatically shoot at the target virtual object determined by the shooting trigger event after the target shooting delay time. If the shooting delay time reaches the target shooting delay time, controlling the controlled virtual object to automatically shoot at the target virtual object.
18. The method of claim 17, wherein, The method further comprises: controlling the crosshair to move, and during the movement of the crosshair, if the longest duration of the state of the crosshair not aiming at the target virtual object meets a preset shooting delay time interruption condition, canceling the continuous accumulation of the shooting delay time, and canceling the operation of controlling the controlled virtual object to automatically shoot at the target virtual object determined by the shooting trigger event after the target shooting delay time.
19. The method of claim 17, wherein, The graphical user interface comprises a shooting control; The method further comprises: receiving a movement operation for the crosshair, if the crosshair aims at a virtual object, determining that the shooting trigger event is triggered, determining the virtual object as the target virtual object, and starting to accumulate the shooting delay time; or, receiving a movement operation for the crosshair, if the crosshair is within a preset adsorption range of a virtual object, automatically adsorbing to a target part of the virtual object, determining the virtual object as the target virtual object, and starting to accumulate the shooting delay time; or, in response to a trigger operation for the shooting control, determining that the shooting trigger event is triggered, starting to accumulate the shooting delay time, and if the crosshair moves onto a virtual object or the crosshair is automatically adsorbed to the virtual object before the duration of the accumulated shooting delay time reaches the target shooting delay time, determining the virtual object as the target virtual object.
20. The method of claim 19, wherein, The method further comprises: determining a target part of the target virtual object aimed at by the crosshair; if the target virtual object moves, automatically controlling the crosshair to follow the movement of the target virtual object and continuously aim at the target part, so that the controlled virtual character shoots at the target part when shooting.
21. The method of claim 1, wherein, The graphical user interface comprises a shooting control, and the method further comprises: In a case where the accumulated shooting delay time has not reached the target shooting delay time when the shooting trigger event is triggered, if a trigger operation for the shooting control is received, the controlled virtual object is immediately controlled to shoot at the target virtual object, and the accumulation of the shooting delay time is cancelled, so as to cancel the operation of controlling the controlled virtual object to automatically shoot at the target virtual object determined by the shooting trigger event at least once after the target shooting delay time.
22. The method of claim 1, wherein, The graphical user interface comprises a shooting control, and the method further comprises: In a case where the accumulated shooting delay time has not reached the target shooting delay time when the shooting trigger event is triggered, the accumulation of the shooting delay time is cancelled in response to a shooting cancellation event for the target virtual object, so as to cancel the operation of controlling the controlled virtual object to automatically shoot at the target virtual object determined by the shooting trigger event at least once after the target shooting delay time. The shooting cancellation event comprises at least one of a state of disengaging from a state of aiming at the target virtual object by a crosshair and a shooting cancellation operation performed on the shooting control.
23. The method of claim 1, wherein, The response to the shooting trigger event comprises: In response to the shooting trigger event, delay prompt information is displayed on the graphical user interface, and the delay prompt information is used to prompt a countdown of the target shooting delay time.
24. The method of claim 7, wherein, The method further comprises: In response to a switching instruction of the shooting prop, a switched shooting prop is determined, and a historical shooting delay time set by the switched shooting prop or a default shooting delay time is determined as a target shooting delay time of the switched shooting prop. Alternatively, a first shooting-related parameter of a shooting prop before switching and a second shooting-related parameter of the switched shooting prop are obtained, and if the first shooting-related parameter and the second shooting-related parameter satisfy a preset similarity condition, a target shooting delay time of the switched shooting prop follows a target shooting delay time corresponding to the shooting prop before switching. 25.A game interaction apparatus, providing a graphical user interface through a terminal device, the graphical user interface comprising at least part of a virtual scene and a controlled virtual object in the virtual scene controlled by the terminal device, and comprising: a display unit configured to provide a delay adjustment control on the graphical user interface; a first response unit configured to determine a target shooting delay time based on an adjustment operation for the delay adjustment control in response to the adjustment operation; a second response unit configured to determine a target virtual object to which a delayed shooting is directed in response to a shooting trigger event, and control the controlled virtual object to automatically shoot at the target virtual object at least once after the target shooting delay time. 26.An electronic device comprising a processor and a memory, the memory storing a plurality of instructions; the processor loads the instructions from the memory to perform the steps of the game interaction method according to any one of claims 1 to 24.
27. A computer readable storage medium storing a plurality of instructions adapted to be loaded by a processor to perform the steps of the game interaction method according to any one of claims 1 to 24.
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