Game interaction control method and apparatus, and electronic device
By providing an object display area in the game's graphical user interface, which zooms in and displays detailed information about the target object, the problem of aiming at the wrong target is solved, improving aiming accuracy and the gaming experience.
Patent Information
- Authority / Receiving Office
- WO · WO
- Patent Type
- Applications
- Current Assignee / Owner
- NETEASE (HANGZHOU) NETWORK CO LTD
- Filing Date
- 2025-09-15
- Publication Date
- 2026-04-23
AI Technical Summary
In a game, when there are many characters, they are densely distributed, or they look similar, players are prone to aiming at the wrong target character, resulting in low aiming accuracy and affecting the game's interactive experience and match results.
By providing an object display area in the graphical user interface, the image of the target object is displayed. The object display area occludes part of the scene screen, and the display size of the target object is larger than the display size in the scene screen. A larger target object image is provided, including dynamic images to display detailed information.
It improves the accuracy of aiming at targets, enhances the game interaction experience and operation efficiency, and reduces the consumption of device resources.
Smart Images

Figure CN2025121346_23042026_PF_FP_ABST
Abstract
Description
Game interactive control methods, devices and electronic devices
[0001] Cross-references to related applications
[0002] This application claims priority to Chinese Patent Application No. 202411433262.7, filed on October 14, 2024, entitled “Interactive Control Method, Apparatus and Electronic Device for Games”, the entire contents of which are incorporated herein by reference. Technical Field
[0003] This disclosure relates to the field of game technology, and in particular to a method, apparatus and electronic device for interactive control of games. Background Technology
[0004] In gameplay, players can unleash skills on specific characters, such as attacking enemy characters or buffing friendly characters. Before using a skill, players must aim at the target character and then unleash the skill to apply its effect. When there are many characters in the game, characters are densely packed, or characters look similar, players may aim at the wrong target, resulting in low accuracy, a poor gaming experience, and negatively impacting their performance. Summary of the Invention
[0005] According to one aspect of this disclosure, a game interaction control method is provided, which provides a graphical user interface (GUI) via a terminal device. The GUI includes a scene screen of a game scene. The method includes: in response to an aiming operation, determining a target object in the game scene; providing an object display area in the GUI, and displaying an object image containing the target object in the object display area; wherein the object display area occludes at least a portion of the scene screen; and the display size of the target object in the object display area is larger than the display size of the target object in the scene screen.
[0006] According to one aspect of this disclosure, a game interactive control device is provided, which provides a graphical user interface (GUI) via a terminal device. The GUI includes a scene screen of a game scene. The device includes: an aiming module for determining a target object in the game scene in response to an aiming operation; and a display module for providing an object display area in the GUI and displaying an object image containing the target object in the object display area. The object display area obscures at least a portion of the scene screen. The display size of the target object in the object display area is larger than the display size of the target object in the scene screen.
[0007] According to one aspect of this disclosure, an electronic device is provided, including a processor and a memory, the memory storing computer-executable instructions executable by the processor, the processor executing the computer-executable instructions to implement the interactive control method of the game described above.
[0008] According to one aspect of this disclosure, a computer-readable storage medium is provided that stores computer-executable instructions, which, when invoked and executed by a processor, cause the processor to implement the interactive control method of the game described above.
[0009] The embodiments disclosed herein bring the following beneficial effects:
[0010] The aforementioned game's interactive control method, device, and electronic device provide a graphical user interface (GUI) via a terminal device. The GUI includes a game scene view. The method includes: in response to an aiming operation, determining the target object in the game scene; providing an object display area in the GUI, displaying an image of an object containing the target object in the object display area; wherein the object display area obscures at least a portion of the scene view; and the display size of the target object in the object display area is larger than the display size of the target object in the scene view. In this method, when aiming at a target object, displaying a larger target object in the object display area allows players to see clearer and more detailed information about the target object, thus deciding whether to perform subsequent operations on that target object. This reduces the probability of aiming at the wrong target, increases the accuracy of aiming, and consequently improves the player's game interaction experience and performance.
[0011] Furthermore, since a larger target object is displayed in the object display area when aiming at it, players can quickly and accurately view clearer and more detailed information about the target object. This helps players make quick decisions and determine the target, thereby improving game operation efficiency, increasing device response frequency, and reducing device resource consumption.
[0012] Other features and advantages of this disclosure will be set forth in the following description and will be apparent in part from the description or may be learned by practicing the disclosure. The objects and other advantages of this disclosure are realized and obtained through the structures particularly pointed out in the description, claims and drawings.
[0013] To make the above-mentioned objects, features and advantages of this disclosure more apparent and understandable, preferred embodiments are described below in detail with reference to the accompanying drawings. Attached Figure Description
[0014] Figure 1 is a flowchart of one of the interactive control methods for a game provided in an embodiment of this disclosure;
[0015] Figure 2 is a schematic diagram of an object display area and a target object provided in one embodiment of this disclosure;
[0016] Figure 3 is a schematic diagram showing the positional relationship between the object display area and the game faction display area in one of the embodiments of this disclosure;
[0017] Figure 4 is a schematic diagram showing the positional relationship between another object display area and the game faction display area provided in an embodiment of this disclosure;
[0018] Figure 5 is a schematic diagram of one of the designated areas provided in an embodiment of this disclosure;
[0019] Figure 6 is a schematic diagram of a sliding control operation for a skill casting tool provided in an embodiment of this disclosure;
[0020] Figure 7 is a schematic diagram of an operation contact point aiming at a target object through a sliding control operation according to one of the embodiments of this disclosure;
[0021] Figure 8 is a schematic diagram of one type of aiming line provided in an embodiment of this disclosure;
[0022] Figure 9 is a schematic diagram of one of the methods for switching target objects by moving operation touch points according to an embodiment of this disclosure;
[0023] Figure 10 is a schematic diagram of one embodiment of the present disclosure of canceling the display of the aiming line;
[0024] Figure 11 is a schematic diagram of an interactive control device for a game provided in an embodiment of this disclosure;
[0025] Figure 12 is a schematic diagram of one of the electronic devices provided in the embodiments of this disclosure. Detailed Implementation
[0026] To make the objectives, technical solutions, and advantages of the embodiments of this disclosure clearer, the technical solutions of this disclosure will be clearly and completely described below with reference to the accompanying drawings. Obviously, the described embodiments are only some embodiments of this disclosure, and not all embodiments. Based on the embodiments of this disclosure, all other embodiments obtained by those skilled in the art without creative effort are within the scope of protection of this disclosure.
[0027] Considering that in related technologies, when there are many characters in a game scene, the characters are densely distributed, or the characters look similar, players may aim at the wrong target character, resulting in a low accuracy rate in aiming at the target, a poor game interaction experience for players, and an impact on players' game performance, based on this, the game interaction control method, device, and electronic device provided in this disclosure can be applied to various games, such as game scenes that require aiming operations and the release of skills and items to the aimed target.
[0028] In one embodiment of this disclosure, the game interaction control method can run on a local terminal device or a server. When the game interaction control method runs on a server, the method can be implemented and executed based on a cloud interaction system, wherein the cloud interaction system includes a server and client devices.
[0029] In an optional implementation, various cloud applications, such as cloud gaming, can run under the cloud interaction system. Taking cloud gaming as an example, cloud gaming refers to a gaming method based on cloud computing. In the cloud gaming operating mode, the game program and the game screen presentation are separated. The storage and execution of the game's interactive control methods are completed on the cloud gaming server. The client device is used for receiving and sending data and presenting the game screen. For example, the client device can be a display device with data transmission capabilities located close to the user, such as a mobile terminal, television, computer, or PDA; however, the information processing is performed by the cloud gaming server in the cloud. When playing the game, the player operates the client device to send operation commands to the cloud gaming server. The cloud gaming server runs the game according to the operation commands, encodes and compresses the game screen and other data, returns it to the client device via the network, and finally, the client device decodes and outputs the game screen.
[0030] In an optional implementation, taking a game as an example, the local terminal device stores the game program and is used to display the game screen. The local terminal device is used to interact with the player through a graphical user interface (GUI), i.e., conventionally by downloading, installing, and running the game program via an electronic device. The local terminal device can provide the GUI to the player in various ways, such as rendering it on the terminal's display screen or providing it to the player via holographic projection. For example, the local terminal device can include a display screen for displaying the GUI, which includes game screens, and a processor for running the game, generating the GUI, and controlling the display of the GUI on the display screen.
[0031] In one possible implementation, this disclosure provides an interactive control method for a game, which provides a graphical user interface (GUI) through a terminal device. The terminal device can be either a local terminal device as mentioned above, or a client device in a cloud interactive system as mentioned above. The GUI includes a scene view of the game scene; the game scene typically includes game characters, scene models, etc.
[0032] In one example, the game scene includes multiple game characters who participate in the game together. Players can aim at a game character and then cast skills on the targeted game character, such as attack skills or buff skills; players can also aim at a scene model and then cast skills on the targeted scene model, thereby changing the state of the scene model, etc.
[0033] In another example, multiple game characters are divided into different game factions. All of these characters can be player-controlled, or some can be non-player-controlled characters, i.e., NPCs. For example, player-controlled characters form one faction, and NPCs form another faction. Players can target NPCs in the monster faction and then use game skills on the targeted NPCs.
[0034] As shown in Figure 1, the interactive control method of this game includes the following steps:
[0035] Step S102: In response to the aiming operation, determine the target object being aimed at in the game scene;
[0036] Typically, players perform aiming actions to cast skills or items at the target. This aiming action can be applied to skill casting controls, skill resource objects, items, or item casting controls; skill resource objects can be game objects with skill casting capabilities, such as cards or pieces.
[0037] The aiming operation can be, for example, a long press, a swipe, or a drag. The target object can be a game character, a scene model, or something similar in the game environment. In practice, the target object can be determined based on the operation parameters of the aiming operation; for example, the target object can be determined based on the position of the aiming touch point and the direction of movement.
[0038] In one example, after executing the aiming operation, the game object closest to the aiming operation touchpoint is identified as the target object, or the game object in the direction of movement of the touchpoint is identified as the target object, etc.
[0039] During the aiming operation, the target object can be continuously switched according to the changes in the aiming operation parameters until the target object desired by the player is switched to, and then the aiming operation is ended.
[0040] Step S104: Provide an object display area in the graphical user interface, and display an object image containing the target object in the object display area; wherein the object display area occludes at least part of the scene screen; the display size of the target object in the object display area is larger than the display size of the target object in the scene screen.
[0041] The object display area can be preset in shape and size; the object display area can be set in a fixed area of the graphical user interface, or it can change as the position of the target object changes.
[0042] In this embodiment, after the player performs an aiming operation and a target object exists, an object display area is generated in the graphical user interface, which then displays an image of the object containing the target object. This object display area can be deleted after the aiming operation is completed.
[0043] Since the object display area occupies a certain area, it typically obscures at least part of the scene in the graphical user interface (GUI), and may also obscure controls within the GUI. After generating the object display area, an object image containing the target object is displayed within it; this object image can be a picture, video, animated image, etc., containing the target object. The object image can include the target object's head, upper body, full body, etc.
[0044] The purpose of displaying the object image of the target object in the object display area is to provide clearer and more detailed object information when the player aims at the target object; therefore, the display size of the target object in the object display area is larger than the display size of the target object in the scene screen.
[0045] The display size can specifically refer to the display area occupied by the target object in the graphical user interface, the number of pixels, etc. It can be understood as a magnified display of the target object within the object display area, representing a larger version of the target object in the scene.
[0046] It is understandable that if there are many game objects in the scene, the game objects are clustered together, or the game objects have similar appearances, it is difficult for players to determine whether the target object they are aiming at is the game object they want by simply observing the game objects in the scene. Therefore, in this embodiment, displaying a magnified image of the target object in the object display area can more clearly and in detail show the information of the target object.
[0047] The aforementioned game's interactive control method provides a graphical user interface (GUI) via a terminal device. The GUI includes a game scene view. The method includes: in response to an aiming operation, determining the target object in the game scene; providing an object display area in the GUI, displaying an image of the target object within the display area; wherein the object display area obscures at least a portion of the scene view; and the display size of the target object in the object display area is larger than the display size of the target object in the scene view. In this method, when aiming at a target object, displaying a larger target object in the object display area allows players to see clearer and more detailed information about the target object, thus deciding whether to perform subsequent operations on that target object. This reduces the probability of aiming at the wrong target, increases the accuracy of aiming, and ultimately improves the player's game interaction experience and performance.
[0048] Furthermore, since a larger target object is displayed in the object display area when aiming at it, players can quickly and accurately view clearer and more detailed information about the target object. This helps players make quick decisions and determine the target, thereby improving game operation efficiency, increasing device response frequency, and reducing device resource consumption.
[0049] In one specific implementation, a dynamic image containing the target object is played in the object display area; wherein the dynamic image includes: a video image or an animation.
[0050] The target object in a moving image is dynamic; for example, its actions, expressions, and postures change within the moving image. Moving images can be either video images or animations.
[0051] Since the target objects in dynamic images are usually dynamic, dynamic images can not only display the appearance and skin of the target objects, but also display information such as the target objects' actions, expressions, and states, thus providing players with more detailed and richer target information.
[0052] The dynamic image can be captured by shooting a dynamic image of the target object in the game scene; or, a pre-recorded dynamic image containing the target object can be obtained.
[0053] When the dynamic image is captured from a game scene, it can be understood as adding a virtual camera to the game scene. This virtual camera captures the target object at close range, resulting in the dynamic image. In this case, the dynamic image is usually a video image. Typically, the target object in the dynamic image has the same appearance, skin, movements, expressions, and states as the target object in the scene; that is, the target object in the dynamic image is synchronized with the target object in the scene. Alternatively, the dynamic image can also be played with a time lag, meaning that the target object's movements, expressions, and states in the dynamic image lag behind the target object in the scene in time.
[0054] To more clearly display the target object, this animated image only includes the target object and does not include other game objects.
[0055] By capturing dynamic images of the game scene, players can view the real-time status of target objects in the object display area. The information provided by the object display area is more accurate and has a higher real-time performance.
[0056] When the animated image is a pre-recorded animated image, it can be saved in the game system in advance. When aiming at the target object, the animated image corresponding to the target object is loaded and played in the object display area.
[0057] Furthermore, the target object in the pre-recorded animated image is not entirely identical to the target object in the game scene. For example, the target object in the animated image may differ in all or part of its appearance, skin, actions, expressions, and states from the target object in the game scene. Alternatively, the target object in the pre-recorded animated image can be updated based on the appearance of the target object in the game scene before the updated target object is displayed.
[0058] The aforementioned dynamic image includes at least one of the following: the object appearance, object action, or object state of the target object.
[0059] The appearance of an object can include its hairstyle, clothing, accessories, and facial expressions. When multiple game objects in a game scene have similar appearances, it is difficult for players to observe the differences in their appearances due to the small display size of the game objects, making it difficult to decide which game object to aim at. However, by using the object display area in this embodiment to magnify the target object, players can clearly see the details of its appearance, distinguish the appearances of different game objects, and make it easier for players to quickly decide which object to aim at.
[0060] Regarding object expressions, these expressions can be facial expressions, which can provide richer visual effects and reflect the current state of the target object, such as being unconscious, poisoned, or revived. Since the display size of game objects in the game scene is small, and the display size of object faces is even smaller, it is difficult for players to observe the expressions of each game object. By using the object display area in this embodiment to magnify the target object, the object's expression can be clearly seen, thereby judging the object's state and facilitating players to quickly decide which object to aim at.
[0061] Similarly, object actions can include defensive actions, offensive actions, etc., and object states can include the aforementioned stunned state, poisoned state, and resurrected state, as well as whether or not they have a shield. Through the object display area in this embodiment, the target object is magnified and displayed, allowing players to clearly see the object's actions and states, making it easier for players to quickly decide which object to aim at.
[0062] As shown in the example in Figure 2, the game objects in the scene are very small, and players can only see the general appearance and actions of the game objects. After the target object is selected, the target object may be obscured by the aiming indicator, making it even more difficult for players to see the appearance and actions of the target object from the game scene.
[0063] In the object display area, the target object is magnified and displayed. When the video image in the object display area is captured from the game scene, the appearance and movement of the target object in the object display area are synchronized with the appearance and movement of the target object in the game scene.
[0064] Furthermore, the aforementioned object display area also displays at least one of the following: the item attributes of the specified item to which the target object belongs; the item status of the specified item to which the target object belongs; and game resources for the target object obtained by the game account logged into on the terminal device.
[0065] The item attributes can include the type and quantity of items belonging to the target object; the item status can include whether the item has been used up or whether the item is currently active; the game resource can be whether the player obtains relevant game resources after interacting with the target object, such as game reward items or points.
[0066] The aforementioned item attributes, item status, and game resources can be displayed in the object display area in the form of text or symbols.
[0067] In this way, the object display area can provide detailed information about the target object without displaying it on the graphical user interface, simplifying the graphical user interface. At the same time, it can provide players with more detailed information about the target object, which helps players decide on the final target during the aiming process.
[0068] Furthermore, based on the display position of the target object in the graphical user interface, the region position of the object display area is determined; and the object display area is provided at the region position.
[0069] In this method, the display position of the target object affects the position of the object display area; for example, the object display area can be controlled to appear near the target object for easy viewing by the player. When the target object changes, the position of the object display area also changes.
[0070] Alternatively, the game objects in the game scene can be divided into multiple regions, with each region corresponding to the display area of an object. When the target object switches between game objects within the same region, the display area of the object remains unchanged; when the target object switches between game objects in different regions, the display area of the object changes.
[0071] In one specific approach, the game faction to which the target object belongs is determined; based on the display area of the game faction in the scene, the regional position of the object's display area is determined.
[0072] Each game faction corresponds to a specific area of the object's display region; when the target object switches within the same game faction, the area of the object's display region remains unchanged.
[0073] In actual implementation, the game scene includes: multiple game factions; the display areas of the multiple game factions are arranged along the specified direction of the graphical user interface; the display area of the game faction to which the target object belongs in the scene screen is determined; the area edge of the display area is obtained; and the area position of the object's display area is determined based on the area edge.
[0074] For example, in portrait mode games, the display areas of multiple game factions are arranged vertically along the graphical user interface, while in landscape mode games, the display areas of multiple game factions are arranged horizontally along the graphical user interface.
[0075] The display area edge of the game faction can be the top edge, bottom edge, left edge, right edge, etc. of the display area; the position of the object display area is determined by the edge of the area; for example, when the area edge is the top edge, the position of the object display area is above the top edge; or when the area edge is the bottom edge, the position of the object display area is below the bottom edge, so as to avoid the object display area from obscuring the display area of the target object's game faction.
[0076] In the examples in Figures 3 and 4, the game factions include our faction and the enemy faction, for a total of two game factions. The display area of our faction is at the bottom of the graphical user interface, and the display area of the enemy faction is at the top of the graphical user interface, that is, arranged vertically.
[0077] When the target object belongs to the enemy camp, as shown in Figure 3, the target object's display area is located above the edge of the enemy camp's display area; when the target object belongs to our camp, as shown in Figure 4, the target object's display area is located above the edge of our camp's display area.
[0078] The location of the object display area is related to the game faction to which the target object belongs. The object display area can be displayed around the game faction to which the target object belongs, making it easy for players to view and also preventing the object display area from obscuring the game faction to which the target object belongs.
[0079] Furthermore, after determining the region position of the object display area, it is determined whether the object display area exceeds the specified area of the graphical user interface when it is in the region position; if it exceeds, the region position is adjusted until the object display area is within the specified area when it is in the region position.
[0080] The specified area can be preset. The purpose of setting the specified area is to ensure that the object display area is always located within the specified area, so as to avoid the object display area from obscuring important areas in the graphical user interface, such as the operation area and the reserved area.
[0081] For example, in the example of Figure 5, based on the entire area of the graphical user interface, the reserved area at the top of the graphical user interface is removed, the operation area for displaying skill cards in the graphical user interface is removed, and the remaining area is the specified area.
[0082] If the object display area exceeds the specified area of the graphical user interface when it is in the specified area, the position of the object display area will be adjusted according to the specified area, usually with the principle of minimal adjustment; for example, if the object display area exceeds the top edge of the specified area, the object display area will be controlled to move downward until the top edge of the object display area is adjacent to or overlaps with the top edge of the specified area, so that the entire object display area is within the specified area.
[0083] The following embodiments provide specific implementations of the aiming operation.
[0084] In an optional embodiment, in a skill casting scenario, a target skill is triggered, thereby initiating aiming at the object that casts the target skill. Specifically, in response to a trigger operation for the target skill, the target object is determined in the game scene based on the operation touchpoint of the trigger operation.
[0085] The touch point can be understood as the location of the player's finger when the trigger action is performed. Based on the touch point, the target object is determined. For example, the game object in the game scene where the touch point is located can be used as the target object, or the game object closest to the touch point can be used as the target object.
[0086] In one implementation, the graphical user interface includes a skill casting tool; the skill casting tool includes skill casting props or skill casting controls; the skill casting props can be skill cards, skill pieces, etc.
[0087] In response to a sliding action applied to a skill casting tool, the game object corresponding to the sliding action's touch point is identified as the target object to be aimed at.
[0088] You can refer to Figures 6 and 10. Figure 6 shows the scene and skill casting items displayed in the graphical user interface before the aiming operation is triggered. The scene includes multiple game objects, and the skill casting attack is taken as an example of a skill card.
[0089] After the player performs a swipe gesture starting with skill card 2, as shown in Figure 10, the gesture touchpoint moves to the game object, which becomes the target object in this game. If the player then performs a swipe-to-end gesture (lifting their finger), the target skill is cast on that target object.
[0090] In another implementation, in response to a trigger operation targeting a skill, the target object is determined in the game scene based on the operation path of the trigger operation.
[0091] For example, based on the operation path of the triggered operation, predict the future operation path of the operation touchpoint or the scene area it will pass through in the future, and determine the target object from the game objects in the future operation path or the scene area it will pass through.
[0092] In one specific implementation, the graphical user interface includes a skill casting tool; the skill casting tool includes skill casting props or skill casting controls; the skill casting props can be skill cards, skill pieces, etc.
[0093] In response to the sliding operation applied to the skill casting tool, the sliding direction is determined based on the sliding path of the sliding operation; in the game scene, the target object is determined along the sliding direction.
[0094] For example, the sliding path of this sliding operation can be understood as the path traversed by the operation touchpoint from the start of the sliding operation. This sliding path may be a straight line, a curve, a polyline, etc. In actual implementation, the sliding direction can be determined based on the tangent line of the current sliding touchpoint on the sliding path, or a reference point can be specified on the sliding path, and the sliding direction can be determined based on the sliding touchpoint and this reference point. This reference point can be the location of the skill casting tool, the starting point of the sliding operation, or any specified point on the sliding path, etc.
[0095] A specific method for determining the sliding direction includes: displaying a skill casting tool in a first area of a graphical user interface; recording the initial position of the operation touch point when it moves outside the first area in response to the sliding operation; recording the real-time position of the operation touch point in response to the continuation of the sliding operation; and determining the sliding direction based on the initial position and the real-time position.
[0096] For example, the first region could be the bottom area of the graphical user interface (GUI) or another region. In practice, an edge line of this first region can be defined, and the movement of the touch point during the swipe operation can be monitored to ensure it exceeds this edge line. When it does, the position of the touch point within the GUI, such as its coordinates, is recorded. This position is used as the starting point for determining the swipe direction. Then, when the player continues to perform a swipe operation outside the first region, the direction from the starting point to the real-time position of the touch point is determined as the swipe direction, based on the touch point itself. As the touch point changes, the swipe direction may also change continuously.
[0097] In an optional embodiment, after determining the sliding direction, a direction line can be generated along the sliding direction, and the target object can be determined based on the relative position of each game object in the game scene with the direction line.
[0098] For example, the game object that the directional line passes through can be identified as the target object; or, a directional range can be determined based on the sliding direction, and the game objects whose relative directions are relative to the sliding touch point can be identified as the target objects; or, the relative directions of each game object relative to the sliding touch point can be determined, and the game object whose relative direction is closest to the sliding direction can be identified as the target object, etc.
[0099] Triggering a skill casting tool can be understood as triggering the target skill corresponding to the skill casting tool. The triggering operation for the skill casting tool can specifically be a click operation, double-click operation, swipe operation, etc.
[0100] Referring to the examples in Figures 6 and 7, Figure 6 shows the scene and skill casting props displayed in the graphical user interface before the aiming operation is triggered. The scene includes multiple game objects, and the skill casting attack is exemplified by skill cards.
[0101] After the player performs a sliding operation starting from skill card 2, by referring to Figures 6 and 7, it can be determined that the sliding direction is the upper right direction. At this time, the game match located in the upper right direction of the scene screen can be identified as the target object.
[0102] Furthermore, in response to a trigger operation targeting a skill, a skill cancellation area is provided in the graphical user interface; in response to a trigger end operation applied to the skill cancellation area, the triggering of the target skill is cancelled.
[0103] For example, after performing a trigger operation on a target skill, if the player no longer wants to cast that target skill, they can perform a trigger-end operation applied to the skill cancellation area, in which case the target skill will no longer be triggered. The trigger-end operation can be a click, double-click, or swipe operation applied to the skill cancellation area.
[0104] In one example, when the trigger operation for the skill casting tool is a sliding control operation starting from the skill casting tool, when the operation touch point of the sliding control operation moves to the skill cancellation area and the sliding end operation is executed, that is, when the player lifts their finger, the trigger of the skill casting tool is cancelled.
[0105] The graphical user interface includes a skill casting tool; the skill casting tool is displayed in a first area of the graphical user interface; in response to a trigger operation on the skill casting tool, the skill casting tool is dedisplayed in the first area; a skill cancellation area is provided in the graphical user interface; wherein the skill cancellation area obscures at least part of the first area.
[0106] Referring to Figures 6 and 7, after triggering the skill casting tool, the skill cards that were originally displayed in the lower area of the graphical user interface will no longer be displayed, and this area will provide a skill cancellation area; at the same time, the skill details of the target skill corresponding to the skill casting tool can also be displayed in the skill area, such as the usage of the skill, attack power, etc.
[0107] In one specific implementation, after identifying the target object in the game scene, a targeting indicator is displayed, indicating that the target object is being targeted. This targeting indicator is displayed in association with the target object in the scene. The targeting indicator is used to indicate which game object is currently being targeted.
[0108] Aiming indicators can take the form of symbols, specific colors, specific effects, etc. In the example of Figure 8, the above-mentioned aiming indicators include: a first indicator located at the bottom of the object model of the target object, and / or, a second indicator located in front of the object model of the target object; the second indicator occludes at least part of the object model of the target object.
[0109] The first and second indicator markers can be displayed simultaneously, or only one of them can be displayed. The first indicator marker can be a ring or polygon located at the bottom of the object model, and can be highlighted at the edge or filled with a specified color. The second indicator marker can be an aiming marker located on the target object; by using both the first and second indicator markers, the currently aimed target object can be identified, improving the clarity of the aiming target indication.
[0110] Furthermore, the aforementioned aiming indicator also includes an aiming line; one end of the aiming line is located at the target object, and the other end of the aiming line is located at the operating contact point of the aiming operation.
[0111] Referring to Figure 8, the aiming line is displayed between the control touch and the target object, making it easier for the player to see the target object and understand the relationship between the control touch and the target object as the control touch moves, further improving the accuracy of aiming at the target.
[0112] For example, when the operation touch point moves to the left, the target object changes. As shown in Figure 9, one end of the aiming line is located at the operation touch point, but because the target object has changed, the game object connected to the other end has also changed. At the same time, the target object in the object display area has also changed.
[0113] When the target object remains unchanged, the length of the aiming line is determined by the distance between the operating contact and the target object. In response to an aiming operation, the operating contact moves closer to the target object, shortening the aiming line; conversely, in response to an aiming operation, the operating contact moves further away from the target object, increasing the aiming line length. By adjusting the length of the aiming line, the relationship between the operating contact and the target object can be accurately and concisely indicated.
[0114] In another implementation, if the distance between the operating contact point and the target object in response to the aiming operation is greater than a first distance threshold, the aiming line is displayed. If the distance between the operating contact point and the target object in response to the aiming operation is less than a second distance threshold, the aiming line is not displayed.
[0115] For example, the first distance threshold and the second distance threshold mentioned above may be the same or different.
[0116] When the touch point is far from the target object, displaying the aiming line helps the player accurately aim at the target object and switch targets precisely by moving the touch point. When the touch point is close to the target object, as shown in Figure 10, there is no need to indicate the relationship between the touch point and the target object with the aiming line, so the aiming line can be omitted, thus simplifying the interface.
[0117] In other implementations, in response to the movement of the operation touch point during the aiming operation, the target object being aimed at is switched in the game scene based on the movement state of the operation touch point; wherein, the movement state includes: movement position and / or movement direction.
[0118] The movement state can include both movement position and movement direction, or it can include only movement position or movement direction. For example, when the movement state includes movement position, the game object closest to the movement position of the touch point can be identified as the target object. As the touch point moves, its position changes continuously, and the target object will also switch accordingly.
[0119] The aforementioned movement states include switching the target object along the movement direction. For example, in the examples of Figures 8 and 9, if the movement direction is left, the game object to the left of the current target object will be switched to the new target object. Similarly, if the movement direction is upward, the game object above the current target object will be switched to the new target object.
[0120] In response to a change in the target object, the image of the changed target object is displayed in the object display area. That is, the video image playing in the object display area updates as the target object is updated.
[0121] By controlling the movement of the touch point, players can easily switch target objects. After switching target objects, the target objects in the object display area will also switch, allowing players to understand the detailed status of each target object during the aiming operation, which helps to improve the accuracy of aiming at the target.
[0122] Another approach is to determine that the target object belongs to a specified object type, provide an object display area in the graphical user interface, and display an image of the object containing the target object in the object display area.
[0123] In this method, an object display image is provided only for target objects of a specified object type, and the object image of the target object is displayed; for example, the specified object type can be a specified object level, a specified object category, etc.
[0124] If the target object is determined not to belong to the specified object type, the target object is displayed in the scene in the specified display format; the specified display format indicates that the target object is being targeted, and the graphical user interface does not provide an object display area when the target object does not belong to the specified object type.
[0125] During the target object switching aiming process, if the target object is switched to a target object that does not belong to the specified object type, the graphical user interface will no longer provide an object display area; in order to indicate that the target object is being aimed, the target object can be displayed in a specified display format, such as highlighting or enlarging the target object in the scene.
[0126] Once a target is identified, the player can proceed with the skill casting action, which in turn casts the target skill at the target. This target skill is related to the type of skill casting tool that was triggered.
[0127] In this embodiment, during the player's aiming operation, the object image of the currently aimed target is enlarged and displayed in the object display area. This provides clearer and more detailed auxiliary information about the target object, which helps the player confirm the aiming target and reduces the chance of misselecting the target.
[0128] Meanwhile, because the object display area magnifies the target object, players can better observe the target object's expressions, actions, and other detailed information, which not only enriches the visual effects but also helps players make more reasonable decisions based on detailed information. In addition, more information about the target object can also be displayed in the object display area, so the graphical user interface does not need to display this information, which can simplify the content displayed in the graphical user interface.
[0129] Corresponding to the above method embodiments, referring to Figure 11, a schematic diagram of an interactive control device for a game is provided through a terminal device. The graphical user interface includes a scene screen of the game scene; the device includes an aiming module 110 and a display module 112.
[0130] The aiming module 110 is configured to respond to the aiming operation by determining the target object in the game scene; the display module 112 is configured to provide an object display area in the graphical user interface and display an object image containing the target object in the object display area; wherein the object display area occludes at least part of the scene screen; the display size of the target object in the object display area is larger than the display size of the target object in the scene screen.
[0131] The aforementioned game's interactive control device provides a graphical user interface (GUI) via a terminal device. The GUI includes a game scene view. The method includes: in response to an aiming operation, determining the target object in the game scene; providing an object display area in the GUI, displaying an image of the target object within the object display area; wherein the object display area obscures at least a portion of the scene view; and the display size of the target object in the object display area is larger than the display size of the target object in the scene view. In this method, when aiming at a target object, displaying a larger target object in the object display area allows players to see clearer and more detailed information about the target object, thus deciding whether to perform subsequent operations on that target object. This reduces the probability of aiming at the wrong target, increases the accuracy of aiming, and consequently improves the player's game interaction experience and performance.
[0132] Optionally, the aforementioned display module is configured to perform the following: play a dynamic image containing the target object in the object display area; wherein the dynamic image includes: video images or animations. In this embodiment, the target object in such dynamic images as video images or animations is usually dynamic, so the dynamic image can not only display the appearance of the target object, but also display the target object's actions, expressions, status, and other information, thereby providing players with more detailed and richer target information.
[0133] Optionally, the above-mentioned device further includes a video acquisition module, configured to perform: capturing dynamic images of the target object from the game scene; or acquiring pre-recorded dynamic images containing the target object. In this embodiment, by capturing dynamic images of the target object in the game scene, players can view the real-time status of the target object from the object display area, making the information provided by the object display area more accurate, detailed, and rich, and with higher real-time performance.
[0134] Optionally, the aforementioned dynamic image includes at least one of the following: the appearance of the target object, the object's action, and the object's state. In this embodiment, by using at least one of the target object's appearance, object action, and object state, the player can easily observe the game objects in the scene, enabling the player to quickly make a decision to aim at the object.
[0135] Optionally, the object display area may also display at least one of the following: the item attributes of the specified item to which the target object belongs; the item status of the specified item to which the target object belongs; and game resources for the target object obtained by the game account logged in on the terminal device.
[0136] As shown in the above embodiments, the object display area can provide detailed information about the target object without displaying it on the graphical user interface, thus simplifying the graphical user interface. At the same time, it can provide players with more detailed information about the target object, which is helpful for players to decide on the final target during the aiming process.
[0137] Optionally, the aforementioned display module is configured to: determine the region position of the object display area based on the display position of the target object in the graphical user interface; and provide the object display area at that region position. In this approach, the display position of the target object affects the region position of the object display area; for example, the object display area can be controlled to be displayed near the target object for easy viewing by the player.
[0138] Optionally, the above display module is configured to perform the following: determine the game faction to which the target object belongs; and determine the regional position of the object's display area based on the display area of the game faction in the scene.
[0139] Optionally, the game scene described above includes: multiple game factions; the display areas of the multiple game factions are arranged along a specified direction of the graphical user interface; the display module is configured to perform: determining the display area of the game faction to which the target object belongs in the scene screen; obtaining the area edge of the display area; and determining the area position of the object's display area based on the area edge.
[0140] In the above embodiments, the location of the object display area is related to the game faction to which the target object belongs. The object display area can be displayed around the game faction to which the target object belongs, making it easy for players to view and also preventing the object display area from obscuring the game faction to which the target object belongs.
[0141] Optionally, the above-mentioned device further includes a region adjustment module, configured to: determine whether the object display area exceeds a specified area of the graphical user interface when the object display area is in the specified region position; if it exceeds, adjust the region position until the object display area is within the specified region when the object display area is in the specified region position. In this method, by setting a specified region, the object display area can be controlled to always be within the specified region, avoiding the object display area from obscuring important areas in the graphical user interface.
[0142] Optionally, the aforementioned aiming module is configured to: respond to a trigger operation for a target skill, and determine the target object in the game scene based on the operation touchpoint of the trigger operation.
[0143] Optionally, the graphical user interface mentioned above includes a skill casting tool; the skill casting tool includes a skill casting item or a skill casting control; the aiming module is configured to perform: in response to a sliding operation applied to the skill casting tool, determine the game object corresponding to the operation touch point of the sliding operation as the target object to be aimed at.
[0144] Optionally, the aforementioned aiming module is configured to: respond to a trigger operation for a target skill, and determine the target object in the game scene based on the operation path of the trigger operation.
[0145] Optionally, the graphical user interface mentioned above includes a skill casting tool; the skill casting tool includes a skill casting item or a skill casting control; the aiming module is configured to perform: responding to a sliding operation applied to the skill casting tool, determining the sliding direction based on the sliding path of the sliding operation; and in the game scene, determining the target object to be aimed along the sliding direction.
[0146] Optionally, the aforementioned skill casting tool is displayed in the first area of the graphical user interface; the aforementioned aiming module is configured to perform: in response to the operation touch point moving outside the first area during a sliding operation, the starting position of the operation touch point is recorded; in response to the continuation of the sliding operation, the real-time position of the operation touch point is recorded; and the sliding direction is determined based on the starting position and the real-time position.
[0147] Optionally, the above device further includes a trigger cancellation module, configured to: provide a skill cancellation area in the graphical user interface in response to a trigger operation targeting a target skill; and cancel the triggering of the target skill in response to a trigger end operation applied to the skill cancellation area.
[0148] Optionally, the graphical user interface includes a skill casting tool; the skill casting tool is displayed in a first area of the graphical user interface; the aforementioned cancellation trigger module is configured to: in response to a trigger operation on the skill casting tool, cancel the display of the skill casting tool in the first area; and provide a skill cancellation area in the graphical user interface; wherein the skill cancellation area obscures at least a portion of the first area.
[0149] Optionally, the above device further includes: an identification display module, configured to display an aiming indicator indicating that a target object is being targeted; wherein the aiming indicator is displayed in association with the target object in the scene.
[0150] Optionally, the aforementioned aiming indicator includes: a first indicator located at the bottom of the target object's object model, and / or a second indicator located in front of the target object's object model; the second indicator obscures at least part of the target object's object model. In this embodiment, the first and second indicator indicators can be displayed simultaneously, or only one of them can be displayed. The target object currently being aimed can be determined by the dual indication of the first and second indicator indicators, improving the clarity of the aiming target indication.
[0151] Optionally, the aiming indicator may also include an aiming line; one end of the aiming line is located on the target object, and the other end of the aiming line is located at the operating contact point of the aiming operation.
[0152] In this embodiment, the aiming line is displayed between the operation touch point and the target object, making it easier for the player to see the target object and understand the relationship between the operation touch point and the target object as the operation touch point moves, thereby further improving the accuracy of aiming at the target.
[0153] Optionally, the device further includes a length control module configured to: shorten the length of the aiming line in response to the operating contact point moving closer to the target object during an aiming operation; or increase the length of the aiming line in response to the operating contact point moving away from the target object during an aiming operation. In this embodiment, by adjusting the length of the aiming line, the relationship between the operating contact point and the target object can be accurately and concisely indicated.
[0154] Optionally, the above device further includes a display control module configured to: display an aiming line in response to the distance between the operating touch point and the target object being greater than a first distance threshold; and cancel the display of the aiming line in response to the distance between the operating touch point and the target object being less than a second distance threshold. In this embodiment, when the operating touch point is far from the target object, displaying the aiming line helps the player accurately aim at the target object and accurately switch the target object by moving the operating touch point. When the operating touch point is close to the target object, there is no need to indicate the relationship between the operating touch point and the target object through the aiming line, so the aiming line can be left undisplayed, thereby simplifying the interface content.
[0155] Optionally, the above device further includes a first object switching module, configured to perform: in response to the movement of the operation touch point of the aiming operation, switching the aimed target object in the game scene based on the movement state of the operation touch point; wherein the movement state includes: movement position and / or movement direction.
[0156] Optionally, the above device further includes a second object switching module, configured to perform: in response to the target object being switched, displaying the object image of the switched target object in the object display area.
[0157] In the above embodiments, by controlling the movement of the operation touch point, the player can easily switch target objects. After the target object is switched, the target object in the object display area will also switch, so that the player can understand the detailed status of each target object during the aiming operation, which is conducive to improving the accuracy of aiming at the target.
[0158] Optionally, the above display module is configured to perform the following: determine that the target object belongs to a specified object type, provide an object display area in the graphical user interface, and display an object image containing the target object in the object display area.
[0159] Optionally, the above device further includes an object display module, configured to perform: determining that the target object does not belong to a specified object type, and displaying the target object in a specified display format in the scene screen; wherein, the specified display format indicates that the target object is being targeted, and when the target object does not belong to the specified object type, the graphical user interface does not provide an object display area.
[0160] Optionally, the above device also includes a skill casting module configured to perform: in response to a skill casting operation, casting a target skill onto a target object.
[0161] Based on the above embodiments, during the player's aiming operation, the object image of the currently aimed target can be enlarged and displayed in the object display area, which can provide clearer and more detailed auxiliary information about the target object, which helps the player to confirm the aiming target and reduces the purpose of misselecting the target.
[0162] This embodiment also provides an electronic device, including a processor and a memory. The memory stores computer-executable instructions that can be executed by the processor. The processor executes the computer-executable instructions to implement the interactive control method of the game described above. This electronic device can be a server or a terminal device.
[0163] Referring to Figure 12, the electronic device includes a processor 100 and a memory 101. The memory 101 stores computer-executable instructions that can be executed by the processor 100. The processor 100 executes the computer-executable instructions to implement the interactive control method of the game described above.
[0164] Furthermore, the electronic device shown in FIG12 also includes a bus 102 and a communication interface 103, and the processor 100, the communication interface 103 and the memory 101 are connected through the bus 102.
[0165] The memory 101 may include high-speed random access memory (RAM) or non-volatile memory, such as at least one disk storage device. Communication between this system network element and at least one other network element is achieved through at least one communication interface 103 (which can be wired or wireless), such as the Internet, wide area network, local area network, or metropolitan area network. The bus 102 may be an ISA bus, PCI bus, or EISA bus, etc. Buses can be categorized as address buses, data buses, control buses, etc. For ease of illustration, only a single bidirectional arrow is used in Figure 12, but this does not indicate that there is only one bus or one type of bus.
[0166] The processor 100 may be an integrated circuit chip with signal processing capabilities. In implementation, each step of the above method can be completed by the integrated logic circuitry in the hardware of the processor 100 or by instructions in software form. The processor 100 may be a general-purpose processor, including a Central Processing Unit (CPU), a Network Processor (NP), etc.; it may also be a Digital Signal Processor (DSP), an Application Specific Integrated Circuit (ASIC), a Field-Programmable Gate Array (FPGA), or other programmable logic devices, discrete gate or transistor logic devices, or discrete hardware components. It can implement or execute the methods, steps, and logic block diagrams disclosed in the embodiments of this disclosure. The general-purpose processor may be a microprocessor or any conventional processor. The steps of the methods disclosed in the embodiments of this disclosure can be directly manifested as execution by a hardware decoding processor, or execution by a combination of hardware and software modules in the decoding processor. The software module can reside in a readily available storage medium in the art, such as random access memory, flash memory, read-only memory, programmable read-only memory, electrically erasable programmable memory, or registers. This storage medium is located in memory 101, and the processor 100 reads the information from memory 101 and, in conjunction with its hardware, completes the steps of the method described in the foregoing embodiments.
[0167] The processor in the aforementioned electronic device, by executing computer-executable instructions, can perform the following operations in the interactive control method of the aforementioned game:
[0168] A game interaction control method provides a graphical user interface (GUI) via a terminal device, the GUI including a scene screen of the game scene; in response to an aiming operation, a target object is determined in the game scene; an object display area is provided in the GUI, and an object image containing the target object is displayed in the object display area; wherein the object display area occludes at least part of the scene screen; the display size of the target object in the object display area is larger than the display size of the target object in the scene screen.
[0169] Through the above embodiments, when aiming at a target object, a larger target object is displayed in the object display area. Players can view clearer and more detailed information about the target object through this area, allowing them to decide whether to perform subsequent actions. This reduces the probability of aiming at the wrong target, increases aiming accuracy, and thus improves the player's gaming experience and performance. Furthermore, because a larger target object is displayed in the object display area when aiming, players can quickly and accurately view clearer and more detailed information about the target object, facilitating rapid decision-making and target selection. This improves game operation efficiency, increases device response frequency, and reduces device resource consumption.
[0170] Optionally, a dynamic image containing the target object may be played in the object display area; wherein the dynamic image includes: video image or animation.
[0171] In this embodiment, the target object in dynamic images such as video images or animations is usually dynamic. Therefore, dynamic images can not only display the appearance and skin of the target object, but also display the target object's actions, expressions, status and other information, thereby providing players with more detailed and richer target information.
[0172] Optionally, a dynamic image of the target object can be captured from the game scene; or, a pre-recorded dynamic image containing the target object can be acquired. In this embodiment, by capturing a dynamic image of the target object in the game scene, players can view the real-time status of the target object from the object display area, making the information provided by the object display area more accurate, detailed, and rich, and with higher real-time performance.
[0173] Optionally, the dynamic image includes at least one of the following: the appearance of the target object, the object's action, and the object's state. In this embodiment, by using at least one of the target object's appearance, object action, and object state, the player can easily observe the game objects in the scene, enabling the player to quickly make a decision to aim at the object.
[0174] Optionally, the object display area may also display at least one of the following: the item attributes of the specified item to which the target object belongs; the item status of the specified item to which the target object belongs; and game resources for the target object obtained by the game account logged in on the terminal device.
[0175] As shown in the above embodiments, the object display area can provide detailed information about the target object without displaying it on the graphical user interface, thus simplifying the graphical user interface. At the same time, it can provide players with more detailed information about the target object, which is helpful for players to decide on the final target during the aiming process.
[0176] Optionally, the region position of the object display area is determined based on the display position of the target object in the graphical user interface; the object display area is then provided at that region position. In this approach, the display position of the target object affects the region position of the object display area; for example, the object display area can be controlled to appear near the target object for easier viewing by the player.
[0177] Optionally, determine the game faction to which the target object belongs; based on the display area of the game faction in the scene, determine the regional position of the object's display area.
[0178] Optionally, the game scene includes: multiple game factions; the display areas of the multiple game factions are arranged along a specified direction of the graphical user interface; the display area of the game faction to which the target object belongs in the scene screen is determined; the area edge of the display area is obtained; and the area position of the object's display area is determined based on the area edge.
[0179] In the above embodiments, the location of the object display area is related to the game faction to which the target object belongs. The object display area can be displayed around the game faction to which the target object belongs, making it easy for players to view and also preventing the object display area from obscuring the game faction to which the target object belongs.
[0180] Optionally, determine whether the object display area exceeds a specified area of the graphical user interface when the object display area is in the specified area position; if it does, adjust the area position until the object display area is within the specified area when the object display area is in the specified area position. In this method, by setting a specified area, it is possible to control the object display area to always be within that specified area, preventing the object display area from obscuring important areas in the graphical user interface.
[0181] Optionally, in response to a trigger action for a target skill, the targeted object in the game scene is determined based on the action touchpoint of the trigger action.
[0182] Optionally, the graphical user interface includes a skill casting tool; the skill casting tool includes a skill casting item or a skill casting control; in response to a sliding operation applied to the skill casting tool, the game object corresponding to the operation touch point of the sliding operation is identified as the target object to be aimed at.
[0183] Optionally, in response to a trigger action targeting a skill, the targeted object in the game scene is determined based on the action path of the trigger action.
[0184] Optionally, the graphical user interface includes a skill casting tool; the skill casting tool includes a skill casting item or a skill casting control; in response to a sliding operation applied to the skill casting tool, the sliding direction is determined according to the sliding path of the sliding operation; in the game scene, the target object is determined along the sliding direction.
[0185] Optionally, the skill casting tool is displayed in a first area of the graphical user interface; in response to the sliding operation, the operation touch point moves outside the first area, and the starting position of the operation touch point is recorded; in response to the continuation of the sliding operation, the real-time position of the operation touch point is recorded; the sliding direction is determined based on the starting position and the real-time position.
[0186] Optionally, in response to a trigger operation targeting a skill, a skill cancellation area can be provided in the graphical user interface; in response to a trigger end operation applied to the skill cancellation area, the triggering of the target skill can be cancelled.
[0187] Optionally, the graphical user interface includes a skill casting tool; the skill casting tool is displayed in a first area of the graphical user interface; in response to a trigger operation on the skill casting tool, the skill casting tool is dedisplayed in the first area; a skill cancellation area is provided in the graphical user interface; wherein the skill cancellation area obscures at least part of the first area.
[0188] Optionally, display a targeting indicator that the target object is being targeted; wherein the targeting indicator is displayed in association with the target object in the scene.
[0189] Optionally, the aiming indicator includes: a first indicator located at the bottom of the object model of the target object, and / or a second indicator located in front of the object model of the target object; the second indicator obscures at least part of the object model of the target object. In this embodiment, the first and second indicators can be displayed simultaneously, or only one of them can be displayed. The target object currently being aimed can be determined by the dual indication of the first and second indicators, thereby improving the clarity of the aiming target indication.
[0190] Optionally, the aiming indicator may also include an aiming line; one end of the aiming line is located on the target object, and the other end of the aiming line is located at the operating contact point of the aiming operation.
[0191] In this embodiment, the aiming line is displayed between the operation touch point and the target object, making it easier for the player to see the target object and understand the relationship between the operation touch point and the target object as the operation touch point moves, thereby further improving the accuracy of aiming at the target.
[0192] Optionally, in response to the aiming operation, the length of the aiming line is shortened when the operating contact moves closer to the target object; or, in response to the aiming operation, the length of the aiming line is increased when the operating contact moves further away from the target object. In this embodiment, by adjusting the length of the aiming line, the relationship between the operating contact and the target object can be accurately and concisely indicated.
[0193] Optionally, in response to an aiming operation, if the distance between the touch point and the target object is greater than a first distance threshold, an aiming line is displayed; if the distance between the touch point and the target object is less than a second distance threshold, the aiming line is not displayed. In this embodiment, when the touch point is far from the target object, displaying the aiming line helps the player accurately aim at the target object and accurately switch targets by moving the touch point. When the touch point is close to the target object, there is no need to indicate the relationship between the touch point and the target object through the aiming line, so the aiming line can be left undisplayed, thereby simplifying the interface content.
[0194] Optionally, in response to the movement of the operation touch point during the aiming operation, the target object being aimed at is switched in the game scene based on the movement state of the operation touch point; wherein, the movement state includes: movement position and / or movement direction.
[0195] Optionally, in response to the target object being switched, the object image of the switched target object is displayed in the object display area.
[0196] In the above embodiments, by controlling the movement of the operation touch point, the player can easily switch target objects. After the target object is switched, the target object in the object display area will also switch, so that the player can understand the detailed status of each target object during the aiming operation, which is conducive to improving the accuracy of aiming at the target.
[0197] Optionally, determine that the target object belongs to a specified object type, provide an object display area in the graphical user interface, and display an object image containing the target object in the object display area.
[0198] Optionally, if the target object is determined not to belong to the specified object type, the target object is displayed in the scene in the specified display format; wherein, the specified display format indicates that the target object is being targeted, and when the target object does not belong to the specified object type, the graphical user interface does not provide an object display area.
[0199] Optionally, in response to a skill casting operation, the target skill is cast on the target object. In this embodiment, during the player's aiming operation, the object image of the currently aimed target is enlarged and displayed in the object display area. This provides clearer and more detailed auxiliary information about the target object, helping the player to confirm the aiming target and reducing the chance of misselecting a target.
[0200] In any of the above embodiments, when aiming at a target object, a larger target object is displayed through the object display area. Players can view clearer and more detailed information about the target object through the object display area, and then decide whether to perform subsequent operations on the target object. This reduces the probability of aiming at the wrong target, improves the accuracy of aiming at the target, and thus improves the player's game interaction experience and game performance.
[0201] This embodiment also provides a computer-readable storage medium storing computer-executable instructions. When the computer-executable instructions are called and executed by a processor, the computer-executable instructions cause the processor to implement the interactive control method of the above-mentioned game.
[0202] The computer-executable instructions stored in the aforementioned computer-readable storage medium can, by executing the aforementioned computer-executable instructions, perform the following operations in the interactive control method of the game:
[0203] A game interaction control method provides a graphical user interface (GUI) via a terminal device, the GUI including a scene screen of the game scene; in response to an aiming operation, a target object is determined in the game scene; an object display area is provided in the GUI, and an object image containing the target object is displayed in the object display area; wherein the object display area occludes at least part of the scene screen; the display size of the target object in the object display area is larger than the display size of the target object in the scene screen.
[0204] In this method, when aiming at a target, a larger version of the target is displayed in the target area. Players can see clearer and more detailed information about the target through this area, allowing them to decide whether to perform subsequent actions. This reduces the probability of aiming at the wrong target and increases aiming accuracy, thereby improving the player's gaming experience and performance. Furthermore, because a larger target is displayed in the target area, players can quickly and accurately see clearer and more detailed information about the target, facilitating rapid decision-making and target selection. This improves game operation efficiency, increases device response frequency, and reduces device resource consumption.
[0205] Optionally, a dynamic image containing the target object is played in the object display area; wherein the dynamic image includes: video image or animation. In this embodiment, the target object in such dynamic images as video images or animations is usually dynamic, so the dynamic image can not only display the appearance of the target object, but also display the target object's actions, expressions, status and other information, thereby providing players with more detailed and richer target information.
[0206] Optionally, a dynamic image of the target object can be captured from the game scene; or, a pre-recorded dynamic image containing the target object can be acquired. In this embodiment, by capturing a dynamic image of the target object in the game scene, players can view the real-time status of the target object from the object display area, making the information provided by the object display area more accurate, detailed, and rich, and with higher real-time performance.
[0207] Optionally, the dynamic image includes at least one of the following: the appearance of the target object, the object's action, and the object's state. In this embodiment, by using at least one of the target object's appearance, object action, and object state, the player can easily observe the game objects in the scene, enabling the player to quickly make a decision to aim at the object.
[0208] Optionally, the object display area may also display at least one of the following: the item attributes of the specified item to which the target object belongs; the item status of the specified item to which the target object belongs; and game resources for the target object obtained by the game account logged in on the terminal device.
[0209] As shown in the above embodiments, the object display area can provide detailed information about the target object without displaying it on the graphical user interface, thus simplifying the graphical user interface. At the same time, it can provide players with more detailed information about the target object, which is helpful for players to decide on the final target during the aiming process.
[0210] Optionally, the region position of the object display area is determined based on the display position of the target object in the graphical user interface; the object display area is then provided at that region position. In this approach, the display position of the target object affects the region position of the object display area; for example, the object display area can be controlled to appear near the target object for easier viewing by the player.
[0211] Optionally, determine the game faction to which the target object belongs; based on the display area of the game faction in the scene, determine the regional position of the object's display area.
[0212] Optionally, the game scene includes: multiple game factions; the display areas of the multiple game factions are arranged along a specified direction of the graphical user interface; the display area of the game faction to which the target object belongs in the scene screen is determined; the area edge of the display area is obtained; and the area position of the object's display area is determined based on the area edge.
[0213] In the above embodiments, the location of the object display area is related to the game faction to which the target object belongs. The object display area can be displayed around the game faction to which the target object belongs, making it easy for players to view and also preventing the object display area from obscuring the game faction to which the target object belongs.
[0214] Optionally, determine whether the object display area exceeds a specified area of the graphical user interface when the object display area is in the specified area position; if it does, adjust the area position until the object display area is within the specified area when the object display area is in the specified area position. In this method, by setting a specified area, it is possible to control the object display area to always be within that specified area, preventing the object display area from obscuring important areas in the graphical user interface.
[0215] Optionally, in response to a trigger action for a target skill, the targeted object in the game scene is determined based on the action touchpoint of the trigger action.
[0216] Optionally, the graphical user interface includes a skill casting tool; the skill casting tool includes a skill casting item or a skill casting control; in response to a sliding operation applied to the skill casting tool, the game object corresponding to the operation touch point of the sliding operation is identified as the target object to be aimed at.
[0217] Optionally, in response to a trigger action targeting a skill, the targeted object in the game scene is determined based on the action path of the trigger action.
[0218] Optionally, the graphical user interface includes a skill casting tool; the skill casting tool includes a skill casting item or a skill casting control; in response to a sliding operation applied to the skill casting tool, the sliding direction is determined according to the sliding path of the sliding operation; in the game scene, the target object is determined along the sliding direction.
[0219] Optionally, the skill casting tool is displayed in a first area of the graphical user interface; in response to the sliding operation, the operation touch point moves outside the first area, and the starting position of the operation touch point is recorded; in response to the continuation of the sliding operation, the real-time position of the operation touch point is recorded; the sliding direction is determined based on the starting position and the real-time position.
[0220] Optionally, in response to a trigger operation targeting a skill, a skill cancellation area can be provided in the graphical user interface; in response to a trigger end operation applied to the skill cancellation area, the triggering of the target skill can be cancelled.
[0221] Optionally, the graphical user interface includes a skill casting tool; the skill casting tool is displayed in a first area of the graphical user interface; in response to a trigger operation on the skill casting tool, the skill casting tool is dedisplayed in the first area; a skill cancellation area is provided in the graphical user interface; wherein the skill cancellation area obscures at least part of the first area.
[0222] Optionally, display a targeting indicator that the target object is being targeted; wherein the targeting indicator is displayed in association with the target object in the scene.
[0223] Optionally, the aiming indicator includes: a first indicator located at the bottom of the object model of the target object, and / or a second indicator located in front of the object model of the target object; the second indicator obscures at least part of the object model of the target object. In this embodiment, the first and second indicators can be displayed simultaneously, or only one of them can be displayed. The target object currently being aimed can be determined by the dual indication of the first and second indicators, thereby improving the clarity of the aiming target indication.
[0224] Optionally, the aiming indicator may also include an aiming line; one end of the aiming line is located on the target object, and the other end of the aiming line is located at the operating contact point of the aiming operation.
[0225] In this embodiment, the aiming line is displayed between the operation touch point and the target object, making it easier for the player to see the target object and understand the relationship between the operation touch point and the target object as the operation touch point moves, thereby further improving the accuracy of aiming at the target.
[0226] Optionally, in response to the aiming operation, the length of the aiming line is shortened when the operating contact moves closer to the target object; or, in response to the aiming operation, the length of the aiming line is increased when the operating contact moves further away from the target object. In this embodiment, by adjusting the length of the aiming line, the relationship between the operating contact and the target object can be accurately and concisely indicated.
[0227] Optionally, in response to an aiming operation, if the distance between the touch point and the target object is greater than a first distance threshold, an aiming line is displayed; if the distance between the touch point and the target object is less than a second distance threshold, the aiming line is not displayed. In this embodiment, when the touch point is far from the target object, displaying the aiming line helps the player accurately aim at the target object and accurately switch targets by moving the touch point. When the touch point is close to the target object, there is no need to indicate the relationship between the touch point and the target object through the aiming line, so the aiming line can be left undisplayed, thereby simplifying the interface content.
[0228] Optionally, in response to the movement of the operation touch point during the aiming operation, the target object being aimed at is switched in the game scene based on the movement state of the operation touch point; wherein, the movement state includes: movement position and / or movement direction.
[0229] Optionally, in response to the target object being switched, the object image of the switched target object is displayed in the object display area.
[0230] In the above embodiments, by controlling the movement of the operation touch point, the player can easily switch target objects. After the target object is switched, the target object in the object display area will also switch, so that the player can understand the detailed status of each target object during the aiming operation, which is conducive to improving the accuracy of aiming at the target.
[0231] Optionally, determine that the target object belongs to a specified object type, provide an object display area in the graphical user interface, and display an object image containing the target object in the object display area.
[0232] Optionally, if the target object is determined not to belong to the specified object type, the target object is displayed in the scene in the specified display format; wherein, the specified display format indicates that the target object is being targeted, and when the target object does not belong to the specified object type, the graphical user interface does not provide an object display area.
[0233] Optionally, in response to a skill casting operation, the target skill is cast on the target object. In this embodiment, during the player's aiming operation, the object image of the currently aimed target is enlarged and displayed in the object display area. This provides clearer and more detailed auxiliary information about the target object, helping the player to confirm the aiming target and reducing the chance of misselecting a target.
[0234] In any of the above embodiments, when aiming at a target object, a larger target object is displayed through the object display area. Players can view clearer and more detailed information about the target object through the object display area, and then decide whether to perform subsequent operations on the target object. This reduces the probability of aiming at the wrong target, improves the accuracy of aiming at the target, and thus improves the player's game interaction experience and game performance.
[0235] The computer program products of the game interaction control method, device and electronic device provided in this disclosure include a computer-readable storage medium storing program code. The instructions included in the program code can be used to execute the methods in the preceding method embodiments. For specific implementation, please refer to the method embodiments, which will not be repeated here.
[0236] Those skilled in the art will clearly understand that, for the sake of convenience and brevity, the specific working process of the system and apparatus described above can be referred to the corresponding process in the foregoing method embodiments, and will not be repeated here.
[0237] Furthermore, in the description of the embodiments of this disclosure, unless otherwise expressly specified and limited, the terms "installation," "connection," and "linking" should be interpreted broadly. For example, they can refer to a fixed connection, a detachable connection, or an integral connection; they can refer to a mechanical connection or an electrical connection; they can refer to a direct connection or an indirect connection through an intermediate medium; and they can refer to the internal connection of two components. Those skilled in the art can understand the specific meaning of the above terms in this disclosure based on the specific circumstances.
[0238] If a function is implemented as a software functional unit and sold or used as an independent product, it can be stored in a computer-readable storage medium. Based on this understanding, the technical solution of this disclosure, in essence, or the part that contributes to related technologies, or a portion of the technical solution, can be embodied in the form of a software product. This computer software product is stored in a storage medium and includes several instructions to cause a computer device (which may be a personal computer, server, or network device, etc.) to execute all or part of the steps of the methods of the various embodiments of this disclosure. The aforementioned storage medium includes various media capable of storing program code, such as a USB flash drive, a portable hard drive, a read-only memory (ROM), a random access memory (RAM), a magnetic disk, or an optical disk.
[0239] In the description of this disclosure, it should be noted that the terms "center," "upper," "lower," "left," "right," "vertical," "horizontal," "inner," and "outer," etc., indicate the orientation or positional relationship based on the orientation or positional relationship shown in the accompanying drawings, and are only for the convenience of describing this disclosure and simplifying the description, and do not indicate or imply that the device or element referred to must have a specific orientation, or be constructed and operated in a specific orientation, and therefore should not be construed as a limitation of this disclosure. Furthermore, the terms "first," "second," and "third" are used for descriptive purposes only and should not be construed as indicating or implying relative importance.
[0240] Finally, it should be noted that the above embodiments are merely specific implementations of this disclosure, used to illustrate the technical solutions of this disclosure, and not to limit it. The protection scope of this disclosure is not limited thereto. Although this disclosure has been described in detail with reference to the foregoing embodiments, those skilled in the art should understand that any person skilled in the art can still modify or easily conceive of changes to the technical solutions described in the foregoing embodiments, or make equivalent substitutions for some of the technical features, within the scope of the technology disclosed in this disclosure. Such modifications, changes, or substitutions do not cause the essence of the corresponding technical solutions to deviate from the spirit and scope of the technical solutions of the embodiments of this disclosure, and should all be covered within the protection scope of this disclosure. Therefore, the protection scope of this disclosure should be determined by the protection scope of the claims.
Claims
A method for interactive control of a game, comprising providing a graphical user interface (GUI) via a terminal device, the GUI including a scene view of the game scene; the method includes: In response to the aiming operation, the target object being aimed at is determined in the game scene; The graphical user interface provides an object display area, in which an object image containing the target object is displayed; Wherein, the object display area occludes at least part of the scene screen; the display size of the target object in the object display area is larger than the display size of the target object in the scene screen. According to the method of claim 1, wherein, The step of displaying an object image containing the target object in the object display area includes: Play a dynamic image containing the target object in the object display area; wherein the dynamic image includes: video image or animation. The method according to claim 2, wherein, Prior to the step of playing a dynamic image containing the target object in the object display area, the method further includes: A dynamic image of the target object is captured from the game scene; Alternatively, acquire a pre-recorded dynamic image containing the target object. The method according to claim 2, wherein, The dynamic image includes at least one of the following: the object appearance, object action, and object state of the target object. According to the method of claim 1, wherein, The object display area also displays at least one of the following: The item attributes of the specified item to which the target object belongs; The item status of the specified item to which the target object belongs; The game resources obtained by the game account logged into the terminal device for the target object. According to the method of claim 1, wherein, The step of providing an object display area in the graphical user interface includes: Based on the display position of the target object in the graphical user interface, determine the region position of the object display area; The object display area is provided at the specified location. The method according to claim 6, wherein, The step of determining the region position of the object display area based on the display position of the target object in the graphical user interface includes: Determine the game faction to which the target object belongs; Based on the display area of the game faction in the scene, determine the regional position of the object display area. The method according to claim 7, wherein, The game scene includes: multiple game factions; the display areas of the multiple game factions are arranged along a specified direction of the graphical user interface; The step of determining the location of the object display area based on the display area of the game faction in the scene screen includes: Determine the display area of the game faction to which the target object belongs within the scene screen; Obtain the region edge of the display area; Based on the region edges, the region location of the object display area is determined. The method according to claim 6, wherein, After determining the region location of the object display area, the method further includes: Determine whether the object display area will exceed the specified area of the graphical user interface when the object display area is located in the specified area position; If it exceeds the specified area, adjust the area position until the object display area is within the specified area when the object display area is in the specified area position. According to the method of claim 1, wherein, The step of determining the targeted object in the game scene in response to an aiming operation includes: In response to a trigger operation targeting a skill, the target object is determined in the game scene based on the operation touchpoint of the trigger operation. The method according to claim 10, wherein, The graphical user interface includes a skill casting tool; the skill casting tool includes skill casting items or skill casting controls; The response is a trigger operation for a target skill. The step of determining the targeted object in the game scene based on the operation touchpoint of the trigger operation includes: In response to a sliding operation applied to the skill casting tool, the game object corresponding to the operation touch point of the sliding operation is identified as the target object to be aimed at. According to the method of claim 1, wherein, The step of determining the targeted object in the game scene in response to an aiming operation includes: In response to a trigger operation targeting a skill, the target object is determined in the game scene based on the operation path of the trigger operation. The method according to claim 12, wherein, The graphical user interface includes a skill casting tool; the skill casting tool includes skill casting items or skill casting controls; The response is a trigger operation for a target skill. The step of determining the targeted object in the game scene based on the operation path of the trigger operation includes: In response to a sliding operation applied to the skill casting tool, the sliding direction is determined based on the sliding path of the sliding operation; In the game scene, the target object is determined along the sliding direction. The method according to claim 13, wherein, The skill casting tool is displayed in the first area of the graphical user interface; The step of determining the sliding direction based on the sliding path of the sliding operation includes: In response to the sliding operation, the operation contact point moves outside the first area, and the starting position of the operation contact point is recorded; In response to the continuation of the sliding operation, the real-time position of the operation touch point is recorded; The sliding direction is determined based on the starting position and the real-time position. The method according to claim 10 or 12, wherein, The method further includes: In response to a trigger action targeting a skill, a skill cancellation area is provided in the graphical user interface; In response to the trigger end operation applied to the skill cancellation area, the triggering of the target skill is cancelled. The method according to claim 15, wherein, The graphical user interface includes a skill casting tool; the skill casting tool is displayed in a first area of the graphical user interface; The step of providing a skill cancellation area in the graphical user interface in response to a triggering operation of a target skill includes: In response to a trigger operation targeting the skill casting tool, the skill casting tool is de-displayed in the first area; The graphical user interface provides a skill cancellation area; wherein the skill cancellation area obscures at least a portion of the first area. According to the method of claim 1, wherein, Following the step of determining the target object in the game scene in response to the aiming operation, the method further includes: Displays a targeting indicator that indicates the target object is being targeted; wherein the targeting indicator is displayed in association with the target object in the scene. The method according to claim 17, wherein, The aiming indicator includes: a first indicator located at the bottom of the object model of the target object, and / or a second indicator located in front of the object model of the target object; the second indicator obscures at least part of the object model of the target object. The method according to claim 17 or 18, wherein, The aiming indicator also includes an aiming line; one end of the aiming line is located at the target object, and the other end of the aiming line is located at the operation contact point of the aiming operation. The method according to claim 19, wherein, The method further includes: In response to the aiming operation, the operating contact point moves closer to the target object, shortening the length of the aiming line; Alternatively, in response to the aiming operation, the operating contact point moves away from the target object, increasing the length of the aiming line. The method according to claim 19, wherein, The method further includes: When the distance between the operating contact of the aiming operation and the target object is greater than a first distance threshold, the aiming line is displayed; If the distance between the operation touch point of the aiming operation and the target object is less than a second distance threshold, the aiming line is canceled from display. According to the method of claim 1, wherein, The method further includes: In response to the movement of the operation touch point of the aiming operation, the target object being aimed at is switched in the game scene based on the movement state of the operation touch point; wherein, the movement state includes: movement position and / or movement direction. The method according to claim 22, wherein, The method further includes: In response to the target object being switched, the object image of the switched target object is displayed in the object display area. According to the method of claim 1, wherein, The step of providing an object display area in the graphical user interface and displaying an object image containing the target object in the object display area includes: The target object is determined to belong to a specified object type. An object display area is provided in the graphical user interface, and an object image containing the target object is displayed in the object display area. The method according to claim 24, wherein, The method further includes: If the target object is determined not to belong to the specified object type, the target object is displayed in the scene screen in a specified display format; wherein, the specified display format indicates that the target object is being targeted, and when the target object does not belong to the specified object type, the graphical user interface does not provide a display area for the object. According to the method of claim 1, wherein, The method further includes: In response to a skill casting operation, the target skill is cast on the target object. An interactive control device for a game provides a graphical user interface through a terminal device, the graphical user interface including scene screens of the game scene; The device includes: The aiming module is configured to perform an action in response to an aiming operation, determining the target object to be aimed at in the game scene. The display module is configured to provide an object display area in the graphical user interface and display an object image containing the target object in the object display area. Wherein, the object display area occludes at least part of the scene screen; the display size of the target object in the object display area is larger than the display size of the target object in the scene screen. An electronic device includes a processor and a memory, the memory storing computer-executable instructions executable by the processor, the processor executing the computer-executable instructions to implement the interactive control method of the game according to any one of claims 1-26. A computer-readable storage medium storing computer-executable instructions, which, when invoked and executed by a processor, cause the processor to implement the interactive control method of the game according to any one of claims 1-26.
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